ref: 01ddc5e92332c23fc59f956910d1c14d38b669b9
parent: d55f72aeaf691071e02e2111ed923311c0985afd
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Feb 23 16:45:57 EST 2019
Fixed some warning MSVC2003 was giving in /W3 mode
--- a/src/Back.cpp
+++ b/src/Back.cpp
@@ -140,7 +140,7 @@
for (int y = 0; y < WINDOW_HEIGHT - 240 + 88; y += 88)
{
fillNext = ((fillNext) * 214013 + 2531011);
- for (int x = -(fillNext % 149); x < WINDOW_WIDTH; x += 149)
+ for (int x = -(int)(fillNext % 149); x < WINDOW_WIDTH; x += 149)
{
PutBitmap4(&grcGame, x, y, &rcSkyFiller, SURFACE_ID_LEVEL_BACKGROUND);
}
--- a/src/BossFrog.cpp
+++ b/src/BossFrog.cpp
@@ -187,7 +187,7 @@
PlaySoundObject(25, 1);
if (gBoss->direct == 0)
- gBoss->xm = -0x200u;
+ gBoss->xm = -0x200;
else
gBoss->xm = 0x200;
--- a/src/BossIronH.cpp
+++ b/src/BossIronH.cpp
@@ -164,7 +164,7 @@
gBoss[0].y = gBoss[0].tgt_y + (Random(-1, 1) * 0x200);
if (++gBoss[0].act_wait % 4 == 0)
- SetNpChar(4, gBoss[0].x + (Random(-0x80u, 0x80) * 0x200), gBoss[0].y + (Random(-0x40u, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
+ SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
break;
}
--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -286,7 +286,7 @@
if (bul->xm < 0)
bul->xm = 0x400;
else
- bul->xm = -0x400u;
+ bul->xm = -0x400;
}
break;
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -237,7 +237,7 @@
for (unsigned int j = 0; j < 3; ++j)
{
const double alpha = pow((font_pixel[j] / 255.0), 1.0 / 1.8); // Gamma correction
- surface_pixel[j] = (colours[j] * alpha) + (surface_pixel[j] * (1.0 - alpha)); // Alpha blending
+ surface_pixel[j] = (unsigned char)((colours[j] * alpha) + (surface_pixel[j] * (1.0 - alpha))); // Alpha blending
}
surface_pixel[3] = 0xFF;
@@ -257,7 +257,7 @@
if (alpha)
{
for (unsigned int j = 0; j < 3; ++j)
- surface_pixel[j] = (colours[j] * alpha) + (surface_pixel[j] * (1.0 - alpha)); // Alpha blending
+ surface_pixel[j] = (unsigned char)((colours[j] * alpha) + (surface_pixel[j] * (1.0 - alpha))); // Alpha blending
surface_pixel[3] = 0xFF;
}
--- a/src/MycHit.cpp
+++ b/src/MycHit.cpp
@@ -666,7 +666,7 @@
else
v1 = (long double)(npc->x - gMC.x);
- float fx1 = v1;
+ float fx1 = (float)v1;
if (npc->y <= gMC.y)
v2 = (long double)(gMC.y - npc->y);
@@ -673,14 +673,14 @@
else
v2 = (long double)(npc->y - gMC.y);
- float fx2 = (long double)npc->hit.back;
+ float fx2 = (float)npc->hit.back;
if (0.0 == fx1)
fx1 = 1.0;
if (0.0 == fx2)
fx2 = 1.0;
- float fy1 = v2;
- float fy2 = (long double)npc->hit.top;
+ float fy1 = (float)v2;
+ float fy2 = (float)npc->hit.top;
if (fy1 / fx1 <= fy2 / fx2)
{
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -1522,7 +1522,7 @@
npc->xm -= 0x10;
if (npc->xm < -0x400)
- npc->xm = -0x400u;
+ npc->xm = -0x400;
if (npc->shock)
npc->x += npc->xm / 2;
@@ -1805,7 +1805,7 @@
if (npc->direct == 0)
{
npc->x = gMC.x + 0x20000;
- npc->xm = -0x2FFu;
+ npc->xm = -0x2FF;
}
else
{
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -1207,7 +1207,7 @@
gMC.x += 0x800;
gMC.y -= 0x1000;
gMC.xm = 0x5FF;
- gMC.ym = -0x200u;
+ gMC.ym = -0x200;
gMC.direct = 2;
npc->direct = 2;
}
@@ -1215,8 +1215,8 @@
{
gMC.x -= 0x800;
gMC.y -= 0x1000;
- gMC.xm = -0x5FFu;
- gMC.ym = -0x200u;
+ gMC.xm = -0x5FF;
+ gMC.ym = -0x200;
gMC.direct = 0;
npc->direct = 0;
}
@@ -1371,7 +1371,7 @@
}
if (npc->direct == 0)
- npc->xm = -0x100u;
+ npc->xm = -0x100;
else
npc->xm = 0x100;
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -730,7 +730,7 @@
PlaySoundObject(6, 1);
if (npc->direct == 0)
- npc->xm = -0x100u;
+ npc->xm = -0x100;
else
npc->xm = 0x100;
}
@@ -1187,7 +1187,7 @@
npc->direct = 2;
if (npc->direct == 0)
- npc->xm = -0x200u;
+ npc->xm = -0x200;
else
npc->xm = 0x200;
@@ -1196,7 +1196,7 @@
npc->count1 = 0;
npc->ani_no = 4;
npc->act_no = 21;
- npc->ym = -0x400u;
+ npc->ym = -0x400;
npc->xm *= 2;
npc->damage = 5;
PlaySoundObject(102, 1);
@@ -1204,7 +1204,7 @@
else
{
npc->act_no = 21;
- npc->ym = -0x400u;
+ npc->ym = -0x400;
PlaySoundObject(30, 1);
}
}
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -145,7 +145,7 @@
npc->ym = -0x5FF;
if (npc->direct == 0)
- npc->xm = -0x200u;
+ npc->xm = -0x200;
else
npc->xm = 0x200;
}
@@ -247,7 +247,7 @@
npc->damage = 0;
for (int i = 0; i < 8; ++i)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600u, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
break;
--- a/src/NpcAct220.cpp
+++ b/src/NpcAct220.cpp
@@ -942,7 +942,7 @@
npc->direct = 0;
if (npc->direct == 0)
- npc->xm = -0x400u;
+ npc->xm = -0x400;
else
npc->xm = 0x400;
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -85,7 +85,7 @@
npc->direct = 0;
if (npc->direct == 0)
- npc->xm = -0x200u;
+ npc->xm = -0x200;
else
npc->xm = 0x200;
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -806,7 +806,7 @@
if (npc->act_wait > 20 && npc->act_wait % 3 == 1)
{
- const int ym = Random(-0x200u, 0x200);
+ const int ym = Random(-0x200, 0x200);
const int xm = 4 * Random(0x100, 0x200);
if (npc->direct == 0)
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -285,7 +285,7 @@
for (int i = 0; i < 8; ++i)
{
- const int x = npc->x + (Random(-0x10u, 0x10) * 0x200);
+ const int x = npc->x + (Random(-0x10, 0x10) * 0x200);
SetNpChar(4, x, npc->y + 0x1400, 0, 0, 0, 0, 0x100);
}
@@ -1122,7 +1122,7 @@
case 12:
if (gMC.y < npc->y)
- npc->ym = -0xAAu;
+ npc->ym = -0xAA;
else
npc->ym = 0xAA;
--- a/src/Organya.cpp
+++ b/src/Organya.cpp
@@ -163,7 +163,7 @@
for (int j = 0; j < 8; j++)
{
for (int i = 0; i < 2; i++) {
- int64_t tmpDouble = ((oct_wave[j].wave_size * freq_tbl[key]) * oct_wave[j].oct_par) / 8 + (a - 1000);
+ uint32_t tmpDouble = ((oct_wave[j].wave_size * freq_tbl[key]) * oct_wave[j].oct_par) / 8 + (a - 1000);
lpORGANBUFFER[track][j][i]->SetFrequency(tmpDouble);
}
}
--- a/src/PixTone.cpp
+++ b/src/PixTone.cpp
@@ -15,7 +15,7 @@
// Sine wave
for (i = 0; i < 256; ++i)
{
- gWaveModelTable[0][i] = (sin(i * 6.283184 / 256.0) * 64.0);
+ gWaveModelTable[0][i] = (signed char)(sin(i * 6.283184 / 256.0) * 64.0);
a = gWaveModelTable[0][i];
}
@@ -64,7 +64,7 @@
// The Linux port added a cute optimisation here, where MakeWaveTables is only called once during the game's execution
MakeWaveTables();
- char envelopeTable[0x100];
+ signed char envelopeTable[0x100];
memset(envelopeTable, 0, 0x100);
int i = 0;
@@ -73,7 +73,7 @@
dEnvelope = ptp->initial;
while (i < ptp->pointAx)
{
- envelopeTable[i] = dEnvelope;
+ envelopeTable[i] = (signed char)dEnvelope;
dEnvelope = ((double)ptp->pointAy - ptp->initial) / ptp->pointAx + dEnvelope;
++i;
}
@@ -81,7 +81,7 @@
dEnvelope = ptp->pointAy;
while (i < ptp->pointBx)
{
- envelopeTable[i] = dEnvelope;
+ envelopeTable[i] = (signed char)dEnvelope;
dEnvelope = ((double)ptp->pointBy - ptp->pointAy) / (double)(ptp->pointBx - ptp->pointAx) + dEnvelope;
++i;
}
@@ -89,7 +89,7 @@
dEnvelope = ptp->pointBy;
while (i < ptp->pointCx)
{
- envelopeTable[i] = dEnvelope;
+ envelopeTable[i] = (signed char)dEnvelope;
dEnvelope = ((double)ptp->pointCy - ptp->pointBy) / (double)(ptp->pointCx - ptp->pointBx) + dEnvelope;
++i;
}
@@ -97,7 +97,7 @@
dEnvelope = ptp->pointCy;
while (i < 256)
{
- envelopeTable[i] = dEnvelope;
+ envelopeTable[i] = (signed char)dEnvelope;
dEnvelope = (double)dEnvelope - ptp->pointCy / (double)(256 - ptp->pointCx);
++i;
}
@@ -130,7 +130,7 @@
const int a = (int)dMain % 256;
const int b = (int)dPitch % 256;
const int c = (int)dVolume % 256;
- const int d = (double)(i * 0x100) / ptp->size;
+ const int d = (int)((double)(i * 0x100) / ptp->size);
pData[i] = gWaveModelTable[ptp->oMain.model][a]
* ptp->oMain.top
/ 64
--- a/src/Sound.cpp
+++ b/src/Sound.cpp
@@ -115,7 +115,7 @@
{
//Volume is in hundredths of decibels, from 0 to -10000
lVolume = clamp(lVolume, (int32_t)-10000, (int32_t)0);
- return pow(10.0, lVolume / 2000.0);
+ return (float)pow(10.0, lVolume / 2000.0);
}
void SOUNDBUFFER::SetVolume(int32_t lVolume)
@@ -158,11 +158,11 @@
const double freqPosition = frequency / FREQUENCY; //This is added to position at the end
//Get the in-between sample this is (linear interpolation)
- const float sample1 = ((looped || ((size_t)samplePosition) >= 1) ? data[(size_t)samplePosition] : 0x80);
- const float sample2 = ((looping || (((size_t)samplePosition) + 1) < size) ? data[(((size_t)samplePosition) + 1) % size] : 0x80);
+ const float sample1 = ((looped || ((size_t)samplePosition) >= 1) ? data[(size_t)samplePosition] : 128.0f);
+ const float sample2 = ((looping || (((size_t)samplePosition) + 1) < size) ? data[(((size_t)samplePosition) + 1) % size] : 128.0f);
//Interpolate sample
- const float subPos = std::fmod(samplePosition, 1.0);
+ const float subPos = (float)std::fmod(samplePosition, 1.0);
const float sampleA = sample1 + (sample2 - sample1) * subPos;
//Convert sample to float32
@@ -169,8 +169,8 @@
const float sampleConvert = (sampleA - 128.0f) / 128.0f;
//Mix
- buffer[sample][0] += sampleConvert * volume * volume_l;
- buffer[sample][1] += sampleConvert * volume * volume_r;
+ buffer[sample][0] += (float)(sampleConvert * volume * volume_l);
+ buffer[sample][1] += (float)(sampleConvert * volume * volume_r);
//Increment position
samplePosition += freqPosition;
@@ -305,7 +305,7 @@
size_t MakePixToneObject(const PIXTONEPARAMETER *ptp, int ptp_num, int no)
{
- size_t sample_count = 0;
+ int sample_count = 0;
for (int i = 0; i < ptp_num; ++i)
{
if (ptp[i].size > sample_count)
--- a/src/Triangle.cpp
+++ b/src/Triangle.cpp
@@ -19,7 +19,7 @@
//Tangent
for (i = 0; i < 0x21; ++i)
{
- float a = i * 6.2831855 / 256.0;
+ float a = (float)(i * 6.2831855 / 256.0);
float b = sinf(a) / cosf(a);
gTan[i] = (int16_t)(b * 8192.0);
}