Commit 2ad5b46d authored by Steven Fuller's avatar Steven Fuller

Removed all warnings at default compiler mode

parent 99c9eb09
* inconsistancy:
id_ca.c has code for setting the extension to load files
id_ca.c has code for setting the data filenames' extension
so does wl_menu.c
* menu code is a mess, always does things differently than the rest of the
code, it really needs to be cleaned up
......@@ -15,6 +15,7 @@ to/from just for reading, so only not-packed structures are used during
actual gameplay/etc.
* is that memory intro screen needed anymore? probably not, although it
would be nice to show what version is loaded, but doom just printed text
and the intro screen which came with wolf3d has copyrighted images
* then, what about PG13? OH NO!!!!
* fix the input code, everything is spread out... ideally everything should
work the same, let the input handler do it all instead
......@@ -22,6 +23,9 @@ work the same, let the input handler do it all instead
maybe there are clipping bugs that will cause it to fill over the top, left,
and right
* if japan versions are not to be found, remove the code
actually, if you look in wl_menu.c, the japan menus are empty, which means
no text, and it would have to be that there was no offically released
japanese version (unless the text was removed, but then why?)
* remove DEMOEXTERN, and add ability to play demos from commandline
* remove SPANISH code (and spanish.h)? honestly i would rather have a german
version than a spanish version
......@@ -50,3 +54,4 @@ data in vga memory. so figure it out, fix it, and remove
just call a different function (most are left from the update block code)
remove them
* implement fizzlefade, and get that last pixel!
* remove the time verification code (in wl_inter.c)
......@@ -1375,7 +1375,7 @@ startplayloop:
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
MainMenu[viewscores].routine = (void *)CP_ViewScores;
return;
......@@ -1397,7 +1397,7 @@ startplayloop:
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
MainMenu[viewscores].routine = (void *)CP_ViewScores;
return;
......
......@@ -963,29 +963,21 @@ boolean PreloadUpdate(unsigned current, unsigned total)
{
unsigned w = WindowW - 10;
VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w,2,BLACK);
w = ((long)w * current) / total;
if (w)
{
if (w) {
VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w,2,0x37);
VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w-1,1,0x32);
}
VW_UpdateScreen();
// if (LastScan == sc_Escape)
// {
// IN_ClearKeysDown();
// return(true);
// }
// else
return(false);
return false;
}
void PreloadGraphics(void)
{
DrawLevel ();
ClearSplitVWB (); // set up for double buffering in split screen
DrawLevel();
ClearSplitVWB();
VWB_Bar (0,0,320,200-STATUSLINES,127);
......@@ -998,7 +990,7 @@ void PreloadGraphics(void)
VW_UpdateScreen();
VW_FadeIn ();
PM_Preload (PreloadUpdate);
PM_Preload((void *)PreloadUpdate);
IN_UserInput (70);
VW_FadeOut ();
......
......@@ -65,38 +65,38 @@ CP_itemtype
MainMenu[]=
{
#ifdef JAPAN
{1,"",CP_NewGame},
{1,"",CP_Sound},
{1,"",CP_Control},
{1,"",CP_LoadGame},
{0,"",CP_SaveGame},
{1,"",CP_ChangeView},
{2,"",CP_ReadThis},
{1,"",CP_ViewScores},
{1,"",(void *)CP_NewGame},
{1,"",(void *)CP_Sound},
{1,"",(void *)CP_Control},
{1,"",(void *)CP_LoadGame},
{0,"",(void *)CP_SaveGame},
{1,"",(void *)CP_ChangeView},
{2,"",(void *)CP_ReadThis},
{1,"",(void *)CP_ViewScores},
{1,"",0},
{1,"",0}
#else
{1,STR_NG,CP_NewGame},
{1,STR_SD,CP_Sound},
{1,STR_CL,CP_Control},
{1,STR_LG,CP_LoadGame},
{0,STR_SG,CP_SaveGame},
{1,STR_CV,CP_ChangeView},
{1,STR_NG,(void *)CP_NewGame},
{1,STR_SD,(void *)CP_Sound},
{1,STR_CL,(void *)CP_Control},
{1,STR_LG,(void *)CP_LoadGame},
{0,STR_SG,(void *)CP_SaveGame},
{1,STR_CV,(void *)CP_ChangeView},
#ifndef GOODTIMES
#ifndef SPEAR
#ifdef SPANISH
{2,"Ve esto!",CP_ReadThis},
{2,"Ve esto!",(void *)CP_ReadThis},
#else
{2,"Read This!",CP_ReadThis},
{2,"Read This!",(void *)CP_ReadThis},
#endif
#endif
#endif
{1,STR_VS,CP_ViewScores},
{1,STR_VS,(void *)CP_ViewScores},
{1,STR_BD,0},
{1,STR_QT,0}
#endif
......@@ -140,15 +140,15 @@ CtlMenu[]=
{0,"",0},
{0,"",0},
{0,"",0},
{0,"",MouseSensitivity},
{1,"",CustomControls}
{0,"",(void *)MouseSensitivity},
{1,"",(void *)CustomControls}
#else
{0,STR_MOUSEEN,0},
{0,STR_JOYEN,0},
{0,STR_PORT2,0},
{0,STR_GAMEPAD,0},
{0,STR_SENS,MouseSensitivity},
{1,STR_CUSTOM,CustomControls}
{0,STR_SENS,(void *)MouseSensitivity},
{1,STR_CUSTOM,(void *)CustomControls}
#endif
},
......@@ -845,7 +845,7 @@ int CP_EndGame(void)
playstate = ex_died;
MainMenu[savegame].active = 0;
MainMenu[viewscores].routine=CP_ViewScores;
MainMenu[viewscores].routine= (void *)CP_ViewScores;
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
......
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