Sisyphus repository
Last update: 1 october 2023 | SRPMs: 18631 | Visits: 36656883
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ALT Linux repos
S:1.0-alt3.qa4
5.0: 1.0-alt3
4.1: 0.1-alt1.1
4.0: 0.1-alt1.1
3.0: 0.1-alt1.1

Group :: Games/Arcade
RPM: pachi

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Patch: pachi-alt-warnigs-fix.patch
Download


--- src/input.c.orig
+++ src/input.c
@@ -167,7 +167,6 @@ void menu_events()
 
 void code_events()
 {
-    int n;
     SDL_Event event;
     
     while(SDL_PollEvent(&event)==1)
@@ -304,7 +303,6 @@ void check_joystick_events(SDL_Event *event, Uint8 *joypos)
 
 void game_events()
 {
-    int n;
     SDL_Event event;
     Uint8 *keys;
     
--- src/text.c.orig
+++ src/text.c
@@ -1,4 +1,4 @@
-void print_text(SDL_Surface *font, SDL_Surface *surface, int font_w, int font_h, int text_x, int text_y, char *str, ...)  //Rutina para imprimir texto estatico en la pantalla
+void print_text(SDL_Surface *font, SDL_Surface *surface, int font_w, int font_h, int text_x, int text_y, const char *str, ...)  //Rutina para imprimir texto estatico en la pantalla
 {
     SDL_Rect srctxt; // la posicion donde se encuentra el caracter en el bitmap
     SDL_Rect dsttxt; // la posicion donde se imprimira el texto
@@ -15,7 +15,7 @@ void print_text(SDL_Surface *font, SDL_Surface *surface, int font_w, int font_h,
     srctxt.y = 0;
     int linecounter = 0 ; // este contador se utiliza para saber en que linea imprimimos el texto
     int charpos = 0;
-    for(int charcounter = 0; charcounter < strlen(texto); charcounter++)
+    for(size_t charcounter = 0; charcounter < strlen(texto); charcounter++)
     {
 	int curchar=texto[charcounter];
 	if(curchar == 94)
--- src/gameover.c.orig
+++ src/gameover.c
@@ -21,7 +21,6 @@ void show_hiscores()
     SDL_SetColorKey(scorefont,SDL_SRCCOLORKEY,SDL_MapRGB(scorefont->format,0,0,0));
     SDL_SetColorKey(scorefont1,SDL_SRCCOLORKEY,SDL_MapRGB(scorefont1->format,0,0,0));
     SDL_SetColorKey(scorefont1,SDL_SRCCOLORKEY,SDL_MapRGB(scorefont1->format,0,0,0));
-    char plyername[]="          ";
     char diflevel[] ="      ";
     print_text(scorefont1,screen,16,16,30, 55,"         PACHI EL MARCIANO    TOP TEN         ");//scorename[a]);
     print_text(scorefont1,screen,16,16,30, 95,"NAME         STAGE    TIME    LEVEL     SCORE ");//scorename[a]);
--- src/gfx.c.orig
+++ src/gfx.c
@@ -16,7 +16,7 @@
 /*
     LoadT carga un grafico en formato .T de 24 bits en una superficie SDL
 */
-void LoadT(SDL_Surface **Tsurface, char *str)
+void LoadT(SDL_Surface **Tsurface, const char *str)
 {
     FILE *Tsrc;
 
@@ -69,7 +69,7 @@ void LoadT(SDL_Surface **Tsurface, char *str)
     fclose(Tsrc);
 }
 
-SDL_Surface * LoadT8(char *str)
+SDL_Surface * LoadT8(const char *str)
 {
     SDL_Surface *Tsurface;
     FILE *Tsrc;
--- src/intro.c.orig
+++ src/intro.c
@@ -52,7 +52,6 @@ void intro()
     double introtime=0;
     escape_exit=0;
     float title_alpha=0;
-    int title_done=0;
     int n=1;
     while(escape_exit==0)
     {
--- src/output.c.orig
+++ src/output.c
@@ -210,7 +210,7 @@ void print_room()
     SDL_Flip(screen);
 }
 
-void showcode(char *str)
+void showcode(const char *str)
 {
     SDL_Rect code;
 	code.x=280; code.y=220;code.w=240;code.h=50;
@@ -300,7 +300,6 @@ void showposter(int num)
     if(num==CEMETERY || num==CAVES || num==CASTLE || num==CASTLE+1 || num==LAB)
     {
 	escape_exit=0;
-	SDL_Surface *temp;
 	switch(num)
 	{
 	    case CEMETERY:
--- src/structs.h.orig
+++ src/structs.h
@@ -39,11 +39,11 @@ struct Cplayer
 
 struct Cstages
 {
-    char * title;
-    char * music;
+    const char * title;
+    const char * music;
     int  objects;
     int  time;
-    char * code;
+    const char * code;
 };
 
 struct Croom
--- src/fx.c.orig
+++ src/fx.c
@@ -58,7 +58,7 @@ void initfade_object(int x, int y, int object)
     alphade=255;
     object-=200;
     fadeobject=SDL_CreateRGBSurface(SDL_SWSURFACE,R_tileside,R_tileside,16,0,0,0,0);
-    SDL_SetColorKey(fadeobject,SDL_SRCCOLORKEY,(fadeobject->format,0,255,0));
+    SDL_SetColorKey(fadeobject,SDL_SRCCOLORKEY,SDL_MapRGB(fadeobject->format,0,255,0));
     SDL_Rect objectsrc;
 	objectsrc.w=R_tileside;objectsrc.h=R_tileside;
 	objectsrc.y=R_tileside*10;objectsrc.x=R_tileside*object;
--- src/game.c.orig
+++ src/game.c
@@ -80,9 +80,6 @@ void check_exits() // esta funcion se fija si hay salidas disponibles
     if(y < R_max_y)
 	if(roommap[x][y+1]==stage)
 	    show_arrow(arrow_down, show);
-    if(y < 0)
-	if(roommap[x][y-1]==stage)
-	    show_arrow(arrow_up, show);
 }
 
 void stage_up()
@@ -324,7 +321,7 @@ void chk_sequence()
 	}
     }
     int object_is_here=0; // esta variable indica si el objeto que sigue en la secuencia esta en la pantalla actual
-    int bright_x, bright_y; // variables que indica en que posicion debe aparecer el brillo del proximo objeto a recoger
+    int bright_x = 0, bright_y = 0; // variables que indica en que posicion debe aparecer el brillo del proximo objeto a recoger
     for(n=0;n<5;n++)
     {
 	if(mobject[(R_current-1)*5+n].seq==sequence)
 
design & coding: Vladimir Lettiev aka crux © 2004-2005, Andrew Avramenko aka liks © 2007-2008
current maintainer: Michael Shigorin