Group :: Games/Arcade
RPM: pachi
Main Changelog Spec Patches Sources Download Gear Bugs and FR Repocop
Patch: pachi-alt-warnigs-fix.patch
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--- 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)