removed all warnings about casts and signedness
authorunknown <Ivan Lloyd@.(none)>
Tue, 1 Feb 2011 03:03:13 +0000 (21:03 -0600)
committerunknown <Ivan Lloyd@.(none)>
Tue, 1 Feb 2011 03:03:13 +0000 (21:03 -0600)
Background.cpp
Collision.cpp
Game.cpp
Game.h
Level.cpp
Sprite.cpp
WorldObject.cpp

index d5a0284..0235d44 100644 (file)
@@ -13,10 +13,10 @@ mScreen(screen),
        mScreenSize.w = screen->w;
        mScreenSize.h = screen->h;
 
-       source.w = bgSize.w;
-       source.h = bgSize.h;
-       source.x = bgSamplePos.x;
-       source.y = bgSamplePos.y;
+       source.w = (int)bgSize.w;
+       source.h = (int)bgSize.h;
+       source.x = (int)bgSamplePos.x;
+       source.y = (int)bgSamplePos.y;
 
        load(filename);
 
@@ -128,19 +128,19 @@ void Background::draw(){
                        y += H;
                while(x > 0)//move back til we are at the spot to the left of the current background
                        x -= W;
-               int initx = x;
+               int initx = (int)x;
                while(y > 0)
                        y -= H;
                for(y; y < Y; y += H)
                        for(x = initx; x < X; x += W){
-                               dest.x = x;
-                               dest.y = y;
+                               dest.x = (int)x;
+                               dest.y = (int)y;
                                SDL_BlitSurface(mBackground, NULL, mScreen, &dest);
                        }
        }
        else {
-               dest.x = mPos.x;
-               dest.y = mPos.y;
+               dest.x = (int)mPos.x;
+               dest.y = (int)mPos.y;
                SDL_BlitSurface(mBackground, &source, mScreen, &dest);
        }
 }
index b49c51c..6d82192 100644 (file)
@@ -78,14 +78,14 @@ void DrawPixel(SDL_Surface *screen, int x, int y, Uint32 c)
        \param color the color to be drawn
 */
 void DrawCircle(SDL_Surface* screen, const Point2D wPos, const Point2D pos, Uint32 color){
-       DrawPixel(screen, wPos.x + pos.x, wPos.y + pos.y, color);
-       DrawPixel(screen, wPos.x - pos.x, wPos.y + pos.y, color);
-       DrawPixel(screen, wPos.x + pos.x, wPos.y - pos.y, color);
-       DrawPixel(screen, wPos.x - pos.x, wPos.y - pos.y, color);
-       DrawPixel(screen, wPos.x + pos.y, wPos.y + pos.x, color);
-       DrawPixel(screen, wPos.x - pos.y, wPos.y + pos.x, color);
-       DrawPixel(screen, wPos.x + pos.y, wPos.y - pos.x, color);
-       DrawPixel(screen, wPos.x - pos.y, wPos.y - pos.x, color);
+       DrawPixel(screen, int(wPos.x + pos.x), int(wPos.y + pos.y), color);
+       DrawPixel(screen, int(wPos.x - pos.x), int(wPos.y + pos.y), color);
+       DrawPixel(screen, int(wPos.x + pos.x), int(wPos.y - pos.y), color);
+       DrawPixel(screen, int(wPos.x - pos.x), int(wPos.y - pos.y), color);
+       DrawPixel(screen, int(wPos.x + pos.y), int(wPos.y + pos.x), color);
+       DrawPixel(screen, int(wPos.x - pos.y), int(wPos.y + pos.x), color);
+       DrawPixel(screen, int(wPos.x + pos.y), int(wPos.y - pos.x), color);
+       DrawPixel(screen, int(wPos.x - pos.y), int(wPos.y - pos.x), color);
 }
 /**
        This function is tasked with drawing lines by the midpoint method. 
@@ -102,16 +102,16 @@ void DrawLine(SDL_Surface* screen, const Point2D start, Point2D end, Uint32 colo
        
        //if the end point is lower swap em
        if(end.y < start.y){
-               x = end.x;
-               y = end.y;
-               xMax = start.x;
-               yMax = start.y;
+               x = (int)end.x;
+               y = (int)end.y;
+               xMax = (int)start.x;
+               yMax = (int)start.y;
        }
        else {
-               x = start.x;
-               y = start.y;
-               xMax = end.x;
-               yMax = end.y;
+               x = (int)start.x;
+               y = (int)start.y;
+               xMax = (int)end.x;
+               yMax = (int)end.y;
        }
 
        //the change in x
@@ -165,8 +165,8 @@ void CollisionRectangle::draw(const Point2D& pos){
 
 void CollisionCircle::draw(const Point2D& pos){
        Slock(Game::game()->Screen());
-       int x=0,y=radius;///<The relative x,y pos
-       int midpt = 1-radius;///<the midpt of the circle
+       int x=0,y=(int)radius;///<The relative x,y pos
+       int midpt = 1-(int)radius;///<the midpt of the circle
        //draw pts
        DrawCircle(Game::game()->Screen(), pos + mPos, Point2D(x,y), color);
        //calculate other points
@@ -185,7 +185,7 @@ void CollisionCircle::draw(const Point2D& pos){
 }
 
 bool Collision::checkCollisions(const vector<Collision*>& c, const Point2D cPos, const Point2D pos){
-       for(int i=0; i < c.size(); i++){
+       for(unsigned int i=0; i < c.size(); i++){
                if(collision(c[i], cPos, pos))//if any are true return true then and there
                        return true;
        }
@@ -195,15 +195,15 @@ bool Collision::checkCollisions(const vector<Collision*>& c, const Point2D cPos,
 bool CollisionRectangle::collision(const Collision *c, const Point2D cPos, const Point2D pos) const {
        if(const CollisionRectangle* rec = dynamic_cast<const CollisionRectangle*>(c)){
                ///check rect vs rect really just axis aligned box check (simpler)
-               float r1Left = -width/2 + mPos.x + pos.x;
-               float r1Right = width/2 + mPos.x + pos.x;
-               float r1Top = -height/2 + mPos.y + pos.y;
-               float r1Bottom = height/2 + mPos.y + pos.y;
+               double r1Left = -width/2 + mPos.x + pos.x;
+               double r1Right = width/2 + mPos.x + pos.x;
+               double r1Top = -height/2 + mPos.y + pos.y;
+               double r1Bottom = height/2 + mPos.y + pos.y;
 
-               float r2Left = -rec->width/2 + rec->mPos.x + cPos.x;
-               float r2Right = rec->width/2 + rec->mPos.x + cPos.x;
-               float r2Top = -rec->height/2 + rec->mPos.y + cPos.y;
-               float r2Bottom = rec->height/2 + rec->mPos.y + cPos.y;
+               double r2Left = -rec->width/2 + rec->mPos.x + cPos.x;
+               double r2Right = rec->width/2 + rec->mPos.x + cPos.x;
+               double r2Top = -rec->height/2 + rec->mPos.y + cPos.y;
+               double r2Bottom = rec->height/2 + rec->mPos.y + cPos.y;
 
                bool outsideX = r1Right < r2Left || r1Left > r2Right;
                bool outsideY = r1Bottom < r2Top || r1Top > r2Bottom;
index 87a84e5..7625146 100644 (file)
--- a/Game.cpp
+++ b/Game.cpp
@@ -137,7 +137,7 @@ void Game::run()
 }
 
 void Game::loadLevel(std::string levelName){
-       for(int i=0; i< mLevels.size(); ++i)
+       for(unsigned int i=0; i< mLevels.size(); ++i)
                if(mLevels[i]->getName() == levelName)
                        mCurrentLevel = i;
                else
diff --git a/Game.h b/Game.h
index 2b467fe..7c443b3 100644 (file)
--- a/Game.h
+++ b/Game.h
@@ -55,7 +55,7 @@ protected:
 private:
        static const Uint32 waitTime;
 
-       int mCurrentLevel; /**< Current Level index. */
+       unsigned int mCurrentLevel; /**< Current Level index. */
        std::vector<Level*> mLevels;/**< Vector of pointers to all of the levels. \todo Make into map? */
        SDL_Surface *mScreen;/**< The surface to draw to. */
 
index b96217d..04296a3 100644 (file)
--- a/Level.cpp
+++ b/Level.cpp
@@ -142,7 +142,7 @@ void Level::removeActor(string name){
 
 Sprite* Level::findSpriteByName(string name){
        /// \todo make this return a list of all sprites with the same name (or make it specifiable)
-       for(int i=0; i < mSprites.size(); i++){
+       for(unsigned int i=0; i < mSprites.size(); i++){
                if(mSprites[i]->getName()==name)//find the sprite with the same name
                        return mSprites[i];
        }
index ed9e49a..18f92c7 100644 (file)
@@ -40,8 +40,8 @@ void Sprite::draw()
                }
        }
        SDL_Rect dest;
-       dest.x = mPos.x;
-       dest.y = mPos.y;
+       dest.x = (int)mPos.x;
+       dest.y = (int)mPos.y;
        if(mVisible == true)
                SDL_BlitSurface(frame->image,NULL,mScreen,&dest);
 
@@ -67,7 +67,7 @@ Sprite* Sprite::collisionWithSprite(string name){
        Sprite* s= Game::game()->getCurrentLevel()->findSpriteByName(name);
        if(s==NULL)
                return NULL;
-       for(int i=0; i <  frame->collisionData.size(); i++)
+       for(unsigned int i=0; i <  frame->collisionData.size(); i++)
                if(frame->collisionData[i]->checkCollisions(s->getCollisionData(), s->mPos + s->getAnimation()->animationPeg, mPos + frame->animationPeg))//if there is a collision
                        return s;
        return NULL;//if there aren't collisions
index 4dbffa8..3ed213f 100644 (file)
@@ -3,7 +3,7 @@
 
 
 void WorldObject::drawCollisions(vector<Collision*> &vec, const Point2D& pos){
-       for(int i=0; i < vec.size(); i++){
+       for(unsigned int i=0; i < vec.size(); i++){
                vec[i]->draw(pos);
        }
 }