1. Jason MacWilliams
  2. MAX

Commits

Jason MacWilliams  committed 615f7db

let's not comment out unused parameters - doxygen doesn't really like that

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Files changed (12)

File MAX/BuildingBase.cpp

View file
   return ((PrefabBuilding *)prefab)->resourceConductor;
 }
 
-int BuildingBase::getVideoStatPanelData(float * stats, bool /*animated*/) const {
+int BuildingBase::getVideoStatPanelData(float * stats, bool animated) const {
   Rect<float> r = ((PrefabBuilding *)prefab)->videoRect;
   // first fill in the video rect
   stats[0] = r.x0;
   return false;
 }
 
-/*virtual*/void BuildingBase::onNeighborChange(int /*bx*/, int /*by*/, const BuildingBase * /*building*/) {
+/*virtual*/void BuildingBase::onNeighborChange(int bx, int by, const BuildingBase * building) {
   // by default, we don't care
 }
 

File MAX/CreditsScene.cpp

View file
 void CreditsScene::render() const {
 }
 
-void CreditsScene::processKeyboard(char /*ascii*/, bool /*down*/) {
+void CreditsScene::processKeyboard(char ascii, bool down) {
   SceneManager::GetSingleton()->popScene();
 }
-void CreditsScene::processMouseClick(int /*btn*/, int /*mx*/, int /*my*/) {
+void CreditsScene::processMouseClick(int btn, int mx, int my) {
   SceneManager::GetSingleton()->popScene();
 }
 

File MAX/GUI/GuiElement.cpp

View file
   return (x>=rect.x0) && (y>=rect.y0) && (x<=rect.x0+rect.x1) && (y<=rect.y0+rect.y1);
 }
 
-int GuiElement::onKeyboard(char /*code*/, bool /*down*/) {
+int GuiElement::onKeyboard(char code, bool down) {
   return IN_EVENT_IGNORED;
 }
 

File MAX/Game.cpp

View file
 /**
  * @file Game.cpp
  * @author Jason MacWilliams
- * @date Jun 27, 2014
+ * @date Aug 18, 2014
  *
  * The implementation of the Game class.
  *

File MAX/GameObject.cpp

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 /**
  * @file GameObject.cpp
  * @author Jason MacWilliams
- * @date Jun 27, 2014
+ * @date Aug 18, 2014
  *
  * The implementation of the GameObject class.
  *
   return prefab;
 }
 
-/*virtual*/int GameObject::getVideoStatPanelData(float * stats, bool /*animated*/) const {
+/*virtual*/int GameObject::getVideoStatPanelData(float * stats, bool animated) const {
   // first fill in the video rect
   stats[0] = 0.0f;
   stats[1] = 1.0f;
  * @return The texture rectangle for the current frame.
  * @note By default this returns junk, subclasses need to implement it.
  */
-/*virtual*/Rect<float> GameObject::getVideoRect(bool /*animated*/) const {
+/*virtual*/Rect<float> GameObject::getVideoRect(bool animated) const {
   return Rect<float>(0.0f, 0.0f, 1.0f, 1.0f);
 }
 
  *             their idle sounds when they transision from land to sea.
  * @return the SoundManager ID for the idle sound to play (context sensitive).
  */
-/*virtual*/int GameObject::getIdleSoundID(const IMovementAccess * /*game*/) const {
+/*virtual*/int GameObject::getIdleSoundID(const IMovementAccess * game) const {
   return 0;
 }
 
  * @param game The deploy access object we can use to remove additional vehicles
  *             or buildings if needed.
  */
-/*virtual*/void GameObject::onRemove(IDeployAccess * /*game*/) {
+/*virtual*/void GameObject::onRemove(IDeployAccess * game) {
 }
 
 /**
 }
 
 /**
- * This unit has just become the actively selected one by the give player.  It
+ * This unit has just become the actively selected one by the given player.  It
  * should perform the required functions - mostly notably, playing an "awaiting"
  * or "status" sound.  The player is also supplied to the function so the unit
  * can tell if it is supposed to respond to messages.
- * @param player The Player who send the onSelected message.  If the sending
+ * @param player The Player who sent the onSelected message.  If the sending
  *               player is not my owner then I probably want to ignore the
  *               message.
  * @param map The map data which can be used to determine if the unit is on

File MAX/MAX.vcxproj

View file
       <AdditionalIncludeDirectories>$(USERPROFILE)\Developer\devil\include;$(ProgramFiles)\OpenAL 1.1 SDK\include;$(USERPROFILE)\Developer\libvorbis\include;$(USERPROFILE)\Developer\libogg\include;$(USERPROFILE)\Developer\glew\include</AdditionalIncludeDirectories>
       <MultiProcessorCompilation>
       </MultiProcessorCompilation>
+      <AdditionalOptions>/wd4100 %(AdditionalOptions)</AdditionalOptions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <SDLCheck>true</SDLCheck>
       <PreprocessorDefinitions>WIN32;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;VC_EXTRALEAN;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <AdditionalIncludeDirectories>$(USERPROFILE)\Developer\devil\include;$(ProgramFiles)\OpenAL 1.1 SDK\include;$(USERPROFILE)\Developer\libvorbis\include;$(USERPROFILE)\Developer\libogg\include;$(USERPROFILE)\Developer\glew\include</AdditionalIncludeDirectories>
+      <AdditionalOptions>/wd4100 %(AdditionalOptions)</AdditionalOptions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <SDLCheck>true</SDLCheck>
       <PreprocessorDefinitions>WIN32;_UNICODE;UNICODE;WIN32_LEAN_AND_MEAN;VC_EXTRALEAN;_CRT_SECURE_NO_WARNINGS;PROFILE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <AdditionalIncludeDirectories>$(USERPROFILE)\Developer\devil\include;$(ProgramFiles)\OpenAL 1.1 SDK\include;$(USERPROFILE)\Developer\libvorbis\include;$(USERPROFILE)\Developer\libogg\include;$(USERPROFILE)\Developer\glew\include</AdditionalIncludeDirectories>
+      <AdditionalOptions>/wd4100 %(AdditionalOptions)</AdditionalOptions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
     <Xml Include="scenes\transfergui.xml" />
     <Xml Include="scenes\unitstoragegui.xml" />
     <Xml Include="scenes\upgradegui.xml" />
+    <Xml Include="sounds\voicedata.xml" />
   </ItemGroup>
   <ItemGroup>
     <ResourceCompile Include="max.rc" />

File MAX/MAX.vcxproj.filters

View file
     <Filter Include="Profiler">
       <UniqueIdentifier>{4e1c3fce-ffe3-4587-93d5-dfe7da7be5e9}</UniqueIdentifier>
     </Filter>
+    <Filter Include="Soundsystem\data">
+      <UniqueIdentifier>{355ddcd3-0d22-4dd5-b30c-f3b203e6b3e1}</UniqueIdentifier>
+    </Filter>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="GUI\GUI.h">
     <Xml Include="scenes\upgradegui.xml">
       <Filter>Scenes\xml</Filter>
     </Xml>
+    <Xml Include="sounds\voicedata.xml">
+      <Filter>Soundsystem\data</Filter>
+    </Xml>
   </ItemGroup>
   <ItemGroup>
     <ResourceCompile Include="max.rc">

File MAX/Player.cpp

View file
  * resource data.
  * @param x The x coordinate of the grid cell to survey.
  * @param y The y coordinate of the grid cell to survey.
+ * @todo This function uses 112,112 instead of mapwidth,mapHeight - fix this.
  */
 void Player::markCellAsSurveyed(int x, int y) {
   if (x<0 || y<0 || x>=112 || y>=112) {

File MAX/PlayingScene.cpp

View file
  * @param dz The amount the scrollwheel moved.  A positive value means away from the user.
  * @note Fuck you mac.
  */
-void PlayingScene::processMouseScroll(int /*mx*/, int /*my*/, int dz) {
+void PlayingScene::processMouseScroll(int mx, int my, int dz) {
   me->getCamera()->moveBy(0, 0, dz);
   // update the gui slider
   GuiSlider * slider = dynamic_cast<GuiSlider *>(GuiSystem::GetSingleton()->getCurrentGui()->getChildByID("Slider.Zoom"));

File MAX/Scene.cpp

View file
 /**
  * Update this scene through the given time interval.
  */
-void Scene::update(float /*dt*/) {
+void Scene::update(float dt) {
 }
 
 /**
  * @param ascii The virtual key code for the key pressed.
  * @param down  Whether the button was pressed or released.
  */
-void Scene::processKeyboard(char /*ascii*/, bool /*down*/) {
+void Scene::processKeyboard(char ascii, bool down) {
 }
 
 /**
  * @param mx The new x coordinate of the mouse.
  * @param my The new y coordinate of the mouse.
  */
-void Scene::processMouseMove(int /*mx*/, int /*my*/) {
+void Scene::processMouseMove(int mx, int my) {
 }
 
 /**
  * @param mx The x coordinate of the button click.
  * @param my The y coordinate of the button click.
  */
-void Scene::processMouseClick(int /*btn*/, int /*mx*/, int /*my*/) {
+void Scene::processMouseClick(int btn, int mx, int my) {
 }
 
 /**
  * @param dz The amount the scrollwheel moved.  A positive value means away from the user.
  * @note Fuck you mac.
  */
-void Scene::processMouseScroll(int /*mx*/, int /*my*/, int /*dz*/) {
+void Scene::processMouseScroll(int mx, int my, int dz) {
 }
 
 /**
  * @param evt The GuiEvent that was sent.  Includes the sender (GuiElement) and
  *            the message (string).
  */
-void Scene::processGuiEvent(GuiEvent * /*evt*/) {
+void Scene::processGuiEvent(GuiEvent * evt) {
 }
 

File MAX/Sprite.cpp

View file
   }
 }
 
-/*virtual*/void Sprite::onAnimationFinished(const Animation * /*anim*/) {
+/*virtual*/void Sprite::onAnimationFinished(const Animation * anim) {
   // by default, we don't care
 }
 

File MAX/WinMain.cpp

View file
 /**
- * @file Main.cpp
+ * @file WinMain.cpp
  * @author Jason MacWilliams
- * @date Jun 26, 2014
+ * @date Aug 18, 2014
  *
  * The front end for the entire game.  This file sets up the Windows
  * application and registers for callback information.  It also creates and
  * launches a Game object.
  *
- *                                          Copyright (C) 2008 Jason MacWilliams
+ *                                          Copyright (C) 2014 Jason MacWilliams
  *                                                        jmacwilliams@gmail.com
  */
 
 /**
  * The master Game object.
  */
-SceneManager * game;
+static SceneManager * game;
 
 // ===========================================================================
 /**