Fixes a bunch of lint errors

This commit is contained in:
lprobert 2022-08-24 16:00:13 +02:00
parent 2aba6c4338
commit fc6bb50460
No known key found for this signature in database
GPG Key ID: 644D2A477DF85CB4
16 changed files with 20 additions and 20 deletions

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@ -7,12 +7,12 @@ release:
.PHONY: release .PHONY: release
clean: clean:
@make clean -sC _build/debug @make -sC _build/debug clean
@make clean -sC _build/release @make -sC _build/release clean
.PHONY: clean .PHONY: clean
test: test:
@make test -sC _build/debug @make -sC _build/debug test
.PHONY: test .PHONY: test
run: $(all) run: $(all)
@ -24,11 +24,11 @@ playtest: $(all)
.PHONY: playtest .PHONY: playtest
lint: lint:
@make lint -sC _build/debug @make -sC _build/debug lint
.PHONY: lint .PHONY: lint
package: package:
@make package -sC _build/release @make -sC _build/release package
.PHONY: package .PHONY: package
setup: setup:
@ -46,4 +46,5 @@ setup:
teardown: teardown:
@rm -rf _build @rm -rf _build
@rm compile_commands.json
.PHONY: teardown .PHONY: teardown

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@ -47,7 +47,7 @@ actiontext_render(ActionText *t, Camera *cam)
if (t->dead) if (t->dead)
return; return;
if (!t->dead && !timer_started(t->timer)) if (!timer_started(t->timer))
timer_start(t->timer); timer_start(t->timer);
if (timer_get_ticks(t->timer) < 500) { if (timer_get_ticks(t->timer) < 500) {

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@ -32,7 +32,7 @@ actiontextbuilder_init(SDL_Renderer *renderer)
} }
void void
actiontextbuilder_create_text(const char *msg, SDL_Color color, Position *p) actiontextbuilder_create_text(const char *msg, SDL_Color color, const Position *p)
{ {
assert (gRenderer != NULL); assert (gRenderer != NULL);
Sprite *sprite = sprite_create(); Sprite *sprite = sprite_create();

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@ -34,7 +34,7 @@ void
actiontextbuilder_render(Camera*); actiontextbuilder_render(Camera*);
void void
actiontextbuilder_create_text(const char *msg, SDL_Color, Position*); actiontextbuilder_create_text(const char *msg, SDL_Color, const Position*);
void void
actiontextbuilder_close(void); actiontextbuilder_close(void);

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@ -86,7 +86,7 @@ animation_render(Animation *animation, Camera *camera)
} }
void void
animation_set_frames(Animation *animation, AnimationClip clips[]) animation_set_frames(Animation *animation, const AnimationClip clips[])
{ {
for (size_t i = 0; i < animation->clipCount; i++) { for (size_t i = 0; i < animation->clipCount; i++) {
animation->clips[i] = clips[i]; animation->clips[i] = clips[i];

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@ -53,7 +53,7 @@ void
animation_load_texture(Animation *, const char *path, SDL_Renderer*); animation_load_texture(Animation *, const char *path, SDL_Renderer*);
void void
animation_set_frames(Animation*, AnimationClip clips[]); animation_set_frames(Animation*, const AnimationClip clips[]);
void void
animation_run(Animation*); animation_run(Animation*);

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@ -303,7 +303,7 @@ artifact_create(MagicalEffect effect)
} }
Artifact * Artifact *
artifact_copy(Artifact *a) artifact_copy(const Artifact *a)
{ {
Artifact *new = ec_malloc(sizeof(Artifact)); Artifact *new = ec_malloc(sizeof(Artifact));
*new = *a; *new = *a;

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@ -66,7 +66,7 @@ Artifact *
artifact_create(MagicalEffect); artifact_create(MagicalEffect);
Artifact * Artifact *
artifact_copy(Artifact*); artifact_copy(const Artifact*);
void void
artifact_render(Artifact*, Camera*); artifact_render(Artifact*, Camera*);

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@ -204,7 +204,6 @@ create_treasure(int current_level)
unsigned int value; unsigned int value;
amt = (unsigned int) 1 + get_random(5*current_level) % 40; amt = (unsigned int) 1 + get_random(5*current_level) % 40;
amt = amt == 0 ? 1 : amt;
if (current_level > 9) { if (current_level > 9) {
highest_treasure = PLATINUM; highest_treasure = PLATINUM;

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@ -109,7 +109,7 @@ void* linkedlist_get(LinkedList **head, unsigned int index)
return linkedlist_get(&(*head)->next, --index); return linkedlist_get(&(*head)->next, --index);
} }
void linkedlist_each(LinkedList **head, void (*fun)(void*)) void linkedlist_each(const LinkedList **head, void (*fun)(void*))
{ {
LinkedList *next = *head; LinkedList *next = *head;

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@ -37,7 +37,7 @@ void* linkedlist_poplast(LinkedList **head);
void* linkedlist_get(LinkedList **head, unsigned int index); void* linkedlist_get(LinkedList **head, unsigned int index);
void linkedlist_each(LinkedList **head, void (*fun)(void*)); void linkedlist_each(const LinkedList **head, void (*fun)(void*));
void linkedlist_destroy(LinkedList **head); void linkedlist_destroy(LinkedList **head);

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@ -110,7 +110,7 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *
"Commissions/Mage.png" "Commissions/Mage.png"
}; };
static char *callbackData[] = { static const char *callbackData[] = {
"warrior", "warrior",
"rogue", "rogue",
"mage" "mage"

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@ -114,7 +114,7 @@ mixer_toggle_sound(void)
} }
bool bool
mixer_toggle_music(GameState *state) mixer_toggle_music(const GameState *state)
{ {
Settings *settings = settings_get(); Settings *settings = settings_get();
settings->music_enabled = !settings->music_enabled; settings->music_enabled = !settings->music_enabled;

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@ -79,7 +79,7 @@ bool
mixer_toggle_sound(void); mixer_toggle_sound(void);
bool bool
mixer_toggle_music(GameState*); mixer_toggle_music(const GameState*);
void void
mixer_play_effect(Fx fx); mixer_play_effect(Fx fx);

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@ -474,7 +474,7 @@ monster_coward_walk(Monster *m, RoomMatrix *rm)
} }
static void static void
on_monster_move(Monster *m, Position *origPos, Map *map, RoomMatrix *rm) on_monster_move(Monster *m, const Position *origPos, Map *map, RoomMatrix *rm)
{ {
Position currentTilePos = position_to_matrix_coords(&m->sprite->pos); Position currentTilePos = position_to_matrix_coords(&m->sprite->pos);
Player *player = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player; Player *player = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player;

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@ -64,7 +64,7 @@ load_texture(SkillBar *bar, const char *path, SDL_Renderer *renderer)
s->dim = (Dimension) { 8, 8 }; s->dim = (Dimension) { 8, 8 };
s->fixed = true; s->fixed = true;
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 8, 0); sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 8, 0);
m_sprintf(buffer, 4, "%u", i + 1 < 10 ? i + 1 : 0); m_sprintf(buffer, 4, "%u", i + 1);
texture_load_from_text(s->textures[0], buffer, C_YELLOW, C_BLACK, renderer); texture_load_from_text(s->textures[0], buffer, C_YELLOW, C_BLACK, renderer);
linkedlist_append(&bar->sprites, s); linkedlist_append(&bar->sprites, s);
} }