Fixed build with Clang

Fixed bunch of compilation errors:
cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs]

Fixed linker erorr:
g_doomedmap.cpp.o: In function `InitActorNumsFromMapinfo()':
src/g_doomedmap.cpp: undefined reference to `PClass::FindActor(FName)'
This commit is contained in:
alexey.lysiuk 2017-04-13 10:17:11 +03:00
parent 1c8d698121
commit 1889efa814
7 changed files with 13 additions and 12 deletions

View file

@ -34,6 +34,7 @@
*/
#include "info.h"
#include "actor.h"
#include "p_lnspec.h"
#include "m_fixed.h"
#include "c_dispatch.h"

View file

@ -170,7 +170,7 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
else callinfo = "overlay ";
}
err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this), stateowner->GetClass()->TypeName.GetChars());
err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this).GetChars(), stateowner->GetClass()->TypeName.GetChars());
throw;
throw;
}

View file

@ -132,7 +132,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
{
if (!(state->UseFlags & SUF_ITEM))
{
Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state));
Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state).GetChars());
return false;
}
@ -146,7 +146,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(state);
Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
FState::StaticGetStateName(state), state->ActionFunc->PrintableName.GetChars());
FState::StaticGetStateName(state).GetChars(), state->ActionFunc->PrintableName.GetChars());
state->ActionFunc = nullptr;
}
@ -189,7 +189,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
catch (CVMAbortException &err)
{
err.MaybePrintMessage();
err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state), GetClass()->TypeName.GetChars());
err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), GetClass()->TypeName.GetChars());
throw;
}

View file

@ -629,7 +629,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
}
if (!(newstate->UseFlags & SUF_ACTOR))
{
Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate), GetClass()->TypeName.GetChars());
Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate).GetChars(), GetClass()->TypeName.GetChars());
state = nullptr;
Destroy();
return false;

View file

@ -351,7 +351,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
{
Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate));
Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate).GetChars());
State = nullptr;
Destroy();
return;
@ -360,7 +360,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
{
if (Caller->IsKindOf(NAME_Weapon))
{
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate));
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate).GetChars());
State = nullptr;
Destroy();
return;
@ -414,7 +414,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
FState::StaticGetStateName(newstate), newstate->ActionFunc->PrintableName.GetChars());
FState::StaticGetStateName(newstate).GetChars(), newstate->ActionFunc->PrintableName.GetChars());
newstate->ActionFunc = nullptr;
}
if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))

View file

@ -1081,7 +1081,7 @@ void DumpStateHelper(FStateLabels *StateList, const FString &prefix)
}
else
{
Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State));
Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State).GetChars());
}
}
if (StateList->Labels[i].Children != NULL)

View file

@ -283,7 +283,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
FState::StaticGetStateName(state), obj->TypeName.GetChars(), FName(*test).GetChars());
FState::StaticGetStateName(state).GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
}
state = state->NextState;
}
@ -308,7 +308,7 @@ static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName st
if (!(state->UseFlags & useflag))
{
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
obj->TypeName.GetChars(), FState::StaticGetStateName(state), statename.GetChars(), descript);
obj->TypeName.GetChars(), FState::StaticGetStateName(state).GetChars(), statename.GetChars(), descript);
}
}
if (slb->Children != nullptr)
@ -359,7 +359,7 @@ static void CheckStates(PClassActor *obj)
if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
{
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
FState::StaticGetStateName(state));
FState::StaticGetStateName(state).GetChars());
}
}
}