Fix builds on broken compilers that don't properly support using "z" in the length field of a printf format placeholder.

git-svn-id: https://svn.eduke32.com/eduke32@5844 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2016-08-29 19:11:47 +00:00
parent 599e58bfef
commit b13ad6bdc8
4 changed files with 50 additions and 50 deletions

View file

@ -435,14 +435,14 @@ static int32_t E_ReadArtFileOfID(int32_t tilefilei)
{
// Check whether we can evict existing tiles to make place for
// per-map ART ones.
for (bssize_t i=local.tilestart; i<=local.tileend; i++)
for (int i=local.tilestart; i<=local.tileend; i++)
{
// Tiles having dummytile replacements or those that are
// cache1d-locked can't be replaced.
if (faketile[i>>3] & pow2char[i&7] || walock[i] >= 200)
{
initprintf("loadpics: per-map ART file \"%s\": "
"tile %zd has dummytile or is locked\n", fn, i);
"tile %d has dummytile or is locked\n", fn, i);
kclose(fil);
return -3;
}

View file

@ -6267,9 +6267,9 @@ int app_main(int argc, char const * const * argv)
g_player[myconnectindex].ps->palette = BASEPAL;
for (bssize_t i=1, j=numplayers; j<ud.multimode; j++)
for (int i=1, j=numplayers; j<ud.multimode; j++)
{
Bsprintf(g_player[j].user_name,"PLAYER %zd",j+1);
Bsprintf(g_player[j].user_name,"PLAYER %d",j+1);
g_player[j].ps->team = g_player[j].pteam = i;
g_player[j].ps->weaponswitch = 3;
g_player[j].ps->auto_aim = 0;

View file

@ -1240,49 +1240,49 @@ void Gv_ResetSystemDefaults(void)
//AddLog("ResetWeaponDefaults");
for (bssize_t weaponNum = 0; weaponNum < MAX_WEAPONS; ++weaponNum)
for (int weaponNum = 0; weaponNum < MAX_WEAPONS; ++weaponNum)
{
for (bssize_t playerNum = 0; playerNum < MAXPLAYERS; ++playerNum)
{
Bsprintf(aszBuf, "WEAPON%zd_CLIP", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_CLIP", weaponNum);
aplWeaponClip[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_RELOAD", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_RELOAD", weaponNum);
aplWeaponReload[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_FIREDELAY", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_FIREDELAY", weaponNum);
aplWeaponFireDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_TOTALTIME", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_TOTALTIME", weaponNum);
aplWeaponTotalTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_HOLDDELAY", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_HOLDDELAY", weaponNum);
aplWeaponHoldDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_FLAGS", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_FLAGS", weaponNum);
aplWeaponFlags[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_SHOOTS", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SHOOTS", weaponNum);
aplWeaponShoots[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
if ((unsigned)aplWeaponShoots[weaponNum][playerNum] >= MAXTILES)
aplWeaponShoots[weaponNum][playerNum] = 0;
Bsprintf(aszBuf, "WEAPON%zd_SPAWNTIME", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SPAWNTIME", weaponNum);
aplWeaponSpawnTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_SPAWN", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SPAWN", weaponNum);
aplWeaponSpawn[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_SHOTSPERBURST", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", weaponNum);
aplWeaponShotsPerBurst[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_WORKSLIKE", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_WORKSLIKE", weaponNum);
aplWeaponWorksLike[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_INITIALSOUND", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_INITIALSOUND", weaponNum);
aplWeaponInitialSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_FIRESOUND", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_FIRESOUND", weaponNum);
aplWeaponFireSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_SOUND2TIME", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SOUND2TIME", weaponNum);
aplWeaponSound2Time[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_SOUND2SOUND", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SOUND2SOUND", weaponNum);
aplWeaponSound2Sound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND1", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND1", weaponNum);
aplWeaponReloadSound1[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND2", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND2", weaponNum);
aplWeaponReloadSound2[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_SELECTSOUND", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_SELECTSOUND", weaponNum);
aplWeaponSelectSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
Bsprintf(aszBuf, "WEAPON%zd_FLASHCOLOR", weaponNum);
Bsprintf(aszBuf, "WEAPON%d_FLASHCOLOR", weaponNum);
aplWeaponFlashColor[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
}
}
@ -1457,7 +1457,7 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
} while (0)
#else
# define ADDWEAPONVAR(Weapidx, Membname) do { \
Bsprintf(aszBuf, "WEAPON%zd_" #Membname, Weapidx); \
Bsprintf(aszBuf, "WEAPON%d_" #Membname, Weapidx); \
Bstrupr(aszBuf); \
Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
} while (0)
@ -1534,7 +1534,7 @@ static void Gv_AddSystemVars(void)
weapondefaults[GROW_WEAPON].FireSound = 0;
}
for (bssize_t i=0; i<MAX_WEAPONS; i++)
for (int i=0; i<MAX_WEAPONS; i++)
{
ADDWEAPONVAR(i, WorksLike);
ADDWEAPONVAR(i, Clip);
@ -1557,7 +1557,7 @@ static void Gv_AddSystemVars(void)
ADDWEAPONVAR(i, FlashColor);
}
#ifdef LUNATIC
for (bssize_t i=0; i<MAXPLAYERS; i++)
for (int i=0; i<MAXPLAYERS; i++)
{
DukePlayer_t *ps = g_player[i].ps;
@ -1709,9 +1709,9 @@ void Gv_InitWeaponPointers(void)
//AddLog("Gv_InitWeaponPointers");
for (bssize_t i=(MAX_WEAPONS-1); i>=0; i--)
for (int i=(MAX_WEAPONS-1); i>=0; i--)
{
Bsprintf(aszBuf, "WEAPON%zd_CLIP", i);
Bsprintf(aszBuf, "WEAPON%d_CLIP", i);
aplWeaponClip[i] = Gv_GetVarDataPtr(aszBuf);
if (!aplWeaponClip[i])
@ -1721,41 +1721,41 @@ void Gv_InitWeaponPointers(void)
G_Shutdown();
}
Bsprintf(aszBuf, "WEAPON%zd_RELOAD", i);
Bsprintf(aszBuf, "WEAPON%d_RELOAD", i);
aplWeaponReload[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_FIREDELAY", i);
Bsprintf(aszBuf, "WEAPON%d_FIREDELAY", i);
aplWeaponFireDelay[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_TOTALTIME", i);
Bsprintf(aszBuf, "WEAPON%d_TOTALTIME", i);
aplWeaponTotalTime[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_HOLDDELAY", i);
Bsprintf(aszBuf, "WEAPON%d_HOLDDELAY", i);
aplWeaponHoldDelay[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_FLAGS", i);
Bsprintf(aszBuf, "WEAPON%d_FLAGS", i);
aplWeaponFlags[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SHOOTS", i);
Bsprintf(aszBuf, "WEAPON%d_SHOOTS", i);
aplWeaponShoots[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SPAWNTIME", i);
Bsprintf(aszBuf, "WEAPON%d_SPAWNTIME", i);
aplWeaponSpawnTime[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SPAWN", i);
Bsprintf(aszBuf, "WEAPON%d_SPAWN", i);
aplWeaponSpawn[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SHOTSPERBURST", i);
Bsprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", i);
aplWeaponShotsPerBurst[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_WORKSLIKE", i);
Bsprintf(aszBuf, "WEAPON%d_WORKSLIKE", i);
aplWeaponWorksLike[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_INITIALSOUND", i);
Bsprintf(aszBuf, "WEAPON%d_INITIALSOUND", i);
aplWeaponInitialSound[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_FIRESOUND", i);
Bsprintf(aszBuf, "WEAPON%d_FIRESOUND", i);
aplWeaponFireSound[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SOUND2TIME", i);
Bsprintf(aszBuf, "WEAPON%d_SOUND2TIME", i);
aplWeaponSound2Time[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SOUND2SOUND", i);
Bsprintf(aszBuf, "WEAPON%d_SOUND2SOUND", i);
aplWeaponSound2Sound[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND1", i);
Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND1", i);
aplWeaponReloadSound1[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND2", i);
Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND2", i);
aplWeaponReloadSound2[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_SELECTSOUND", i);
Bsprintf(aszBuf, "WEAPON%d_SELECTSOUND", i);
aplWeaponSelectSound[i] = Gv_GetVarDataPtr(aszBuf);
Bsprintf(aszBuf, "WEAPON%zd_FLASHCOLOR", i);
Bsprintf(aszBuf, "WEAPON%d_FLASHCOLOR", i);
aplWeaponFlashColor[i] = Gv_GetVarDataPtr(aszBuf);
}
}

View file

@ -767,14 +767,14 @@ void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset)
if ((unsigned)num > (unsigned)g_maxSoundPos || g_sounds[num].num <= 0)
return;
for (bssize_t j=0; j<MAXSOUNDINSTANCES; ++j)
for (int j=0; j<MAXSOUNDINSTANCES; ++j)
{
int32_t voice = g_sounds[num].SoundOwner[j].voice;
int const voice = g_sounds[num].SoundOwner[j].voice;
if ((i == -1 && voice > FX_Ok) || (i != -1 && g_sounds[num].SoundOwner[j].ow == i))
{
if (EDUKE32_PREDICT_FALSE(i >= 0 && voice <= FX_Ok))
initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %zd!\n", voice, num, j);
initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %d!\n", voice, num, j);
else if (voice > FX_Ok && FX_SoundActive(voice))
FX_SetPitch(voice, pitchoffset);
break;