forked from github/server
Make the code compile on Visual Studio again, fixing type conversion warnings and C99-isms.
Signed-off-by: Enno Rehling <enno@eressea.de>
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d672510f06
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@ -2677,11 +2677,11 @@ sinkships(region * r)
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if (!sh->type->construction || sh->size>=sh->type->construction->maxsize) {
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if (fval(r->terrain, SEA_REGION) && (!enoughsailors(sh, r) || get_captain(sh)==NULL)) {
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/* Schiff nicht seetüchtig */
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.nocrewocean", 0.30);
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.nocrewocean", 0.30F);
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damage_ship(sh, dmg);
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}
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if (shipowner(sh)==NULL) {
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.nocrew", 0.05);
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.nocrew", 0.05F);
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damage_ship(sh, dmg);
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}
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}
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@ -855,7 +855,7 @@ move_iceberg(region *r)
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for (sh = r->ships; sh; sh = sh->next) {
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/* Meldung an Kapitän */
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.intoiceberg", 0.10);
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.intoiceberg", 0.10F);
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damage_ship(sh, dmg);
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fset(sh, SF_SELECT);
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}
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@ -866,8 +866,8 @@ move_iceberg(region *r)
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translist(&rc->buildings, &r->buildings, rc->buildings);
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}
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while (rc->ships) {
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.withiceberg", 0.10F);
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fset(rc->ships, SF_SELECT);
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.withiceberg", 0.10);
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damage_ship(rc->ships, dmg);
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move_ship(rc->ships, rc, r, NULL);
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}
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@ -994,7 +994,7 @@ godcurse(void)
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ship *sh;
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for (sh = r->ships; sh;) {
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ship *shn = sh->next;
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.godcurse", 0.10);
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.godcurse", 0.10F);
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damage_ship(sh, dmg);
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if (sh->damage>=sh->size * DAMAGE_SCALE) {
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unit * u = shipowner(sh);
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@ -2635,8 +2635,9 @@ aftermath(battle * b)
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boolean ships_damaged = (boolean)(b->turn+(b->has_tactics_turn?1:0)>2); /* only used for ship damage! */
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for (s=b->sides;s!=b->sides+b->nsides;++s) {
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s->dead=0;
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fighter * df;
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s->dead=0;
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for (df = s->fighters; df; df=df->next) {
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unit *du = df->unit;
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int dead = dead_fighters(df);
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@ -2884,7 +2885,7 @@ aftermath(battle * b)
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if (sh && fval(sh, SF_DAMAGED)) {
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int n = b->turn - 2;
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if (n>0) {
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.battleround", 0.05);
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.battleround", 0.05F);
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damage_ship(sh, dmg * n);
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freset(sh, SF_DAMAGED);
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}
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@ -1765,8 +1765,8 @@ sail(unit * u, order * ord, boolean move_on_land, region_list **routep)
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if (check_leuchtturm(current_point, NULL)) {
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ADDMSG(&f->msgs, msg_message("sailnolandingstorm", "ship", sh));
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} else {
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.nolanding", 0.10F);
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ADDMSG(&f->msgs, msg_message("sailnolanding", "ship region", sh, next_point));
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float dmg = get_param_flt(global.parameters, "rules.ship.damage.nolanding", 0.10);
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damage_ship(sh, dmg);
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/* we handle destruction at the end */
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}
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