fix: no more compile warnings

This commit is contained in:
Martin Prokoph
2025-02-09 23:54:50 +01:00
parent 813e47a25e
commit 2b9a9b7781
15 changed files with 111 additions and 98 deletions

View File

@@ -6,8 +6,8 @@
#include "blockRegistry.hpp"
#include "output.hpp"
void tryPushBlock(BlockPos& blockPos, World& world, bool left);
void tryBlockGravity(BlockPos& blockPos, World& world);
static void tryPushBlock(BlockPos& blockPos, World& world, bool left);
static void tryBlockGravity(BlockPos& blockPos, World& world);
/**
* Checks if a given value is in a parameter pack of values.
@@ -22,7 +22,7 @@ void tryBlockGravity(BlockPos& blockPos, World& world);
* @return true if the value is found in the parameter pack, false otherwise.
*/
template<typename First, typename ... T>
bool is_in(First &&first, T && ... t) {
static bool is_in(First &&first, T && ... t) {
return ((first == t) || ...);
}
@@ -30,7 +30,7 @@ bool is_in(First &&first, T && ... t) {
* Waits until the user enters a valid key.
* Used to prompt the user to press any key to continue.
*/
void waitForInput() {
static void waitForInput() {
char lastChar = ' ';
while (!is_in(lastChar, 'w', 'a', 's', 'd')) cin >> lastChar;
}
@@ -48,7 +48,7 @@ void waitForInput() {
* @param left Whether to move left (true) or right (false).
* @return true if the player's position was successfully updated, false otherwise.
*/
bool tryWalk(World& world, Player& player, bool left) {
static bool tryWalk(World& world, Player& player, bool left) {
BlockPos playerPos = player.getPos();
BlockPos neighbourPosTorso = playerPos+(left ? BlockPos(-1, 0) : BlockPos(1, 0));
BlockPos neighbourPosFeet = playerPos+(left ? BlockPos(-1, 1) : BlockPos(1, 1));
@@ -76,7 +76,7 @@ bool tryWalk(World& world, Player& player, bool left) {
* @param player Reference to the Player object representing the player's state.
* @return true if the player's position was successfully updated, false otherwise.
*/
bool tryGoDown(World& world, Player& player) {
static bool tryGoDown(World& world, Player& player) {
if (world.getBlockAt(player.getPos()+BlockPos(0, 2)).getSettings().isClimbableFromTop() || world.getBlockAt(player.getPos()+BlockPos(0, 3)).getSettings().isClimbableFromTop()) {
player.move(0, 1);
return true;
@@ -95,7 +95,7 @@ bool tryGoDown(World& world, Player& player) {
* @param player Reference to the Player object representing the player's state.
* @return true if the player's position was successfully updated, false otherwise.
*/
bool tryGoUp(World& world, Player& player) {
static bool tryGoUp(World& world, Player& player) {
if (world.getBlockAt(player.getPos()+BlockPos(0, 1)).getSettings().isClimbableFromBottom() || world.getBlockAt(player.getPos()+BlockPos(0, 2)).getSettings().isClimbableFromBottom()) {
player.move(0, -1);
return true;
@@ -115,7 +115,7 @@ bool tryGoUp(World& world, Player& player) {
* @param world Reference to the World object representing the current world.
* @param left Whether to push the block to the left (true) or right (false).
*/
void tryPushBlock(BlockPos& blockPos, World& world, bool left) {
static void tryPushBlock(BlockPos& blockPos, World& world, bool left) {
BlockPos neighbourBlockPos = blockPos+(left ? BlockPos(-1, 0) : BlockPos(1, 0));
if (world.getBlockAt(blockPos).getSettings().isPushable()) {
if (world.getBlockAt(neighbourBlockPos).getSettings().isPushable()) {
@@ -135,7 +135,7 @@ void tryPushBlock(BlockPos& blockPos, World& world, bool left) {
* @param playerPos The position of the player.
* @param world Reference to the World object representing the current world.
*/
void tryBlockGravity(BlockPos& playerPos, World& world) {
static void tryBlockGravity(BlockPos& playerPos, World& world) {
if (world.getBlockAt(playerPos.add(0, 2)).getSettings().hasGravity() && world.getBlockAt(playerPos.add(0, 3)) == world.getBlockRegistry().AIR) {
world.setBlockAt(playerPos.add(0, 3), world.getBlockAt(playerPos.add(0, 2)));
world.setBlockAt(playerPos.add(0, 2), world.getBlockRegistry().AIR);
@@ -153,7 +153,7 @@ void tryBlockGravity(BlockPos& playerPos, World& world) {
* @return true if the player's position was successfully updated, false otherwise.
*/
bool onInput(char lastChar, World& world, Player& player) {
static bool onInput(char lastChar, World& world, Player& player) {
switch (lastChar) {
case ' ':
case 'w':
@@ -182,7 +182,7 @@ bool onInput(char lastChar, World& world, Player& player) {
* In this case, the game state is updated every 100 milliseconds (to simulate the player's input).
* If the player dies or reaches the goal, exit the loop.
*/
void inputLoop(Player& player, World& world, bool testMode, unsigned int worldIndex) {
static void inputLoop(Player& player, World& world, bool testMode, unsigned int worldIndex) {
vector<string> testFile = readFileAsVector("TEST.txt");
unsigned int inputIndex = 0;
while (player.isAlive() && !player.hasReachedGoal()) {
@@ -204,4 +204,4 @@ void inputLoop(Player& player, World& world, bool testMode, unsigned int worldIn
}
}
inputIndex = 0;
}
}