mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Fix warnings generated by gcc 4.6.0 about variables set but not
thereafter read. Most of these changes are just removal of pointless stuff or trivial reorganisations; one change is actually substantive, and fixes a bug in Keen's clue selection (the variable 'bad' was unreferenced not because I shouldn't have set it, but because I _should_ have referenced it!). [originally from svn r9164]
This commit is contained in:
@ -513,7 +513,6 @@ static int island_impossible(struct island *is, int strict)
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{
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int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
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int i, poss;
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grid_type v;
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struct island *is_orth;
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if (nspc < 0) {
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@ -533,7 +532,6 @@ static int island_impossible(struct island *is, int strict)
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int ifree, dx = is->adj.points[i].dx;
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if (!is->adj.points[i].off) continue;
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v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y);
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poss = POSSIBLES(is->state, dx,
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is->adj.points[i].x, is->adj.points[i].y);
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if (poss == 0) continue;
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2
cube.c
2
cube.c
@ -1546,7 +1546,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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int *pkey, *gkey;
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float t[3];
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float angle;
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game_state *newstate;
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int square;
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draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
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@ -1580,7 +1579,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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pkey = state->spkey;
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gkey = state->sgkey;
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}
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newstate = state;
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state = oldstate;
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for (i = 0; i < state->grid->nsquares; i++) {
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3
guess.c
3
guess.c
@ -1210,10 +1210,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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{
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int i, new_move, last_go;
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int i, new_move;
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new_move = (state->next_go != ds->next_go) || !ds->started;
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last_go = (state->next_go == state->params.nguesses-1);
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if (!ds->started) {
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draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
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5
keen.c
5
keen.c
@ -995,7 +995,7 @@ done
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/* didn't find a nice one, use a nasty one */
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for (i = 0; i < a; i++) {
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j = order[i];
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if (singletons[j] & good) {
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if (singletons[j] & bad) {
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clues[j] = clue;
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singletons[j] = 0;
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break;
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@ -1188,7 +1188,6 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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int w = params->w, a = w*w;
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game_state *state = snew(game_state);
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char *err;
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const char *p = desc;
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int i;
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@ -1197,7 +1196,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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state->clues->refcount = 1;
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state->clues->w = w;
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state->clues->dsf = snew_dsf(a);
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err = parse_block_structure(&p, w, state->clues->dsf);
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parse_block_structure(&p, w, state->clues->dsf);
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assert(*p == ',');
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p++;
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@ -1402,6 +1402,7 @@ static int strip_unused_nums(game_state *state)
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}
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}
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}
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debug(("Stripped %d unused numbers.\n", n));
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return n;
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}
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@ -1475,7 +1476,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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char **aux, int interactive)
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{
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game_state *news = new_state(params), *copys;
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int nsol, i, j, run, x, y, wh = params->w*params->h, num;
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int i, j, run, x, y, wh = params->w*params->h, num;
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char *ret, *p;
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int *numindices;
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@ -1499,8 +1500,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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/* Take a copy, remove numbers we didn't use and check there's
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* still a unique solution; if so, use the copy subsequently. */
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copys = dup_game(news);
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nsol = strip_unused_nums(copys);
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debug(("Stripped %d unused numbers.\n", nsol));
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strip_unused_nums(copys);
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if (!puzzle_is_good(copys, params->difficulty)) {
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debug(("Stripped grid is not good, reverting.\n"));
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free_game(copys);
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6
loopy.c
6
loopy.c
@ -3548,7 +3548,6 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
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grid *g = state->game_grid;
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grid_edge *e = g->edges + i;
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int x1, x2, y1, y2;
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int xmin, ymin, xmax, ymax;
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int line_colour;
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if (state->line_errors[i])
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@ -3568,11 +3567,6 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
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grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
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grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
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xmin = min(x1, x2);
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xmax = max(x1, x2);
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ymin = min(y1, y2);
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ymax = max(y1, y2);
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if (line_colour == COL_FAINT) {
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static int draw_faint_lines = -1;
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if (draw_faint_lines < 0) {
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21
magnets.c
21
magnets.c
@ -1046,7 +1046,7 @@ static int solve_rowcols(game_state *state, rowcolfn fn)
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static int solve_force(game_state *state)
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{
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int x, y, i, which, didsth = 0;
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int i, which, didsth = 0;
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unsigned long f;
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for (i = 0; i < state->wh; i++) {
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@ -1062,7 +1062,6 @@ static int solve_force(game_state *state)
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if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL))
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which = POSITIVE;
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if (which != -1) {
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x = i%state->w; y = i/state->w;
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if (solve_set(state, i, which, "forced by flags", NULL) < 0)
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return -1;
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didsth = 1;
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@ -1073,7 +1072,7 @@ static int solve_force(game_state *state)
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static int solve_neither(game_state *state)
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{
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int x, y, i, j, didsth = 0;
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int i, j, didsth = 0;
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for (i = 0; i < state->wh; i++) {
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if (state->flags[i] & GS_SET) continue;
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@ -1084,7 +1083,6 @@ static int solve_neither(game_state *state)
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(state->flags[j] & GS_NOTPOSITIVE)) ||
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((state->flags[i] & GS_NOTNEGATIVE) &&
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(state->flags[j] & GS_NOTNEGATIVE))) {
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x = i%state->w; y = i/state->w;
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if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0)
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return -1;
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didsth = 1;
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@ -1494,7 +1492,7 @@ static int solve_unnumbered(game_state *state)
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static int lay_dominoes(game_state *state, random_state *rs, int *scratch)
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{
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int n, i, ret = 0, x, y, nlaid = 0, n_initial_neutral;
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int n, i, ret = 0, nlaid = 0, n_initial_neutral;
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for (i = 0; i < state->wh; i++) {
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scratch[i] = i;
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@ -1513,8 +1511,7 @@ static int lay_dominoes(game_state *state, random_state *rs, int *scratch)
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/* ...and lay a domino if we can. */
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x = i%state->w; y = i/state->w;
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debug(("Laying domino at i:%d, (%d,%d)\n", i, x, y));
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debug(("Laying domino at i:%d, (%d,%d)\n", i, i%state->w, i/state->w));
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/* The choice of which type of domino to lay here leads to subtle differences
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* in the sorts of boards that get produced. Too much bias towards magnets
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@ -2262,7 +2259,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
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int w = state->w, h = state->h;
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int ink = print_mono_colour(dr, 0);
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int paper = print_mono_colour(dr, 1);
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int x, y, target, count, which, i, j;
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int x, y, which, i, j;
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/* Ick: fake up `ds->tilesize' for macro expansion purposes */
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game_drawstate ads, *ds = &ads;
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@ -2277,16 +2274,12 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
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draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink);
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for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
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for (i = 0; i < w; i++) {
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target = state->common->colcount[i*3+which];
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count = count_rowcol(state, i, COLUMN, which);
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draw_num_col(dr, ds, COLUMN, which, i, paper, ink,
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state->common->colcount[i*3+which]);
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state->common->colcount[i*3+which]);
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}
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for (i = 0; i < h; i++) {
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target = state->common->rowcount[i*3+which];
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count = count_rowcol(state, i, ROW, which);
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draw_num_col(dr, ds, ROW, which, i, paper, ink,
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state->common->rowcount[i*3+which]);
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state->common->rowcount[i*3+which]);
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}
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}
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4
mines.c
4
mines.c
@ -2170,7 +2170,7 @@ static int open_square(game_state *state, int x, int y)
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static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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game_state *state = snew(game_state);
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int i, wh, x, y, ret, masked;
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int i, wh, x, y, masked;
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unsigned char *bmp;
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state->w = params->w;
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@ -2265,7 +2265,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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}
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if (x >= 0 && y >= 0)
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ret = open_square(state, x, y);
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open_square(state, x, y);
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sfree(bmp);
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}
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@ -1059,7 +1059,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
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game_drawstate *ds, int x, int y, int button)
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{
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int cx, cy;
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int n, dx, dy;
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int dx, dy;
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char buf[80];
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button &= ~MOD_MASK;
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@ -1101,7 +1101,6 @@ static char *interpret_move(game_state *state, game_ui *ui,
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if (cx == -1) dx = +1;
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else if (cx == state->width) dx = -1;
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else return NULL;
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n = state->width;
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dy = 0;
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}
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else if (cx >= 0 && cx < state->width && cx != state->cx)
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@ -1109,7 +1108,6 @@ static char *interpret_move(game_state *state, game_ui *ui,
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if (cy == -1) dy = +1;
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else if (cy == state->height) dy = -1;
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else return NULL;
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n = state->height;
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dx = 0;
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}
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else
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@ -1585,7 +1583,7 @@ static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui, float t, float ft)
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{
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int x, y, tx, ty, frame;
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int x, y, frame;
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unsigned char *active;
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float xshift = 0.0;
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float yshift = 0.0;
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@ -1677,7 +1675,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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t = ANIM_TIME - t;
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}
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tx = ty = -1;
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if (oldstate && (t < ANIM_TIME)) {
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/*
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* We're animating a slide, of row/column number
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4
tents.c
4
tents.c
@ -459,7 +459,7 @@ static int tents_solve(int w, int h, const char *grid, int *numbers,
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char *soln, struct solver_scratch *sc, int diff)
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{
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int x, y, d, i, j;
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char *mrow, *mrow1, *mrow2, *trow, *trow1, *trow2;
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char *mrow, *trow, *trow1, *trow2;
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/*
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* Set up solver data.
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@ -746,8 +746,6 @@ static int tents_solve(int w, int h, const char *grid, int *numbers,
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* hasn't been set up yet.
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*/
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mrow = sc->mrows;
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mrow1 = sc->mrows + len;
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mrow2 = sc->mrows + 2*len;
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trow = sc->trows;
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trow1 = sc->trows + len;
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trow2 = sc->trows + 2*len;
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3
towers.c
3
towers.c
@ -1225,14 +1225,13 @@ static int check_errors(game_state *state, int *errors)
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}
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for (i = 0; i < 4*w; i++) {
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int start, step, j, k, n, best;
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int start, step, j, n, best;
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STARTSTEP(start, step, i, w);
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if (!clues[i])
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continue;
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best = n = 0;
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k = 0;
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for (j = 0; j < w; j++) {
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int number = grid[start+j*step];
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if (!number)
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@ -432,12 +432,11 @@ static char *new_game_desc(game_params *params, random_state *rs,
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static char *validate_desc(game_params *params, char *desc)
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{
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char *p, *err;
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char *p;
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int w = params->w, h = params->h, wh = w*h;
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int i;
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p = desc;
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err = NULL;
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for (i = 0; i < wh; i++) {
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if (*p < '0' || *p > '9')
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@ -951,7 +951,7 @@ static int gg_best_clue(game_state *state, int *scratch, digit *latin)
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{
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int ls = state->order * state->order * 5;
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int maxposs = 0, minclues = 5, best = -1, i, j;
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int nposs, nclues, loc, x, y;
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int nposs, nclues, loc;
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#ifdef STANDALONE_SOLVER
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if (solver_show_working) {
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@ -964,7 +964,6 @@ static int gg_best_clue(game_state *state, int *scratch, digit *latin)
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if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
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loc = scratch[i] / 5;
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x = loc % state->order; y = loc / state->order;
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for (j = nposs = 0; j < state->order; j++) {
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if (state->hints[loc*state->order + j]) nposs++;
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}
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@ -975,9 +974,11 @@ static int gg_best_clue(game_state *state, int *scratch, digit *latin)
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(nposs == maxposs && nclues < minclues)) {
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best = i; maxposs = nposs; minclues = nclues;
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#ifdef STANDALONE_SOLVER
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if (solver_show_working)
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if (solver_show_working) {
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int x = loc % state->order, y = loc / state->order;
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printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
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best, x+1, y+1, nposs, nclues);
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}
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#endif
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}
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}
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@ -895,7 +895,7 @@ static char *validate_desc(game_params *params, char *desc)
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{
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int w = params->w, h = params->h, wh = w*h;
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int *active, *link;
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int mains = 0, mpos = -1;
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int mains = 0;
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int i, tx, ty, minmoves;
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char *ret;
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@ -966,7 +966,6 @@ static char *validate_desc(game_params *params, char *desc)
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link[i] = -1;
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if (strchr("mM", c) != NULL) {
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mains++;
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mpos = i;
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}
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i++;
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}
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@ -2363,14 +2362,17 @@ int main(int argc, char **argv)
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game_state *s;
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char *id = NULL, *desc, *err;
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int count = FALSE;
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int ret, really_verbose = FALSE;
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int ret;
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int *moves;
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while (--argc > 0) {
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char *p = *++argv;
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/*
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if (!strcmp(p, "-v")) {
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really_verbose = TRUE;
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} else if (!strcmp(p, "-c")) {
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verbose = TRUE;
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} else
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*/
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if (!strcmp(p, "-c")) {
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count = TRUE;
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} else if (*p == '-') {
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fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
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Reference in New Issue
Block a user