Fix zillions of MSVC compiler warnings. Sigh.

[originally from svn r4165]
This commit is contained in:
Simon Tatham
2004-04-28 17:37:13 +00:00
parent 56a59e2e51
commit 3b1ec74d73
3 changed files with 165 additions and 159 deletions

88
net.c
View File

@ -53,8 +53,8 @@
#define TILE_BORDER 1
#define WINDOW_OFFSET 16
#define ROTATE_TIME 0.1
#define FLASH_FRAME 0.05
#define ROTATE_TIME 0.1F
#define FLASH_FRAME 0.05F
enum {
COL_BACKGROUND,
@ -458,7 +458,7 @@ game_state *new_game(game_params *params, char *seed)
* the original 10 plus 10 more, rather than getting 20 new
* ones and the chance of remembering your first 10.)
*/
nbarriers = params->barrier_probability * count234(barriers);
nbarriers = (int)(params->barrier_probability * count234(barriers));
assert(nbarriers >= 0 && nbarriers <= count234(barriers));
while (nbarriers > 0) {
@ -785,44 +785,44 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
/*
* Wires are black.
*/
ret[COL_WIRE * 3 + 0] = 0.0;
ret[COL_WIRE * 3 + 1] = 0.0;
ret[COL_WIRE * 3 + 2] = 0.0;
ret[COL_WIRE * 3 + 0] = 0.0F;
ret[COL_WIRE * 3 + 1] = 0.0F;
ret[COL_WIRE * 3 + 2] = 0.0F;
/*
* Powered wires and powered endpoints are cyan.
*/
ret[COL_POWERED * 3 + 0] = 0.0;
ret[COL_POWERED * 3 + 1] = 1.0;
ret[COL_POWERED * 3 + 2] = 1.0;
ret[COL_POWERED * 3 + 0] = 0.0F;
ret[COL_POWERED * 3 + 1] = 1.0F;
ret[COL_POWERED * 3 + 2] = 1.0F;
/*
* Barriers are red.
*/
ret[COL_BARRIER * 3 + 0] = 1.0;
ret[COL_BARRIER * 3 + 1] = 0.0;
ret[COL_BARRIER * 3 + 2] = 0.0;
ret[COL_BARRIER * 3 + 0] = 1.0F;
ret[COL_BARRIER * 3 + 1] = 0.0F;
ret[COL_BARRIER * 3 + 2] = 0.0F;
/*
* Unpowered endpoints are blue.
*/
ret[COL_ENDPOINT * 3 + 0] = 0.0;
ret[COL_ENDPOINT * 3 + 1] = 0.0;
ret[COL_ENDPOINT * 3 + 2] = 1.0;
ret[COL_ENDPOINT * 3 + 0] = 0.0F;
ret[COL_ENDPOINT * 3 + 1] = 0.0F;
ret[COL_ENDPOINT * 3 + 2] = 1.0F;
/*
* Tile borders are a darker grey than the background.
*/
ret[COL_BORDER * 3 + 0] = 0.5 * ret[COL_BACKGROUND * 3 + 0];
ret[COL_BORDER * 3 + 1] = 0.5 * ret[COL_BACKGROUND * 3 + 1];
ret[COL_BORDER * 3 + 2] = 0.5 * ret[COL_BACKGROUND * 3 + 2];
ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
/*
* Locked tiles are a grey in between those two.
*/
ret[COL_LOCKED * 3 + 0] = 0.75 * ret[COL_BACKGROUND * 3 + 0];
ret[COL_LOCKED * 3 + 1] = 0.75 * ret[COL_BACKGROUND * 3 + 1];
ret[COL_LOCKED * 3 + 2] = 0.75 * ret[COL_BACKGROUND * 3 + 2];
ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
return ret;
}
@ -933,31 +933,33 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
/*
* Set up the rotation matrix.
*/
matrix[0] = cos(angle * PI / 180.0);
matrix[1] = -sin(angle * PI / 180.0);
matrix[2] = sin(angle * PI / 180.0);
matrix[3] = cos(angle * PI / 180.0);
matrix[0] = (float)cos(angle * PI / 180.0);
matrix[1] = (float)-sin(angle * PI / 180.0);
matrix[2] = (float)sin(angle * PI / 180.0);
matrix[3] = (float)cos(angle * PI / 180.0);
/*
* Draw the wires.
*/
cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0 - 0.5;
cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
for (dir = 1; dir < 0x10; dir <<= 1) {
if (tile & dir) {
ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir);
ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
MATMUL(tx, ty, matrix, ex, ey);
draw_thick_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty),
draw_thick_line(fe, bx+(int)cx, by+(int)cy,
bx+(int)(cx+tx), by+(int)(cy+ty),
COL_WIRE);
}
}
for (dir = 1; dir < 0x10; dir <<= 1) {
if (tile & dir) {
ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir);
ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
MATMUL(tx, ty, matrix, ex, ey);
draw_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty), col);
draw_line(fe, bx+(int)cx, by+(int)cy,
bx+(int)(cx+tx), by+(int)(cy+ty), col);
}
}
@ -982,11 +984,11 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
points[6] = -1; points[7] = +1;
for (i = 0; i < 8; i += 2) {
ex = (TILE_SIZE * 0.24) * points[i];
ey = (TILE_SIZE * 0.24) * points[i+1];
ex = (TILE_SIZE * 0.24F) * points[i];
ey = (TILE_SIZE * 0.24F) * points[i+1];
MATMUL(tx, ty, matrix, ex, ey);
points[i] = bx+cx+tx;
points[i+1] = by+cy+ty;
points[i] = bx+(int)(cx+tx);
points[i+1] = by+(int)(cy+ty);
}
draw_polygon(fe, points, 4, TRUE, col);
@ -1012,8 +1014,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
if (!(tile(state, ox, oy) & F(dir)))
continue;
px = bx + (dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
py = by + (dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
lx = dx * (TILE_BORDER-1);
ly = dy * (TILE_BORDER-1);
vx = (dy ? 1 : 0);
@ -1131,9 +1133,9 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (tx >= 0) {
if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty),
state->last_rotate_dir))
angle = state->last_rotate_dir * 90.0 * (t / ROTATE_TIME);
angle = state->last_rotate_dir * 90.0F * (t / ROTATE_TIME);
else
angle = state->last_rotate_dir * -90.0 * (t / ROTATE_TIME);
angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME);
state = oldstate;
}
} else if (t > ROTATE_TIME) {
@ -1141,7 +1143,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* We're animating a completion flash. Find which frame
* we're at.
*/
frame = (t - ROTATE_TIME) / FLASH_FRAME;
frame = (int)((t - ROTATE_TIME) / FLASH_FRAME);
}
/*
@ -1175,7 +1177,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
index(state, ds->visible, x, y) == 0xFF ||
(x == tx && y == ty)) {
draw_tile(fe, state, x, y, c,
(x == tx && y == ty ? angle : 0.0));
(x == tx && y == ty ? angle : 0.0F));
if (x == tx && y == ty)
index(state, ds->visible, x, y) = 0xFF;
else
@ -1188,7 +1190,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
float game_anim_length(game_state *oldstate, game_state *newstate)
{
float ret = 0.0;
float ret = 0.0F;
int x, y;
/*