mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Fix zillions of MSVC compiler warnings. Sigh.
[originally from svn r4165]
This commit is contained in:
88
net.c
88
net.c
@ -53,8 +53,8 @@
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#define TILE_BORDER 1
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#define WINDOW_OFFSET 16
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#define ROTATE_TIME 0.1
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#define FLASH_FRAME 0.05
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#define ROTATE_TIME 0.1F
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#define FLASH_FRAME 0.05F
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enum {
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COL_BACKGROUND,
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@ -458,7 +458,7 @@ game_state *new_game(game_params *params, char *seed)
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* the original 10 plus 10 more, rather than getting 20 new
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* ones and the chance of remembering your first 10.)
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*/
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nbarriers = params->barrier_probability * count234(barriers);
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nbarriers = (int)(params->barrier_probability * count234(barriers));
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assert(nbarriers >= 0 && nbarriers <= count234(barriers));
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while (nbarriers > 0) {
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@ -785,44 +785,44 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
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/*
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* Wires are black.
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*/
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ret[COL_WIRE * 3 + 0] = 0.0;
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ret[COL_WIRE * 3 + 1] = 0.0;
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ret[COL_WIRE * 3 + 2] = 0.0;
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ret[COL_WIRE * 3 + 0] = 0.0F;
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ret[COL_WIRE * 3 + 1] = 0.0F;
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ret[COL_WIRE * 3 + 2] = 0.0F;
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/*
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* Powered wires and powered endpoints are cyan.
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*/
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ret[COL_POWERED * 3 + 0] = 0.0;
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ret[COL_POWERED * 3 + 1] = 1.0;
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ret[COL_POWERED * 3 + 2] = 1.0;
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ret[COL_POWERED * 3 + 0] = 0.0F;
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ret[COL_POWERED * 3 + 1] = 1.0F;
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ret[COL_POWERED * 3 + 2] = 1.0F;
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/*
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* Barriers are red.
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*/
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ret[COL_BARRIER * 3 + 0] = 1.0;
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ret[COL_BARRIER * 3 + 1] = 0.0;
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ret[COL_BARRIER * 3 + 2] = 0.0;
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ret[COL_BARRIER * 3 + 0] = 1.0F;
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ret[COL_BARRIER * 3 + 1] = 0.0F;
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ret[COL_BARRIER * 3 + 2] = 0.0F;
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/*
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* Unpowered endpoints are blue.
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*/
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ret[COL_ENDPOINT * 3 + 0] = 0.0;
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ret[COL_ENDPOINT * 3 + 1] = 0.0;
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ret[COL_ENDPOINT * 3 + 2] = 1.0;
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ret[COL_ENDPOINT * 3 + 0] = 0.0F;
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ret[COL_ENDPOINT * 3 + 1] = 0.0F;
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ret[COL_ENDPOINT * 3 + 2] = 1.0F;
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/*
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* Tile borders are a darker grey than the background.
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*/
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ret[COL_BORDER * 3 + 0] = 0.5 * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_BORDER * 3 + 1] = 0.5 * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_BORDER * 3 + 2] = 0.5 * ret[COL_BACKGROUND * 3 + 2];
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ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
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/*
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* Locked tiles are a grey in between those two.
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*/
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ret[COL_LOCKED * 3 + 0] = 0.75 * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_LOCKED * 3 + 1] = 0.75 * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_LOCKED * 3 + 2] = 0.75 * ret[COL_BACKGROUND * 3 + 2];
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ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
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return ret;
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}
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@ -933,31 +933,33 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
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/*
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* Set up the rotation matrix.
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*/
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matrix[0] = cos(angle * PI / 180.0);
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matrix[1] = -sin(angle * PI / 180.0);
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matrix[2] = sin(angle * PI / 180.0);
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matrix[3] = cos(angle * PI / 180.0);
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matrix[0] = (float)cos(angle * PI / 180.0);
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matrix[1] = (float)-sin(angle * PI / 180.0);
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matrix[2] = (float)sin(angle * PI / 180.0);
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matrix[3] = (float)cos(angle * PI / 180.0);
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/*
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* Draw the wires.
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*/
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cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0 - 0.5;
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cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
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col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
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for (dir = 1; dir < 0x10; dir <<= 1) {
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if (tile & dir) {
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ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir);
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ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir);
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ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
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ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
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MATMUL(tx, ty, matrix, ex, ey);
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draw_thick_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty),
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draw_thick_line(fe, bx+(int)cx, by+(int)cy,
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bx+(int)(cx+tx), by+(int)(cy+ty),
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COL_WIRE);
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}
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}
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for (dir = 1; dir < 0x10; dir <<= 1) {
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if (tile & dir) {
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ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir);
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ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir);
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ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
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ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
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MATMUL(tx, ty, matrix, ex, ey);
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draw_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty), col);
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draw_line(fe, bx+(int)cx, by+(int)cy,
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bx+(int)(cx+tx), by+(int)(cy+ty), col);
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}
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}
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@ -982,11 +984,11 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
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points[6] = -1; points[7] = +1;
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for (i = 0; i < 8; i += 2) {
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ex = (TILE_SIZE * 0.24) * points[i];
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ey = (TILE_SIZE * 0.24) * points[i+1];
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ex = (TILE_SIZE * 0.24F) * points[i];
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ey = (TILE_SIZE * 0.24F) * points[i+1];
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MATMUL(tx, ty, matrix, ex, ey);
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points[i] = bx+cx+tx;
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points[i+1] = by+cy+ty;
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points[i] = bx+(int)(cx+tx);
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points[i+1] = by+(int)(cy+ty);
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}
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draw_polygon(fe, points, 4, TRUE, col);
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@ -1012,8 +1014,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
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if (!(tile(state, ox, oy) & F(dir)))
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continue;
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px = bx + (dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
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py = by + (dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
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px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
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py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
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lx = dx * (TILE_BORDER-1);
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ly = dy * (TILE_BORDER-1);
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vx = (dy ? 1 : 0);
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@ -1131,9 +1133,9 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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if (tx >= 0) {
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if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty),
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state->last_rotate_dir))
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angle = state->last_rotate_dir * 90.0 * (t / ROTATE_TIME);
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angle = state->last_rotate_dir * 90.0F * (t / ROTATE_TIME);
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else
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angle = state->last_rotate_dir * -90.0 * (t / ROTATE_TIME);
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angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME);
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state = oldstate;
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}
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} else if (t > ROTATE_TIME) {
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@ -1141,7 +1143,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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* We're animating a completion flash. Find which frame
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* we're at.
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*/
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frame = (t - ROTATE_TIME) / FLASH_FRAME;
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frame = (int)((t - ROTATE_TIME) / FLASH_FRAME);
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}
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/*
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@ -1175,7 +1177,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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index(state, ds->visible, x, y) == 0xFF ||
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(x == tx && y == ty)) {
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draw_tile(fe, state, x, y, c,
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(x == tx && y == ty ? angle : 0.0));
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(x == tx && y == ty ? angle : 0.0F));
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if (x == tx && y == ty)
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index(state, ds->visible, x, y) = 0xFF;
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else
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@ -1188,7 +1190,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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float game_anim_length(game_state *oldstate, game_state *newstate)
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{
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float ret = 0.0;
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float ret = 0.0F;
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int x, y;
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/*
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