How did I manage to check this in without actually trying to build

on Windows at all?! Fix some departures from the C standard, mostly
declaring variables after a statement has already been issued in the
same block. MSVC is picky about this where gcc is forgiving, and TBH
I'd change the latter given the choice.

[originally from svn r8166]
This commit is contained in:
Simon Tatham
2008-09-07 08:35:52 +00:00
parent f7ab0a4996
commit 4033458aff
3 changed files with 35 additions and 23 deletions

48
loopy.c
View File

@ -711,13 +711,15 @@ static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
grid *g;
int grid_width, grid_height, rendered_width, rendered_height;
params_generate_grid(params);
g = params->game_grid;
int grid_width = g->highest_x - g->lowest_x;
int grid_height = g->highest_y - g->lowest_y;
grid_width = g->highest_x - g->lowest_x;
grid_height = g->highest_y - g->lowest_y;
/* multiply first to minimise rounding error on integer division */
int rendered_width = grid_width * tilesize / g->tilesize;
int rendered_height = grid_height * tilesize / g->tilesize;
rendered_width = grid_width * tilesize / g->tilesize;
rendered_height = grid_height * tilesize / g->tilesize;
*x = rendered_width + 2 * BORDER(tilesize) + 1;
*y = rendered_height + 2 * BORDER(tilesize) + 1;
}
@ -865,13 +867,15 @@ static char *game_text_format(game_state *state)
/* Fill in clues */
for (i = 0; i < g->num_faces; i++) {
int x1, x2, y1, y2;
f = g->faces + i;
assert(f->order == 4);
/* Cell coordinates, from (0,0) to (w-1,h-1) */
int x1 = (f->dots[0]->x - g->lowest_x) / cell_size;
int x2 = (f->dots[2]->x - g->lowest_x) / cell_size;
int y1 = (f->dots[0]->y - g->lowest_y) / cell_size;
int y2 = (f->dots[2]->y - g->lowest_y) / cell_size;
x1 = (f->dots[0]->x - g->lowest_x) / cell_size;
x2 = (f->dots[2]->x - g->lowest_x) / cell_size;
y1 = (f->dots[0]->y - g->lowest_y) / cell_size;
y2 = (f->dots[2]->y - g->lowest_y) / cell_size;
/* Midpoint, in canvas coordinates */
x = x1 + x2;
y = y1 + y2;
@ -1592,11 +1596,13 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
int n;
const char *dp = desc;
grid *g;
int num_faces, num_edges;
params_generate_grid(params);
state->game_grid = g = params->game_grid;
g->refcount++;
int num_faces = g->num_faces;
int num_edges = g->num_edges;
num_faces = g->num_faces;
num_edges = g->num_edges;
state->clues = snewn(num_faces, signed char);
state->lines = snewn(num_edges, char);
@ -2979,10 +2985,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
/* Draw clues */
for (i = 0; i < g->num_faces; i++) {
grid_face *f;
int x, y;
c[0] = CLUE2CHAR(state->clues[i]);
c[1] = '\0';
int x, y;
grid_face *f = g->faces + i;
f = g->faces + i;
face_text_pos(ds, g, f, &x, &y);
draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2,
ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
@ -3236,14 +3244,18 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2));
double dx = (x2 - x1) / d;
double dy = (y2 - y1) / d;
int points[8];
dx = (dx * ds->tilesize) / thickness;
dy = (dy * ds->tilesize) / thickness;
int points[] = {
x1 + dy, y1 - dx,
x1 - dy, y1 + dx,
x2 - dy, y2 + dx,
x2 + dy, y2 - dx
};
points[0] = x1 + dy;
points[1] = y1 - dx;
points[2] = x1 - dy;
points[3] = y1 + dx;
points[4] = x2 - dy;
points[5] = y2 + dx;
points[6] = x2 + dy;
points[7] = y2 - dx;
draw_polygon(dr, points, 4, ink, ink);
}
else