diff --git a/cube.c b/cube.c index 99f392a..69a9d35 100644 --- a/cube.c +++ b/cube.c @@ -171,7 +171,7 @@ enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT }; (ra)[0] = rx; (ra)[1] = ry; (ra)[2] = rz; \ } while (0) -#define APPROXEQ(x,y) ( SQ(x-y) < 0.1 ) +#define APPROXEQ(x,y) ( SQ(x-y) < 0.1F ) struct grid_square { float x, y; @@ -787,7 +787,7 @@ static bool align_poly(const struct solid *solid, struct grid_square *sq, dist += SQ(solid->vertices[i*3+1] * flip - sq->points[j*2+1] + sq->y); dist += SQ(solid->vertices[i*3+2] - zmin); - if (dist < 0.1) { + if (dist < 0.1F) { matches++; index = i; } @@ -837,7 +837,7 @@ static struct solid *transform_poly(const struct solid *solid, bool flip, */ vx = ret->vertices[key1*3+0] - ret->vertices[key0*3+0]; vy = ret->vertices[key1*3+1] - ret->vertices[key0*3+1]; - assert(APPROXEQ(vx*vx + vy*vy, 1.0)); + assert(APPROXEQ(vx*vx + vy*vy, 1.0F)); vmatrix[0] = vx; vmatrix[3] = vy; vmatrix[6] = 0; vmatrix[1] = -vy; vmatrix[4] = vx; vmatrix[7] = 0; @@ -1091,11 +1091,11 @@ static int find_move_dest(const game_state *from, int direction, for (j = 0; j < from->grid->squares[i].npoints; j++) { dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) + SQ(from->grid->squares[i].points[j*2+1] - points[1])); - if (dist < 0.1) + if (dist < 0.1F) dkey[match++] = j; dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) + SQ(from->grid->squares[i].points[j*2+1] - points[3])); - if (dist < 0.1) + if (dist < 0.1F) dkey[match++] = j; } diff --git a/drawing.c b/drawing.c index 3584936..5fb8a31 100644 --- a/drawing.c +++ b/drawing.c @@ -90,8 +90,8 @@ void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) void draw_thick_line(drawing *dr, float thickness, float x1, float y1, float x2, float y2, int colour) { - if (thickness < 1.0) - thickness = 1.0; + if (thickness < 1.0F) + thickness = 1.0F; if (dr->api->draw_thick_line) { dr->api->draw_thick_line(dr->handle, thickness, x1, y1, x2, y2, colour); @@ -101,8 +101,8 @@ void draw_thick_line(drawing *dr, float thickness, * polygon rendering uses integer coordinates. */ float len = sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)); - float tvhatx = (x2 - x1)/len * (thickness/2 - 0.2); - float tvhaty = (y2 - y1)/len * (thickness/2 - 0.2); + float tvhatx = (x2 - x1)/len * (thickness/2 - 0.2F); + float tvhaty = (y2 - y1)/len * (thickness/2 - 0.2F); int p[8]; p[0] = x1 - tvhaty; diff --git a/emcc.c b/emcc.c index d634b7c..8037be4 100644 --- a/emcc.c +++ b/emcc.c @@ -1045,9 +1045,9 @@ int main(int argc, char **argv) for (i = 0; i < ncolours; i++) { char col[40]; sprintf(col, "#%02x%02x%02x", - (unsigned)(0.5 + 255 * colours[i*3+0]), - (unsigned)(0.5 + 255 * colours[i*3+1]), - (unsigned)(0.5 + 255 * colours[i*3+2])); + (unsigned)(0.5F + 255 * colours[i*3+0]), + (unsigned)(0.5F + 255 * colours[i*3+1]), + (unsigned)(0.5F + 255 * colours[i*3+2])); colour_strings[i] = dupstr(col); } /* Put the background colour in a CSS variable. */ diff --git a/flip.c b/flip.c index cc80b09..466a3af 100644 --- a/flip.c +++ b/flip.c @@ -1160,7 +1160,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state, coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime); colour = (tile & 1 ? COL_WRONG : COL_RIGHT); - if (animtime < 0.5) + if (animtime < 0.5F) colour = COL_WRONG + COL_RIGHT - colour; draw_polygon(dr, coords, 4, colour, COL_GRID); diff --git a/galaxies.c b/galaxies.c index a789349..73356fb 100644 --- a/galaxies.c +++ b/galaxies.c @@ -2503,8 +2503,8 @@ static char *interpret_move(const game_state *state, game_ui *ui, int px, py; space *sp; - px = 2*FROMCOORD((float)x) + 0.5; - py = 2*FROMCOORD((float)y) + 0.5; + px = 2*FROMCOORD((float)x) + 0.5F; + py = 2*FROMCOORD((float)y) + 0.5F; if (button == 'C' || button == 'c') return dupstr("C"); @@ -2618,8 +2618,8 @@ static char *interpret_move(const game_state *state, game_ui *ui, ui->cur_visible = false; - px = (int)(2*FROMCOORD((float)x) + 0.5); - py = (int)(2*FROMCOORD((float)y) + 0.5); + px = (int)(2*FROMCOORD((float)x) + 0.5F); + py = (int)(2*FROMCOORD((float)y) + 0.5F); dot = NULL; diff --git a/inertia.c b/inertia.c index b47d58e..ed50c7a 100644 --- a/inertia.c +++ b/inertia.c @@ -1605,7 +1605,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, * end up the right way round. */ angle = atan2(dx, -dy); - angle = (angle + (PI/8)) / (PI/4); + angle = (angle + (float)(PI/8)) / (float)(PI/4); assert(angle > -16.0F); dir = (int)(angle + 16.0F) & 7; } diff --git a/net.c b/net.c index 9ac2270..76273c2 100644 --- a/net.c +++ b/net.c @@ -2606,8 +2606,8 @@ static void draw_wires(drawing *dr, int cx, int cy, int radius, for (i = 0; i < npoints; i++) { rotated_coords(&xf, &yf, matrix, cx, cy, fpoints[2*i], fpoints[2*i+1]); - points[2*i] = 0.5 + xf; - points[2*i+1] = 0.5 + yf; + points[2*i] = 0.5F + xf; + points[2*i+1] = 0.5F + yf; } draw_polygon(dr, points, npoints, colour, colour); @@ -2747,8 +2747,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, * rotated by an arbitrary angle about that centre point. */ if (tile & TILE_ROTATING) { - matrix[0] = (float)cos(angle * PI / 180.0); - matrix[2] = (float)sin(angle * PI / 180.0); + matrix[0] = (float)cos(angle * (float)PI / 180.0F); + matrix[2] = (float)sin(angle * (float)PI / 180.0F); } else { matrix[0] = 1.0F; matrix[2] = 0.0F; @@ -2787,8 +2787,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, float x, y; rotated_coords(&x, &y, matrix, cx, cy, boxr * points[i], boxr * points[i+1]); - points[i] = x + 0.5; - points[i+1] = y + 0.5; + points[i] = x + 0.5F; + points[i+1] = y + 0.5F; } draw_polygon(dr, points, 4, col, COL_WIRE); diff --git a/netslide.c b/netslide.c index be83b7c..9305906 100644 --- a/netslide.c +++ b/netslide.c @@ -1492,7 +1492,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state, vx = (dy ? 1 : 0); vy = (dx ? 1 : 0); - if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { + if (xshift == 0.0F && yshift == 0.0F && (tile & dir)) { /* * If we are fully connected to the other tile, we must * draw right across the tile border. (We can use our @@ -1696,7 +1696,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, /* * Draw any tile which differs from the way it was last drawn. */ - if (xshift != 0.0 || yshift != 0.0) { + if (xshift != 0.0F || yshift != 0.0F) { active = compute_active(state, state->last_move_row, state->last_move_col); } else { diff --git a/samegame.c b/samegame.c index 121ed7d..57ce4b8 100644 --- a/samegame.c +++ b/samegame.c @@ -1554,7 +1554,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, ds->started = true; } - if (flashtime > 0.0) { + if (flashtime > 0.0F) { int frame = (int)(flashtime / FLASH_FRAME); bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); } else diff --git a/twiddle.c b/twiddle.c index 8c565a0..a8ed114 100644 --- a/twiddle.c +++ b/twiddle.c @@ -884,8 +884,8 @@ static void rotate(int *xy, struct rotation *rot) xf2 = rot->c * xf + rot->s * yf; yf2 = - rot->s * xf + rot->c * yf; - xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */ - xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */ + xy[0] = (int)(xf2 + rot->ox + 0.5F); /* round to nearest */ + xy[1] = (int)(yf2 + rot->oy + 0.5F); /* round to nearest */ } } @@ -1072,7 +1072,7 @@ static int highlight_colour(float angle) COL_LOWLIGHT, }; - return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; + return colours[(int)((angle + 2*(float)PI) / ((float)PI/16)) & 31]; } static float game_anim_length_real(const game_state *oldstate, @@ -1196,7 +1196,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, rot->cw = rot->ch = TILE_SIZE * state->n; rot->ox = rot->cx + rot->cw/2; rot->oy = rot->cy + rot->ch/2; - angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max)); + angle = ((-(float)PI/2 * lastr) * (1.0F - animtime / anim_max)); rot->c = (float)cos(angle); rot->s = (float)sin(angle); diff --git a/undead.c b/undead.c index 78abf28..1c52c27 100644 --- a/undead.c +++ b/undead.c @@ -1031,7 +1031,7 @@ static char *new_game_desc(const game_params *params, random_state *rs, /* Monsters / Mirrors ratio should be balanced */ ratio = (float)new->common->num_total / (float)(new->common->params.w * new->common->params.h); - if (ratio < 0.48 || ratio > 0.78) { + if (ratio < 0.48F || ratio > 0.78F) { free_game(new); continue; }