diff options
Diffstat (limited to 'net.c')
| -rw-r--r-- | net.c | 88 |
1 files changed, 45 insertions, 43 deletions
@@ -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; /* |