Fix some warnings

main
Cameron Murphy Reikes 2 years ago
parent db273d9b2d
commit e6e3e68a52

File diff suppressed because it is too large Load Diff

@ -353,7 +353,7 @@ static void frame(void)
// and other validation instead of just casting to a struct // and other validation instead of just casting to a struct
// "Alignment of structure members can be different even among different compilers on the same platform, let alone different platforms." // "Alignment of structure members can be different even among different compilers on the same platform, let alone different platforms."
// ^^ need serialization strategy that accounts for this if multiple platforms is happening https://stackoverflow.com/questions/28455163/how-can-i-portably-send-a-c-struct-through-a-network-socket // ^^ need serialization strategy that accounts for this if multiple platforms is happening https://stackoverflow.com/questions/28455163/how-can-i-portably-send-a-c-struct-through-a-network-socket
struct ServerToClient msg = { ServerToClient msg = (ServerToClient){
.cur_gs = &gs, .cur_gs = &gs,
}; };
// @Robust @BeforeShip maximum acceptable message size? // @Robust @BeforeShip maximum acceptable message size?

@ -161,8 +161,8 @@ typedef struct GameState
// if you really need this, potentially refactor to store entity IDs instead of pointers // if you really need this, potentially refactor to store entity IDs instead of pointers
// in the shapes and bodies of chipmunk. Would require editing the library I think // in the shapes and bodies of chipmunk. Would require editing the library I think
Entity *entities; Entity *entities;
int max_entities; // maximum number of entities possible in the entities list unsigned int max_entities; // maximum number of entities possible in the entities list
int cur_next_entity; // next entity to pass on request of a new entity if the free list is empty unsigned int cur_next_entity; // next entity to pass on request of a new entity if the free list is empty
EntityID free_list; EntityID free_list;
} GameState; } GameState;
@ -212,8 +212,8 @@ void destroy(struct GameState *gs);
void process(struct GameState *gs, float dt); // does in place void process(struct GameState *gs, float dt); // does in place
Entity *closest_to_point_in_radius(struct GameState *gs, V2 point, float radius); Entity *closest_to_point_in_radius(struct GameState *gs, V2 point, float radius);
uint64_t tick(struct GameState *gs); uint64_t tick(struct GameState *gs);
void into_bytes(struct ServerToClient *gs, char *out_bytes, int *out_len, int max_len); void into_bytes(struct ServerToClient *gs, char *out_bytes, size_t * out_len, size_t max_len);
void from_bytes(struct ServerToClient *gs, char *bytes, int max_len); void from_bytes(struct ServerToClient *gs, char *bytes, size_t max_len);
// entities // entities
Entity *get_entity(struct GameState *gs, EntityID id); Entity *get_entity(struct GameState *gs, EntityID id);
@ -237,7 +237,7 @@ V2 grid_vel(Entity *grid);
V2 grid_local_to_world(Entity *grid, V2 local); V2 grid_local_to_world(Entity *grid, V2 local);
V2 grid_world_to_local(Entity *grid, V2 world); V2 grid_world_to_local(Entity *grid, V2 world);
V2 grid_snapped_box_pos(Entity *grid, V2 world); // returns the snapped pos in world coords V2 grid_snapped_box_pos(Entity *grid, V2 world); // returns the snapped pos in world coords
float grid_angular_velocity(Entity *grid); float entity_angular_velocity(Entity *grid);
V2 entity_shape_pos(Entity *box); V2 entity_shape_pos(Entity *box);
V2 box_pos(Entity *box); V2 box_pos(Entity *box);
float box_rotation(Entity *box); float box_rotation(Entity *box);
@ -313,8 +313,8 @@ static V2 V2project(V2 vec, V2 onto)
static V2 V2rotate(V2 vec, float theta) static V2 V2rotate(V2 vec, float theta)
{ {
return (V2){ return (V2){
.x = vec.x * cos(theta) - vec.y * sin(theta), .x = vec.x * cosf(theta) - vec.y * sinf(theta),
.y = vec.x * sin(theta) + vec.y * cos(theta), .y = vec.x * sinf(theta) + vec.y * cosf(theta),
}; };
} }
@ -339,7 +339,7 @@ static bool V2cmp(V2 a, V2 b, float eps)
static inline float clamp01(float f) static inline float clamp01(float f)
{ {
return fmax(0.0f, fmin(f, 1.0f)); return fmaxf(0.0f, fminf(f, 1.0f));
} }
static inline float clamp(float f, float minimum, float maximum) static inline float clamp(float f, float minimum, float maximum)
@ -373,8 +373,8 @@ static V2 V2lerp(V2 a, V2 b, float factor)
// for random generation // for random generation
static float hash11(float p) static float hash11(float p)
{ {
p = fract(p * .1031); p = fract(p * .1031f);
p *= p + 33.33; p *= p + 33.33f;
p *= p + p; p *= p + p;
return fract(p); return fract(p);
} }
@ -387,9 +387,9 @@ typedef struct Color
static Color colhex(int r, int g, int b) static Color colhex(int r, int g, int b)
{ {
return (Color){ return (Color){
.r = (float)r / 255.0, .r = (float)r / 255.0f,
.g = (float)g / 255.0, .g = (float)g / 255.0f,
.b = (float)b / 255.0, .b = (float)b / 255.0f,
.a = 1.0f, .a = 1.0f,
}; };
} }

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