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  • Committer: Bazaar Package Importer
  • Author(s): Ben Hutchings
  • Date: 2011-07-11 03:56:55 UTC
  • mfrom: (1.1.13 upstream) (3.1.14 sid)
  • Revision ID: james.westby@ubuntu.com-20110711035655-bfr08qpm3dm3unnq
Tags: 9179-1
* New upstream version:
  - Remove unused-but-set variables - closes: #625425
  - Avoid infinite loop in Loopy at Easy level
  - Add Penrose tilings to Loopy
* Update German translation, thanks to Helge Kreutzmann
* Do not compile with -Werror

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                            game_drawstate *ds, int x, int y, int button)
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{
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    int cx, cy;
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    int n, dx, dy;
 
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    int dx, dy;
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    char buf[80];
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    button &= ~MOD_MASK;
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        if (cx == -1) dx = +1;
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        else if (cx == state->width) dx = -1;
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        else return NULL;
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        n = state->width;
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        dy = 0;
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    }
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    else if (cx >= 0 && cx < state->width && cx != state->cx)
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        if (cy == -1) dy = +1;
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        else if (cy == state->height) dy = -1;
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        else return NULL;
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        n = state->height;
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        dx = 0;
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    }
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    else
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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                 game_state *state, int dir, game_ui *ui, float t, float ft)
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{
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    int x, y, tx, ty, frame;
 
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    int x, y, frame;
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    unsigned char *active;
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    float xshift = 0.0;
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    float yshift = 0.0;
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        t = ANIM_TIME - t;
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    }
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    tx = ty = -1;
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    if (oldstate && (t < ANIM_TIME)) {
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        /*
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         * We're animating a slide, of row/column number
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    return 0.0F;
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}
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static int game_status(game_state *state)
 
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{
 
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    return state->completed ? +1 : 0;
 
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}
 
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static int game_timing_state(game_state *state, game_ui *ui)
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{
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    return FALSE;
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    game_redraw,
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    game_anim_length,
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    game_flash_length,
 
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    game_status,
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    FALSE, FALSE, game_print_size, game_print,
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    TRUE,                              /* wants_statusbar */
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    FALSE, game_timing_state,