# HG changeset patch # User nemo # Date 1270140942 0 # Node ID d8adb26ea6a929f43b0b802231f32d7616dbc233 # Parent 6f51f92af8a71407ca2c966d6308b42298daa731 Suppress warning diff -r 6f51f92af8a7 -r d8adb26ea6a9 hedgewars/uLand.pas --- a/hedgewars/uLand.pas Thu Apr 01 16:48:55 2010 +0000 +++ b/hedgewars/uLand.pas Thu Apr 01 16:55:42 2010 +0000 @@ -36,7 +36,7 @@ playHeight, playWidth, leftX, rightX, topY, MaxHedgehogs: Longword; // idea is that a template can specify height/width. Or, a map, a height/width by the dimensions of the image. If the map has pixels near top of image, it triggers border. LandBackSurface: PSDL_Surface; -type direction = record x, y: Longint; end; +type direction = record x, y: LongInt; end; const DIR_N: direction = (x: 0; y: -1); DIR_E: direction = (x: 1; y: 0); DIR_S: direction = (x: 0; y: 1); @@ -652,30 +652,30 @@ large_cell_size = 256; braidness = 10; -var x, y: Longint; +var x, y: LongInt; cellsize: LongInt; //selected by the user in the gui - seen_cells_x, seen_cells_y: Longint; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another - num_edges_x, num_edges_y: Longint; //number of resulting edges that need to be vertexificated - num_cells_x, num_cells_y: Longint; //actual number of cells, depending on cell size - seen_list: array of array of Longint; + seen_cells_x, seen_cells_y: LongInt; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another + num_edges_x, num_edges_y: LongInt; //number of resulting edges that need to be vertexificated + num_cells_x, num_cells_y: LongInt; //actual number of cells, depending on cell size + seen_list: array of array of LongInt; xwalls: array of array of Boolean; ywalls: array of array of Boolean; x_edge_list: array of array of Boolean; y_edge_list: array of array of Boolean; maze: array of array of Boolean; pa: TPixAr; - num_vertices: Longint; + num_vertices: LongInt; off_y: LongInt; - num_steps: Longint; - current_step: Longint; + num_steps: LongInt; + current_step: LongInt; step_done: array of Boolean; done: Boolean; - last_cell: array of record x, y: Longint; end; - came_from: array of array of record x, y: Longint; end; - came_from_pos: array of Longint; + last_cell: array of record x, y: LongInt; end; + came_from: array of array of record x, y: LongInt; end; + came_from_pos: array of LongInt; maze_inverted: Boolean; -function when_seen(x: Longint; y: Longint): Longint; +function when_seen(x: LongInt; y: LongInt): LongInt; begin if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then when_seen := current_step @@ -683,7 +683,7 @@ when_seen := seen_list[x, y]; end; -function is_x_edge(x, y: Longint): Boolean; +function is_x_edge(x, y: LongInt): Boolean; begin if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then is_x_edge := false @@ -691,7 +691,7 @@ is_x_edge := x_edge_list[x, y]; end; -function is_y_edge(x, y: Longint): Boolean; +function is_y_edge(x, y: LongInt): Boolean; begin if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then is_y_edge := false @@ -701,8 +701,8 @@ procedure see_cell; var dir: direction; - tries: Longint; - x, y: Longint; + tries: LongInt; + x, y: LongInt; found_cell: Boolean; next_dir_clockwise: Boolean; @@ -797,8 +797,8 @@ end; end; -procedure add_vertex(x, y: Longint); -var tmp_x, tmp_y: Longint; +procedure add_vertex(x, y: LongInt); +var tmp_x, tmp_y: LongInt; begin if x = NTPX then begin @@ -825,8 +825,8 @@ num_vertices := num_vertices + 1; end; -procedure add_edge(x, y: Longint; dir: direction); -var i: Longint; +procedure add_edge(x, y: LongInt; dir: direction); +var i: LongInt; begin if dir = DIR_N then begin @@ -989,7 +989,7 @@ for current_step := 0 to num_steps-1 do begin - x := GetRandom(seen_cells_x - 1) div num_steps; + x := GetRandom(seen_cells_x - 1) div LongWord(num_steps); last_cell[current_step].x := x + current_step * seen_cells_x div num_steps; last_cell[current_step].y := GetRandom(seen_cells_y); end;