ret->wrapping = TRUE;
} else if (*p == 'b') {
p++;
- ret->barrier_probability = atof(p);
+ ret->barrier_probability = (float)atof(p);
while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
} else if (*p == 'a') {
p++;
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
button == 'f' || button == 'F' ||
- button == CURSOR_SELECT) {
+ button == CURSOR_SELECT || button == CURSOR_SELECT2) {
tx = ui->cur_x;
ty = ui->cur_y;
if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
action = ROTATE_LEFT;
else if (button == 's' || button == 'S')
action = TOGGLE_LOCK;
- else if (button == 'd' || button == 'D')
+ else if (button == 'd' || button == 'D' || button == CURSOR_SELECT2)
action = ROTATE_RIGHT;
else if (button == 'f' || button == 'F')
action = ROTATE_180;
* I'll use 8mm squares by default.
*/
game_compute_size(params, 800, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,