This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.h"
{
static float texcoordwidth, texcoordheight;
static float texviewwidth, texviewheight;
- static int i, j, k, l;
- //~ static GLubyte color;
+ static int l;
static XYZ checkpoint;
static float tempmult;
float tutorialopac;
numboundaries = mapradius * 2;
if (numboundaries > 360)
numboundaries = 360;
- for (i = 0; i < numboundaries; i++) {
+ for (int i = 0; i < numboundaries; i++) {
boundary[i] = 0;
boundary[i].z = 1;
boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
static XYZ point;
static float size, opacity, rotation;
rotation = 0;
- for (k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
- for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
size = .4f;
}
terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
size = .4f;
}
if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
- for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
if (Person::players[k]->skeleton.free)
point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
}
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
if (Person::players[k]->skeleton.free)
point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
size = .7;
opacity = .4f;
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
- for (k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (k == 0 || tutoriallevel != 1) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
+ int i;
if (!Person::players[k]->occluded == 0)
i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
if (i == -1 || Person::players[k]->occluded == 0)
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
- for (k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (!(k == 0 || tutoriallevel != 1)) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
+ int i;
if (!Person::players[k]->occluded == 0)
i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
if (i == -1 || Person::players[k]->occluded == 0)
glDisable(GL_COLOR_MATERIAL);
glColor4f(1, 1, 0, 1);
- for (k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (Person::players[k]->numwaypoints > 1) {
glBegin(GL_LINE_LOOP);
- for (i = 0; i < Person::players[k]->numwaypoints; i++) {
+ for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
}
glEnd();
if (numpathpoints > 1) {
glColor4f(0, 1, 0, 1);
- for (k = 0; k < numpathpoints; k++) {
+ for (unsigned k = 0; int(k) < numpathpoints; k++) {
if (numpathpointconnect[k]) {
- for (i = 0; i < numpathpointconnect[k]; i++) {
+ for (int i = 0; i < numpathpointconnect[k]; i++) {
glBegin(GL_LINE_LOOP);
glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
glEnable(GL_TEXTURE_2D);
glColor4f(.5, .5, .5, 1);
if (!console) {
- sprintf (string, " ", (int)(fps));
- text->glPrint(10, 30, string, 0, .8, screenwidth, screenheight);
-
if (!tutoriallevel)
if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) {
const char *bonus_name;
float closestdist = -1;
float distance = 0;
closest = currenthotspot;
- for (i = 0; i < numhotspots; i++) {
+ for (int i = 0; i < numhotspots; i++) {
distance = distsq(&Person::players[0]->coords, &hotspot[i]);
if (closestdist == -1 || distance < closestdist) {
if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
int lastline = 0;
int line = 0;
bool done = false;
- i = 0;
+ int i = 0;
while (!done) {
if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
glColor4f(0, 0, 0, tutorialopac);
}
} else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) {
whichdialogue = hotspottype[closest] - 20;
- for (j = 0; j < numdialogueboxes[whichdialogue]; j++) {
+ for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
char tempname[264];
bool goodchar;
int tempnum = 0;
- for (i = 0; i < 264; i++) {
+ for (int i = 0; i < 264; i++) {
tempname[i] = '\0';
}
- for (i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) {
+ for (int i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) {
tempname[tempnum] = dialoguename[whichdialogue][indialogue][i];
goodchar = 1;
if (dialoguename[whichdialogue][indialogue][i] == '#' || dialoguename[whichdialogue][indialogue][i] == '\0')
}
tempnum = 0;
- for (i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
+ for (int i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i];
if (dialoguetext[whichdialogue][indialogue][i] != '#')
tempnum++;
int lastline = 0;
int line = 0;
bool done = false;
- i = 0;
+ int i = 0;
while (!done) {
if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
}
text->glPrint(130, 120, string, 0, .8, 1024, 768);
- sprintf (string, "Numplayers: %d", Person::players.size());
+ sprintf (string, "Numplayers: %lu", Person::players.size());
text->glPrint(10, 155, string, 0, .8, 1024, 768);
- sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints);
+ sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->numwaypoints);
text->glPrint(10, 140, string, 0, .8, 1024, 768);
}
sprintf (string, "Difficulty: %d", difficulty);
displaytime[0] = 0;
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
- if (chatting) {
- sprintf (string, " ]");
- text->glPrint(10, 30 + screenheight - 330, string, 0, 1, screenwidth, screenheight);
- if (displayblink) {
- sprintf (string, "_");
- text->glPrint(30 + (float)(displayselected) * 10, 30 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
- }
- }
- for (i = 0; i < 15; i++)
- if ((i != 0 || chatting) && displaytime[i] < 4)
- for (j = 0; j < displaytext[i].size(); j++) {
+ for (unsigned i = 1; i < 15; i++)
+ if (displaytime[i] < 4)
+ for (unsigned j = 0; j < displaytext[i].size(); j++) {
glColor4f(1, 1, 1, 4 - displaytime[i]);
sprintf (string, "%c", displaytext[i][j]);
text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
float distcheck;
int numliveplayers = 0;
center = 0;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (!Person::players[i]->dead)
numliveplayers++;
}
int numadd = 0;
- for (i = 0; i < objects.numobjects; i++) {
+ for (int i = 0; i < objects.numobjects; i++) {
if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) {
center += objects.position[i];
numadd++;
}
}
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (!Person::players[i]->dead)
center += Person::players[i]->coords;
}
float maxdistance = 0;
float tempdist;
//~ int whichclosest;
- for (i = 0; i < objects.numobjects; i++) {
+ for (int i = 0; i < objects.numobjects; i++) {
tempdist = distsq(¢er, &objects.position[i]);
if (tempdist > maxdistance) {
//~ whichclosest=i;
maxdistance = tempdist;
}
}
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (!Person::players[i]->dead) {
tempdist = distsq(¢er, &Person::players[i]->coords);
if (tempdist > maxdistance) {
glPopMatrix();
glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
- for (i = 0; i < objects.numobjects; i++) {
+ for (int i = 0; i < objects.numobjects; i++) {
if (objects.type[i] == treetrunktype) {
distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
if (distcheck < mapviewdist) {
}
if (editorenabled) {
Mapcircletexture.bind();
- for (i = 0; i < numboundaries; i++) {
+ for (int i = 0; i < numboundaries; i++) {
glColor4f(0, 0, 0, opac / 3);
glPushMatrix();
glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
glPopMatrix();
}
}
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
if (distcheck < mapviewdist) {
glPushMatrix();
char temp[255];
- for (i = 0; i < 255; i++)string[i] = '\0';
+ for (int i = 0; i < 255; i++)
+ string[i] = '\0';
sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
strcat(string, temp);
if ((int)(leveltime) % 60 < 10)
int awards[award_count];
int numawards = award_awards(awards);
- for (i = 0; i < numawards && i < 6; i++)
+ for (int i = 0; i < numawards && i < 6; i++)
text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
}
glPopMatrix();
}
if (drawmode == radialzoommode) {
- for (i = 0; i < 3; i++) {
+ for (int i = 0; i < 3; i++) {
//glRotatef((float)i*.1,0,0,1);
glColor4f(1, 1, 1, 1 / ((float)i + 1));
glPushMatrix();
sprintf (string, "_");
text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
}
- for (i = 0; i < 15; i++)
- for (j = 0; j < consoletext[i].size(); j++) {
+ for (unsigned i = 0; i < 15; i++)
+ for (unsigned j = 0; j < consoletext[i].size(); j++) {
glColor4f(1, 1, 1, 1 - (float)(i) / 16);
sprintf (string, "%c", consoletext[i][j]);
text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);