]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Drop _EXT suffix from various GL_TEXTURE_* names
[lugaru.git] / Source / GameDraw.cpp
index 87a982be56e7111cb528c1f4758cb8786ef3f38e..ff188051aa7816ce905de96c529140544f0d07a3 100644 (file)
@@ -18,13 +18,14 @@ You should have received a copy of the GNU General Public License
 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Input.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "Dialog.h"
-#include "Hotspot.h"
+#include "Game.hpp"
+
+#include "Audio/openal_wrapper.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "Utils/Input.hpp"
 
 extern XYZ viewer;
 extern int environment;
@@ -286,13 +287,13 @@ int Game::DrawGLScene(StereoSide side)
             blurness -= multiplier * 5;
 
         if (environment == desertenvironment && detail == 2)
-            glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 );
+            glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
         if (environment == desertenvironment) {
             glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
             glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
         }
         skybox->draw();
-        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+        glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
         glPopMatrix();
         glTranslatef(-viewer.x, -viewer.y, -viewer.z);
         frustum.GetFrustum();
@@ -304,7 +305,7 @@ int Game::DrawGLScene(StereoSide side)
         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 (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+                    for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); 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;
@@ -329,7 +330,7 @@ int Game::DrawGLScene(StereoSide side)
                     }
             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 (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+                    for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); 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;
@@ -415,7 +416,7 @@ int Game::DrawGLScene(StereoSide side)
                     if (distance >= 1)
                         glDisable(GL_BLEND);
                     if (distance >= .5) {
-                        checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+                        checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                         checkpoint.y += 1;
                         int i = -1;
                         if (Person::players[k]->occluded != 0)
@@ -480,7 +481,7 @@ int Game::DrawGLScene(StereoSide side)
                 if (distance >= 1)
                     glDisable(GL_BLEND);
                 if (distance >= .5) {
-                    checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+                    checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                     checkpoint.y += 1;
                     int i = -1;
                     if (Person::players[k]->occluded != 0)
@@ -890,7 +891,7 @@ int Game::DrawGLScene(StereoSide side)
                 float closestdist = -1;
                 float distance = 0;
                 int closest = Hotspot::current;
-                for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+                for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
                     distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
                     if (closestdist == -1 || distance < closestdist) {
                         if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
@@ -982,18 +983,20 @@ int Game::DrawGLScene(StereoSide side)
                 float starty;
 
                 startx = screenwidth * 1 / 5;
-                if (Dialog::currentScene().location == 1)
+                if (Dialog::currentScene().location == 1) {
                     starty = screenheight / 16 + screenheight * 4 / 5;
-                if (Dialog::currentScene().location == 2)
+                } else {
                     starty = screenheight * 1 / 5 - screenheight / 16;
+                }
 
+                // FIXME - What is that char[] building for?
                 char tempname[264];
                 int tempnum = 0;
                 for (int i = 0; i < 264; i++) {
                     tempname[i] = '\0';
                 }
 
-                for (int i = 0; i < Dialog::currentScene().name.size(); i++) {
+                for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
                     tempname[tempnum] = Dialog::currentScene().name[i];
                     if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
                         tempname[tempnum] = '\0';
@@ -1014,7 +1017,7 @@ int Game::DrawGLScene(StereoSide side)
                 }
 
                 tempnum = 0;
-                for (int i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
+                for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
                     tempname[tempnum] = Dialog::currentScene().text[i];
                     if (Dialog::currentScene().text[i] != '#')
                         tempnum++;
@@ -1051,9 +1054,9 @@ int Game::DrawGLScene(StereoSide side)
             if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
                 if (campaign) {
                     if (scoreadded)
-                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
+                        sprintf (string, "Score: %d", (int)Account::active().getCampaignScore());
                     else
-                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal);
+                        sprintf (string, "Score: %d", (int)Account::active().getCampaignScore() + (int)bonustotal);
                 }
                 if (!campaign)
                     sprintf (string, "Score: %d", (int)bonustotal);
@@ -1640,12 +1643,12 @@ int Game::DrawGLScene(StereoSide side)
             if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
                 if (screentexture) {
 
-                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
                     GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
                     glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
-                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
-                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
-                    glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
+                    glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
 
                     glBindTexture( GL_TEXTURE_2D, screentexture);
                     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);