]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Fixed lots of errors spotted by cppcheck
[lugaru.git] / Source / GameInitDispose.cpp
index db86503fb7e408d5b6493145bfceab375d714f85..c19db0293240a3ce7532126b02b6b4d51848bdac 100644 (file)
@@ -3,20 +3,18 @@ Copyright (C) 2003, 2010 - Wolfire Games
 
 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"
@@ -164,9 +162,6 @@ void Game::deleteGame()
 
 void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
 {
-    int i;
-    int bytesPerPixel;
-
     LOGFUNC;
 
     LOG(std::string("Loading (S)...") + fileName);
@@ -174,8 +169,6 @@ void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *arr
     //Load Image
     float temptexdetail = texdetail;
     texdetail = 1;
-    //upload_image( fileName );
-    //LoadTGA( fileName );
 
     // Converting file to something os specific
     char * fixedFN = ConvertFileName(fileName);
@@ -187,16 +180,13 @@ void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *arr
     upload_image( fileNamep , 0);
     texdetail = temptexdetail;
 
-    //Is it valid?
-    if (1 == 1) {
-        bytesPerPixel = texture.bpp / 8;
+    int bytesPerPixel = texture.bpp / 8;
 
-        int tempnum = 0;
-        for (i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
-            if ((i + 1) % 4 || bytesPerPixel == 3) {
-                array[tempnum] = texture.data[i];
-                tempnum++;
-            }
+    int tempnum = 0;
+    for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
+        if ((i + 1) % 4 || bytesPerPixel == 3) {
+            array[tempnum] = texture.data[i];
+            tempnum++;
         }
     }
 }
@@ -224,14 +214,14 @@ GLvoid Game::ReSizeGLScene(float fov, float pnear)
 void Game::LoadingScreen()
 {
     static float loadprogress;
-    static AbsoluteTime time = {0, 0};
+    //~ static AbsoluteTime time = {0, 0};
     static AbsoluteTime frametime = {0, 0};
     AbsoluteTime currTime = UpTime ();
     double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else                               // else milliseconds
+    else // else milliseconds
         deltaTime /= 1000.0;
 
     multiplier = deltaTime;
@@ -240,7 +230,7 @@ void Game::LoadingScreen()
     if (multiplier > 10)
         multiplier = 10;
     if (multiplier > .05) {
-        frametime = currTime;  // reset for next time interval
+        frametime = currTime; // reset for next time interval
 
         glLoadIdentity();
         //Clear to black
@@ -262,17 +252,17 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -282,13 +272,13 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glEnable(GL_BLEND);
@@ -296,20 +286,20 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -317,17 +307,17 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -338,20 +328,20 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0 + .5, 0 + .5);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(1 + .5, 0 + .5);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(1 + .5, 1 + .5);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(0 + .5, 1 + .5);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -359,17 +349,17 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -379,20 +369,20 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0 + .2, 0 + .8);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(1 + .2, 0 + .8);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(1 + .2, 1 + .8);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(0 + .2, 1 + .8);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -406,33 +396,33 @@ void Game::LoadingScreen()
             flashdelay--;
             if (flashamount < 0)
                 flashamount = 0;
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(flashr, flashg, flashb, flashamount);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -462,17 +452,17 @@ void FadeLoadingScreen(float howmuch)
     //glBindTexture( GL_TEXTURE_2D, loadscreentexture);
     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+    glDisable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
     glDisable(GL_LIGHTING);
     glDepthMask(0);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
-    glLoadIdentity();                                                          // Reset The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
     glTranslatef(screenwidth / 2, screenheight / 2, 0);
     glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -482,20 +472,20 @@ void FadeLoadingScreen(float howmuch)
     //glScalef(.25,.25,.25);
     glBegin(GL_QUADS);
     glTexCoord2f(0, 0);
-    glVertex3f(-1,             -1,      0.0f);
+    glVertex3f(-1, -1, 0.0f);
     glTexCoord2f(1, 0);
-    glVertex3f(1,      -1,      0.0f);
+    glVertex3f(1, -1, 0.0f);
     glTexCoord2f(1, 1);
-    glVertex3f(1,      1, 0.0f);
+    glVertex3f(1, 1, 0.0f);
     glTexCoord2f(0, 1);
-    glVertex3f(-1,     1, 0.0f);
+    glVertex3f(-1, 1, 0.0f);
     glEnd();
     glPopMatrix();
     glDisable(GL_TEXTURE_2D);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
     glDisable(GL_BLEND);
     glDepthMask(1);
     //Text
@@ -642,10 +632,8 @@ void Game::InitGame()
     LOG("Initializing sound system...");
 
 #if PLATFORM_LINUX
-    int output = -1;
-
     unsigned char rc = 0;
-    output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
+    int output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
     if (cmdline("forceoss"))      //  ...but let user override that.
         output = OPENAL_OUTPUT_OSS;
     else if (cmdline("nosound"))
@@ -747,8 +735,9 @@ void Game::LoadStuff()
 
     stillloading = 1;
 
-    for (i = 0; i < maxplayers; i++)
-        player[i].skeleton.drawmodel.textureptr.destroy();
+    for (auto p:Person::players) {
+        p->skeleton.drawmodel.textureptr.destroy();
+    }
 
     i = abs(Random() % 4);
     visibleloading = 0; //don't use loadscreentexture yet
@@ -778,9 +767,6 @@ void Game::LoadStuff()
 
     realtexdetail = texdetail;
 
-    numplayers = 1;
-
-
     LOG("Loading weapon data...");
 
     Weapon::knifetextureptr.load(":Data:Textures:knife.png", 0, 1);
@@ -919,7 +905,7 @@ void Game::LoadStuff()
     XYZ moveamount;
     moveamount = 0;
     moveamount.z = 2;
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[knifesneakattackanim].numframes; j++) {
             animation[knifesneakattackanim].position[i][j] += moveamount;
         }
@@ -927,7 +913,7 @@ void Game::LoadStuff()
 
     LoadingScreen();
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) {
             animation[knifesneakattackedanim].position[i][j] += moveamount;
         }
@@ -935,7 +921,7 @@ void Game::LoadStuff()
 
     LoadingScreen();
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         animation[dead1anim].position[i][1] = animation[dead1anim].position[i][0];
         animation[dead2anim].position[i][1] = animation[dead2anim].position[i][0];
         animation[dead3anim].position[i][1] = animation[dead3anim].position[i][0];
@@ -951,7 +937,7 @@ void Game::LoadStuff()
     animation[dead3anim].speed[1] = 0.001;
     animation[dead4anim].speed[1] = 0.001;
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
             animation[swordsneakattackanim].position[i][j] += moveamount;
         }
@@ -963,7 +949,7 @@ void Game::LoadStuff()
 
     LoadingScreen();
 
-    for (i = 0; i < player[0].skeleton.num_joints; i++) {
+    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
         for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) {
             animation[swordsneakattackedanim].position[i][j] += moveamount;
         }