along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Animation/Animation.h"
-#include "Texture.h"
-#include "Utils/Folders.h"
-#include "Menu.h"
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Graphic/Texture.hpp"
+#include "Menu/Menu.hpp"
+#include "Utils/Folders.hpp"
extern float screenwidth, screenheight;
extern float viewdistance;
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
}
-//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.h
+//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
void Game::LoadStuff()
{
static float temptexdetail;
static float viewdistdetail;
- static int i, j;
float megascale = 1;
LOGFUNC;
p->skeleton.drawmodel.textureptr.destroy();
}
- i = abs(Random() % 4);
visibleloading = 0; //don't use loadscreentexture yet
loadscreentexture.load("Textures/Fire.jpg", 1);
visibleloading = 1;
if (detail == 2) {
texdetail = 1;
- }
- if (detail == 1) {
+ kTextureSize = 1024;
+ } else if (detail == 1) {
texdetail = 2;
- }
- if (detail == 0) {
+ kTextureSize = 512;
+ } else {
texdetail = 4;
+ kTextureSize = 256;
}
realtexdetail = texdetail;
viewer = 0;
-
- if (detail)
- kTextureSize = 1024;
- if (detail == 1)
- kTextureSize = 512;
- if (detail == 0)
- kTextureSize = 256;
-
//Set up distant light
light.color[0] = .95;
light.color[1] = .95;
moveamount.z = 2;
// FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
// It seems skeleton.joints.size() is 0 at this point, so this is useless.
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
Animation::animations[dead3anim].frames[1].speed = 0.001;
Animation::animations[dead4anim].frames[1].speed = 0.001;
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
}
}