numhotspots = 0;
}
Hotspot::hotspots.resize(numhotspots);
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
funpackf(tfile, "Bi", &templength);
if (templength)
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
XYZ temp, temp2;
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
bodyprop = Person::players[closest]->proportionbody.x / 1.1;
armprop = Person::players[closest]->proportionarms.x / 1.1;
legprop = Person::players[closest]->proportionlegs.x / 1.1;
- }
-
- if (Person::players[closest]->creature == rabbittype) {
+ } else {
+ // rabbittype
headprop = Person::players[closest]->proportionhead.x / 1.2;
bodyprop = Person::players[closest]->proportionbody.x / 1.05;
armprop = Person::players[closest]->proportionarms.x / 1.00;
XYZ headspurtdirection;
//int i = Person::players[closest]->skeleton.jointlabels[head];
Joint& headjoint = Person::players[closest]->joint(head);
- for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
+ for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah);
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
}
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Person::players[j]->skeleton.free = 1;
Person::players[j]->skeleton.longdead = 0;
Person::players[j]->RagDoll(0);
- for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
flatvelocity2 = temppos - Person::players[closest]->coords;
bodyprop = Person::players[0]->proportionbody.x / 1.1;
armprop = Person::players[0]->proportionarms.x / 1.1;
legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
-
- if (Person::players[0]->creature == rabbittype) {
+ } else {
+ // rabbittype
headprop = Person::players[0]->proportionhead.x / 1.2;
bodyprop = Person::players[0]->proportionbody.x / 1.05;
armprop = Person::players[0]->proportionarms.x / 1.00;
}
Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
- for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
}
- for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
}
XYZ colpoint;
closest = -1;
closestdistance = -1;
- for (int j = 0; j < numpathpoints; j++)
+ for (int j = 0; j < numpathpoints; j++) {
if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
closest = j;
Person::players[i]->finaltarget = pathpoint[j];
}
+ }
Person::players[i]->finalpathfindpoint = closest;
- for (int j = 0; j < numpathpoints; j++)
+ for (int j = 0; j < numpathpoints; j++) {
for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
if (sq(tempdist) < closestdistance)
if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
Person::players[i]->finaltarget = colpoint;
}
}
+ }
Person::players[i]->finalpathfindpoint = closest;
}
talkdelay -= multiplier;
if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
- for (int i = 0; i < Dialog::dialogs.size(); i++) {
+ for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
Dialog::dialogs[i].tick(i);
}
}
static float hotspotvisual[40];
if (Hotspot::hotspots.size()) {
XYZ hotspotsprite;
- if (editorenabled)
- for (int i = 0; i < Hotspot::hotspots.size(); i++)
+ if (editorenabled) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
hotspotvisual[i] -= multiplier / 320;
+ }
+ }
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
while (hotspotvisual[i] < 0) {
hotspotsprite = 0;
hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
}
}
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
}
Dialog::currentScene().camerayaw = yaw;
Dialog::currentScene().camerapitch = pitch;
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
}
if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
Dialog::currentScene().participantfacing[whichend] = facing;
}
- if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
if (Dialog::dialoguetime > 0.5) {
if (Input::isKeyPressed(attackkey)) {
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
if (Dialog::currentScene().sound == -5) {
}
}
}
- if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
Person::players[i]->victim->skeleton.free = 1;
Person::players[i]->victim->skeleton.broken = 0;
- for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
+ for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
Person::players[i]->victim->skeleton.joints[l].velchange = 0;
Person::players[i]->victim->skeleton.joints[l].locked = 0;
}
if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
}
Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
Person::players[1]->skeleton.joints[i].velocity = 0;
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
}
Hotspot::killhotspot = 2;
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
Hotspot::killhotspot = 0;
winhotspot = false;
- for (int i = 0; i < Hotspot::hotspots.size(); i++)
- if (Hotspot::hotspots[i].type == -1)
- if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ if (Hotspot::hotspots[i].type == -1) {
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
winhotspot = true;
+ }
+ }
+ }
int numalarmed = 0;
- for (unsigned i = 1; i < Person::players.size(); i++)
- if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
numalarmed++;
- if (numalarmed > maxalarmed)
+ }
+ }
+ if (numalarmed > maxalarmed) {
maxalarmed = numalarmed;
+ }
if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
if (Person::players[0]->dead && changedelay <= 0) {
Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
}
won = 1;
+ Account::active().saveFile(Folders::getUserSavePath());
}
}
target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
target.y += .1;
if (Person::players[0]->skeleton.free) {
- for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
}