]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.cpp
License: Update GPLv2+ header to match current FSF recommendation
[lugaru.git] / Source / Person.cpp
index eff58676f4b7f312c3115522526edf926f97a5f5..3327f5abc3c139901d5b0f1cd9093c4981b8b67e 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/>.
 */
 
 /**> HEADER FILES <**/
@@ -923,7 +921,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -953,7 +951,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -982,7 +980,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -1011,7 +1009,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -1094,7 +1092,7 @@ void Person::Reverse()
                     victim->weaponstuck = 0;
             }
             victim->weaponactive = -1;
-            for (int i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -1137,7 +1135,7 @@ void Person::Reverse()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (int i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
 
@@ -1410,8 +1408,7 @@ void Person::DoHead()
 
         skeleton.specialforward[0] = facing;
         //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
-        static int i;
-        for (i = 0; i < skeleton.num_muscles; i++) {
+        for (int i = 0; i < skeleton.num_muscles; i++) {
             if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
                 skeleton.FindRotationMuscle(i, animTarget);
             }
@@ -1457,7 +1454,7 @@ void Person::RagDoll(bool checkcollision)
         if (!isnormal(tilt)) tilt = 0;
         if (!isnormal(tilt2)) tilt2 = 0;
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].delay = 0;
             skeleton.joints[i].locked = 0;
             skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
@@ -1469,7 +1466,7 @@ void Person::RagDoll(bool checkcollision)
             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
         }
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].velocity = 0;
             skeleton.joints[i].velchange = 0;
         }
@@ -1490,7 +1487,7 @@ void Person::RagDoll(bool checkcollision)
 
         speed *= speedmult;
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
                 skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
             else
@@ -1543,7 +1540,7 @@ void Person::RagDoll(bool checkcollision)
         updatedelay = 0;
 
         velocity = 0;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
         }
         velocity /= skeleton.num_joints;
@@ -1567,7 +1564,7 @@ void Person::RagDoll(bool checkcollision)
                         weaponstuck = 0;
                 }
                 weaponactive = -1;
-                for (i = 0; i < Person::players.size(); i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     Person::players[i]->wentforweapon = 0;
                 }
             }
@@ -1685,7 +1682,6 @@ void Person::setAnimation(int animation)
 void Person::DoAnimations()
 {
     if (!skeleton.free) {
-        int i = 0;
         static float oldtarget;
 
         if (isIdle() && animCurrent != getIdle())
@@ -1837,12 +1833,12 @@ void Person::DoAnimations()
                     }
                     if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
                         if (animation[animTarget].attack != neutral) {
-                            i = abs(Random() % 3);
-                            if (i == 0)
+                            unsigned r = abs(Random() % 3);
+                            if (r == 0)
                                 whichsound = lowwhooshsound;
-                            if (i == 1)
+                            if (r == 1)
                                 whichsound = midwhooshsound;
-                            if (i == 2)
+                            if (r == 2)
                                 whichsound = highwhooshsound;
                         }
                         if (animation[animTarget].attack == neutral)
@@ -1879,18 +1875,18 @@ void Person::DoAnimations()
                             int whichsound = -1;
                             if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
                                 if (animation[animTarget].attack != neutral) {
-                                    i = abs(Random() % 4);
+                                    unsigned r = abs(Random() % 4);
                                     if (creature == rabbittype) {
-                                        if (i == 0) whichsound = rabbitattacksound;
-                                        if (i == 1) whichsound = rabbitattack2sound;
-                                        if (i == 2) whichsound = rabbitattack3sound;
-                                        if (i == 3) whichsound = rabbitattack4sound;
+                                        if (r == 0) whichsound = rabbitattacksound;
+                                        if (r == 1) whichsound = rabbitattack2sound;
+                                        if (r == 2) whichsound = rabbitattack3sound;
+                                        if (r == 3) whichsound = rabbitattack4sound;
                                     }
                                     if (creature == wolftype) {
-                                        if (i == 0) whichsound = barksound;
-                                        if (i == 1) whichsound = bark2sound;
-                                        if (i == 2) whichsound = bark3sound;
-                                        if (i == 3) whichsound = barkgrowlsound;
+                                        if (r == 0) whichsound = barksound;
+                                        if (r == 1) whichsound = bark2sound;
+                                        if (r == 2) whichsound = bark3sound;
+                                        if (r == 3) whichsound = barkgrowlsound;
                                     }
                                     speechdelay = .3;
                                 }
@@ -1918,7 +1914,7 @@ void Person::DoAnimations()
             frameTarget++;
 
             if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
-                for (i = 0; i < weapons.size(); i++) {
+                for (unsigned i = 0; i < weapons.size(); i++) {
                     if (weapons[i].owner == -1)
                         if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) >= 1) {
@@ -1939,20 +1935,20 @@ void Person::DoAnimations()
             }
 
             if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
-                for (i = 0; i < weapons.size(); i++) {
+                for (unsigned i = 0; i < weapons.size(); i++) {
                     bool willwork = true;
                     if (weapons[i].owner != -1)
                         if (Person::players[weapons[i].owner]->weaponstuck != -1)
-                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
                                 if (Person::players[weapons[i].owner]->num_weapons > 1)
                                     willwork = 0;
-                    if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
+                    if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
                         if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
                                 bool fleshstuck = false;
                                 if (weapons[i].owner != -1)
                                     if (victim->weaponstuck != -1) {
-                                        if (victim->weaponids[victim->weaponstuck] == i) {
+                                        if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             fleshstuck = true;
                                         }
                                     }
@@ -1990,7 +1986,7 @@ void Person::DoAnimations()
                                     footvel = 0;
                                     footpoint = weapons[i].position;
                                     if (victim->weaponstuck != -1) {
-                                        if (victim->weaponids[victim->weaponstuck] == i) {
+                                        if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             if (bloodtoggle)
                                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
                                             weapons[i].bloody = 2;
@@ -2001,7 +1997,7 @@ void Person::DoAnimations()
                                     if (victim->num_weapons > 0) {
                                         if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
                                             victim->weaponstuck = 0;
-                                        if (victim->weaponids[0] == i)
+                                        if (victim->weaponids[0] == int(i))
                                             victim->weaponids[0] = victim->weaponids[victim->num_weapons];
                                     }
 
@@ -2080,7 +2076,7 @@ void Person::DoAnimations()
                 targetloc = velocity;
                 Normalise(&targetloc);
                 targetloc += coords;
-                for (i = 0; i < Person::players.size(); i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     if (i != id)
                         if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
                             closestdist = distsq(&targetloc, &Person::players[i]->coords);
@@ -2145,7 +2141,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2181,7 +2177,7 @@ void Person::DoAnimations()
                         relative.y -= 1;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, 90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
                         victim->jointVel(head) += relative * damagemult * 100;
@@ -2212,7 +2208,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2248,7 +2244,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, 90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2278,7 +2274,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                         }
                         victim->jointVel(head) += relative * damagemult * 100;
@@ -2300,7 +2296,7 @@ void Person::DoAnimations()
                         victim->skeleton.broken = 0;
                         victim->skeleton.spinny = 1;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             victim->skeleton.joints[i].delay = 0;
                             victim->skeleton.joints[i].locked = 0;
@@ -2311,7 +2307,7 @@ void Person::DoAnimations()
                         relative = 0;
                         relative.y = 1;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity.y = relative.y * 10;
                             victim->skeleton.joints[i].position.y += relative.y * .3;
                             victim->skeleton.joints[i].oldposition.y += relative.y * .3;
@@ -2334,7 +2330,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 90;
                         }
                         victim->Puff(abdomen);
@@ -2361,7 +2357,7 @@ void Person::DoAnimations()
                         victim->skeleton.broken = 0;
                         victim->skeleton.spinny = 1;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             //victim->skeleton.joints[i].delay=0;
                             victim->skeleton.joints[i].locked = 0;
@@ -2371,7 +2367,7 @@ void Person::DoAnimations()
                         Normalise(&relative);
                         relative.y += .3;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
                         if (!victim->dead)
@@ -2458,7 +2454,7 @@ void Person::DoAnimations()
                                 victim->skeleton.free = 1;
                                 victim->skeleton.broken = 0;
 
-                                for (i = 0; i < victim->skeleton.num_joints; i++) {
+                                for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                     victim->skeleton.joints[i].velchange = 0;
                                     victim->skeleton.joints[i].locked = 0;
                                     //victim->skeleton.joints[i].velocity=0;
@@ -2548,7 +2544,7 @@ void Person::DoAnimations()
                                 victim->skeleton.free = 1;
                                 victim->skeleton.broken = 0;
 
-                                for (i = 0; i < victim->skeleton.num_joints; i++) {
+                                for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                     victim->skeleton.joints[i].velchange = 0;
                                     victim->skeleton.joints[i].locked = 0;
                                     //victim->skeleton.joints[i].velocity=0;
@@ -2595,7 +2591,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 30;
                         }
                         victim->jointVel(head) += relative * damagemult * 150;
@@ -2642,7 +2638,7 @@ void Person::DoAnimations()
                         Normalise(&relative);
                         relative.y = .3;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 5;
                         }
                         victim->jointVel(abdomen) += relative * damagemult * 400;
@@ -2860,7 +2856,7 @@ void Person::DoAnimations()
                                     victim->weaponstuck = 0;
                             }
                             victim->weaponactive = -1;
-                            for (i = 0; i < Person::players.size(); i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 Person::players[i]->wentforweapon = 0;
                             }
 
@@ -2888,7 +2884,7 @@ void Person::DoAnimations()
                         relative = DoRotation(relative, 0, 90, 0);
                         relative.y -= 1;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 60;
                         }
                         victim->jointVel(head) += relative * damagemult * 230;
@@ -2921,7 +2917,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 220;
@@ -2953,7 +2949,7 @@ void Person::DoAnimations()
                         victim->skeleton.free = 1;
                         victim->skeleton.broken = 0;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             victim->skeleton.joints[i].locked = 0;
                             //victim->skeleton.joints[i].velocity=0;
@@ -2969,14 +2965,14 @@ void Person::DoAnimations()
                         relative.y = -1;
                         Normalise(&relative);
                         if (!victim->dead) {
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * 40;
                             }
                             //FootLand(1,2);
                             victim->jointVel(abdomen) += relative * damagemult * 40;
                         }
                         if (victim->dead) {
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
                             }
                             //FootLand(1,2);
@@ -3011,7 +3007,7 @@ void Person::DoAnimations()
                                 DoBlood(.2, 250);
                             }
                             victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                             }
                             victim->jointVel(head) += relative * damagemult * 200;
@@ -3030,7 +3026,7 @@ void Person::DoAnimations()
                         } else {
                             if (victim->damage >= victim->damagetolerance)
                                 victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3071,12 +3067,12 @@ void Person::DoAnimations()
                         if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
                             victim->RagDoll(0);
 
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 15;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
                             relative.y += .1;
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity = relative * 80;
                             }
@@ -3086,11 +3082,11 @@ void Person::DoAnimations()
                         } else {
                             if (victim->damage >= victim->damagetolerance)
                                 victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity += relative * damagemult * 80;
                             }
@@ -3134,7 +3130,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3147,7 +3143,7 @@ void Person::DoAnimations()
 
                 if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
                     if (victim->weaponactive != -1 && victim->num_weapons > 0) {
-                        if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) {
+                        if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
                             weapons[victim->weaponids[victim->weaponactive]].owner = id;
                             weaponactive = 0;
                             if (num_weapons > 0) {
@@ -3180,7 +3176,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3211,7 +3207,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3229,7 +3225,7 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     //relative*=-1;
                     relative.y -= .1;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
                     victim->jointVel(lefthand) *= .1;
@@ -3281,7 +3277,7 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     //relative*=-1;
                     relative.y -= .1;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
                     victim->jointVel(lefthand) *= .1 - 1;
@@ -3313,7 +3309,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     relative = DoRotation(relative, 0, -90, 0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3334,7 +3330,7 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     if (victim->id == 0)
                         relative /= 30;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     //victim->DoDamage(1000);
@@ -3418,12 +3414,12 @@ void Person::DoAnimations()
                 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
                     escapednum = 0;
                     victim->velocity = 0;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity = 0;
                     }
                     if (animTarget == knifefollowanim) {
                         victim->RagDoll(0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = 0;
                         }
                     }
@@ -3476,7 +3472,7 @@ void Person::DoAnimations()
                 if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
                     escapednum = 0;
                     victim->velocity = 0;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity = 0;
                     }
                     if (weaponactive != -1) {
@@ -3545,7 +3541,7 @@ void Person::DoAnimations()
                     relative = DoRotation(relative, 0, 90, 0);
                     relative.y = .5;
                     Normalise(&relative);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
@@ -3566,7 +3562,7 @@ void Person::DoAnimations()
                     relative = DoRotation(relative, 0, 90, 0);
                     relative.y = .5;
                     Normalise(&relative);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
@@ -3680,7 +3676,7 @@ void Person::DoAnimations()
                         float closestdist = -1;
                         float distance;
                         if (Person::players.size() > 1)
-                            for (i = 0; i < Person::players.size(); i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
                                     if (closestdist == -1 || distance < closestdist) {
@@ -3738,7 +3734,7 @@ void Person::DoAnimations()
                         float closestdist = -1;
                         float distance;
                         if (Person::players.size() > 1)
-                            for (i = 0; i < Person::players.size(); i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
                                     if (closestdist == -1 || distance < closestdist) {
@@ -4034,18 +4030,18 @@ void Person::DoAnimations()
             }
             if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
                 //Old rotates
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
                 }
 
                 skeleton.FindForwards();
 
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         skeleton.FindRotationMuscle(i, animTarget);
                     }
                 }
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
                             skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
@@ -4057,18 +4053,18 @@ void Person::DoAnimations()
                 }
 
                 //New rotates
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
                 }
 
                 skeleton.FindForwards();
 
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         skeleton.FindRotationMuscle(i, animTarget);
                     }
                 }
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
                             skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
@@ -4093,12 +4089,12 @@ void Person::DoAnimations()
             oldframeTarget = frameTarget;
             oldframeCurrent = frameCurrent;
 
-            for (i = 0; i < skeleton.num_joints; i++) {
+            for (int i = 0; i < skeleton.num_joints; i++) {
                 skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
                 skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
             }
             offset = currentoffset * (1 - target) + targetoffset * target;
-            for (i = 0; i < skeleton.num_muscles; i++) {
+            for (int i = 0; i < skeleton.num_muscles; i++) {
                 if (skeleton.muscles[i].visible) {
                     skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
                     skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
@@ -4340,7 +4336,7 @@ void Person::DoStuff()
                         weaponstuck = 0;
                 }
                 weaponactive = -1;
-                for (i = 0; i < Person::players.size(); i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     Person::players[i]->wentforweapon = 0;
                 }
 
@@ -4358,7 +4354,7 @@ void Person::DoStuff()
             }
             dead = 2;
             if (animTarget == knifefollowedanim && !skeleton.free) {
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].velocity = 0;
                     skeleton.joints[i].velocity.y = -2;
                 }
@@ -4766,7 +4762,7 @@ void Person::DoStuff()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -4808,7 +4804,7 @@ void Person::DoStuff()
         dead = 0;
         skeleton.free = 1;
         damage -= 20;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].velocity = 0;
         }
     }
@@ -4832,7 +4828,7 @@ void Person::DoStuff()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -4902,7 +4898,7 @@ void Person::DoStuff()
 
         //velocity=jointVel(groin)*scale;
         velocity = 0;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
         }
         velocity /= skeleton.num_joints;
@@ -5020,7 +5016,7 @@ void Person::DoStuff()
 
                 //if(middle.y>0)targetoffset.y=middle.y+1;
 
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
                 }
@@ -5111,7 +5107,7 @@ void Person::DoStuff()
                 if (middle.y > 0 && animTarget != rollanim)
                     targetoffset.y = middle.y + 1;
 
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
                 }
@@ -6023,7 +6019,7 @@ int Person::DrawSkeleton()
                 skeleton.drawmodelclothes.vertex[i] = 0;
                 skeleton.drawmodelclothes.vertex[i].y = 999;
             }
-            for (i = 0; i < skeleton.num_muscles; i++) {
+            for (int i = 0; i < skeleton.num_muscles; i++) {
                 // convenience renames
                 const int p1 = skeleton.muscles[i].parent1->label;
                 const int p2 = skeleton.muscles[i].parent2->label;