X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=7c0673d3a8a1ac9a9976d05ce938fada17a1fe39;hb=5dfd07829a5eecc87d100dd8825a81eafbaa86be;hp=a346f23f2b519a1c353cefad412bc58f5f783e41;hpb=e08372a2095837a0b951ccb68c3499ef67c1a827;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index a346f23..7c0673d 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -18,13 +18,14 @@ You should have received a copy of the GNU General Public License along with Lugaru. If not, see . */ -#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; @@ -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; @@ -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++;