X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=c5f953f502b44c2b7b3e87ad0a18928201e500e0;hb=8e94b0e0f79e8fc55ace5699ffe039462d9e155d;hp=8b7b2676d77127b7d93b53195932c6308a3cb4aa;hpb=31801560f92e99939f40ee49d9c279324db044bb;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 8b7b267..c5f953f 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -4808,7 +4808,7 @@ void doPlayerCollisions() } } -void doAI(int i) +void doAI(unsigned i) { static bool connected; if (Person::players[i]->aitype != playercontrolled && indialogue == -1) { @@ -5402,7 +5402,7 @@ void doAI(int i) if (Person::players[i]->ally < 0) { int closest = -1; float closestdist = -1; - for (int k = 0; k < weapons.size(); k++) + for (unsigned k = 0; k < weapons.size(); k++) if (weapons[k].owner == -1) { float distance = distsq(&Person::players[i]->coords, &weapons[k].position); if (closestdist == -1 || distance < closestdist) { @@ -5514,7 +5514,7 @@ void doAI(int i) } //go for weapon on the ground if (Person::players[i]->wentforweapon < 3) - for (int k = 0; k < weapons.size(); k++) + for (unsigned k = 0; k < weapons.size(); k++) if (Person::players[i]->creature != wolftype) if (Person::players[i]->num_weapons == 0 && weapons[k].owner == -1 && @@ -6033,8 +6033,6 @@ void MenuTick() static int oldmainmenu = mainmenu; - char sbuf[256]; - if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus set>::iterator newscreenresolution; switch (mainmenu) { @@ -6628,8 +6626,9 @@ void Game::Tick() if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight) for (int i = 0; i < numdialogues; i++) { - int realdialoguetype; + unsigned realdialoguetype; bool special; + /* FIXME - Seems like modulo done with ifs */ if (dialoguetype[i] > 49) { realdialoguetype = dialoguetype[i] - 50; special = 1; @@ -6953,7 +6952,7 @@ void Game::Tick() } if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) { hostile = 1; - for (int i = 1; i < Person::players.size(); i++) { + for (unsigned i = 1; i < Person::players.size(); i++) { Person::players[i]->aitype = attacktypecutoff; } } @@ -7201,7 +7200,7 @@ void Game::Tick() Person::players[i]->isFlip() || Person::players[i]->isFlip() || Person::players[i]->aitype != playercontrolled)) { - for (int j = 0; j < weapons.size(); j++) { + for (unsigned j = 0; j < weapons.size(); j++) { if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || Person::players[i]->aitype == playercontrolled) && weapons[j].owner == -1 && @@ -7226,7 +7225,7 @@ void Game::Tick() Person::players[i]->aitype == playercontrolled) && weapons[j].owner == -1 || Person::players[i]->victim && - weapons[j].owner == Person::players[i]->victim->id) + weapons[j].owner == int(Person::players[i]->victim->id)) if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) { if (weapons[j].getType() != staff) @@ -7254,13 +7253,13 @@ void Game::Tick() Person::players[i]->throwtogglekeydown = 1; Person::players[i]->hasvictim = 0; - for (int k = 0; k < weapons.size(); k++) { + for (unsigned k = 0; k < weapons.size(); k++) { if (Person::players[i]->weaponactive == -1) if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || Person::players[i]->aitype == playercontrolled) && weapons[k].owner == -1 || Person::players[i]->victim && - weapons[k].owner == Person::players[i]->victim->id) + weapons[k].owner == int(Person::players[i]->victim->id)) if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 && Person::players[i]->weaponactive == -1) { if (weapons[k].getType() != staff) @@ -8216,7 +8215,7 @@ void Game::TickOnceAfter() winhotspot = true; int numalarmed = 0; - for (int i = 1; i < Person::players.size(); i++) + 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) @@ -8228,7 +8227,7 @@ void Game::TickOnceAfter() targetlevel = whichlevel; } alldead = true; - for (int i = 1; i < Person::players.size(); i++) { + for (unsigned i = 1; i < Person::players.size(); i++) { if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) { alldead = false; break;