]> git.jsancho.org Git - lugaru.git/commitdiff
Applied clang-format on all files
authorCôme Chilliet <come@chilliet.eu>
Mon, 9 Jan 2017 23:50:38 +0000 (00:50 +0100)
committerCôme Chilliet <come@chilliet.eu>
Mon, 9 Jan 2017 23:50:38 +0000 (00:50 +0100)
40 files changed:
Source/Animation/Animation.cpp
Source/Animation/Joint.cpp
Source/Animation/Muscle.cpp
Source/Animation/Skeleton.cpp
Source/Audio/Sounds.cpp
Source/Audio/openal_wrapper.cpp
Source/Devtools/ConsoleCmds.cpp
Source/Environment/Lights.cpp
Source/Environment/Skybox.cpp
Source/Environment/Terrain.cpp
Source/Game.cpp
Source/GameDraw.cpp
Source/GameInitDispose.cpp
Source/GameTick.cpp
Source/Globals.cpp
Source/Graphic/Decal.cpp
Source/Graphic/Models.cpp
Source/Graphic/Sprite.cpp
Source/Graphic/Stereo.cpp
Source/Graphic/Text.cpp
Source/Graphic/Texture.cpp
Source/Level/Awards.cpp
Source/Level/Campaign.cpp
Source/Level/Dialog.cpp
Source/Level/Hotspot.cpp
Source/MacCompatibility.cpp
Source/Math/Frustum.cpp
Source/Math/XYZ.cpp
Source/Menu/Menu.cpp
Source/Objects/Object.cpp
Source/Objects/Person.cpp
Source/Objects/Weapons.cpp
Source/Tutorial.cpp
Source/User/Account.cpp
Source/User/Settings.cpp
Source/Utils/Folders.cpp
Source/Utils/ImageIO.cpp
Source/Utils/Input.cpp
Source/WinDefs.cpp
Source/main.cpp

index 8ee1fd662ea0b171008980a2f0df62af506ed520..a8ad6e19cf448dba073e62923b5d527d84af1290 100644 (file)
@@ -27,7 +27,9 @@ std::vector<Animation> Animation::animations;
 
 void Animation::loadAll()
 {
-#define DECLARE_ANIM(id, file, height, attack, ...) if (id < loadable_anim_end) animations.emplace_back(file, height, attack);
+#define DECLARE_ANIM(id, file, height, attack, ...) \
+    if (id < loadable_anim_end)                     \
+        animations.emplace_back(file, height, attack);
 #include "Animation.def"
 #undef DECLARE_ANIM
 }
@@ -70,27 +72,27 @@ void AnimationFrame::loadWeaponTarget(FILE* tfile)
     funpackf(tfile, "Bf Bf Bf", &weapontarget.x, &weapontarget.y, &weapontarget.z);
 }
 
-Animation::Animation():
-    height(lowheight),
-    attack(neutral),
-    numjoints(0)
+Animation::Animation()
+    : height(lowheight)
+    , attack(neutral)
+    numjoints(0)
 {
 }
 
 /* EFFECT
  * load an animation from file
  */
-Animation::Animation(const std::string& filename, anim_height_type aheight, anim_attack_type aattack):
-    Animation()
+Animation::Animation(const std::string& filename, anim_height_type aheight, anim_attack_type aattack)
+    Animation()
 {
-    FILE *tfile;
+    FILEtfile;
     int numframes;
     unsigned i;
 
     LOGFUNC;
 
     // Changing the filename into something the OS can understand
-    std::string filepath = Folders::getResourcePath("Animations/"+filename);
+    std::string filepath = Folders::getResourcePath("Animations/" + filename);
 
     LOG(std::string("Loading animation...") + filepath);
 
@@ -100,7 +102,7 @@ Animation::Animation(const std::string& filename, anim_height_type aheight, anim
     Game::LoadingScreen();
 
     // read file in binary mode
-    tfile = Folders::openMandatoryFile( filepath, "rb" );
+    tfile = Folders::openMandatoryFile(filepath, "rb");
 
     // read numframes, joints to know how much memory to allocate
     funpackf(tfile, "Bi Bi", &numframes, &numjoints);
index f615bfe690dec038ccd52ead1f700e7a230bfd79..8d7caf917313a8260ad022cf05f0b69a4c0c9106 100644 (file)
@@ -22,20 +22,20 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "Utils/binio.h"
 
-Joint::Joint() :
-    blurred(0),
-    length(0),
-    mass(0),
-    lower(false),
-    hasparent(false),
-    locked(false),
-    modelnum(0),
-    visible(false),
-    parent(nullptr),
-    sametwist(false),
-    label(head),
-    hasgun(0),
-    delay(0)
+Joint::Joint()
+    : blurred(0)
+    , length(0)
+    , mass(0)
+    , lower(false)
+    , hasparent(false)
+    , locked(false)
+    , modelnum(0)
+    , visible(false)
+    , parent(nullptr)
+    , sametwist(false)
+    , label(head)
+    , hasgun(0)
+    delay(0)
 {
 }
 
index 6ccad1816c6574423fd9b5025924f097fefaee02..da43de4f02bb5258513ce1bb8f465eadd2d821f1 100644 (file)
@@ -25,19 +25,28 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 extern float multiplier;
 extern bool freeze;
 
-Muscle::Muscle() :
-    length(0),
-    targetlength(0),
-    parent1(0),
-    parent2(0),
-    maxlength(0),
-    minlength(0),
-    type(boneconnect),
-    visible(false),
-    rotate1(0), rotate2(0), rotate3(0),
-    lastrotate1(0), lastrotate2(0), lastrotate3(0),
-    oldrotate1(0), oldrotate2(0), oldrotate3(0),
-    newrotate1(0), newrotate2(0), newrotate3(0),
+Muscle::Muscle()
+    : length(0)
+    , targetlength(0)
+    , parent1(0)
+    , parent2(0)
+    , maxlength(0)
+    , minlength(0)
+    , type(boneconnect)
+    , visible(false)
+    , rotate1(0)
+    , rotate2(0)
+    , rotate3(0)
+    , lastrotate1(0)
+    , lastrotate2(0)
+    , lastrotate3(0)
+    , oldrotate1(0)
+    , oldrotate2(0)
+    , oldrotate3(0)
+    , newrotate1(0)
+    , newrotate2(0)
+    , newrotate3(0)
+    ,
 
     strength(0)
 {
@@ -97,7 +106,6 @@ void Muscle::loadVerticesClothes(FILE* tfile, int vertexNum)
     }
 }
 
-
 /* EFFECT
  * sets strength, length,
  *      parent1->position, parent2->position,
index 19150fb4762da55d652afd5e9322da15bbfc4833..b665625ad414262b1f64656fd5cca86b38bac46e 100644 (file)
@@ -23,8 +23,8 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Animation/Animation.hpp"
 #include "Audio/openal_wrapper.hpp"
 #include "Game.hpp"
-#include "Utils/Folders.hpp"
 #include "Tutorial.hpp"
+#include "Utils/Folders.hpp"
 
 extern float multiplier;
 extern float gravity;
@@ -37,20 +37,20 @@ extern int detail;
 extern int whichjointstartarray[26];
 extern int whichjointendarray[26];
 
-Skeleton::Skeleton() :
-    selected(0),
-    id(0),
-    num_models(0),
-    clothes(false),
-    spinny(false),
-    skinsize(0),
-    checkdelay(0),
-    longdead(0),
-    broken(false),
-    free(0),
-    oldfree(0),
-    freetime(0),
-    freefall(false)
+Skeleton::Skeleton()
+    : selected(0)
+    , id(0)
+    , num_models(0)
+    , clothes(false)
+    , spinny(false)
+    , skinsize(0)
+    , checkdelay(0)
+    , longdead(0)
+    , broken(false)
+    , free(0)
+    , oldfree(0)
+    , freetime(0)
+    freefall(false)
 {
     memset(forwardjoints, 0, sizeof(forwardjoints));
     memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
@@ -105,7 +105,7 @@ void Skeleton::FindForwards()
  * Person/Person::DoStuff
  * Person/IKHelper
  */
-float Skeleton::DoConstraints(XYZ *coords, float *scale)
+float Skeleton::DoConstraints(XYZ* coords, float* scale)
 {
     const float elasticity = .3;
     XYZ bounceness;
@@ -136,20 +136,20 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
             joints[i].position = joints[i].position + joints[i].velocity * multiplier;
 
             switch (joints[i].label) {
-            case head:
-                groundlevel = .8;
-                break;
-            case righthand:
-            case rightwrist:
-            case rightelbow:
-            case lefthand:
-            case leftwrist:
-            case leftelbow:
-                groundlevel = .2;
-                break;
-            default:
-                groundlevel = .15;
-                break;
+                case head:
+                    groundlevel = .8;
+                    break;
+                case righthand:
+                case rightwrist:
+                case rightelbow:
+                case lefthand:
+                case leftwrist:
+                case leftelbow:
+                    groundlevel = .2;
+                    break;
+                default:
+                    groundlevel = .15;
+                    break;
             }
 
             joints[i].position.y -= groundlevel;
@@ -294,7 +294,6 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                         joints[i].velocity = joints[i].oldvelocity;
                     }
 
-
                     if (joints[i].locked == 0)
                         if (findLengthfast(&joints[i].velocity) < 1)
                             joints[i].locked = 1;
@@ -315,7 +314,6 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     } else if (findLengthfast(&bounceness) > 500)
                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .2);
 
-
                     joints[i].position.y = (terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel - coords->y) / (*scale);
                     if (longdead > 100)
                         broken = 1;
@@ -386,7 +384,6 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                                 }
                                 joints[i].velocity += bounceness * elasticity;
 
-
                                 if (!joints[i].locked)
                                     if (findLengthfast(&joints[i].velocity) < 1) {
                                         joints[i].locked = 1;
@@ -405,7 +402,6 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
         }
         multiplier = tempmult;
 
-
         for (unsigned int m = 0; m < terrain.patchobjects[whichpatchx][whichpatchz].size(); m++) {
             unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
             if (Object::objects[k]->possible) {
@@ -427,20 +423,20 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
 
         for (i = 0; i < joints.size(); i++) {
             switch (joints[i].label) {
-            case head:
-                groundlevel = .8;
-                break;
-            case righthand:
-            case rightwrist:
-            case rightelbow:
-            case lefthand:
-            case leftwrist:
-            case leftelbow:
-                groundlevel = .2;
-                break;
-            default:
-                groundlevel = .15;
-                break;
+                case head:
+                    groundlevel = .8;
+                    break;
+                case righthand:
+                case rightwrist:
+                case rightelbow:
+                case lefthand:
+                case leftwrist:
+                case leftelbow:
+                    groundlevel = .2;
+                    break;
+                default:
+                    groundlevel = .15;
+                    break;
             }
             joints[i].position.y += groundlevel;
             joints[i].mass = 1;
@@ -470,19 +466,16 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
  * USES:
  * Person/Person::DoStuff
  */
-void Skeleton::DoGravity(float *scale)
+void Skeleton::DoGravity(floatscale)
 {
     for (unsigned i = 0; i < joints.size(); i++) {
         if (
-                (
-                    ((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
-                    (lowforward.y > -.1) ||
-                    (joints[i].mass < 5)
-                ) && (
-                    ((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
-                    (forward.y < .3)
-                )
-            ) {
+            (
+                ((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
+                (lowforward.y > -.1) ||
+                (joints[i].mass < 5)) &&
+            (((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
+             (forward.y < .3))) {
             joints[i].velocity.y += gravity * multiplier / (*scale);
         }
     }
@@ -527,39 +520,39 @@ void Skeleton::FindRotationMuscle(int which, int animation)
     const int label1 = muscles[which].parent1->label;
     const int label2 = muscles[which].parent2->label;
     switch (label1) {
-    case head:
-        fwd = specialforward[0];
-        break;
-    case rightshoulder:
-    case rightelbow:
-    case rightwrist:
-    case righthand:
-        fwd = specialforward[1];
-        break;
-    case leftshoulder:
-    case leftelbow:
-    case leftwrist:
-    case lefthand:
-        fwd = specialforward[2];
-        break;
-    case righthip:
-    case rightknee:
-    case rightankle:
-    case rightfoot:
-        fwd = specialforward[3];
-        break;
-    case lefthip:
-    case leftknee:
-    case leftankle:
-    case leftfoot:
-        fwd = specialforward[4];
-        break;
-    default:
-        if (muscles[which].parent1->lower)
-            fwd = lowforward;
-        else
-            fwd = forward;
-        break;
+        case head:
+            fwd = specialforward[0];
+            break;
+        case rightshoulder:
+        case rightelbow:
+        case rightwrist:
+        case righthand:
+            fwd = specialforward[1];
+            break;
+        case leftshoulder:
+        case leftelbow:
+        case leftwrist:
+        case lefthand:
+            fwd = specialforward[2];
+            break;
+        case righthip:
+        case rightknee:
+        case rightankle:
+        case rightfoot:
+            fwd = specialforward[3];
+            break;
+        case lefthip:
+        case leftknee:
+        case leftankle:
+        case leftfoot:
+            fwd = specialforward[4];
+            break;
+        default:
+            if (muscles[which].parent1->lower)
+                fwd = lowforward;
+            else
+                fwd = forward;
+            break;
     }
 
     if (animation == hanganim) {
@@ -601,15 +594,15 @@ void Skeleton::FindRotationMuscle(int which, int animation)
  * load skeleton
  * takes filenames for three skeleton files and various models
  */
-void Skeleton::Load(const std::string& filename,       const std::string& lowfilename, const std::string& clothesfilename,
-                    const std::string& modelfilename,  const std::string& model2filename,
+void Skeleton::Load(const std::string& filename, const std::string& lowfilename, const std::string& clothesfilename,
+                    const std::string& modelfilename, const std::string& model2filename,
                     const std::string& model3filename, const std::string& model4filename,
                     const std::string& model5filename, const std::string& model6filename,
                     const std::string& model7filename, const std::string& modellowfilename,
                     const std::string& modelclothesfilename, bool clothes)
 {
     GLfloat M[16];
-    FILE *tfile;
+    FILEtfile;
     float lSize;
     int j, num_joints, num_muscles;
 
@@ -677,7 +670,7 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
     // load skeleton
 
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+    tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
 
     // read num_joints
     funpackf(tfile, "Bi", &num_joints);
@@ -748,24 +741,18 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
     // load ???
 
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath(lowfilename), "rb" );
+    tfile = Folders::openMandatoryFile(Folders::getResourcePath(lowfilename), "rb");
 
     // skip joints section
 
     fseek(tfile, sizeof(num_joints), SEEK_CUR);
     for (int i = 0; i < num_joints; i++) {
         // skip joint info
-        lSize = sizeof(XYZ)
-                + sizeof(float)
-                + sizeof(float)
-                + 1 //sizeof(bool)
-                + 1 //sizeof(bool)
-                + sizeof(int)
-                + 1 //sizeof(bool)
-                + 1 //sizeof(bool)
-                + sizeof(int)
-                + sizeof(int)
-                + 1 //sizeof(bool)
+        lSize = sizeof(XYZ) + sizeof(float) + sizeof(float) + 1 //sizeof(bool)
+                + 1                                             //sizeof(bool)
+                + sizeof(int) + 1                               //sizeof(bool)
+                + 1                                             //sizeof(bool)
+                + sizeof(int) + sizeof(int) + 1                 //sizeof(bool)
                 + sizeof(int);
         fseek(tfile, lSize, SEEK_CUR);
     }
@@ -775,22 +762,17 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
     for (int i = 0; i < num_muscles; i++) {
         // skip muscle info
-        lSize = sizeof(float)
-                + sizeof(float)
-                + sizeof(float)
-                + sizeof(float)
-                + sizeof(float)
-                + sizeof(int);
+        lSize = sizeof(float) + sizeof(float) + sizeof(float) + sizeof(float) + sizeof(float) + sizeof(int);
         fseek(tfile, lSize, SEEK_CUR);
 
         muscles[i].loadVerticesLow(tfile, modellow.vertexNum);
 
         // skip more stuff
         lSize = 1; //sizeof(bool);
-        fseek ( tfile, lSize, SEEK_CUR);
+        fseek(tfile, lSize, SEEK_CUR);
         lSize = sizeof(int);
-        fseek ( tfile, lSize, SEEK_CUR);
-        fseek ( tfile, lSize, SEEK_CUR);
+        fseek(tfile, lSize, SEEK_CUR);
+        fseek(tfile, lSize, SEEK_CUR);
     }
 
     for (j = 0; j < num_muscles; j++) {
@@ -823,24 +805,18 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     // load clothes
 
     if (clothes) {
-        tfile = Folders::openMandatoryFile( Folders::getResourcePath(clothesfilename), "rb" );
+        tfile = Folders::openMandatoryFile(Folders::getResourcePath(clothesfilename), "rb");
 
         // skip num_joints
         fseek(tfile, sizeof(num_joints), SEEK_CUR);
 
         for (int i = 0; i < num_joints; i++) {
             // skip joint info
-            lSize = sizeof(XYZ)
-                    + sizeof(float)
-                    + sizeof(float)
-                    + 1 //sizeof(bool)
-                    + 1 //sizeof(bool)
-                    + sizeof(int)
-                    + 1 //sizeof(bool)
-                    + 1 //sizeof(bool)
-                    + sizeof(int)
-                    + sizeof(int)
-                    + 1 //sizeof(bool)
+            lSize = sizeof(XYZ) + sizeof(float) + sizeof(float) + 1 //sizeof(bool)
+                    + 1                                             //sizeof(bool)
+                    + sizeof(int) + 1                               //sizeof(bool)
+                    + 1                                             //sizeof(bool)
+                    + sizeof(int) + sizeof(int) + 1                 //sizeof(bool)
                     + sizeof(int);
             fseek(tfile, lSize, SEEK_CUR);
         }
@@ -850,22 +826,17 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
         for (int i = 0; i < num_muscles; i++) {
             // skip muscle info
-            lSize = sizeof(float)
-                    + sizeof(float)
-                    + sizeof(float)
-                    + sizeof(float)
-                    + sizeof(float)
-                    + sizeof(int);
+            lSize = sizeof(float) + sizeof(float) + sizeof(float) + sizeof(float) + sizeof(float) + sizeof(int);
             fseek(tfile, lSize, SEEK_CUR);
 
             muscles[i].loadVerticesClothes(tfile, modelclothes.vertexNum);
 
             // skip more stuff
             lSize = 1; //sizeof(bool);
-            fseek ( tfile, lSize, SEEK_CUR);
+            fseek(tfile, lSize, SEEK_CUR);
             lSize = sizeof(int);
-            fseek ( tfile, lSize, SEEK_CUR);
-            fseek ( tfile, lSize, SEEK_CUR);
+            fseek(tfile, lSize, SEEK_CUR);
+            fseek(tfile, lSize, SEEK_CUR);
         }
 
         // ???
index 94989a1f1a9167e4e4feca956bfb0092b50a17b2..a259864ccbd2fc1809c6fa4f8bb7c7f12a146a16 100644 (file)
@@ -22,7 +22,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Audio/openal_wrapper.hpp"
 #include "Utils/Folders.hpp"
 
-struct OPENAL_SAMPLE *samp[sounds_count];
+struct OPENAL_SAMPLEsamp[sounds_count];
 
 extern XYZ envsound[30];
 extern float envsoundvol[30];
@@ -33,7 +33,7 @@ int footstepsound, footstepsound2, footstepsound3, footstepsound4;
 
 int channels[100];
 
-static const char *sound_data[sounds_count] = {
+static const charsound_data[sounds_count] = {
 #define DECLARE_SOUND(id, filename) filename,
 #include "Sounds.def"
 #undef DECLARE_SOUND
@@ -44,14 +44,14 @@ static const char *sound_data[sounds_count] = {
 static int snd_mode(int snd)
 {
     switch (snd) {
-    case alarmsound:
-    case consolefailsound:
-    case consolesuccesssound:
-    case firestartsound:
-    case fireendsound:
-        return OPENAL_2D;
-    default:
-        return OPENAL_HW3D;
+        case alarmsound:
+        case consolefailsound:
+        case consolesuccesssound:
+        case firestartsound:
+        case fireendsound:
+            return OPENAL_2D;
+        default:
+            return OPENAL_HW3D;
     }
 }
 
@@ -82,42 +82,42 @@ void addEnvSound(XYZ coords, float vol, float life)
     numenvsounds++;
 }
 
-void emit_sound_at(int soundid, const XYZ &pos, float vol)
+void emit_sound_at(int soundid, const XYZpos, float vol)
 {
-    PlaySoundEx (soundid, samp[soundid], NULL, true);
-    OPENAL_3D_SetAttributes_ (channels[soundid], pos);
-    OPENAL_SetVolume (channels[soundid], vol);
-    OPENAL_SetPaused (channels[soundid], false);
+    PlaySoundEx(soundid, samp[soundid], NULL, true);
+    OPENAL_3D_SetAttributes_(channels[soundid], pos);
+    OPENAL_SetVolume(channels[soundid], vol);
+    OPENAL_SetPaused(channels[soundid], false);
 }
 
 void emit_sound_np(int soundid, float vol)
 {
-    PlaySoundEx (soundid, samp[soundid], NULL, true);
-    OPENAL_SetVolume (channels[soundid], vol);
-    OPENAL_SetPaused (channels[soundid], false);
+    PlaySoundEx(soundid, samp[soundid], NULL, true);
+    OPENAL_SetVolume(channels[soundid], vol);
+    OPENAL_SetPaused(channels[soundid], false);
 }
 
-void emit_stream_at(int soundid, const XYZ &pos, float vol)
+void emit_stream_at(int soundid, const XYZpos, float vol)
 {
-    PlayStreamEx (soundid, samp[soundid], NULL, true);
-    OPENAL_3D_SetAttributes_ (channels[soundid], pos);
-    OPENAL_SetVolume (channels[soundid], vol);
-    OPENAL_SetPaused (channels[soundid], false);
+    PlayStreamEx(soundid, samp[soundid], NULL, true);
+    OPENAL_3D_SetAttributes_(channels[soundid], pos);
+    OPENAL_SetVolume(channels[soundid], vol);
+    OPENAL_SetPaused(channels[soundid], false);
 }
 
 void emit_stream_np(int soundid, float vol)
 {
-    PlayStreamEx (soundid, samp[soundid], NULL, true);
-    OPENAL_SetVolume (channels[soundid], vol);
-    OPENAL_SetPaused (channels[soundid], false);
+    PlayStreamEx(soundid, samp[soundid], NULL, true);
+    OPENAL_SetVolume(channels[soundid], vol);
+    OPENAL_SetPaused(channels[soundid], false);
 }
 
 void resume_stream(int soundid)
 {
-    OPENAL_SetPaused (channels[soundid], false);
+    OPENAL_SetPaused(channels[soundid], false);
 }
 
 void pause_sound(int soundid)
 {
-    OPENAL_SetPaused (channels[soundid], true);
+    OPENAL_SetPaused(channels[soundid], true);
 }
index e8203af75bbf377414a1b59af796ad1f4c949e83..d728e5ad8062352b124f8784c5b6586b42318962 100644 (file)
@@ -34,35 +34,37 @@ extern float slomofreq;
 // FMOD uses a Left Handed Coordinate system, OpenAL uses a Right Handed
 //  one...so we just need to flip the sign on the Z axis when appropriate.
 
-typedef struct {
+typedef struct
+{
     ALuint sid;
-    OPENAL_SAMPLE *sample;
+    OPENAL_SAMPLEsample;
     bool startpaused;
     float position[3];
 } OPENAL_Channels;
 
-typedef struct OPENAL_SAMPLE {
-    char *name;
-    ALuint bid;  // buffer id.
+typedef struct OPENAL_SAMPLE
+{
+    char* name;
+    ALuint bid; // buffer id.
     int mode;
     int is2d;
 } OPENAL_SAMPLE;
 
 static size_t num_channels = 0;
-static OPENAL_Channels *impl_channels = NULL;
+static OPENAL_Channelsimpl_channels = NULL;
 static bool initialized = false;
 static float listener_position[3];
 
 static void set_channel_position(const int channel, const float x,
                                  const float y, const float z)
 {
-    OPENAL_Channels *chan = &impl_channels[channel];
+    OPENAL_Channelschan = &impl_channels[channel];
 
     chan->position[0] = x;
     chan->position[1] = y;
     chan->position[2] = z;
 
-    OPENAL_SAMPLE *sptr = chan->sample;
+    OPENAL_SAMPLEsptr = chan->sample;
     if (sptr == NULL)
         return;
 
@@ -78,8 +80,7 @@ static void set_channel_position(const int channel, const float x,
     }
 }
 
-
-AL_API void OPENAL_3D_Listener_SetAttributes(const float *pos, const float *, float fx, float fy, float fz, float tx, float ty, float tz)
+AL_API void OPENAL_3D_Listener_SetAttributes(const float* pos, const float*, float fx, float fy, float fz, float tx, float ty, float tz)
 {
     if (!initialized)
         return;
@@ -97,12 +98,12 @@ AL_API void OPENAL_3D_Listener_SetAttributes(const float *pos, const float *, fl
 
     // adjust existing positions...
     for (unsigned i = 0; i < num_channels; i++) {
-        const float *p = impl_channels[i].position;
+        const floatp = impl_channels[i].position;
         set_channel_position(i, p[0], p[1], p[2]);
     }
 }
 
-AL_API signed char OPENAL_3D_SetAttributes(int channel, const float *pos)
+AL_API signed char OPENAL_3D_SetAttributes(int channel, const floatpos)
 {
     if (!initialized)
         return false;
@@ -117,7 +118,7 @@ AL_API signed char OPENAL_3D_SetAttributes(int channel, const float *pos)
     return true;
 }
 
-AL_API signed char OPENAL_3D_SetAttributes_(int channel, const XYZ &pos)
+AL_API signed char OPENAL_3D_SetAttributes_(int channel, const XYZpos)
 {
     if (!initialized)
         return false;
@@ -136,15 +137,15 @@ AL_API signed char OPENAL_Init(int mixrate, int maxsoftwarechannels, unsigned in
     if (maxsoftwarechannels == 0)
         return false;
 
-    if (flags != 0)  // unsupported.
+    if (flags != 0) // unsupported.
         return false;
 
-    ALCdevice *dev = alcOpenDevice(NULL);
+    ALCdevicedev = alcOpenDevice(NULL);
     if (!dev)
         return false;
 
     ALint caps[] = { ALC_FREQUENCY, mixrate, 0 };
-    ALCcontext *ctx = alcCreateContext(dev, caps);
+    ALCcontextctx = alcCreateContext(dev, caps);
     if (!ctx) {
         alcCloseDevice(dev);
         return false;
@@ -154,17 +155,17 @@ AL_API signed char OPENAL_Init(int mixrate, int maxsoftwarechannels, unsigned in
     alcProcessContext(ctx);
 
     if (commandLineOptions[OPENALINFO]) {
-        printf("AL_VENDOR: %s\n", (char *) alGetString(AL_VENDOR));
-        printf("AL_RENDERER: %s\n", (char *) alGetString(AL_RENDERER));
-        printf("AL_VERSION: %s\n", (char *) alGetString(AL_VERSION));
-        printf("AL_EXTENSIONS: %s\n", (char *) alGetString(AL_EXTENSIONS));
+        printf("AL_VENDOR: %s\n", (char*)alGetString(AL_VENDOR));
+        printf("AL_RENDERER: %s\n", (char*)alGetString(AL_RENDERER));
+        printf("AL_VERSION: %s\n", (char*)alGetString(AL_VERSION));
+        printf("AL_EXTENSIONS: %s\n", (char*)alGetString(AL_EXTENSIONS));
     }
 
     num_channels = maxsoftwarechannels;
     impl_channels = new OPENAL_Channels[maxsoftwarechannels];
-    memset(impl_channels, '\0', sizeof (OPENAL_Channels) * num_channels);
+    memset(impl_channels, '\0', sizeof(OPENAL_Channels) * num_channels);
     for (unsigned i = 0; i < num_channels; i++)
-        alGenSources(1, &impl_channels[i].sid);  // !!! FIXME: verify this didn't fail!
+        alGenSources(1, &impl_channels[i].sid); // !!! FIXME: verify this didn't fail!
 
     initialized = true;
     return true;
@@ -175,14 +176,14 @@ AL_API void OPENAL_Close()
     if (!initialized)
         return;
 
-    ALCcontext *ctx = alcGetCurrentContext();
+    ALCcontextctx = alcGetCurrentContext();
     if (ctx) {
         for (unsigned i = 0; i < num_channels; i++) {
             alSourceStop(impl_channels[i].sid);
             alSourcei(impl_channels[i].sid, AL_BUFFER, 0);
             alDeleteSources(1, &impl_channels[i].sid);
         }
-        ALCdevice *dev = alcGetContextsDevice(ctx);
+        ALCdevicedev = alcGetContextsDevice(ctx);
         alcMakeContextCurrent(NULL);
         alcSuspendContext(ctx);
         alcDestroyContext(ctx);
@@ -196,7 +197,7 @@ AL_API void OPENAL_Close()
     initialized = false;
 }
 
-static OPENAL_SAMPLE *OPENAL_GetCurrentSample(int channel)
+static OPENAL_SAMPLEOPENAL_GetCurrentSample(int channel)
 {
     if (!initialized)
         return NULL;
@@ -212,11 +213,11 @@ static signed char OPENAL_GetPaused(int channel)
     if ((channel < 0) || (channel >= (int)num_channels))
         return false;
     if (impl_channels[channel].startpaused)
-        return(true);
+        return (true);
 
     ALint state = 0;
     alGetSourceiv(impl_channels[channel].sid, AL_SOURCE_STATE, &state);
-    return((state == AL_PAUSED) ? true : false);
+    return ((state == AL_PAUSED) ? true : false);
 }
 
 static unsigned int OPENAL_GetLoopMode(int channel)
@@ -228,7 +229,7 @@ static unsigned int OPENAL_GetLoopMode(int channel)
     ALint loop = 0;
     alGetSourceiv(impl_channels[channel].sid, AL_LOOPING, &loop);
     if (loop)
-        return(OPENAL_LOOP_NORMAL);
+        return (OPENAL_LOOP_NORMAL);
     return OPENAL_LOOP_OFF;
 }
 
@@ -240,10 +241,10 @@ static signed char OPENAL_IsPlaying(int channel)
         return false;
     ALint state = 0;
     alGetSourceiv(impl_channels[channel].sid, AL_SOURCE_STATE, &state);
-    return((state == AL_PLAYING) ? true : false);
+    return ((state == AL_PLAYING) ? true : false);
 }
 
-static int OPENAL_PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused)
+static int OPENAL_PlaySoundEx(int channel, OPENAL_SAMPLE* sptr, OPENAL_DSPUNIT* dsp, signed char startpaused)
 {
     if (!initialized)
         return -1;
@@ -276,8 +277,7 @@ static int OPENAL_PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *
     return channel;
 }
 
-
-static void *decode_to_pcm(const char *_fname, ALenum &format, ALsizei &size, ALuint &freq)
+static void* decode_to_pcm(const char* _fname, ALenum& format, ALsizei& size, ALuint& freq)
 {
 #ifdef __POWERPC__
     const int bigendian = 1;
@@ -286,21 +286,21 @@ static void *decode_to_pcm(const char *_fname, ALenum &format, ALsizei &size, AL
 #endif
 
     // !!! FIXME: if it's not Ogg, we don't have a decoder. I'm lazy.  :/
-    char *fname = (char *) alloca(strlen(_fname) + 16);
+    char* fname = (char*)alloca(strlen(_fname) + 16);
     strcpy(fname, _fname);
-    char *ptr = strchr(fname, '.');
+    charptr = strchr(fname, '.');
     if (ptr)
         *ptr = '\0';
     strcat(fname, ".ogg");
 
     // just in case...
-    FILE *io = fopen(fname, "rb");
+    FILEio = fopen(fname, "rb");
     if (io == NULL)
         return NULL;
 
-    ALubyte *retval = NULL;
+    ALubyteretval = NULL;
 
-#if 0  // untested, so disable this!
+#if 0 // untested, so disable this!
     // Can we just feed it to the AL compressed?
     if (alIsExtensionPresent((const ALubyte *) "AL_EXT_vorbis")) {
         format = alGetEnumValue((const ALubyte *) "AL_FORMAT_VORBIS_EXT");
@@ -321,10 +321,10 @@ static void *decode_to_pcm(const char *_fname, ALenum &format, ALsizei &size, AL
 
     // Uncompress and feed to the AL.
     OggVorbis_File vf;
-    memset(&vf, '\0', sizeof (vf));
+    memset(&vf, '\0', sizeof(vf));
     if (ov_open(io, &vf, NULL, 0) == 0) {
         int bitstream = 0;
-        vorbis_info *info = ov_info(&vf, -1);
+        vorbis_infoinfo = ov_info(&vf, -1);
         size = 0;
         format = (info->channels == 1) ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16;
         freq = info->rate;
@@ -337,13 +337,13 @@ static void *decode_to_pcm(const char *_fname, ALenum &format, ALsizei &size, AL
         char buf[1024 * 16];
         long rc = 0;
         size_t allocated = 64 * 1024;
-        retval = (ALubyte *) malloc(allocated);
-        while ( (rc = ov_read(&vf, buf, sizeof (buf), bigendian, 2, 1, &bitstream)) != 0 ) {
+        retval = (ALubyte*)malloc(allocated);
+        while ((rc = ov_read(&vf, buf, sizeof(buf), bigendian, 2, 1, &bitstream)) != 0) {
             if (rc > 0) {
                 size += rc;
                 if (size >= (int)allocated) {
                     allocated *= 2;
-                    ALubyte *tmp = (ALubyte *) realloc(retval, allocated);
+                    ALubyte* tmp = (ALubyte*)realloc(retval, allocated);
                     if (tmp == NULL) {
                         free(retval);
                         retval = NULL;
@@ -362,25 +362,24 @@ static void *decode_to_pcm(const char *_fname, ALenum &format, ALsizei &size, AL
     return NULL;
 }
 
-
-AL_API OPENAL_SAMPLE *OPENAL_Sample_Load(int index, const char *name_or_data, unsigned int mode, int offset, int length)
+AL_API OPENAL_SAMPLE* OPENAL_Sample_Load(int index, const char* name_or_data, unsigned int mode, int offset, int length)
 {
     if (!initialized)
         return NULL;
     if (index != OPENAL_FREE)
-        return NULL;  // this is all the game does...
+        return NULL; // this is all the game does...
     if (offset != 0)
-        return NULL;  // this is all the game does...
+        return NULL; // this is all the game does...
     if (length != 0)
-        return NULL;  // this is all the game does...
+        return NULL; // this is all the game does...
     if ((mode != OPENAL_HW3D) && (mode != OPENAL_2D))
-        return NULL;  // this is all the game does...
+        return NULL; // this is all the game does...
 
-    OPENAL_SAMPLE *retval = NULL;
+    OPENAL_SAMPLEretval = NULL;
     ALenum format = AL_NONE;
     ALsizei size = 0;
     ALuint frequency = 0;
-    void *data = decode_to_pcm(name_or_data, format, size, frequency);
+    voiddata = decode_to_pcm(name_or_data, format, size, frequency);
     if (data == NULL)
         return NULL;
 
@@ -399,10 +398,10 @@ AL_API OPENAL_SAMPLE *OPENAL_Sample_Load(int index, const char *name_or_data, un
     }
 
     free(data);
-    return(retval);
+    return (retval);
 }
 
-AL_API void OPENAL_Sample_Free(OPENAL_SAMPLE *sptr)
+AL_API void OPENAL_Sample_Free(OPENAL_SAMPLEsptr)
 {
     if (!initialized)
         return;
@@ -420,7 +419,7 @@ AL_API void OPENAL_Sample_Free(OPENAL_SAMPLE *sptr)
     }
 }
 
-static signed char OPENAL_Sample_SetMode(OPENAL_SAMPLE *sptr, unsigned int mode)
+static signed char OPENAL_Sample_SetMode(OPENAL_SAMPLEsptr, unsigned int mode)
 {
     if (!initialized)
         return false;
@@ -445,7 +444,7 @@ AL_API signed char OPENAL_SetFrequency(int channel, bool slomo)
     if ((channel < 0) || (channel >= (int)num_channels))
         return false;
     if (slomo)
-        alSourcef(impl_channels[channel].sid, AL_PITCH, ((ALfloat) slomofreq) / 44100.0f);
+        alSourcef(impl_channels[channel].sid, AL_PITCH, ((ALfloat)slomofreq) / 44100.0f);
     else
         alSourcef(impl_channels[channel].sid, AL_PITCH, 1.0f);
     return true;
@@ -469,7 +468,7 @@ AL_API signed char OPENAL_SetVolume(int channel, int vol)
         vol = 0;
     else if (vol > 255)
         vol = 255;
-    ALfloat gain = ((ALfloat) vol) / 255.0f;
+    ALfloat gain = ((ALfloat)vol) / 255.0f;
     alSourcef(impl_channels[channel].sid, AL_GAIN, gain);
     return true;
 }
@@ -507,7 +506,7 @@ AL_API void OPENAL_SetSFXMasterVolume(int volume)
 {
     if (!initialized)
         return;
-    ALfloat gain = ((ALfloat) volume) / 255.0f;
+    ALfloat gain = ((ALfloat)volume) / 255.0f;
     alListenerf(AL_GAIN, gain);
 }
 
@@ -529,24 +528,24 @@ AL_API signed char OPENAL_StopSound(int channel)
     return true;
 }
 
-static OPENAL_SAMPLE *OPENAL_Stream_GetSample(OPENAL_STREAM *stream)
+static OPENAL_SAMPLE* OPENAL_Stream_GetSample(OPENAL_STREAM* stream)
 {
     if (!initialized)
         return NULL;
-    return (OPENAL_SAMPLE *) stream;
+    return (OPENAL_SAMPLE*)stream;
 }
 
-static int OPENAL_Stream_PlayEx(int channel, OPENAL_STREAM *stream, OPENAL_DSPUNIT *dsp, signed char startpaused)
+static int OPENAL_Stream_PlayEx(int channel, OPENAL_STREAM* stream, OPENAL_DSPUNIT* dsp, signed char startpaused)
 {
-    return OPENAL_PlaySoundEx(channel, (OPENAL_SAMPLE *) stream, dsp, startpaused);
+    return OPENAL_PlaySoundEx(channel, (OPENAL_SAMPLE*)stream, dsp, startpaused);
 }
 
-static signed char OPENAL_Stream_Stop(OPENAL_STREAM *stream)
+static signed char OPENAL_Stream_Stop(OPENAL_STREAMstream)
 {
     if (!initialized)
         return false;
     for (unsigned i = 0; i < num_channels; i++) {
-        if (impl_channels[i].sample == (OPENAL_SAMPLE *) stream) {
+        if (impl_channels[i].sample == (OPENAL_SAMPLE*)stream) {
             alSourceStop(impl_channels[i].sid);
             impl_channels[i].startpaused = false;
         }
@@ -554,9 +553,9 @@ static signed char OPENAL_Stream_Stop(OPENAL_STREAM *stream)
     return true;
 }
 
-AL_API signed char OPENAL_Stream_SetMode(OPENAL_STREAM *stream, unsigned int mode)
+AL_API signed char OPENAL_Stream_SetMode(OPENAL_STREAMstream, unsigned int mode)
 {
-    return OPENAL_Sample_SetMode((OPENAL_SAMPLE *) stream, mode);
+    return OPENAL_Sample_SetMode((OPENAL_SAMPLE*)stream, mode);
 }
 
 AL_API void OPENAL_Update()
@@ -568,9 +567,9 @@ AL_API void OPENAL_Update()
 
 extern int channels[];
 
-extern "C" void PlaySoundEx(int chan, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused)
+extern "C" void PlaySoundEx(int chan, OPENAL_SAMPLE* sptr, OPENAL_DSPUNIT* dsp, signed char startpaused)
 {
-    const OPENAL_SAMPLE * currSample = OPENAL_GetCurrentSample(channels[chan]);
+    const OPENAL_SAMPLE* currSample = OPENAL_GetCurrentSample(channels[chan]);
     if (currSample && currSample == samp[chan]) {
         if (OPENAL_GetPaused(channels[chan])) {
             OPENAL_StopSound(channels[chan]);
@@ -591,9 +590,9 @@ extern "C" void PlaySoundEx(int chan, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp,
     }
 }
 
-extern "C" void PlayStreamEx(int chan, OPENAL_STREAM *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused)
+extern "C" void PlayStreamEx(int chan, OPENAL_STREAM* sptr, OPENAL_DSPUNIT* dsp, signed char startpaused)
 {
-    const OPENAL_SAMPLE * currSample = OPENAL_GetCurrentSample(channels[chan]);
+    const OPENAL_SAMPLE* currSample = OPENAL_GetCurrentSample(channels[chan]);
     if (currSample && currSample == OPENAL_Stream_GetSample(sptr)) {
         OPENAL_StopSound(channels[chan]);
         OPENAL_Stream_Stop(sptr);
index f3ac22c0fbeaf594f225d5191e5c43d38fdfc1a1..f9a70680b0cd4a897cb4566d891e3b925280d77e 100644 (file)
@@ -23,19 +23,19 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Game.hpp"
 #include "Level/Dialog.hpp"
 #include "Level/Hotspot.hpp"
-#include "Utils/Folders.hpp"
 #include "Tutorial.hpp"
+#include "Utils/Folders.hpp"
 
-const char *cmd_names[cmd_count] = {
+const charcmd_names[cmd_count] = {
 #define DECLARE_COMMAND(cmd) #cmd,
 #include "ConsoleCmds.def"
-#undef  DECLARE_COMMAND
+#undef DECLARE_COMMAND
 };
 
 console_handler cmd_handlers[cmd_count] = {
 #define DECLARE_COMMAND(cmd) ch_##cmd,
 #include "ConsoleCmds.def"
-#undef  DECLARE_COMMAND
+#undef DECLARE_COMMAND
 };
 
 using namespace Game;
@@ -73,12 +73,12 @@ float tintr = 1, tintg = 1, tintb = 1;
 /* Helpers used in console commands */
 
 /* Return true if PFX is a prefix of STR (case-insensitive).  */
-static bool stripfx(const char *str, const char *pfx)
+static bool stripfx(const char* str, const char* pfx)
 {
     return !strncasecmp(str, pfx, strlen(pfx));
 }
 
-static void set_proportion(int pnum, const char *args)
+static void set_proportion(int pnum, const charargs)
 {
     float headprop, bodyprop, armprop, legprop;
 
@@ -98,34 +98,34 @@ static void set_proportion(int pnum, const char *args)
     }
 }
 
-static void set_protection(int pnum, const char *args)
+static void set_protection(int pnum, const charargs)
 {
     float head, high, low;
     sscanf(args, "%f%f%f", &head, &high, &low);
 
     Person::players[pnum]->protectionhead = head;
     Person::players[pnum]->protectionhigh = high;
-    Person::players[pnum]->protectionlow  = low;
+    Person::players[pnum]->protectionlow = low;
 }
 
-static void set_armor(int pnum, const char *args)
+static void set_armor(int pnum, const charargs)
 {
     float head, high, low;
     sscanf(args, "%f%f%f", &head, &high, &low);
 
     Person::players[pnum]->armorhead = head;
     Person::players[pnum]->armorhigh = high;
-    Person::players[pnum]->armorlow  = low;
+    Person::players[pnum]->armorlow = low;
 }
 
-static void set_metal(int pnum, const char *args)
+static void set_metal(int pnum, const charargs)
 {
     float head, high, low;
     sscanf(args, "%f%f%f", &head, &high, &low);
 
     Person::players[pnum]->metalhead = head;
     Person::players[pnum]->metalhigh = high;
-    Person::players[pnum]->metallow  = low;
+    Person::players[pnum]->metallow = low;
 }
 
 static void set_noclothes(int pnum, const char*)
@@ -136,7 +136,7 @@ static void set_noclothes(int pnum, const char*)
         &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
 }
 
-static void set_clothes(int pnum, const char *args)
+static void set_clothes(int pnum, const charargs)
 {
     char buf[64];
     snprintf(buf, 63, "Textures/%s.png", args);
@@ -156,12 +156,12 @@ static void set_clothes(int pnum, const char *args)
 
 /* Console commands themselves */
 
-void ch_quit(const char *)
+void ch_quit(const char*)
 {
     tryquit = 1;
 }
 
-void ch_map(const char *args)
+void ch_map(const charargs)
 {
     if (!LoadLevel(args)) {
         // FIXME: Reduce code duplication with GameTick (should come from a Console class)
@@ -175,7 +175,7 @@ void ch_map(const char *args)
     campaign = 0;
 }
 
-void ch_save(const char *args)
+void ch_save(const charargs)
 {
     std::string map_path = Folders::getUserDataPath() + "/Maps";
     Folders::makeDirectory(map_path);
@@ -183,8 +183,8 @@ void ch_save(const char *args)
 
     int mapvers = 12;
 
-    FILE *tfile;
-    tfile = fopen( map_path.c_str(), "wb" );
+    FILEtfile;
+    tfile = fopen(map_path.c_str(), "wb");
     if (tfile == NULL) {
         perror((std::string("Couldn't open file ") + map_path + " for saving").c_str());
         return;
@@ -309,136 +309,135 @@ void ch_save(const char *args)
     fclose(tfile);
 }
 
-void ch_cellar(const char *)
+void ch_cellar(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_tint(const char *args)
+void ch_tint(const charargs)
 {
     sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
 }
 
-void ch_tintr(const char *args)
+void ch_tintr(const charargs)
 {
     tintr = atof(args);
 }
 
-void ch_tintg(const char *args)
+void ch_tintg(const charargs)
 {
     tintg = atof(args);
 }
 
-void ch_tintb(const char *args)
+void ch_tintb(const charargs)
 {
     tintb = atof(args);
 }
 
-void ch_speed(const char *args)
+void ch_speed(const charargs)
 {
     Person::players[0]->speedmult = atof(args);
 }
 
-void ch_strength(const char *args)
+void ch_strength(const charargs)
 {
     Person::players[0]->power = atof(args);
 }
 
-void ch_power(const char *args)
+void ch_power(const charargs)
 {
     Person::players[0]->power = atof(args);
 }
 
-void ch_size(const char *args)
+void ch_size(const charargs)
 {
     Person::players[0]->scale = atof(args) * .2;
 }
 
-void ch_sizenear(const char *args)
+void ch_sizenear(const charargs)
 {
     int closest = findClosestPlayer();
     if (closest >= 0)
         Person::players[closest]->scale = atof(args) * .2;
 }
 
-void ch_proportion(const char *args)
+void ch_proportion(const charargs)
 {
     set_proportion(0, args);
 }
 
-void ch_proportionnear(const char *args)
+void ch_proportionnear(const charargs)
 {
     int closest = findClosestPlayer();
     if (closest >= 0)
         set_proportion(closest, args);
 }
 
-void ch_protection(const char *args)
+void ch_protection(const charargs)
 {
     set_protection(0, args);
 }
 
-void ch_protectionnear(const char *args)
+void ch_protectionnear(const charargs)
 {
     int closest = findClosestPlayer();
     if (closest >= 0)
         set_protection(closest, args);
 }
 
-void ch_armor(const char *args)
+void ch_armor(const charargs)
 {
     set_armor(0, args);
 }
 
-void ch_armornear(const char *args)
+void ch_armornear(const charargs)
 {
     int closest = findClosestPlayer();
     if (closest >= 0)
         set_armor(closest, args);
 }
 
-void ch_protectionreset(const char *)
+void ch_protectionreset(const char*)
 {
     set_protection(0, "1 1 1");
     set_armor(0, "1 1 1");
 }
 
-void ch_metal(const char *args)
+void ch_metal(const charargs)
 {
     set_metal(0, args);
 }
 
-void ch_noclothes(const char *args)
+void ch_noclothes(const charargs)
 {
     set_noclothes(0, args);
 }
 
-void ch_noclothesnear(const char *args)
+void ch_noclothesnear(const charargs)
 {
     int closest = findClosestPlayer();
     if (closest >= 0)
         set_noclothes(closest, args);
 }
 
-void ch_clothes(const char *args)
+void ch_clothes(const charargs)
 {
     set_clothes(0, args);
 }
 
-void ch_clothesnear(const char *args)
+void ch_clothesnear(const charargs)
 {
     int closest = findClosestPlayer();
     if (closest >= 0)
         set_clothes(closest, args);
 }
 
-void ch_belt(const char *)
+void ch_belt(const char*)
 {
     Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
 }
 
-
-void ch_cellophane(const char *)
+void ch_cellophane(const char*)
 {
     cellophane = !cellophane;
     float mul = (cellophane ? 0 : 1);
@@ -451,7 +450,7 @@ void ch_cellophane(const char *)
     }
 }
 
-void ch_funnybunny(const char *)
+void ch_funnybunny(const char*)
 {
     Person::players[0]->creature = rabbittype;
     Person::players[0]->skeletonLoad(true);
@@ -461,7 +460,7 @@ void ch_funnybunny(const char *)
     set_proportion(0, "1 1 1 1");
 }
 
-void ch_wolfie(const char *)
+void ch_wolfie(const char*)
 {
     Person::players[0]->creature = wolftype;
     Person::players[0]->skeletonLoad();
@@ -469,64 +468,64 @@ void ch_wolfie(const char *)
     set_proportion(0, "1 1 1 1");
 }
 
-void ch_wolfieisgod(const char *args)
+void ch_wolfieisgod(const charargs)
 {
     ch_wolfie(args);
 }
 
-void ch_wolf(const char *)
+void ch_wolf(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_snowwolf(const char *)
+void ch_snowwolf(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_darkwolf(const char *)
+void ch_darkwolf(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_lizardwolf(const char *)
+void ch_lizardwolf(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/LizardWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_white(const char *)
+void ch_white(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_brown(const char *)
+void ch_brown(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_black(const char *)
+void ch_black(const char*)
 {
     Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
 }
 
-void ch_sizemin(const char *)
+void ch_sizemin(const char*)
 {
     for (unsigned i = 1; i < Person::players.size(); i++)
         if (Person::players[i]->scale < 0.8 * 0.2)
             Person::players[i]->scale = 0.8 * 0.2;
 }
 
-void ch_tutorial(const char *args)
+void ch_tutorial(const charargs)
 {
     Tutorial::active = atoi(args);
 }
 
-void ch_hostile(const char *args)
+void ch_hostile(const charargs)
 {
     hostile = atoi(args);
 }
 
-void ch_type(const char *args)
+void ch_type(const charargs)
 {
     int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
     for (int i = 0; i < n; i++)
@@ -536,7 +535,7 @@ void ch_type(const char *args)
         }
 }
 
-void ch_path(const char *args)
+void ch_path(const charargs)
 {
     unsigned int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
     for (unsigned int i = 0; i < n; i++)
@@ -546,7 +545,7 @@ void ch_path(const char *args)
         }
 }
 
-void ch_hs(const char *args)
+void ch_hs(const charargs)
 {
     float size;
     int type, shift;
@@ -558,7 +557,7 @@ void ch_hs(const char *args)
     strcat(Hotspot::hotspots.back().text, "\n");
 }
 
-void ch_dialogue(const char *args)
+void ch_dialogue(const charargs)
 {
     int type;
     char buf1[32];
@@ -573,7 +572,7 @@ void ch_dialogue(const char *args)
     Dialog::whichdialogue = Dialog::dialogs.size();
 }
 
-void ch_fixdialogue(const char *args)
+void ch_fixdialogue(const charargs)
 {
     char buf1[32];
     int whichdi;
@@ -584,50 +583,50 @@ void ch_fixdialogue(const char *args)
     Dialog::dialogs[whichdi] = Dialog(Dialog::dialogs[whichdi].type, filename);
 }
 
-void ch_fixtype(const char *args)
+void ch_fixtype(const charargs)
 {
     int dlg;
     sscanf(args, "%d", &dlg);
     Dialog::dialogs[0].type = dlg;
 }
 
-void ch_fixrotation(const char *)
+void ch_fixrotation(const char*)
 {
     int playerId = Dialog::currentScene().participantfocus;
     Dialog::currentDialog().participantyaw[playerId] = Person::players[playerId]->yaw;
 }
 
-void ch_ddialogue(const char *)
+void ch_ddialogue(const char*)
 {
     if (!Dialog::dialogs.empty()) {
         Dialog::dialogs.pop_back();
     }
 }
 
-void ch_dhs(const char *)
+void ch_dhs(const char*)
 {
     if (!Hotspot::hotspots.empty()) {
         Hotspot::hotspots.pop_back();
     }
 }
 
-void ch_immobile(const char *)
+void ch_immobile(const char*)
 {
     Person::players[0]->immobile = 1;
 }
 
-void ch_allimmobile(const char *)
+void ch_allimmobile(const char*)
 {
     for (unsigned i = 1; i < Person::players.size(); i++)
         Person::players[i]->immobile = 1;
 }
 
-void ch_mobile(const char *)
+void ch_mobile(const char*)
 {
     Person::players[0]->immobile = 0;
 }
 
-void ch_default(const char *)
+void ch_default(const char*)
 {
     Person::players[0]->armorhead = 1;
     Person::players[0]->armorhigh = 1;
@@ -664,7 +663,7 @@ void ch_default(const char *)
     Person::players[0]->immobile = 0;
 }
 
-void ch_play(const char *args)
+void ch_play(const charargs)
 {
     int dlg;
     sscanf(args, "%d", &dlg);
@@ -677,49 +676,49 @@ void ch_play(const char *args)
     Dialog::currentDialog().play();
 }
 
-void ch_mapkilleveryone(const char *)
+void ch_mapkilleveryone(const char*)
 {
     maptype = mapkilleveryone;
 }
 
-void ch_mapkillmost(const char *)
+void ch_mapkillmost(const char*)
 {
     maptype = mapkillmost;
 }
 
-void ch_mapkillsomeone(const char *)
+void ch_mapkillsomeone(const char*)
 {
     maptype = mapkillsomeone;
 }
 
-void ch_mapgosomewhere(const char *)
+void ch_mapgosomewhere(const char*)
 {
     maptype = mapgosomewhere;
 }
 
-void ch_viewdistance(const char *args)
+void ch_viewdistance(const charargs)
 {
     viewdistance = atof(args) * 100;
 }
 
-void ch_fadestart(const char *args)
+void ch_fadestart(const charargs)
 {
     fadestart = atof(args);
 }
 
-void ch_slomo(const char *args)
+void ch_slomo(const charargs)
 {
     slomospeed = atof(args);
     slomo = !slomo;
     slomodelay = 1000;
 }
 
-void ch_slofreq(const char *args)
+void ch_slofreq(const charargs)
 {
     slomofreq = atof(args);
 }
 
-void ch_skytint(const char *args)
+void ch_skytint(const charargs)
 {
     sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
 
@@ -733,7 +732,7 @@ void ch_skytint(const char *args)
     Object::DoShadows();
 }
 
-void ch_skylight(const char *args)
+void ch_skylight(const charargs)
 {
     sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
 
index d448cd814131b6b609ef0854d0cf2e5ff740bf99..315181509de7103d9cd89d58be1758089de90f46 100644 (file)
@@ -22,11 +22,11 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 void SetUpLight(Light* whichsource, int whichlight)
 {
-    static float qattenuation[] = {0.0002f};
+    static float qattenuation[] = { 0.0002f };
 
     //Initialize lights
     if (whichlight == 0) {
-        GLfloat LightAmbient[] = { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f};
+        GLfloat LightAmbient[] = { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f };
         GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
         GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 0.0f };
 
@@ -37,27 +37,27 @@ void SetUpLight(Light* whichsource, int whichlight)
     } else {
         GLenum lightselect = GL_LIGHT1;
         switch (whichlight) {
-        case 2:
-            lightselect = GL_LIGHT2;
-            break;
-        case 3:
-            lightselect = GL_LIGHT3;
-            break;
-        case 4:
-            lightselect = GL_LIGHT4;
-            break;
-        case 5:
-            lightselect = GL_LIGHT5;
-            break;
-        case 6:
-            lightselect = GL_LIGHT6;
-            break;
-        case 7:
-            lightselect = GL_LIGHT7;
-            break;
+            case 2:
+                lightselect = GL_LIGHT2;
+                break;
+            case 3:
+                lightselect = GL_LIGHT3;
+                break;
+            case 4:
+                lightselect = GL_LIGHT4;
+                break;
+            case 5:
+                lightselect = GL_LIGHT5;
+                break;
+            case 6:
+                lightselect = GL_LIGHT6;
+                break;
+            case 7:
+                lightselect = GL_LIGHT7;
+                break;
         }
 
-        GLfloat LightAmbient[] = { 0, 0, 0, 1.0f};
+        GLfloat LightAmbient[] = { 0, 0, 0, 1.0f };
         GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
         GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f };
 
@@ -66,6 +66,5 @@ void SetUpLight(Light* whichsource, int whichlight)
         glLightfv(lightselect, GL_AMBIENT, LightAmbient);
         glLightfv(lightselect, GL_DIFFUSE, LightDiffuse);
         glEnable(lightselect);
-
     }
 }
index 5ace90a08fac8d03210b9027324e878c3fb75eae..468329a53a9e69de274d76ad522569a90f1d8ed3 100644 (file)
@@ -30,8 +30,8 @@ extern float skyboxr;
 extern float skyboxg;
 extern float skyboxb;
 
-void SkyBox::load (const std::string& ffront, const std::string& fleft, const std::string& fback,
-                   const std::string& fright, const std::string& fup,   const std::string& fdown)
+void SkyBox::load(const std::string& ffront, const std::string& fleft, const std::string& fback,
+                  const std::string& fright, const std::string& fup, const std::string& fdown)
 {
     front.load(ffront, true);
     left.load(fleft, true);
@@ -68,91 +68,91 @@ void SkyBox::draw()
     glDisable(GL_LIGHTING);
     if (skyboxtexture)
         glEnable(GL_TEXTURE_2D);
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     front.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBegin(GL_QUADS);
-    glNormal3f( 0.0f, 0.0f, -1);
+    glNormal3f(0.0f, 0.0f, -1);
     glTexCoord2f(0, 0);
-    glVertex3f(-size, -size,  size);
+    glVertex3f(-size, -size, size);
     glTexCoord2f(1, 0);
-    glVertex3f( size, -size,  size);
+    glVertex3f(size, -size, size);
     glTexCoord2f(1, 1);
-    glVertex3f( size,  size,  size);
+    glVertex3f(size, size, size);
     glTexCoord2f(0, 1);
-    glVertex3f(-size,  size,  size);
+    glVertex3f(-size, size, size);
     glEnd();
     back.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBegin(GL_QUADS);
-    glNormal3f( 0.0f, 0.0f, 1);
+    glNormal3f(0.0f, 0.0f, 1);
     glTexCoord2f(1, 0);
     glVertex3f(-size, -size, -size);
     glTexCoord2f(1, 1);
-    glVertex3f(-size,  size, -size);
+    glVertex3f(-size, size, -size);
     glTexCoord2f(0, 1);
-    glVertex3f( size,  size, -size);
+    glVertex3f(size, size, -size);
     glTexCoord2f(0, 0);
-    glVertex3f( size, -size, -size);
+    glVertex3f(size, -size, -size);
     glEnd();
     up.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBegin(GL_QUADS);
-    glNormal3f( 0.0f, -1.0f, 0);
+    glNormal3f(0.0f, -1.0f, 0);
     glTexCoord2f(0, 1);
-    glVertex3f(-size,  size, -size);
+    glVertex3f(-size, size, -size);
     glTexCoord2f(0, 0);
-    glVertex3f(-size,  size,  size);
+    glVertex3f(-size, size, size);
     glTexCoord2f(1, 0);
-    glVertex3f( size,  size,  size);
+    glVertex3f(size, size, size);
     glTexCoord2f(1, 1);
-    glVertex3f( size,  size, -size);
+    glVertex3f(size, size, -size);
     glEnd();
     down.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBegin(GL_QUADS);
-    glNormal3f( 0.0f, 1.0f, 0);
+    glNormal3f(0.0f, 1.0f, 0);
 
     glTexCoord2f(0, 0);
     glVertex3f(-size, -size, -size);
     glTexCoord2f(1, 0);
-    glVertex3f( size, -size, -size);
+    glVertex3f(size, -size, -size);
     glTexCoord2f(1, 1);
-    glVertex3f( size, -size,  size);
+    glVertex3f(size, -size, size);
     glTexCoord2f(0, 1);
-    glVertex3f(-size, -size,  size);
+    glVertex3f(-size, -size, size);
     glEnd();
     right.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBegin(GL_QUADS);
-    glNormal3f( -1.0f, 0.0f, 0);
+    glNormal3f(-1.0f, 0.0f, 0);
     glTexCoord2f(1, 0);
-    glVertex3f( size, -size, -size);
+    glVertex3f(size, -size, -size);
     glTexCoord2f(1, 1);
-    glVertex3f( size,  size, -size);
+    glVertex3f(size, size, -size);
     glTexCoord2f(0, 1);
-    glVertex3f( size,  size,  size);
+    glVertex3f(size, size, size);
     glTexCoord2f(0, 0);
-    glVertex3f( size, -size,  size);
+    glVertex3f(size, -size, size);
     glEnd();
     left.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBegin(GL_QUADS);
-    glNormal3f( 1.0f, 0.0f, 0);
+    glNormal3f(1.0f, 0.0f, 0);
     glTexCoord2f(0, 0);
     glVertex3f(-size, -size, -size);
     glTexCoord2f(1, 0);
-    glVertex3f(-size, -size,  size);
+    glVertex3f(-size, -size, size);
     glTexCoord2f(1, 1);
-    glVertex3f(-size,  size,  size);
+    glVertex3f(-size, size, size);
     glTexCoord2f(0, 1);
-    glVertex3f(-size,  size, -size);
+    glVertex3f(-size, size, -size);
     glEnd();
     glEnable(GL_CULL_FACE);
     glDepthMask(1);
index 6d195e204eaf9f5c39262b07c01b8a2d3f006af2..d3a6f001346f14b8a7dbdbe5668665267e188de5 100644 (file)
@@ -22,8 +22,8 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "Game.hpp"
 #include "Objects/Object.hpp"
-#include "Utils/Folders.hpp"
 #include "Tutorial.hpp"
+#include "Utils/Folders.hpp"
 
 extern XYZ viewer;
 extern float viewdistance;
@@ -42,7 +42,7 @@ extern bool skyboxtexture;
 
 //Functions
 
-int Terrain::lineTerrain(XYZ p1, XYZ p2, XYZ *p)
+int Terrain::lineTerrain(XYZ p1, XYZ p2, XYZp)
 {
     static int i, j, k;
     static float distance;
@@ -277,7 +277,6 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
 {
     static int i, j, a, b, c, patch_size, stepsize;
 
-
     numtris[whichx][whichy] = 0;
 
     patch_size = size / subdivision;
@@ -355,9 +354,9 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
     minypatch[whichx][whichy] = 10000;
     for (a = 0; a < size / subdivision; a++) {
         for (b = 0; b < size / subdivision; b++) {
-            if (heightmap[(size / subdivision)*whichx + a][(size / subdivision)*whichy + b]*scale > maxypatch[whichx][whichy])
+            if (heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale > maxypatch[whichx][whichy])
                 maxypatch[whichx][whichy] = heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale;
-            if (heightmap[(size / subdivision)*whichx + a][(size / subdivision)*whichy + b]*scale < minypatch[whichx][whichy])
+            if (heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale < minypatch[whichx][whichy])
                 minypatch[whichx][whichy] = heightmap[(size / subdivision) * whichx + a][(size / subdivision) * whichy + b] * scale;
         }
     }
@@ -366,8 +365,8 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
         heightypatch[whichx][whichy] = size / subdivision * scale;
     avgypatch[whichx][whichy] = (minypatch[whichx][whichy] + maxypatch[whichx][whichy]) / 2;
 
-    for (i = whichx * size / subdivision; i < (whichx + 1)*size / subdivision - 1; i++) {
-        for (j = whichy * size / subdivision; j < (whichy + 1)*size / subdivision - 1; j++) {
+    for (i = whichx * size / subdivision; i < (whichx + 1) * size / subdivision - 1; i++) {
+        for (j = whichy * size / subdivision; j < (whichy + 1) * size / subdivision - 1; j++) {
             triangles[(i * (size - 1) * 2) + (j * 2)][0].x = i * scale;
             triangles[(i * (size - 1) * 2) + (j * 2)][0].y = heightmap[i][j] * scale;
             triangles[(i * (size - 1) * 2) + (j * 2)][0].z = j * scale;
@@ -393,10 +392,8 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
             triangles[(i * (size - 1) * 2) + (j * 2) + 1][2].z = j * scale + 1 * scale;
         }
     }
-
 }
 
-
 bool Terrain::load(const std::string& fileName)
 {
     static long i, j;
@@ -448,7 +445,6 @@ bool Terrain::load(const std::string& fileName)
     }
     Game::LoadingScreen();
 
-
     for (i = 0; i < size; i++) {
         for (j = 0; j < size; j++) {
             heightmap[i][j] *= .5;
@@ -628,7 +624,6 @@ bool Terrain::load(const std::string& fileName)
                 if (opacityother[i][j] != 1 && textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] == allsecond)
                     textureness[(int)(x * subdivision / size)][(int)(y * subdivision / size)] = mixed;
                 j--;
-
             }
         }
     }
@@ -682,7 +677,6 @@ void Terrain::CalculateNormals()
             normals[i][j + 1] = normals[i][j + 1] + facenormal;
             normals[i + 1][j] = normals[i + 1][j] + facenormal;
 
-
             a.x = i + 1;
             a.y = heightmap[i + 1][j];
             a.z = j;
@@ -800,7 +794,6 @@ void Terrain::drawpatchotherother(int whichx, int whichy)
     glMatrixMode(GL_MODELVIEW);
 }
 
-
 float Terrain::getHeight(float pointx, float pointz)
 {
     static int tilex, tiley;
@@ -975,9 +968,9 @@ void Terrain::draw(int layer)
                 glPushMatrix();
                 if (frustum.CubeInFrustum(i * patch_size + patch_size * .5, avgypatch[i][j], j * patch_size + patch_size * .5, heightypatch[i][j] / 2)) {
                     if (environment == desertenvironment && distance[i][j] > viewdistsquared / 4)
-                        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
+                        glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
                     else if (environment == desertenvironment)
-                        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+                        glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
                     if (!layer && textureness[i][j] != allsecond)
                         drawpatch(i, j, opacity);
                     if (layer == 1 && textureness[i][j] != allfirst)
@@ -990,7 +983,7 @@ void Terrain::draw(int layer)
         }
     }
     if (environment == desertenvironment)
-        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+        glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
 }
 
 void Terrain::drawdecals()
@@ -1061,7 +1054,7 @@ void Terrain::drawdecals()
                 if (distancemult >= 1)
                     glColor4f(1, 1, 1, decals[i].opacity);
                 if (distancemult < 1)
-                    glColor4f(1, 1, 1, decals[i].opacity*distancemult);
+                    glColor4f(1, 1, 1, decals[i].opacity * distancemult);
             }
             if (decals[i].type == footprintdecal || decals[i].type == bodyprintdecal) {
                 distancemult = (viewdistsquared - (distsq(&viewer, &decals[i].position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
@@ -1071,7 +1064,7 @@ void Terrain::drawdecals()
                         glColor4f(1, 1, 1, decals[i].opacity * (5 - decals[i].alivetime) / 2);
                 }
                 if (distancemult < 1) {
-                    glColor4f(1, 1, 1, decals[i].opacity*distancemult);
+                    glColor4f(1, 1, 1, decals[i].opacity * distancemult);
                     if (decals[i].alivetime > 3)
                         glColor4f(1, 1, 1, decals[i].opacity * (5 - decals[i].alivetime) / 2 * distancemult);
                 }
@@ -1081,14 +1074,14 @@ void Terrain::drawdecals()
                 if (distancemult >= 1) {
                     glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity);
                     if (decals[i].alivetime < 4)
-                        glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity*decals[i].alivetime*.25);
+                        glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * decals[i].alivetime * .25);
                     if (decals[i].alivetime > 58)
                         glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * (60 - decals[i].alivetime) / 2);
                 }
                 if (distancemult < 1) {
-                    glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity*distancemult);
+                    glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * distancemult);
                     if (decals[i].alivetime < 4)
-                        glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity*decals[i].alivetime*distancemult * .25);
+                        glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * decals[i].alivetime * distancemult * .25);
                     if (decals[i].alivetime > 58)
                         glColor4f(decals[i].brightness, decals[i].brightness, decals[i].brightness, decals[i].opacity * (60 - decals[i].alivetime) / 2 * distancemult);
                 }
@@ -1288,12 +1281,18 @@ void Terrain::DoShadows()
             colors[i][j][1] = light.color[1] * brightness + light.ambient[1];
             colors[i][j][2] = light.color[2] * brightness + light.ambient[2];
 
-            if (colors[i][j][0] > 1) colors[i][j][0] = 1;
-            if (colors[i][j][1] > 1) colors[i][j][1] = 1;
-            if (colors[i][j][2] > 1) colors[i][j][2] = 1;
-            if (colors[i][j][0] < 0) colors[i][j][0] = 0;
-            if (colors[i][j][1] < 0) colors[i][j][1] = 0;
-            if (colors[i][j][2] < 0) colors[i][j][2] = 0;
+            if (colors[i][j][0] > 1)
+                colors[i][j][0] = 1;
+            if (colors[i][j][1] > 1)
+                colors[i][j][1] = 1;
+            if (colors[i][j][2] > 1)
+                colors[i][j][2] = 1;
+            if (colors[i][j][0] < 0)
+                colors[i][j][0] = 0;
+            if (colors[i][j][1] < 0)
+                colors[i][j][1] = 0;
+            if (colors[i][j][2] < 0)
+                colors[i][j][2] = 0;
         }
     }
 
index 0fe8e53fea2da730f42650ce8bf25e8d05cf28f5..54b4f2f6907d11bc702ef2e972d2e602ad7ed433 100644 (file)
@@ -27,8 +27,8 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 extern int mainmenu;
 
-const char *pathtypenames[] = {"keepwalking", "pause"};
-const char *editortypenames[] = {
+const char* pathtypenames[] = { "keepwalking", "pause" };
+const chareditortypenames[] = {
     "active", "sitting", "sitting wall", "sleeping",
     "dead1", "dead2", "dead3", "dead4"
 };
@@ -62,7 +62,7 @@ int oldmousecoordh = 0;
 int oldmousecoordv = 0;
 float yaw = 0;
 float pitch = 0;
-SkyBox *skybox = NULL;
+SkyBoxskybox = NULL;
 bool cameramode = 0;
 bool firstLoadDone = false;
 
@@ -89,8 +89,8 @@ int musictype = 0;
 XYZ mapcenter;
 float mapradius = 0;
 
-Text *text = NULL;
-Text *textmono = NULL;
+Texttext = NULL;
+Texttextmono = NULL;
 float fps = 0;
 
 bool editorenabled = 0;
@@ -149,41 +149,41 @@ void Game::inputText(string& str, unsigned* charselected)
             break;
         }
         switch (evenement.type) {
-        case SDL_TEXTEDITING:
-            /* FIXME - We should handle this for complete input method support */
-            break;
-        case SDL_TEXTINPUT:
-            str.insert(*charselected, evenement.text.text);
-            (*charselected) += strlen(evenement.text.text);
-            break;
-        case SDL_KEYDOWN:
-            if (evenement.key.keysym.sym == SDLK_ESCAPE) {
-                str.clear();
-                *charselected = 0;
-                waiting = false;
-            } else if (evenement.key.keysym.sym == SDLK_BACKSPACE) {
-                if ((*charselected) > 0) {
-                    (*charselected)--;
-                    str.erase(*charselected, 1);
+            case SDL_TEXTEDITING:
+                /* FIXME - We should handle this for complete input method support */
+                break;
+            case SDL_TEXTINPUT:
+                str.insert(*charselected, evenement.text.text);
+                (*charselected) += strlen(evenement.text.text);
+                break;
+            case SDL_KEYDOWN:
+                if (evenement.key.keysym.sym == SDLK_ESCAPE) {
+                    str.clear();
+                    *charselected = 0;
+                    waiting = false;
+                } else if (evenement.key.keysym.sym == SDLK_BACKSPACE) {
+                    if ((*charselected) > 0) {
+                        (*charselected)--;
+                        str.erase(*charselected, 1);
+                    }
+                } else if (evenement.key.keysym.sym == SDLK_DELETE) {
+                    if ((*charselected) < str.size()) {
+                        str.erase(*charselected, 1);
+                    }
+                } else if (evenement.key.keysym.sym == SDLK_HOME) {
+                    (*charselected) = 0;
+                } else if (evenement.key.keysym.sym == SDLK_END) {
+                    (*charselected) = str.size();
+                } else if (evenement.key.keysym.sym == SDLK_LEFT) {
+                    if ((*charselected) != 0)
+                        (*charselected)--;
+                } else if (evenement.key.keysym.sym == SDLK_RIGHT) {
+                    if ((*charselected) < str.size())
+                        (*charselected)++;
+                } else if (evenement.key.keysym.sym == SDLK_RETURN) {
+                    waiting = false;
                 }
-            } else if (evenement.key.keysym.sym == SDLK_DELETE) {
-                if ((*charselected) < str.size()) {
-                    str.erase(*charselected, 1);
-                }
-            } else if (evenement.key.keysym.sym == SDLK_HOME) {
-                (*charselected) = 0;
-            } else if (evenement.key.keysym.sym == SDLK_END) {
-                (*charselected) = str.size();
-            } else if (evenement.key.keysym.sym == SDLK_LEFT) {
-                if ((*charselected) != 0)
-                    (*charselected)--;
-            } else if (evenement.key.keysym.sym == SDLK_RIGHT) {
-                if ((*charselected) < str.size())
-                    (*charselected)++;
-            } else if (evenement.key.keysym.sym == SDLK_RETURN) {
-                waiting = false;
-            }
-            break;
+                break;
         }
     }
 
index 7ec4b65f92e0b06dab62265df3abefd0627efd32..2e15dcd65da5aa57b1c20535f5c8ea79234cd80c 100644 (file)
@@ -25,8 +25,8 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Dialog.hpp"
 #include "Level/Hotspot.hpp"
 #include "Menu/Menu.hpp"
-#include "Utils/Input.hpp"
 #include "Tutorial.hpp"
+#include "Utils/Input.hpp"
 
 extern XYZ viewer;
 extern int environment;
@@ -84,21 +84,22 @@ extern bool gamestarted;
 
 extern bool showdamagebar;
 
-
-
 int drawtoggle = 0;
 int numboundaries = 0;
 XYZ boundary[360];
 int change = 0;
 
-
-
-enum drawmodes {
-    normalmode, motionblurmode, radialzoommode,
-    realmotionblurmode, doublevisionmode, glowmode,
+enum drawmodes
+{
+    normalmode,
+    motionblurmode,
+    radialzoommode,
+    realmotionblurmode,
+    doublevisionmode,
+    glowmode,
 };
 
-void Game::flash(float amount, int delay)   // shouldn't be that way, these should be attributes and Person class should not change rendering.
+void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
 {
     flashr = 1;
     flashg = 0;
@@ -120,22 +121,22 @@ int Game::DrawGLScene(StereoSide side)
     std::string string;
     static int drawmode = 0;
 
-    if ( stereomode == stereoAnaglyph ) {
+    if (stereomode == stereoAnaglyph) {
         switch (side) {
-        case stereoLeft:
-            glColorMask( 0.0, 1.0, 1.0, 1.0 );
-            break;
-        case stereoRight:
-            glColorMask( 1.0, 0.0, 0.0, 1.0 );
-            break;
-        default:
-            break;
+            case stereoLeft:
+                glColorMask(0.0, 1.0, 1.0, 1.0);
+                break;
+            case stereoRight:
+                glColorMask(1.0, 0.0, 0.0, 1.0);
+                break;
+            default:
+                break;
         }
     } else {
-        glColorMask( 1.0, 1.0, 1.0, 1.0 );
+        glColorMask(1.0, 1.0, 1.0, 1.0);
 
-        if ( stereomode == stereoHorizontalInterlaced ||
-            stereomode == stereoVerticalInterlaced ) {
+        if (stereomode == stereoHorizontalInterlaced ||
+            stereomode == stereoVerticalInterlaced) {
             glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
         }
     }
@@ -187,7 +188,7 @@ int Game::DrawGLScene(StereoSide side)
         }
         if ((!changed && !slomo) || loading) {
             drawmode = normalmode;
-            if (ismotionblur && (/*fps>100||*/alwaysblur)) {
+            if (ismotionblur && (/*fps>100||*/ alwaysblur)) {
                 if (olddrawmode != realmotionblurmode)
                     change = 1;
                 else
@@ -243,18 +244,18 @@ int Game::DrawGLScene(StereoSide side)
         glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
         glClear(GL_DEPTH_BUFFER_BIT);
 
-        glMatrixMode (GL_MODELVIEW);
+        glMatrixMode(GL_MODELVIEW);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-        glLoadIdentity ();
+        glLoadIdentity();
 
         // Move the camera for the current eye's point of view.
         // Reverse the movement if we're reversing stereo
-        glTranslatef((stereoseparation / 2) * side * (stereoreverse  ? -1 : 1), 0, 0);
+        glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
 
         //camera effects
         if (!cameramode && !freeze && !winfreeze) {
             //shake
-            glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
+            glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1);
             //sway
             glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
             glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
@@ -283,13 +284,13 @@ int Game::DrawGLScene(StereoSide side)
 
         if (environment == desertenvironment) {
             if (detail == 2) {
-                glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+                glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4);
             }
             glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
             glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
         }
         skybox->draw();
-        glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
+        glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
         glPopMatrix();
         glTranslatef(-viewer.x, -viewer.y, -viewer.z);
         frustum.GetFrustum();
@@ -532,7 +533,6 @@ int Game::DrawGLScene(StereoSide side)
                 }
             }
 
-
             if (numpathpoints > 1) {
                 glColor4f(0, 1, 0, 1);
                 for (unsigned k = 0; int(k) < numpathpoints; k++) {
@@ -560,7 +560,7 @@ int Game::DrawGLScene(StereoSide side)
         if (!console) {
             if (!Tutorial::active)
                 if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
-                    const char *bonus_name;
+                    const charbonus_name;
                     if (bonus < bonus_count)
                         bonus_name = bonus_names[bonus];
                     else
@@ -611,7 +611,7 @@ int Game::DrawGLScene(StereoSide side)
                         int i = 0;
                         while (!done) {
                             if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
-                                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+                                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                                 lastline = i + 1;
                                 line++;
                                 if (string[i] == '\0')
@@ -695,10 +695,10 @@ int Game::DrawGLScene(StereoSide side)
                 string = std::string(tempname) + ": ";
 
                 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
-                    text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+                    text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size() * screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
                 } else {
                     glColor4f(0, 0, 0, tutorialopac);
-                    text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
+                    text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                 }
 
                 tempnum = 0;
@@ -829,7 +829,6 @@ int Game::DrawGLScene(StereoSide side)
 
             glColor4f(.5, .5, .5, 1);
 
-
             if ((texttoggle || editorenabled) && devtools && !mainmenu) {
                 string = "The framespersecond is " + to_string(int(fps));
                 text->glPrint(10, 30, string, 0, .8, 1024, 768);
@@ -858,42 +857,42 @@ int Game::DrawGLScene(StereoSide side)
                     string = "Object type: " + to_string(editortype);
                     text->glPrint(10, 120, string, 0, .8, 1024, 768);
                     switch (editortype) {
-                    case boxtype:
-                        string = "(box)";
-                        break;
-                    case treetrunktype:
-                        string = "(tree)";
-                        break;
-                    case walltype:
-                        string = "(wall)";
-                        break;
-                    case weirdtype:
-                        string = "(weird)";
-                        break;
-                    case spiketype:
-                        string = "(spike)";
-                        break;
-                    case rocktype:
-                        string = "(rock)";
-                        break;
-                    case bushtype:
-                        string = "(bush)";
-                        break;
-                    case tunneltype:
-                        string = "(tunnel)";
-                        break;
-                    case chimneytype:
-                        string = "(chimney)";
-                        break;
-                    case platformtype:
-                        string = "(platform)";
-                        break;
-                    case cooltype:
-                        string = "(cool)";
-                        break;
-                    case firetype:
-                        string = "(fire)";
-                        break;
+                        case boxtype:
+                            string = "(box)";
+                            break;
+                        case treetrunktype:
+                            string = "(tree)";
+                            break;
+                        case walltype:
+                            string = "(wall)";
+                            break;
+                        case weirdtype:
+                            string = "(weird)";
+                            break;
+                        case spiketype:
+                            string = "(spike)";
+                            break;
+                        case rocktype:
+                            string = "(rock)";
+                            break;
+                        case bushtype:
+                            string = "(bush)";
+                            break;
+                        case tunneltype:
+                            string = "(tunnel)";
+                            break;
+                        case chimneytype:
+                            string = "(chimney)";
+                            break;
+                        case platformtype:
+                            string = "(platform)";
+                            break;
+                        case cooltype:
+                            string = "(cool)";
+                            break;
+                        case firetype:
+                            string = "(fire)";
+                            break;
                     }
                     text->glPrint(130, 120, string, 0, .8, 1024, 768);
 
@@ -904,7 +903,6 @@ int Game::DrawGLScene(StereoSide side)
                 }
                 string = "Difficulty: " + to_string(difficulty);
                 text->glPrint(10, 240, string, 0, .8, 1024, 768);
-
             }
         }
 
@@ -926,7 +924,7 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_BLEND);
             glColor4f(0, 0, 0, .5);
             glBegin(GL_QUADS);
-            glVertex3f(0, 0,  0.0f);
+            glVertex3f(0, 0, 0.0f);
             glVertex3f(256, 0, 0.0f);
             glVertex3f(256, 256, 0.0f);
             glVertex3f(0, 256, 0.0f);
@@ -965,8 +963,8 @@ int Game::DrawGLScene(StereoSide side)
                 blackout = .6;
             glColor4f(0, 0, 0, blackout);
             if (!Person::players[0]->dead) {
-                if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
-                    glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
+                if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) {
+                    glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3);
                     blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
                 } else {
                     glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
@@ -976,8 +974,8 @@ int Game::DrawGLScene(StereoSide side)
             if (console)
                 glColor4f(.7, 0, 0, .2);
             glBegin(GL_QUADS);
-            glVertex3f(0, 0,  0.0f);
-            glVertex3f(256, 0,  0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
             glVertex3f(256, 256, 0.0f);
             glVertex3f(0, 256, 0.0f);
             glEnd();
@@ -1015,7 +1013,7 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_BLEND);
             glColor4f(flashr, flashg, flashb, flashamount);
             glBegin(GL_QUADS);
-            glVertex3f(0, 0,  0.0f);
+            glVertex3f(0, 0, 0.0f);
             glVertex3f(256, 0, 0.0f);
             glVertex3f(256, 256, 0.0f);
             glVertex3f(0, 256, 0.0f);
@@ -1034,11 +1032,11 @@ int Game::DrawGLScene(StereoSide side)
             float mapviewdist = 20000;
 
             glDisable(GL_DEPTH_TEST);
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -1216,7 +1214,7 @@ int Game::DrawGLScene(StereoSide side)
 
             //logo
             glDisable(GL_DEPTH_TEST);
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
 
@@ -1266,7 +1264,7 @@ int Game::DrawGLScene(StereoSide side)
 
             //logo
             glDisable(GL_DEPTH_TEST);
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
 
@@ -1312,25 +1310,25 @@ int Game::DrawGLScene(StereoSide side)
                     glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
                     glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
 
-                    glBindTexture( GL_TEXTURE_2D, screentexture);
+                    glBindTexture(GL_TEXTURE_2D, screentexture);
                     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
                 }
             }
             if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
                 if (screentexture2) {
-                    glBindTexture( GL_TEXTURE_2D, screentexture2);
+                    glBindTexture(GL_TEXTURE_2D, screentexture2);
                     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
                 }
                 if (!screentexture2) {
-                    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+                    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
-                    glGenTextures( 1, &screentexture2 );
-                    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+                    glGenTextures(1, &screentexture2);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
                     glEnable(GL_TEXTURE_2D);
-                    glBindTexture( GL_TEXTURE_2D, screentexture2);
-                    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-                    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+                    glBindTexture(GL_TEXTURE_2D, screentexture2);
+                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 
                     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
                 }
@@ -1347,12 +1345,12 @@ int Game::DrawGLScene(StereoSide side)
                 glDrawBuffer(GL_FRONT);
                 glReadBuffer(GL_BACK);
             }
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
-            glBindTexture( GL_TEXTURE_2D, screentexture);
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+            glBindTexture(GL_TEXTURE_2D, screentexture);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -1389,7 +1387,7 @@ int Game::DrawGLScene(StereoSide side)
                 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                 glClear(GL_COLOR_BUFFER_BIT);
                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                glBindTexture( GL_TEXTURE_2D, screentexture);
+                glBindTexture(GL_TEXTURE_2D, screentexture);
                 glColor4f(1, 1, 1, .5);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1403,7 +1401,7 @@ int Game::DrawGLScene(StereoSide side)
                 glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
-                glBindTexture( GL_TEXTURE_2D, screentexture2);
+                glBindTexture(GL_TEXTURE_2D, screentexture2);
                 glColor4f(1, 1, 1, .5);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1575,7 +1573,7 @@ int Game::DrawGLScene(StereoSide side)
         multiplier = 0;
     }
 
-    if ( side == stereoRight || side == stereoCenter ) {
+    if (side == stereoRight || side == stereoCenter) {
         if (drawmode != motionblurmode || mainmenu) {
             swap_gl_buffers();
         }
@@ -1603,7 +1601,7 @@ void DrawMenu()
 
     glDrawBuffer(GL_BACK);
     glReadBuffer(GL_BACK);
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     Game::ReSizeGLScene(90, .1f);
 
     //draw menu background
@@ -1628,8 +1626,8 @@ void DrawMenu()
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     glDisable(GL_BLEND);
     glColor4f(0, 0, 0, 1.0);
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
     glDisable(GL_TEXTURE_2D);
     glBegin(GL_QUADS);
     glVertex3f(-1, -1, 0);
@@ -1639,8 +1637,8 @@ void DrawMenu()
     glEnd();
     glEnable(GL_BLEND);
     glColor4f(0.4, 0.4, 0.4, 1.0);
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
     glEnable(GL_TEXTURE_2D);
     Game::Mainmenuitems[4].bind();
     glBegin(GL_QUADS);
@@ -1659,8 +1657,6 @@ void DrawMenu()
     glPopMatrix();
     glMatrixMode(GL_MODELVIEW);
 
-
-
     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     glLoadIdentity();
@@ -1692,8 +1688,8 @@ void DrawMenu()
     glEnable(GL_BLEND);
     glEnable(GL_TEXTURE_2D);
     glColor4f(1, 1, 1, 1);
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
     glPopMatrix();
     if (!Game::waiting) { // hide the cursor while waiting for a key
         glPushMatrix();
@@ -1721,7 +1717,6 @@ void DrawMenu()
     glMatrixMode(GL_PROJECTION);
     glPopMatrix();
 
-
     //draw screen flash
     if (flashamount > 0) {
         if (flashamount > 1)
index 984202ffc75fff2d6f7769e749b2b2aa806740b7..b082ef10676417feb07b91ddf202ac5a5ddd15d8 100644 (file)
@@ -68,7 +68,7 @@ extern float accountcampaigntime[10];
 extern int accountcampaignchoicesmade[10];
 extern int accountcampaignchoices[10][5000];
 
-void LOG(const std::string &, ...)
+void LOG(const std::string&, ...)
 {
     // !!! FIXME: write me.
 }
@@ -121,9 +121,7 @@ void Game::deleteGame()
     Dispose();
 }
 
-
-
-void LoadSave(const std::string& fileName, GLubyte *array)
+void LoadSave(const std::string& fileName, GLubyte* array)
 {
     LOGFUNC;
 
@@ -152,8 +150,6 @@ void LoadSave(const std::string& fileName, GLubyte *array)
     }
 }
 
-
-
 //***************> ResizeGLScene() <******/
 GLvoid Game::ReSizeGLScene(float fov, float pnear)
 {
@@ -179,9 +175,9 @@ void Game::LoadingScreen()
     }
 
     static float loadprogress;
-    static AbsoluteTime frametime = {0, 0};
-    AbsoluteTime currTime = UpTime ();
-    double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
+    static AbsoluteTime frametime = { 0, 0 };
+    AbsoluteTime currTime = UpTime();
+    double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
 
     if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
@@ -201,7 +197,6 @@ void Game::LoadingScreen()
         glClearColor(0, 0, 0, 1);
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-
         loadtime += multiplier * 4;
 
         loadprogress = loadtime;
@@ -212,8 +207,8 @@ void Game::LoadingScreen()
 
         glEnable(GL_TEXTURE_2D);
         loadscreentexture.bind();
-        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
         glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
@@ -265,8 +260,8 @@ void Game::LoadingScreen()
 
         glEnable(GL_TEXTURE_2D);
         loadscreentexture.bind();
-        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
         glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
@@ -305,8 +300,8 @@ void Game::LoadingScreen()
 
         glEnable(GL_TEXTURE_2D);
         loadscreentexture.bind();
-        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
         glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
@@ -403,8 +398,8 @@ void FadeLoadingScreen(float howmuch)
     //Background
 
     glDisable(GL_TEXTURE_2D);
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glDisable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
     glDisable(GL_LIGHTING);
@@ -585,7 +580,6 @@ void Game::InitGame()
 
     FadeLoadingScreen(95);
 
-
     gameon = 0;
     mainmenu = 1;
 
@@ -601,20 +595,18 @@ void Game::InitGame()
     Animation::loadAll();
 }
 
-
 void Game::LoadScreenTexture()
 {
-    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
     if (!Game::screentexture)
-        glGenTextures( 1, &Game::screentexture );
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
+        glGenTextures(1, &Game::screentexture);
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
     glEnable(GL_TEXTURE_2D);
-    glBindTexture( GL_TEXTURE_2D, Game::screentexture);
-    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+    glBindTexture(GL_TEXTURE_2D, Game::screentexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 
     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
 }
@@ -668,12 +660,10 @@ void Game::LoadStuff()
     terrain.breaktexture.load("Textures/Break.png", 0);
     terrain.bloodtexture2.load("Textures/Blood.png", 0);
 
-
     terrain.footprinttexture.load("Textures/Footprint.png", 0);
     terrain.bodyprinttexture.load("Textures/Bodyprint.png", 0);
     hawktexture.load("Textures/Hawk.png", 0);
 
-
     Sprite::cloudtexture.load("Textures/Cloud.png", 1);
     Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1);
     Sprite::bloodtexture.load("Textures/BloodParticle.png", 1);
@@ -708,7 +698,6 @@ void Game::LoadStuff()
 
     SetUpLighting();
 
-
     fadestart = .6;
     gravity = -10;
 
@@ -820,4 +809,3 @@ void Game::LoadStuff()
     visibleloading = false;
     firstLoadDone = true;
 }
-
index b94d2e8b0162dce0f373c2c6ca6e363960de3b10..7e50cc0d41792850e3ea42b2fdf85ef3b2dd9fa0 100644 (file)
@@ -31,10 +31,10 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Dialog.hpp"
 #include "Level/Hotspot.hpp"
 #include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
 #include "User/Settings.hpp"
 #include "Utils/Folders.hpp"
 #include "Utils/Input.hpp"
-#include "Tutorial.hpp"
 
 #if PLATFORM_UNIX
 #include <sys/stat.h>
@@ -60,7 +60,6 @@ using namespace Game;
 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
 #endif
 
-
 extern float multiplier;
 extern XYZ viewer;
 extern int environment;
@@ -149,7 +148,7 @@ float musicvolume[4] = {};
 float oldmusicvolume[4] = {};
 int musicselected = 0;
 
-const char *rabbitskin[] = {
+const charrabbitskin[] = {
     "Textures/Fur3.jpg",
     "Textures/Fur.jpg",
     "Textures/Fur2.jpg",
@@ -162,16 +161,16 @@ const char *rabbitskin[] = {
     "Textures/WB2.jpg"
 };
 
-const char *wolfskin[] = {
+const charwolfskin[] = {
     "Textures/Wolf.jpg",
     "Textures/DarkWolf.jpg",
     "Textures/SnowWolf.jpg"
 };
 
-const char **creatureskin[] = {rabbitskin, wolfskin};
+const char** creatureskin[] = { rabbitskin, wolfskin };
 
 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
 
 // utility functions
 
@@ -221,71 +220,71 @@ void Game::playdialoguescenesound()
 
     int sound = -1;
     switch (Dialog::currentScene().sound) {
-    case -6:
-        sound = alarmsound;
-        break;
-    case -4:
-        sound = consolefailsound;
-        break;
-    case -3:
-        sound = consolesuccesssound;
-        break;
-    case -2:
-        sound = firestartsound;
-        break;
-    case -1:
-        sound = fireendsound;
-        break;
-    case 1:
-        sound = rabbitchitter;
-        break;
-    case 2:
-        sound = rabbitchitter2;
-        break;
-    case 3:
-        sound = rabbitpainsound;
-        break;
-    case 4:
-        sound = rabbitpain1sound;
-        break;
-    case 5:
-        sound = rabbitattacksound;
-        break;
-    case 6:
-        sound = rabbitattack2sound;
-        break;
-    case 7:
-        sound = rabbitattack3sound;
-        break;
-    case 8:
-        sound = rabbitattack4sound;
-        break;
-    case 9:
-        sound = growlsound;
-        break;
-    case 10:
-        sound = growl2sound;
-        break;
-    case 11:
-        sound = snarlsound;
-        break;
-    case 12:
-        sound = snarl2sound;
-        break;
-    case 13:
-        sound = barksound;
-        break;
-    case 14:
-        sound = bark2sound;
-        break;
-    case 15:
-        sound = bark3sound;
-        break;
-    case 16:
-        sound = barkgrowlsound;
-        break;
-    default:
-        break;
+        case -6:
+            sound = alarmsound;
+            break;
+        case -4:
+            sound = consolefailsound;
+            break;
+        case -3:
+            sound = consolesuccesssound;
+            break;
+        case -2:
+            sound = firestartsound;
+            break;
+        case -1:
+            sound = fireendsound;
+            break;
+        case 1:
+            sound = rabbitchitter;
+            break;
+        case 2:
+            sound = rabbitchitter2;
+            break;
+        case 3:
+            sound = rabbitpainsound;
+            break;
+        case 4:
+            sound = rabbitpain1sound;
+            break;
+        case 5:
+            sound = rabbitattacksound;
+            break;
+        case 6:
+            sound = rabbitattack2sound;
+            break;
+        case 7:
+            sound = rabbitattack3sound;
+            break;
+        case 8:
+            sound = rabbitattack4sound;
+            break;
+        case 9:
+            sound = growlsound;
+            break;
+        case 10:
+            sound = growl2sound;
+            break;
+        case 11:
+            sound = snarlsound;
+            break;
+        case 12:
+            sound = snarl2sound;
+            break;
+        case 13:
+            sound = barksound;
+            break;
+        case 14:
+            sound = bark2sound;
+            break;
+        case 15:
+            sound = bark3sound;
+            break;
+        case 16:
+            sound = barkgrowlsound;
+            break;
+        default:
+            break;
     }
     if (sound != -1)
         emit_sound_at(sound, temppos);
@@ -315,10 +314,10 @@ static int findClosestObject()
 
     for (unsigned int i = 0; i < Object::objects.size(); i++) {
         float distance = distsq(&Object::objects[i]->position,
-                               &Person::players[0]->coords);
+                                &Person::players[0]->coords);
         if (distance < closestdist) {
             closestdist = distance;
-            closest = (int) i;
+            closest = (int)i;
         }
     }
     return closest;
@@ -338,12 +337,12 @@ static void cmd_dispatch(const string cmd)
 }
 
 /********************> Tick() <*****/
-extern bool save_screenshot(const char * fname);
-void Screenshot (void)
+extern bool save_screenshot(const char* fname);
+void Screenshot(void)
 {
     char filename[1024];
     time_t t = time(NULL);
-    struct tm *tme = localtime(&t);
+    struct tmtme = localtime(&t);
     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
 
@@ -385,7 +384,6 @@ void Setenvironment(int which)
     pause_sound(stream_wind);
     pause_sound(stream_desertambient);
 
-
     if (environment == snowyenvironment) {
         windvector = 0;
         windvector.z = 3;
@@ -405,17 +403,15 @@ void Setenvironment(int which)
         terraintexture.load("Textures/Snow.jpg", 1);
         terraintexture2.load("Textures/Rock.jpg", 1);
 
-
         temptexdetail = texdetail;
         if (texdetail > 1)
             texdetail = 4;
-        skybox->load(   "Textures/Skybox(snow)/Front.jpg",
-                        "Textures/Skybox(snow)/Left.jpg",
-                        "Textures/Skybox(snow)/Back.jpg",
-                        "Textures/Skybox(snow)/Right.jpg",
-                        "Textures/Skybox(snow)/Up.jpg",
-                        "Textures/Skybox(snow)/Down.jpg");
-
+        skybox->load("Textures/Skybox(snow)/Front.jpg",
+                     "Textures/Skybox(snow)/Left.jpg",
+                     "Textures/Skybox(snow)/Back.jpg",
+                     "Textures/Skybox(snow)/Right.jpg",
+                     "Textures/Skybox(snow)/Up.jpg",
+                     "Textures/Skybox(snow)/Down.jpg");
 
         texdetail = temptexdetail;
     } else if (environment == desertenvironment) {
@@ -426,7 +422,6 @@ void Setenvironment(int which)
         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
 
-
         if (ambientsound)
             emit_stream_np(stream_desertambient);
 
@@ -438,17 +433,15 @@ void Setenvironment(int which)
         terraintexture.load("Textures/Sand.jpg", 1);
         terraintexture2.load("Textures/SandSlope.jpg", 1);
 
-
         temptexdetail = texdetail;
         if (texdetail > 1)
             texdetail = 4;
-        skybox->load(   "Textures/Skybox(sand)/Front.jpg",
-                        "Textures/Skybox(sand)/Left.jpg",
-                        "Textures/Skybox(sand)/Back.jpg",
-                        "Textures/Skybox(sand)/Right.jpg",
-                        "Textures/Skybox(sand)/Up.jpg",
-                        "Textures/Skybox(sand)/Down.jpg");
-
+        skybox->load("Textures/Skybox(sand)/Front.jpg",
+                     "Textures/Skybox(sand)/Left.jpg",
+                     "Textures/Skybox(sand)/Back.jpg",
+                     "Textures/Skybox(sand)/Right.jpg",
+                     "Textures/Skybox(sand)/Up.jpg",
+                     "Textures/Skybox(sand)/Down.jpg");
 
         texdetail = temptexdetail;
     } else if (environment == grassyenvironment) {
@@ -470,17 +463,15 @@ void Setenvironment(int which)
         terraintexture.load("Textures/GrassDirt.jpg", 1);
         terraintexture2.load("Textures/MossRock.jpg", 1);
 
-
         temptexdetail = texdetail;
         if (texdetail > 1)
             texdetail = 4;
-        skybox->load(   "Textures/Skybox(grass)/Front.jpg",
-                        "Textures/Skybox(grass)/Left.jpg",
-                        "Textures/Skybox(grass)/Back.jpg",
-                        "Textures/Skybox(grass)/Right.jpg",
-                        "Textures/Skybox(grass)/Up.jpg",
-                        "Textures/Skybox(grass)/Down.jpg");
-
+        skybox->load("Textures/Skybox(grass)/Front.jpg",
+                     "Textures/Skybox(grass)/Left.jpg",
+                     "Textures/Skybox(grass)/Back.jpg",
+                     "Textures/Skybox(grass)/Right.jpg",
+                     "Textures/Skybox(grass)/Up.jpg",
+                     "Textures/Skybox(grass)/Down.jpg");
 
         texdetail = temptexdetail;
     }
@@ -546,7 +537,7 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     pause_sound(stream_firesound);
 
     int mapvers;
-    FILE *tfile;
+    FILEtfile;
     errno = 0;
     tfile = Folders::openMandatoryFile(level_path, "rb");
 
@@ -846,7 +837,6 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
             }
         }
 
-
         Game::LoadingScreen();
 
         if (cellophane) {
@@ -984,7 +974,7 @@ void doDevKeys()
 
         /* Grow tree leaves?? */
         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
-           for (auto& an_object : Object::objects) {
+            for (auto& an_object : Object::objects) {
                 if (an_object->type == treeleavestype) {
                     an_object->scale *= .9;
                 }
@@ -1056,7 +1046,7 @@ void doDevKeys()
                     Person::players[closest]->whichskin = 0;
 
                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
-                        &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+                                                                             &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
             Person::players[closest]->addClothes();
@@ -1083,7 +1073,6 @@ void doDevKeys()
                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
                 }
 
-
                 if (Person::players[closest]->creature == rabbittype) {
                     Person::players[closest]->creature = wolftype;
                     Person::players[closest]->whichskin = 0;
@@ -1126,7 +1115,6 @@ void doDevKeys()
                     Person::players[closest]->proportionlegs = 1.1 * legprop;
                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
                 }
-
             }
         }
 
@@ -1288,7 +1276,6 @@ void doDevKeys()
                 Person::players[closest]->skeleton.free = 2;
 
                 camerashake += .6;
-
             }
         }
 
@@ -1321,7 +1308,7 @@ void doDevKeys()
         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestPlayer();
             if (closest >= 0) {
-                Person::players.erase(Person::players.begin()+closest);
+                Person::players.erase(Person::players.begin() + closest);
             }
         }
 
@@ -1359,7 +1346,7 @@ void doDevKeys()
         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             Person::players.push_back(shared_ptr<Person>(new Person()));
 
-            Person::players.back()->id = Person::players.size()-1;
+            Person::players.back()->id = Person::players.size() - 1;
 
             Person::players.back()->scale = Person::players[0]->scale;
             Person::players.back()->creature = rabbittype;
@@ -1563,7 +1550,6 @@ void doDevKeys()
                 editorsize = .1;
         }
 
-
         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             mapradius -= multiplier * 10;
         }
@@ -1595,24 +1581,24 @@ void doJumpReversals()
 {
     for (unsigned k = 0; k < Person::players.size(); k++) {
         for (unsigned i = k + 1; i < Person::players.size(); i++) {
-            if (     Person::players[k]->skeleton.free == 0 &&
-                     Person::players[i]->skeleton.oldfree == 0 &&
-                     (Person::players[i]->animTarget == jumpupanim ||
-                      Person::players[k]->animTarget == jumpupanim) &&
-                     (Person::players[i]->aitype == playercontrolled ||
-                      Person::players[k]->aitype == playercontrolled) &&
-                     ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
-                      (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
-                if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
-                         distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+            if (Person::players[k]->skeleton.free == 0 &&
+                Person::players[i]->skeleton.oldfree == 0 &&
+                (Person::players[i]->animTarget == jumpupanim ||
+                 Person::players[k]->animTarget == jumpupanim) &&
+                (Person::players[i]->aitype == playercontrolled ||
+                 Person::players[k]->aitype == playercontrolled) &&
+                ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+                 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
+                if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+                    distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                     //TODO: refactor two huge similar ifs
                     if (Person::players[i]->animTarget == jumpupanim &&
-                            Person::players[k]->animTarget != getupfrombackanim &&
-                            Person::players[k]->animTarget != getupfromfrontanim &&
-                            Animation::animations[Person::players[k]->animTarget].height == middleheight &&
-                            normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
-                            ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
-                             Person::players[k]->aitype != playercontrolled)) {
+                        Person::players[k]->animTarget != getupfrombackanim &&
+                        Person::players[k]->animTarget != getupfromfrontanim &&
+                        Animation::animations[Person::players[k]->animTarget].height == middleheight &&
+                        normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+                        ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
+                         Person::players[k]->aitype != playercontrolled)) {
                         Person::players[i]->victim = Person::players[k];
                         Person::players[i]->velocity = 0;
                         Person::players[i]->animCurrent = jumpreversedanim;
@@ -1646,12 +1632,12 @@ void doJumpReversals()
                             Person::players[k]->stunned = .5;
                     }
                     if (Person::players[k]->animTarget == jumpupanim &&
-                            Person::players[i]->animTarget != getupfrombackanim &&
-                            Person::players[i]->animTarget != getupfromfrontanim &&
-                            Animation::animations[Person::players[i]->animTarget].height == middleheight &&
-                            normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
-                            ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
-                             Person::players[i]->aitype != playercontrolled)) {
+                        Person::players[i]->animTarget != getupfrombackanim &&
+                        Person::players[i]->animTarget != getupfromfrontanim &&
+                        Animation::animations[Person::players[i]->animTarget].height == middleheight &&
+                        normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+                        ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+                         Person::players[i]->aitype != playercontrolled)) {
                         Person::players[k]->victim = Person::players[i];
                         Person::players[k]->velocity = 0;
                         Person::players[k]->animCurrent = jumpreversedanim;
@@ -1697,30 +1683,29 @@ void doAerialAcrobatics()
         Person::players[k]->turnspeed = 500;
 
         if ((Person::players[k]->isRun() &&
-                ((Person::players[k]->targetyaw != rabbitrunninganim &&
-                  Person::players[k]->targetyaw != wolfrunninganim) ||
-                 Person::players[k]->frameTarget == 4)) ||
-                Person::players[k]->animTarget == removeknifeanim ||
-                Person::players[k]->animTarget == crouchremoveknifeanim ||
-                Person::players[k]->animTarget == flipanim ||
-                Person::players[k]->animTarget == fightsidestep ||
-                Person::players[k]->animTarget == walkanim) {
+             ((Person::players[k]->targetyaw != rabbitrunninganim &&
+               Person::players[k]->targetyaw != wolfrunninganim) ||
+              Person::players[k]->frameTarget == 4)) ||
+            Person::players[k]->animTarget == removeknifeanim ||
+            Person::players[k]->animTarget == crouchremoveknifeanim ||
+            Person::players[k]->animTarget == flipanim ||
+            Person::players[k]->animTarget == fightsidestep ||
+            Person::players[k]->animTarget == walkanim) {
             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
         }
 
-
         if (Person::players[k]->isStop() ||
-                Person::players[k]->isLanding() ||
-                Person::players[k]->animTarget == staggerbackhighanim ||
-                (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
-                Person::players[k]->animTarget == staggerbackhardanim ||
-                Person::players[k]->animTarget == backhandspringanim ||
-                Person::players[k]->animTarget == dodgebackanim ||
-                Person::players[k]->animTarget == rollanim ||
-                (Animation::animations[Person::players[k]->animTarget].attack &&
-                 Person::players[k]->animTarget != rabbitkickanim &&
-                 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
-                 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+            Person::players[k]->isLanding() ||
+            Person::players[k]->animTarget == staggerbackhighanim ||
+            (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+            Person::players[k]->animTarget == staggerbackhardanim ||
+            Person::players[k]->animTarget == backhandspringanim ||
+            Person::players[k]->animTarget == dodgebackanim ||
+            Person::players[k]->animTarget == rollanim ||
+            (Animation::animations[Person::players[k]->animTarget].attack &&
+             Person::players[k]->animTarget != rabbitkickanim &&
+             (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+             (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
         }
 
@@ -1734,9 +1719,9 @@ void doAerialAcrobatics()
 
         //if player's position has changed (?)
         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
-                !Person::players[k]->skeleton.free &&
-                Person::players[k]->animTarget != climbanim &&
-                Person::players[k]->animTarget != hanganim) {
+            !Person::players[k]->skeleton.free &&
+            Person::players[k]->animTarget != climbanim &&
+            Person::players[k]->animTarget != hanganim) {
             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
             int whichhit;
             bool tempcollide = 0;
@@ -1753,17 +1738,17 @@ void doAerialAcrobatics()
             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                 if (Object::objects[i]->type != rocktype ||
-                        Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
-                        Object::objects[i]->position.y > Person::players[k]->coords.y) {
+                    Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
+                    Object::objects[i]->position.y > Person::players[k]->coords.y) {
                     lowpoint = Person::players[k]->coords;
                     if (Person::players[k]->animTarget != jumpupanim &&
-                            Person::players[k]->animTarget != jumpdownanim &&
-                            !Person::players[k]->isFlip())
+                        Person::players[k]->animTarget != jumpdownanim &&
+                        !Person::players[k]->isFlip())
                         lowpoint.y += 1.25;
                     else
                         lowpoint.y += 1.3;
-                    if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
-                             Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
+                    if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
+                        Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                         flatfacing = lowpoint - Person::players[k]->coords;
@@ -1774,11 +1759,11 @@ void doAerialAcrobatics()
                         //wall jumps
                         //TODO: refactor four similar blocks
                         if (Person::players[k]->aitype == playercontrolled &&
-                                (Person::players[k]->animTarget == jumpupanim ||
-                                 Person::players[k]->animTarget == jumpdownanim ||
-                                 Person::players[k]->isFlip()) &&
-                                !Person::players[k]->jumptogglekeydown &&
-                                Person::players[k]->jumpkeydown) {
+                            (Person::players[k]->animTarget == jumpupanim ||
+                             Person::players[k]->animTarget == jumpdownanim ||
+                             Person::players[k]->isFlip()) &&
+                            !Person::players[k]->jumptogglekeydown &&
+                            Person::players[k]->jumpkeydown) {
                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
                             XYZ tempcoords1 = lowpoint;
                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
@@ -1907,19 +1892,19 @@ void doAerialAcrobatics()
                     if (Object::objects[i]->type != rocktype)
                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                             if (Person::players[k]->animTarget != jumpupanim &&
-                                    Person::players[k]->animTarget != jumpdownanim &&
-                                    Person::players[k]->onterrain)
+                                Person::players[k]->animTarget != jumpdownanim &&
+                                Person::players[k]->onterrain)
                                 Person::players[k]->avoidcollided = 1;
                             Person::players[k]->coords = lowpoint;
                             Person::players[k]->coords.y -= 1.35;
                             Person::players[k]->collide = 1;
 
                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
-                                    (Person::players[k]->animCurrent != climbanim &&
+                                (Person::players[k]->animCurrent != climbanim &&
                                      Person::players[k]->animCurrent != hanganim &&
                                      !Person::players[k]->isWallJump() ||
-                                     Person::players[k]->animTarget == jumpupanim ||
-                                     Person::players[k]->animTarget == jumpdownanim)) {
+                                 Person::players[k]->animTarget == jumpupanim ||
+                                 Person::players[k]->animTarget == jumpdownanim)) {
                                 lowpoint = Person::players[k]->coords;
                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
                                 lowpoint = Person::players[k]->coords;
@@ -1964,20 +1949,20 @@ void doAerialAcrobatics()
                                                 Person::players[k]->collided = 1;
                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
-                                                    if (     Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
-                                                             &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
-                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
-                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
-                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
-                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
-                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
-                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
+                                                    if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
+                                                                                                    &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                        Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
+                                                                                                    &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                        Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
+                                                                                                    &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                        Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
+                                                                                                    &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
                                                         for (int j = 0; j < 45; j++) {
                                                             lowpoint = Person::players[k]->coords;
                                                             lowpoint.y += (float)j / 13;
                                                             lowpointtarget = lowpoint + facing * 1.4;
                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
-                                                                                                   &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
+                                                                                                            &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
                                                                     break;
                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
@@ -2033,18 +2018,18 @@ void doAerialAcrobatics()
             if (Person::players[k]->collide <= 0) {
                 //in the air
                 if (!Person::players[k]->onterrain &&
-                        Person::players[k]->animTarget != jumpupanim &&
-                        Person::players[k]->animTarget != jumpdownanim &&
-                        Person::players[k]->animTarget != climbanim &&
-                        Person::players[k]->animTarget != hanganim &&
-                        !Person::players[k]->isWallJump() &&
-                        !Person::players[k]->isFlip()) {
+                    Person::players[k]->animTarget != jumpupanim &&
+                    Person::players[k]->animTarget != jumpdownanim &&
+                    Person::players[k]->animTarget != climbanim &&
+                    Person::players[k]->animTarget != hanganim &&
+                    !Person::players[k]->isWallJump() &&
+                    !Person::players[k]->isFlip()) {
                     if (Person::players[k]->animCurrent != climbanim &&
-                            Person::players[k]->animCurrent != tempanim &&
-                            Person::players[k]->animTarget != backhandspringanim &&
-                            (Person::players[k]->animTarget != rollanim ||
-                             Person::players[k]->frameTarget < 2 ||
-                             Person::players[k]->frameTarget > 6)) {
+                        Person::players[k]->animCurrent != tempanim &&
+                        Person::players[k]->animTarget != backhandspringanim &&
+                        (Person::players[k]->animTarget != rollanim ||
+                         Person::players[k]->frameTarget < 2 ||
+                         Person::players[k]->frameTarget > 6)) {
                         //stagger off ledge (?)
                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
                             Person::players[k]->RagDoll(0);
@@ -2076,23 +2061,23 @@ void doAttacks()
     if (!oldattackkey)
         playerrealattackkeydown = Input::isKeyDown(attackkey);
     if ((Person::players[0]->parriedrecently <= 0 ||
-            Person::players[0]->weaponactive == -1) &&
-            (!oldattackkey ||
-             (realthreat &&
-              Person::players[0]->lastattack != swordslashanim &&
-              Person::players[0]->lastattack != knifeslashstartanim &&
-              Person::players[0]->lastattack != staffhitanim &&
-              Person::players[0]->lastattack != staffspinhitanim)))
+         Person::players[0]->weaponactive == -1) &&
+        (!oldattackkey ||
+         (realthreat &&
+          Person::players[0]->lastattack != swordslashanim &&
+          Person::players[0]->lastattack != knifeslashstartanim &&
+          Person::players[0]->lastattack != staffhitanim &&
+          Person::players[0]->lastattack != staffspinhitanim)))
         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
     if (Input::isKeyDown(attackkey) &&
-            !oldattackkey &&
-            !Person::players[0]->backkeydown) {
+        !oldattackkey &&
+        !Person::players[0]->backkeydown) {
         for (unsigned k = 0; k < Person::players.size(); k++) {
             if ((Person::players[k]->animTarget == swordslashanim ||
-                    Person::players[k]->animTarget == staffhitanim ||
-                    Person::players[k]->animTarget == staffspinhitanim) &&
-                    Person::players[0]->animCurrent != dodgebackanim &&
-                    !Person::players[k]->skeleton.free)
+                 Person::players[k]->animTarget == staffhitanim ||
+                 Person::players[k]->animTarget == staffspinhitanim) &&
+                Person::players[0]->animCurrent != dodgebackanim &&
+                !Person::players[k]->skeleton.free)
                 Person::players[k]->Reverse();
         }
     }
@@ -2110,11 +2095,11 @@ void doAttacks()
             if (Person::players[k]->attackkeydown) {
                 //dodge backward
                 if (Person::players[k]->backkeydown &&
-                        Person::players[k]->animTarget != backhandspringanim &&
-                        (Person::players[k]->isIdle() ||
-                         Person::players[k]->isStop() ||
-                         Person::players[k]->isRun() ||
-                         Person::players[k]->animTarget == walkanim)) {
+                    Person::players[k]->animTarget != backhandspringanim &&
+                    (Person::players[k]->isIdle() ||
+                     Person::players[k]->isStop() ||
+                     Person::players[k]->isRun() ||
+                     Person::players[k]->animTarget == walkanim)) {
                     if (Person::players[k]->jumppower <= 1) {
                         Person::players[k]->jumppower -= 2;
                     } else {
@@ -2122,9 +2107,9 @@ void doAttacks()
                             if (i == k)
                                 continue;
                             if (Person::players[i]->animTarget == swordslashanim ||
-                                    Person::players[i]->animTarget == knifeslashstartanim ||
-                                    Person::players[i]->animTarget == staffhitanim ||
-                                    Person::players[i]->animTarget == staffspinhitanim)
+                                Person::players[i]->animTarget == knifeslashstartanim ||
+                                Person::players[i]->animTarget == staffhitanim ||
+                                Person::players[i]->animTarget == staffspinhitanim)
                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
                                     Person::players[k]->setTargetAnimation(dodgebackanim);
                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
@@ -2147,12 +2132,12 @@ void doAttacks()
                 }
                 //attack
                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
-                        !Person::players[k]->backkeydown &&
-                        (Person::players[k]->isIdle() ||
-                         Person::players[k]->isRun() ||
-                         Person::players[k]->animTarget == walkanim ||
-                         Person::players[k]->animTarget == sneakanim ||
-                         Person::players[k]->isCrouch())) {
+                    !Person::players[k]->backkeydown &&
+                    (Person::players[k]->isIdle() ||
+                     Person::players[k]->isRun() ||
+                     Person::players[k]->animTarget == walkanim ||
+                     Person::players[k]->animTarget == sneakanim ||
+                     Person::players[k]->isCrouch())) {
                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
                     //normal attacks (?)
                     Person::players[k]->hasvictim = 0;
@@ -2165,25 +2150,25 @@ void doAttacks()
                                     //choose an attack
                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
                                     if (distance < 4.5 &&
-                                            !Person::players[i]->skeleton.free &&
-                                            Person::players[i]->howactive < typedead1 &&
-                                            Person::players[i]->animTarget != jumpreversedanim &&
-                                            Person::players[i]->animTarget != rabbitkickreversedanim &&
-                                            Person::players[i]->animTarget != rabbitkickanim &&
-                                            Person::players[k]->animTarget != rabbitkickanim &&
-                                            Person::players[i]->animTarget != getupfrombackanim &&
-                                            (Person::players[i]->animTarget != staggerbackhighanim &&
-                                             (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
-                                            Person::players[i]->animTarget != jumpdownanim &&
-                                            Person::players[i]->animTarget != jumpupanim &&
-                                            Person::players[i]->animTarget != getupfromfrontanim) {
+                                        !Person::players[i]->skeleton.free &&
+                                        Person::players[i]->howactive < typedead1 &&
+                                        Person::players[i]->animTarget != jumpreversedanim &&
+                                        Person::players[i]->animTarget != rabbitkickreversedanim &&
+                                        Person::players[i]->animTarget != rabbitkickanim &&
+                                        Person::players[k]->animTarget != rabbitkickanim &&
+                                        Person::players[i]->animTarget != getupfrombackanim &&
+                                        (Person::players[i]->animTarget != staggerbackhighanim &&
+                                         (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
+                                        Person::players[i]->animTarget != jumpdownanim &&
+                                        Person::players[i]->animTarget != jumpupanim &&
+                                        Person::players[i]->animTarget != getupfromfrontanim) {
                                         Person::players[k]->victim = Person::players[i];
                                         Person::players[k]->hasvictim = 1;
                                         if (Person::players[k]->aitype == playercontrolled) { //human player
                                             //sweep
                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                    Person::players[k]->crouchkeydown &&
-                                                    Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                Person::players[k]->crouchkeydown &&
+                                                Animation::animations[Person::players[i]->animTarget].height != lowheight)
                                                 Person::players[k]->animTarget = sweepanim;
                                             //winduppunch
                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
@@ -2274,9 +2259,9 @@ void doAttacks()
                                                 if (attackweapon) {
                                                     //sweep
                                                     if ((!Tutorial::active || !attackweapon) &&
-                                                            distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                            randattack == 0 &&
-                                                            Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                        randattack == 0 &&
+                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight)
                                                         Person::players[k]->animTarget = sweepanim;
                                                     //knifeslashstart
                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
@@ -2326,15 +2311,15 @@ void doAttacks()
                                     }
                                     //sneak attacks
                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
-                                            Person::players[i]->howactive < typedead1 &&
-                                            distance < 1.5 * sq(Person::players[k]->scale * 5) &&
-                                            !Person::players[i]->skeleton.free &&
-                                            Person::players[i]->animTarget != getupfrombackanim &&
-                                            Person::players[i]->animTarget != getupfromfrontanim &&
-                                            (Person::players[i]->surprised > 0 ||
-                                             Person::players[i]->aitype == passivetype ||
-                                             attackweapon && Person::players[i]->stunned > 0) &&
-                                            normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
+                                        Person::players[i]->howactive < typedead1 &&
+                                        distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+                                        !Person::players[i]->skeleton.free &&
+                                        Person::players[i]->animTarget != getupfrombackanim &&
+                                        Person::players[i]->animTarget != getupfromfrontanim &&
+                                        (Person::players[i]->surprised > 0 ||
+                                         Person::players[i]->aitype == passivetype ||
+                                         attackweapon && Person::players[i]->stunned > 0) &&
+                                        normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
                                         //sneakattack
                                         if (!attackweapon) {
                                             Person::players[k]->animCurrent = sneakattackanim;
@@ -2381,8 +2366,8 @@ void doAttacks()
                                         }
                                     }
                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
-                                            Person::players[k]->victim == Person::players[i] &&
-                                            (!Person::players[i]->skeleton.free)) {
+                                        Person::players[k]->victim == Person::players[i] &&
+                                        (!Person::players[i]->skeleton.free)) {
                                         oldattackkey = 1;
                                         Person::players[k]->frameTarget = 0;
                                         Person::players[k]->target = 0;
@@ -2394,7 +2379,7 @@ void doAttacks()
                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
                                     }
                                     if (Person::players[k]->animTarget == knifefollowanim &&
-                                            Person::players[k]->victim == Person::players[i]) {
+                                        Person::players[k]->victim == Person::players[i]) {
                                         oldattackkey = 1;
                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
@@ -2430,20 +2415,20 @@ void doAttacks()
                             if (i == k)
                                 continue;
                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
-                                    Animation::animations[Person::players[k]->animTarget].attack == neutral) {
+                                Animation::animations[Person::players[k]->animTarget].attack == neutral) {
                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
                                     if (Person::players[i]->skeleton.free)
                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
-                                                (Person::players[i]->dead ||
-                                                 Person::players[i]->skeleton.longdead > 1000 ||
-                                                 Person::players[k]->isRun() ||
-                                                 hasstaff ||
-                                                 (attackweapon &&
-                                                  (Person::players[i]->skeleton.longdead > 2000 ||
-                                                   Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
-                                                   Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
-                                                  distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+                                            (Person::players[i]->dead ||
+                                             Person::players[i]->skeleton.longdead > 1000 ||
+                                             Person::players[k]->isRun() ||
+                                             hasstaff ||
+                                             (attackweapon &&
+                                              (Person::players[i]->skeleton.longdead > 2000 ||
+                                               Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+                                               Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+                                              distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
                                             Person::players[k]->victim = Person::players[i];
                                             Person::players[k]->hasvictim = 1;
                                             if (attackweapon && !Tutorial::active) {
@@ -2458,12 +2443,12 @@ void doAttacks()
                                                     Person::players[k]->animTarget = staffgroundsmashanim;
                                             }
                                             if (distance < 2.5 &&
-                                                    Person::players[k]->crouchkeydown &&
-                                                    Person::players[k]->animTarget != crouchstabanim &&
-                                                    !attackweapon &&
-                                                    Person::players[i]->dead &&
-                                                    Person::players[i]->skeleton.free &&
-                                                    Person::players[i]->skeleton.longdead > 1000) {
+                                                Person::players[k]->crouchkeydown &&
+                                                Person::players[k]->animTarget != crouchstabanim &&
+                                                !attackweapon &&
+                                                Person::players[i]->dead &&
+                                                Person::players[i]->skeleton.free &&
+                                                Person::players[i]->skeleton.longdead > 1000) {
                                                 Person::players[k]->animTarget = killanim;
                                                 terrain.deleteDeadDecals();
                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
@@ -2474,13 +2459,13 @@ void doAttacks()
                                             }
                                             if (!Person::players[i]->dead || musictype != 2)
                                                 if (distance < 3.5 &&
-                                                        (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
-                                                        Person::players[k]->staggerdelay <= 0 &&
-                                                        (Person::players[i]->dead ||
-                                                         Person::players[i]->skeleton.longdead < 300 &&
+                                                    (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+                                                    Person::players[k]->staggerdelay <= 0 &&
+                                                    (Person::players[i]->dead ||
+                                                     Person::players[i]->skeleton.longdead < 300 &&
                                                          Person::players[k]->lastattack != spinkickanim &&
                                                          Person::players[i]->skeleton.free) &&
-                                                        (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+                                                    (!Person::players[i]->dead || musictype != stream_fighttheme)) {
                                                     Person::players[k]->animTarget = dropkickanim;
                                                     terrain.deleteDeadDecals();
                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
@@ -2491,23 +2476,24 @@ void doAttacks()
                                                 }
                                         }
                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
-                                        Person::players[k]->victim == Person::players[i] &&
-                                        (!Person::players[i]->skeleton.free ||
-                                         Person::players[k]->animTarget == killanim ||
-                                         Person::players[k]->animTarget == crouchstabanim ||
-                                         Person::players[k]->animTarget == swordgroundstabanim ||
-                                         Person::players[k]->animTarget == staffgroundsmashanim ||
-                                         Person::players[k]->animTarget == dropkickanim)) {
+                                    Person::players[k]->victim == Person::players[i] &&
+                                    (!Person::players[i]->skeleton.free ||
+                                     Person::players[k]->animTarget == killanim ||
+                                     Person::players[k]->animTarget == crouchstabanim ||
+                                     Person::players[k]->animTarget == swordgroundstabanim ||
+                                     Person::players[k]->animTarget == staffgroundsmashanim ||
+                                     Person::players[k]->animTarget == dropkickanim)) {
                                     oldattackkey = 1;
                                     Person::players[k]->frameTarget = 0;
                                     Person::players[k]->target = 0;
 
                                     XYZ targetpoint = Person::players[i]->coords;
                                     if (Person::players[k]->animTarget == crouchstabanim ||
-                                            Person::players[k]->animTarget == swordgroundstabanim ||
-                                            Person::players[k]->animTarget == staffgroundsmashanim) {
+                                        Person::players[k]->animTarget == swordgroundstabanim ||
+                                        Person::players[k]->animTarget == staffgroundsmashanim) {
                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
-                                                        Person::players[i]->jointPos(neck)) / 2 *
+                                                        Person::players[i]->jointPos(neck)) /
+                                                       2 *
                                                        Person::players[i]->scale;
                                     }
                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
@@ -2538,7 +2524,7 @@ void doAttacks()
                             if (!Person::players[i]->skeleton.free) {
                                 if (Person::players[k]->hasvictim) {
                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
-                                            distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+                                        distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
                                         Person::players[k]->victim = Person::players[i];
                                 } else {
                                     Person::players[k]->victim = Person::players[i];
@@ -2550,19 +2536,19 @@ void doAttacks()
                     if (Person::players[k]->aitype == playercontrolled)
                         //rabbit kick
                         if (Person::players[k]->attackkeydown &&
-                                Person::players[k]->isRun() &&
-                                Person::players[k]->wasRun() &&
-                                ((Person::players[k]->hasvictim &&
-                                  distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
-                                  distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
-                                  !Person::players[k]->victim->skeleton.free &&
-                                  Person::players[k]->victim->animTarget != getupfrombackanim &&
-                                  Person::players[k]->victim->animTarget != getupfromfrontanim &&
-                                  Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
-                                  Person::players[k]->aitype != playercontrolled && //wat???
-                                  normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
-                                  Person::players[k]->rabbitkickenabled) ||
-                                 Person::players[k]->jumpkeydown)) {
+                            Person::players[k]->isRun() &&
+                            Person::players[k]->wasRun() &&
+                            ((Person::players[k]->hasvictim &&
+                              distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+                              distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+                              !Person::players[k]->victim->skeleton.free &&
+                              Person::players[k]->victim->animTarget != getupfrombackanim &&
+                              Person::players[k]->victim->animTarget != getupfromfrontanim &&
+                              Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
+                              Person::players[k]->aitype != playercontrolled && //wat???
+                              normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
+                              Person::players[k]->rabbitkickenabled) ||
+                             Person::players[k]->jumpkeydown)) {
                             oldattackkey = 1;
                             Person::players[k]->setTargetAnimation(rabbitkickanim);
                         }
@@ -2570,18 +2556,18 @@ void doAttacks()
                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
                         numattacks++;
                         switch (attackweapon) {
-                        case 0:
-                            numunarmedattack++;
-                            break;
-                        case knife:
-                            numknifeattack++;
-                            break;
-                        case sword:
-                            numswordattack++;
-                            break;
-                        case staff:
-                            numstaffattack++;
-                            break;
+                            case 0:
+                                numunarmedattack++;
+                                break;
+                            case knife:
+                                numknifeattack++;
+                                break;
+                            case sword:
+                                numswordattack++;
+                                break;
+                            case staff:
+                                numstaffattack++;
+                                break;
                         }
                     }
                 }
@@ -2599,25 +2585,27 @@ void doPlayerCollisions()
             for (unsigned i = k + 1; i < Person::players.size(); i++) {
                 //neither player is part of a reversal
                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
-                        Animation::animations[Person::players[i]->animTarget].attack != reversal &&
-                        Animation::animations[Person::players[k]->animTarget].attack != reversed &&
-                        Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+                     Animation::animations[Person::players[i]->animTarget].attack != reversal &&
+                     Animation::animations[Person::players[k]->animTarget].attack != reversed &&
+                     Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
+                    (i != 0 && k != 0))
                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
-                            Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
-                            Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
-                            Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+                         Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
+                         Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
+                         Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
+                        (i != 0 && k != 0))
                         //neither is sleeping
                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
                                 //in same patch, neither is climbing
                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
-                                        Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
-                                        Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
-                                        Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
-                                        Person::players[i]->animTarget != climbanim &&
-                                        Person::players[i]->animTarget != hanganim &&
-                                        Person::players[k]->animTarget != climbanim &&
-                                        Person::players[k]->animTarget != hanganim)
+                                    Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+                                    Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+                                    Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+                                    Person::players[i]->animTarget != climbanim &&
+                                    Person::players[i]->animTarget != hanganim &&
+                                    Person::players[k]->animTarget != climbanim &&
+                                    Person::players[k]->animTarget != hanganim)
                                     //players are close (bounding box test)
                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
@@ -2626,8 +2614,7 @@ void doPlayerCollisions()
                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
                                                             //spread fire from player to player
-                                                            if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
-                                                                    < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+                                                            if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
                                                                     if (!Person::players[i]->onfire)
                                                                         Person::players[i]->CatchFire();
@@ -2647,20 +2634,20 @@ void doPlayerCollisions()
                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
                                                                     collisionradius = 3;
                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
-                                                                    (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
-                                                                     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
+                                                                (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
+                                                                 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
                                                                 //jump down on a dead body
                                                                 if (k == 0 || i == 0) {
                                                                     int l = i ? i : k;
                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
-                                                                            !Person::players[0]->skeleton.oldfree &&
-                                                                            !Person::players[0]->skeleton.free &&
-                                                                            Person::players[l]->skeleton.oldfree &&
-                                                                            Person::players[l]->skeleton.free &&
-                                                                            Person::players[l]->dead &&
-                                                                            Person::players[0]->lastcollide <= 0 &&
-                                                                            fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
-                                                                            distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+                                                                        !Person::players[0]->skeleton.oldfree &&
+                                                                        !Person::players[0]->skeleton.free &&
+                                                                        Person::players[l]->skeleton.oldfree &&
+                                                                        Person::players[l]->skeleton.free &&
+                                                                        Person::players[l]->dead &&
+                                                                        Person::players[0]->lastcollide <= 0 &&
+                                                                        fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+                                                                        distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
                                                                         Person::players[l]->skeleton.free = 0;
@@ -2673,28 +2660,28 @@ void doPlayerCollisions()
                                                                     }
                                                                 }
 
-                                                                if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
-                                                                         (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
-                                                                         (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+                                                                if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+                                                                    (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+                                                                    (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
-                                                                            Person::players[i]->skeleton.free) &&
-                                                                            (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
-                                                                             Person::players[k]->skeleton.free))
+                                                                         Person::players[i]->skeleton.free) &&
+                                                                        (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+                                                                         Person::players[k]->skeleton.free))
                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
-                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
-                                                                                normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
-                                                                                (k == 0 ||
-                                                                                 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
-                                                                                 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
-                                                                                (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+                                                                               k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+                                                                              normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
+                                                                             (k == 0 ||
+                                                                              k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
+                                                                              /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
+                                                                            (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
                                                                             //If hit by body
-                                                                            if (     (i != 0 || Person::players[i]->skeleton.free) &&
-                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
-                                                                                     (Animation::animations[Person::players[i]->animTarget].height == highheight &&
-                                                                                      Animation::animations[Person::players[k]->animTarget].height == highheight)) {
+                                                                            if ((i != 0 || Person::players[i]->skeleton.free) &&
+                                                                                    (k != 0 || Person::players[k]->skeleton.free) ||
+                                                                                (Animation::animations[Person::players[i]->animTarget].height == highheight &&
+                                                                                 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
                                                                                 if (!Tutorial::active) {
                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
                                                                                 }
@@ -2716,21 +2703,19 @@ void doPlayerCollisions()
                                                                                 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;
                                                                                 }
-
                                                                             }
                                                                         }
-                                                                    if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
-                                                                              Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
-                                                                             (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
-                                                                              Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
+                                                                    if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
+                                                                         Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
+                                                                        (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
+                                                                         Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
                                                                         //If bumped
                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
                                                                                 Normalise(&rotatetarget);
                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
-                                                                                Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
-                                                                                                   * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                                                Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
                                                                                     if (Person::players[k]->isIdle()) {
@@ -2754,12 +2739,11 @@ void doPlayerCollisions()
                                                                             //jump down on player
                                                                             if (hostile) {
                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
-                                                                                        !Person::players[i]->isCrouch() &&
-                                                                                        Person::players[i]->animTarget != rollanim &&
-                                                                                        !Person::players[k]->skeleton.oldfree && !
-                                                                                        Person::players[k]->skeleton.free &&
-                                                                                        Person::players[k]->lastcollide <= 0 &&
-                                                                                        Person::players[k]->velocity.y < -10) {
+                                                                                    !Person::players[i]->isCrouch() &&
+                                                                                    Person::players[i]->animTarget != rollanim &&
+                                                                                    !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
+                                                                                    Person::players[k]->lastcollide <= 0 &&
+                                                                                    Person::players[k]->velocity.y < -10) {
                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
@@ -2769,12 +2753,12 @@ void doPlayerCollisions()
                                                                                     award_bonus(k, AboveBonus);
                                                                                 }
                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
-                                                                                        !Person::players[k]->isCrouch() &&
-                                                                                        Person::players[k]->animTarget != rollanim &&
-                                                                                        !Person::players[i]->skeleton.oldfree &&
-                                                                                        !Person::players[i]->skeleton.free &&
-                                                                                        Person::players[i]->lastcollide <= 0 &&
-                                                                                        Person::players[i]->velocity.y < -10) {
+                                                                                    !Person::players[k]->isCrouch() &&
+                                                                                    Person::players[k]->animTarget != rollanim &&
+                                                                                    !Person::players[i]->skeleton.oldfree &&
+                                                                                    !Person::players[i]->skeleton.free &&
+                                                                                    Person::players[i]->lastcollide <= 0 &&
+                                                                                    Person::players[i]->velocity.y < -10) {
                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
@@ -2829,7 +2813,6 @@ void Game::Tick()
         printf("Stereo separation increased to %f\n", stereoseparation);
     }
 
-
     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
         if (Tutorial::stage != 51) {
             Tutorial::stagetime = Tutorial::maxtime;
@@ -2873,7 +2856,7 @@ void Game::Tick()
         }
         //escape key pressed
         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
-                (gameon || mainmenu == 0)) {
+            (gameon || mainmenu == 0)) {
             selected = -1;
             if (mainmenu == 0 && !winfreeze)
                 mainmenu = 2; //pause
@@ -2969,8 +2952,6 @@ void Game::Tick()
             }
         }
 
-
-
         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
 
             //dialogues
@@ -3027,11 +3008,11 @@ void Game::Tick()
             //bonuses
             if (!Tutorial::active) {
                 if (bonustime == 0 &&
-                        bonus != solidhit &&
-                        bonus != spinecrusher &&
-                        bonus != tracheotomy &&
-                        bonus != backstab &&
-                        bonusvalue > 10) {
+                    bonus != solidhit &&
+                    bonus != spinecrusher &&
+                    bonus != tracheotomy &&
+                    bonus != backstab &&
+                    bonusvalue > 10) {
                     emit_sound_np(consolesuccesssound);
                 }
             } else if (bonustime == 0) {
@@ -3039,10 +3020,10 @@ void Game::Tick()
             }
             if (bonustime == 0) {
                 if (bonus != solidhit &&
-                        bonus != twoxcombo &&
-                        bonus != threexcombo &&
-                        bonus != fourxcombo &&
-                        bonus != megacombo)
+                    bonus != twoxcombo &&
+                    bonus != threexcombo &&
+                    bonus != fourxcombo &&
+                    bonus != megacombo)
                     bonusnum[bonus]++;
                 else
                     bonusnum[bonus] += 0.15;
@@ -3071,10 +3052,8 @@ void Game::Tick()
                 }
             }
 
-
             doAerialAcrobatics();
 
-
             static XYZ oldviewer;
 
             //control keys
@@ -3101,7 +3080,6 @@ void Game::Tick()
             if (!Person::players[0]->jumpkeydown)
                 Person::players[0]->jumpclimb = 0;
 
-
             if (Dialog::inDialog()) {
                 cameramode = 1;
                 if (Dialog::directing) {
@@ -3128,28 +3106,38 @@ void Game::Tick()
                         viewer.y += multiplier * 4;
                     if (Input::isKeyDown(crouchkey))
                         viewer.y -= multiplier * 4;
-                    if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
-                             Input::isKeyPressed(SDL_SCANCODE_2) ||
-                             Input::isKeyPressed(SDL_SCANCODE_3) ||
-                             Input::isKeyPressed(SDL_SCANCODE_4) ||
-                             Input::isKeyPressed(SDL_SCANCODE_5) ||
-                             Input::isKeyPressed(SDL_SCANCODE_6) ||
-                             Input::isKeyPressed(SDL_SCANCODE_7) ||
-                             Input::isKeyPressed(SDL_SCANCODE_8) ||
-                             Input::isKeyPressed(SDL_SCANCODE_9) ||
-                             Input::isKeyPressed(SDL_SCANCODE_0) ||
-                             Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
+                    if (Input::isKeyPressed(SDL_SCANCODE_1) ||
+                        Input::isKeyPressed(SDL_SCANCODE_2) ||
+                        Input::isKeyPressed(SDL_SCANCODE_3) ||
+                        Input::isKeyPressed(SDL_SCANCODE_4) ||
+                        Input::isKeyPressed(SDL_SCANCODE_5) ||
+                        Input::isKeyPressed(SDL_SCANCODE_6) ||
+                        Input::isKeyPressed(SDL_SCANCODE_7) ||
+                        Input::isKeyPressed(SDL_SCANCODE_8) ||
+                        Input::isKeyPressed(SDL_SCANCODE_9) ||
+                        Input::isKeyPressed(SDL_SCANCODE_0) ||
+                        Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                         int whichend;
-                        if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
-                        if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
-                        if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
-                        if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
-                        if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
-                        if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
-                        if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
-                        if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
-                        if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
-                        if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
+                        if (Input::isKeyPressed(SDL_SCANCODE_1))
+                            whichend = 1;
+                        if (Input::isKeyPressed(SDL_SCANCODE_2))
+                            whichend = 2;
+                        if (Input::isKeyPressed(SDL_SCANCODE_3))
+                            whichend = 3;
+                        if (Input::isKeyPressed(SDL_SCANCODE_4))
+                            whichend = 4;
+                        if (Input::isKeyPressed(SDL_SCANCODE_5))
+                            whichend = 5;
+                        if (Input::isKeyPressed(SDL_SCANCODE_6))
+                            whichend = 6;
+                        if (Input::isKeyPressed(SDL_SCANCODE_7))
+                            whichend = 7;
+                        if (Input::isKeyPressed(SDL_SCANCODE_8))
+                            whichend = 8;
+                        if (Input::isKeyPressed(SDL_SCANCODE_9))
+                            whichend = 9;
+                        if (Input::isKeyPressed(SDL_SCANCODE_0))
+                            whichend = 0;
                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
                             whichend = -1;
                         if (whichend != -1) {
@@ -3181,27 +3169,37 @@ void Game::Tick()
                         }
                     }
                     //TODO: should these be KeyDown or KeyPressed?
-                    if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_2) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_3) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_4) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_5) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_6) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_7) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_8) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_9) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+                    if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                         int whichend;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_1))
+                            whichend = 1;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_2))
+                            whichend = 2;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_3))
+                            whichend = 3;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_4))
+                            whichend = 4;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_5))
+                            whichend = 5;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_6))
+                            whichend = 6;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_7))
+                            whichend = 7;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_8))
+                            whichend = 8;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_9))
+                            whichend = 9;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_0))
+                            whichend = 0;
                         Dialog::currentScene().participantfacing[whichend] = facing;
                     }
                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
@@ -3262,12 +3260,11 @@ void Game::Tick()
                 Person::players[0]->jumptogglekeydown = 0;
             }
             if (Person::players[0]->jumpkeydown &&
-                    Person::players[0]->animTarget != jumpupanim &&
-                    Person::players[0]->animTarget != jumpdownanim &&
-                    !Person::players[0]->isFlip())
+                Person::players[0]->animTarget != jumpupanim &&
+                Person::players[0]->animTarget != jumpdownanim &&
+                !Person::players[0]->isFlip())
                 Person::players[0]->jumptogglekeydown = 1;
 
-
             Dialog::dialoguetime += multiplier;
             hawkyaw += multiplier * 25;
             realhawkcoords = 0;
@@ -3304,21 +3301,20 @@ void Game::Tick()
             //respawn
             static bool respawnkeydown;
             if (!editorenabled &&
-                    (whichlevel != -2 &&
+                (whichlevel != -2 &&
                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
                       devtools) ||
-                     (Input::isKeyDown(jumpkey) &&
-                      !respawnkeydown &&
-                      !oldattackkey &&
-                      Person::players[0]->dead))) {
+                 (Input::isKeyDown(jumpkey) &&
+                  !respawnkeydown &&
+                  !oldattackkey &&
+                  Person::players[0]->dead))) {
                 targetlevel = whichlevel;
                 loading = 1;
                 leveltime = 5;
             }
             respawnkeydown = Input::isKeyDown(jumpkey);
 
-
             static bool movekey;
 
             //?
@@ -3329,14 +3325,14 @@ void Game::Tick()
                     if (i == 0 && !Dialog::inDialog()) {
                         //TODO: refactor repetitive code
                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
-                                Person::players[0]->animTarget != staggerbackhighanim &&
-                                Person::players[0]->animTarget != staggerbackhardanim &&
-                                Person::players[0]->animTarget != crouchremoveknifeanim &&
-                                Person::players[0]->animTarget != removeknifeanim &&
-                                Person::players[0]->animTarget != backhandspringanim &&
-                                Person::players[0]->animTarget != dodgebackanim &&
-                                Person::players[0]->animTarget != walljumprightkickanim &&
-                                Person::players[0]->animTarget != walljumpleftkickanim) {
+                            Person::players[0]->animTarget != staggerbackhighanim &&
+                            Person::players[0]->animTarget != staggerbackhardanim &&
+                            Person::players[0]->animTarget != crouchremoveknifeanim &&
+                            Person::players[0]->animTarget != removeknifeanim &&
+                            Person::players[0]->animTarget != backhandspringanim &&
+                            Person::players[0]->animTarget != dodgebackanim &&
+                            Person::players[0]->animTarget != walljumprightkickanim &&
+                            Person::players[0]->animTarget != walljumpleftkickanim) {
                             if (cameramode)
                                 Person::players[0]->targetyaw = 0;
                             else
@@ -3361,14 +3357,14 @@ void Game::Tick()
                     }
                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
-                                Person::players[i]->animTarget != staggerbackhighanim &&
-                                Person::players[i]->animTarget != staggerbackhardanim &&
-                                Person::players[i]->animTarget != crouchremoveknifeanim &&
-                                Person::players[i]->animTarget != removeknifeanim &&
-                                Person::players[i]->animTarget != backhandspringanim &&
-                                Person::players[i]->animTarget != dodgebackanim &&
-                                Person::players[i]->animTarget != walljumprightkickanim &&
-                                Person::players[i]->animTarget != walljumpleftkickanim) {
+                            Person::players[i]->animTarget != staggerbackhighanim &&
+                            Person::players[i]->animTarget != staggerbackhardanim &&
+                            Person::players[i]->animTarget != crouchremoveknifeanim &&
+                            Person::players[i]->animTarget != removeknifeanim &&
+                            Person::players[i]->animTarget != backhandspringanim &&
+                            Person::players[i]->animTarget != dodgebackanim &&
+                            Person::players[i]->animTarget != walljumprightkickanim &&
+                            Person::players[i]->animTarget != walljumpleftkickanim) {
                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
                         }
 
@@ -3397,12 +3393,12 @@ void Game::Tick()
                     for (unsigned int j = 0; j < Object::objects.size(); j++)
                         if (Object::objects[j]->onfire)
                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
-                                if (     distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
-                                         distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+                                if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
+                                    distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
                                     Person::players[i]->collided = 0;
                                     Person::players[i]->avoidcollided = 1;
                                     if (Person::players[i]->avoidsomething == 0 ||
-                                            distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
+                                        distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
                                         Person::players[i]->avoidsomething = 1;
@@ -3413,12 +3409,12 @@ void Game::Tick()
                     for (unsigned j = 0; j < Person::players.size(); j++)
                         if (Person::players[j]->onfire)
                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
-                                if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
-                                         distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+                                if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+                                    distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
                                     Person::players[i]->collided = 0;
                                     Person::players[i]->avoidcollided = 1;
                                     if (Person::players[i]->avoidsomething == 0 ||
-                                            distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+                                        distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
                                         Person::players[i]->avoidsomething = 1;
@@ -3472,10 +3468,10 @@ void Game::Tick()
                         Person::players[i]->surprised -= multiplier;
                     }
                     if (i != 0 && Person::players[i]->surprised <= 0 &&
-                            Person::players[i]->aitype == attacktypecutoff &&
-                            !Person::players[i]->dead &&
-                            !Person::players[i]->skeleton.free &&
-                            Animation::animations[Person::players[i]->animTarget].attack == neutral)
+                        Person::players[i]->aitype == attacktypecutoff &&
+                        !Person::players[i]->dead &&
+                        !Person::players[i]->skeleton.free &&
+                        Animation::animations[Person::players[i]->animTarget].attack == neutral)
                         numresponded = 1;
 
                     if (!Person::players[i]->throwkeydown)
@@ -3484,26 +3480,26 @@ void Game::Tick()
                     //pick up weapon
                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
                         if (Person::players[i]->weaponactive == -1 &&
-                                Person::players[i]->num_weapons < 2 &&
-                                (Person::players[i]->isIdle() ||
-                                 Person::players[i]->isCrouch() ||
-                                 Person::players[i]->animTarget == sneakanim ||
-                                 Person::players[i]->animTarget == rollanim ||
-                                 Person::players[i]->animTarget == backhandspringanim ||
-                                 Person::players[i]->isFlip() ||
-                                 Person::players[i]->aitype != playercontrolled)) {
+                            Person::players[i]->num_weapons < 2 &&
+                            (Person::players[i]->isIdle() ||
+                             Person::players[i]->isCrouch() ||
+                             Person::players[i]->animTarget == sneakanim ||
+                             Person::players[i]->animTarget == rollanim ||
+                             Person::players[i]->animTarget == backhandspringanim ||
+                             Person::players[i]->isFlip() ||
+                             Person::players[i]->aitype != playercontrolled)) {
                             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 &&
-                                        Person::players[i]->weaponactive == -1)
+                                     Person::players[i]->aitype == playercontrolled) &&
+                                    weapons[j].owner == -1 &&
+                                    Person::players[i]->weaponactive == -1)
                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
                                             if (Person::players[i]->isCrouch() ||
-                                                    Person::players[i]->animTarget == sneakanim ||
-                                                    Person::players[i]->isRun() ||
-                                                    Person::players[i]->isIdle() ||
-                                                    Person::players[i]->aitype != playercontrolled) {
+                                                Person::players[i]->animTarget == sneakanim ||
+                                                Person::players[i]->isRun() ||
+                                                Person::players[i]->isIdle() ||
+                                                Person::players[i]->aitype != playercontrolled) {
                                                 Person::players[i]->throwtogglekeydown = 1;
                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
@@ -3514,9 +3510,9 @@ void Game::Tick()
                                                 Person::players[i]->hasvictim = 0;
 
                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
-                                                        Person::players[i]->aitype == playercontrolled) &&
+                                                     Person::players[i]->aitype == playercontrolled) &&
                                                         weapons[j].owner == -1 ||
-                                                        Person::players[i]->victim &&
+                                                    Person::players[i]->victim &&
                                                         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) {
@@ -3543,12 +3539,12 @@ void Game::Tick()
                                                 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) &&
+                                                             Person::players[i]->aitype == playercontrolled) &&
                                                                 weapons[k].owner == -1 ||
-                                                                Person::players[i]->victim &&
+                                                            Person::players[i]->victim &&
                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
-                                                                    Person::players[i]->weaponactive == -1) {
+                                                                Person::players[i]->weaponactive == -1) {
                                                                 if (weapons[k].getType() != staff)
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
@@ -3560,23 +3556,23 @@ void Game::Tick()
                                     }
                             }
                             if (Person::players[i]->isCrouch() ||
-                                    Person::players[i]->animTarget == sneakanim ||
-                                    Person::players[i]->isRun() ||
-                                    Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
-                                    Person::players[i]->animTarget == backhandspringanim) {
+                                Person::players[i]->animTarget == sneakanim ||
+                                Person::players[i]->isRun() ||
+                                Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
+                                Person::players[i]->animTarget == backhandspringanim) {
                                 if (Person::players.size() > 1)
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (Person::players[i]->weaponactive == -1)
                                             if (j != i)
                                                 if (Person::players[j]->num_weapons &&
-                                                        Person::players[j]->skeleton.free &&
-                                                        distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
-                                                        (((Person::players[j]->skeleton.forward.y < 0 &&
-                                                           Person::players[j]->weaponstuckwhere == 0) ||
-                                                          (Person::players[j]->skeleton.forward.y > 0 &&
-                                                           Person::players[j]->weaponstuckwhere == 1)) ||
-                                                         Person::players[j]->weaponstuck == -1 ||
-                                                         Person::players[j]->num_weapons > 1)) {
+                                                    Person::players[j]->skeleton.free &&
+                                                    distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
+                                                    (((Person::players[j]->skeleton.forward.y < 0 &&
+                                                       Person::players[j]->weaponstuckwhere == 0) ||
+                                                      (Person::players[j]->skeleton.forward.y > 0 &&
+                                                       Person::players[j]->weaponstuckwhere == 1)) ||
+                                                     Person::players[j]->weaponstuck == -1 ||
+                                                     Person::players[j]->num_weapons > 1)) {
                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
                                                         Person::players[i]->throwtogglekeydown = 1;
                                                         Person::players[i]->victim = Person::players[j];
@@ -3661,20 +3657,20 @@ void Game::Tick()
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
                                 if (Person::players[i]->isIdle() ||
-                                        Person::players[i]->isRun() ||
-                                        Person::players[i]->isCrouch() ||
-                                        Person::players[i]->animTarget == sneakanim ||
-                                        Person::players[i]->isFlip())
+                                    Person::players[i]->isRun() ||
+                                    Person::players[i]->isCrouch() ||
+                                    Person::players[i]->animTarget == sneakanim ||
+                                    Person::players[i]->isFlip())
                                     if (Person::players.size() > 1)
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
                                             if (i != j)
                                                 if (!Tutorial::active || Tutorial::stage == 49)
                                                     if (hostile)
                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
-                                                                distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
-                                                                distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
-                                                                !Person::players[j]->skeleton.free &&
-                                                                -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+                                                            distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
+                                                            distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
+                                                            !Person::players[j]->skeleton.free &&
+                                                            -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) {
                                                             if (!Person::players[i]->isFlip()) {
                                                                 Person::players[i]->throwtogglekeydown = 1;
                                                                 Person::players[i]->victim = Person::players[j];
@@ -3724,16 +3720,15 @@ void Game::Tick()
                                 }
                             }
                         }
-
                     }
 
                     //draw weapon
                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
-                                (Person::players[i]->num_weapons == 2) &&
+                            (Person::players[i]->num_weapons == 2) &&
                                 (Person::players[i]->weaponactive == -1) &&
                                 Person::players[i]->isIdle() ||
-                                Person::players[0]->dead &&
+                            Person::players[0]->dead &&
                                 (Person::players[i]->weaponactive != -1) &&
                                 i != 0) {
                             bool isgood = true;
@@ -3746,11 +3741,11 @@ void Game::Tick()
                                     Person::players[i]->drawtogglekeydown = 1;
                                 }
                                 if ((Person::players[i]->isIdle() ||
-                                        (Person::players[i]->aitype != playercontrolled &&
-                                         Person::players[0]->weaponactive != -1 &&
-                                         Person::players[i]->isRun())) &&
-                                        Person::players[i]->num_weapons &&
-                                        weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+                                     (Person::players[i]->aitype != playercontrolled &&
+                                      Person::players[0]->weaponactive != -1 &&
+                                      Person::players[i]->isRun())) &&
+                                    Person::players[i]->num_weapons &&
+                                    weapons[Person::players[i]->weaponids[0]].getType() == sword) {
                                     Person::players[i]->setTargetAnimation(drawleftanim);
                                     Person::players[i]->drawtogglekeydown = 1;
                                 }
@@ -3765,12 +3760,12 @@ void Game::Tick()
                     //clean weapon
                     if (Person::players[i]->weaponactive != -1) {
                         if (Person::players[i]->isCrouch() &&
-                                weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
-                                bloodtoggle &&
-                                Person::players[i]->onterrain &&
-                                Person::players[i]->num_weapons &&
-                                Person::players[i]->attackkeydown &&
-                                musictype != stream_fighttheme) {
+                            weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
+                            bloodtoggle &&
+                            Person::players[i]->onterrain &&
+                            Person::players[i]->num_weapons &&
+                            Person::players[i]->attackkeydown &&
+                            musictype != stream_fighttheme) {
                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
                                 Person::players[i]->setTargetAnimation(crouchstabanim);
                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
@@ -3804,10 +3799,10 @@ void Game::Tick()
                     movekey = 0;
                     //Do controls
                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
-                            Person::players[i]->animTarget != staggerbackhighanim &&
-                            Person::players[i]->animTarget != staggerbackhardanim &&
-                            Person::players[i]->animTarget != backhandspringanim &&
-                            Person::players[i]->animTarget != dodgebackanim) {
+                        Person::players[i]->animTarget != staggerbackhighanim &&
+                        Person::players[i]->animTarget != staggerbackhardanim &&
+                        Person::players[i]->animTarget != backhandspringanim &&
+                        Person::players[i]->animTarget != dodgebackanim) {
                         if (!Person::players[i]->forwardkeydown)
                             Person::players[i]->forwardstogglekeydown = 0;
                         if (Person::players[i]->crouchkeydown) {
@@ -3826,15 +3821,15 @@ void Game::Tick()
                                 for (unsigned j = 0; j < Person::players.size(); j++) {
                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
-                                                Person::players[j]->victim == Person::players[i] &&
-                                                (Person::players[j]->animTarget == sweepanim ||
-                                                 Person::players[j]->animTarget == upunchanim ||
-                                                 Person::players[j]->animTarget == wolfslapanim ||
-                                                 ((Person::players[j]->animTarget == swordslashanim ||
-                                                   Person::players[j]->animTarget == knifeslashstartanim ||
-                                                   Person::players[j]->animTarget == staffhitanim ||
-                                                   Person::players[j]->animTarget == staffspinhitanim) &&
-                                                  distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
+                                            Person::players[j]->victim == Person::players[i] &&
+                                            (Person::players[j]->animTarget == sweepanim ||
+                                             Person::players[j]->animTarget == upunchanim ||
+                                             Person::players[j]->animTarget == wolfslapanim ||
+                                             ((Person::players[j]->animTarget == swordslashanim ||
+                                               Person::players[j]->animTarget == knifeslashstartanim ||
+                                               Person::players[j]->animTarget == staffhitanim ||
+                                               Person::players[j]->animTarget == staffspinhitanim) &&
+                                              distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
                                             if (target >= 0)
                                                 target = -1;
                                             else
@@ -3851,11 +3846,11 @@ void Game::Tick()
                                 Person::players[i]->transspeed = 10;
                             }
                             if (Person::players[i]->isRun() ||
-                                    (Person::players[i]->isStop() &&
-                                     (Person::players[i]->leftkeydown ||
-                                      Person::players[i]->rightkeydown ||
-                                      Person::players[i]->forwardkeydown ||
-                                      Person::players[i]->backkeydown))) {
+                                (Person::players[i]->isStop() &&
+                                 (Person::players[i]->leftkeydown ||
+                                  Person::players[i]->rightkeydown ||
+                                  Person::players[i]->forwardkeydown ||
+                                  Person::players[i]->backkeydown))) {
                                 Person::players[i]->setTargetAnimation(rollanim);
                                 Person::players[i]->transspeed = 20;
                             }
@@ -3869,13 +3864,13 @@ void Game::Tick()
                                 if (Person::players.size() > 1)
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i &&
-                                                !Person::players[j]->skeleton.free &&
-                                                Person::players[j]->victim &&
-                                                Person::players[i]->highreversaldelay <= 0) {
+                                            !Person::players[j]->skeleton.free &&
+                                            Person::players[j]->victim &&
+                                            Person::players[i]->highreversaldelay <= 0) {
                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
-                                                    Person::players[j]->victim == Person::players[i] &&
-                                                    (Person::players[j]->animTarget == spinkickanim) &&
-                                                    Person::players[i]->isCrouch()) {
+                                                Person::players[j]->victim == Person::players[i] &&
+                                                (Person::players[j]->animTarget == spinkickanim) &&
+                                                Person::players[i]->isCrouch()) {
                                                 if (target >= 0)
                                                     target = -1;
                                                 else
@@ -3903,15 +3898,15 @@ void Game::Tick()
                         }
                         if (Person::players[i]->forwardkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
                                 if (Person::players[i]->aitype == passivetype)
                                     Person::players[i]->setTargetAnimation(walkanim);
                                 else
@@ -3923,7 +3918,7 @@ void Game::Tick()
                                     Person::players[i]->target = 0;
                                 Person::players[i]->frameTarget = 0;
                             }
-                            if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+                            if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
                                 Person::players[i]->setTargetAnimation(climbanim);
                                 Person::players[i]->frameTarget = 1;
                                 Person::players[i]->jumpclimb = 1;
@@ -3936,15 +3931,15 @@ void Game::Tick()
                         }
                         if (Person::players[i]->rightkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
@@ -3963,17 +3958,17 @@ void Game::Tick()
                                 Person::players[i]->targetyaw -= 45;
                             movekey = 1;
                         }
-                        if ( Person::players[i]->leftkeydown) {
+                        if (Person::players[i]->leftkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
@@ -3994,15 +3989,15 @@ void Game::Tick()
                         }
                         if (Person::players[i]->backkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
@@ -4025,19 +4020,20 @@ void Game::Tick()
                                 Person::players[i]->coords.y -= 1.4;
                                 Person::players[i]->grabdelay = 1;
                             }
-                            if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+                            if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
                                 Person::players[i]->targetyaw += 180;
                             movekey = 1;
                         }
                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
-                                    Person::players[i]->isRun() ||
-                                    Person::players[i]->animTarget == walkanim ||
-                                    Person::players[i]->isCrouch() ||
-                                    Person::players[i]->animTarget == sneakanim) &&
-                                    Person::players[i]->jumppower > 1) &&
-                                    ((Person::players[i]->animTarget != rabbitrunninganim &&
-                                      Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+                                  Person::players[i]->isRun() ||
+                                  Person::players[i]->animTarget == walkanim ||
+                                  Person::players[i]->isCrouch() ||
+                                  Person::players[i]->animTarget == sneakanim) &&
+                                 Person::players[i]->jumppower > 1) &&
+                                ((Person::players[i]->animTarget != rabbitrunninganim &&
+                                  Person::players[i]->animTarget != wolfrunninganim) ||
+                                 i != 0)) {
                                 Person::players[i]->jumpstart = 0;
                                 Person::players[i]->setTargetAnimation(jumpupanim);
                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
@@ -4060,8 +4056,8 @@ void Game::Tick()
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
-                                                    (Person::players[j]->victim == Person::players[i]) &&
-                                                    (Person::players[j]->animTarget == sweepanim)) {
+                                                (Person::players[j]->victim == Person::players[i]) &&
+                                                (Person::players[j]->animTarget == sweepanim)) {
                                                 if (target >= 0)
                                                     target = -1;
                                                 else
@@ -4071,11 +4067,11 @@ void Game::Tick()
                                     }
                                 if (target >= 0)
                                     Person::players[i]->velocity.y = 1;
-                                else
-                                    if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+                                else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
                                     Person::players[i]->velocity.y = 7;
                                     Person::players[i]->crouchtogglekeydown = 1;
-                                } else Person::players[i]->velocity.y = 5;
+                                } else
+                                    Person::players[i]->velocity.y = 5;
 
                                 if (mousejump && i == 0 && devtools) {
                                     if (!Person::players[i]->isLanding())
@@ -4100,10 +4096,10 @@ void Game::Tick()
                                 Person::players[i]->tempdeltav = deltav;
                             }
                             if (Person::players[i]->animTarget == jumpupanim &&
-                                    (((!floatjump &&
-                                       !editorenabled) ||
-                                      !devtools) ||
-                                     Person::players[i]->aitype != playercontrolled)) {
+                                (((!floatjump &&
+                                   !editorenabled) ||
+                                  !devtools) ||
+                                 Person::players[i]->aitype != playercontrolled)) {
                                 if (Person::players[i]->jumppower > multiplier * 6) {
                                     Person::players[i]->velocity.y += multiplier * 6;
                                     Person::players[i]->jumppower -= multiplier * 6;
@@ -4130,10 +4126,10 @@ void Game::Tick()
                             }
                         }
                         if (Person::players[i]->animTarget == walkanim &&
-                                (Person::players[i]->aitype == attacktypecutoff ||
-                                 Person::players[i]->aitype == searchtype ||
-                                 (Person::players[i]->aitype == passivetype &&
-                                  Person::players[i]->numwaypoints <= 1)))
+                            (Person::players[i]->aitype == attacktypecutoff ||
+                             Person::players[i]->aitype == searchtype ||
+                             (Person::players[i]->aitype == passivetype &&
+                              Person::players[i]->numwaypoints <= 1)))
                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
@@ -4160,9 +4156,9 @@ void Game::Tick()
                     Person::players[k]->targettilt = 0;
 
                 if (Person::players[k]->animTarget != jumpupanim &&
-                        Person::players[k]->animTarget != backhandspringanim &&
-                        Person::players[k]->animTarget != jumpdownanim &&
-                        !Person::players[k]->isFlip()) {
+                    Person::players[k]->animTarget != backhandspringanim &&
+                    Person::players[k]->animTarget != jumpdownanim &&
+                    !Person::players[k]->isFlip()) {
                     Person::players[k]->targettilt = 0;
                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
                         Person::players[k]->jumppower = 0;
@@ -4204,7 +4200,6 @@ void Game::Tick()
                 Tutorial::DoStuff(multiplier);
             }
 
-
             //3d sound
             static float gLoc[3];
             gLoc[0] = viewer.x;
@@ -4229,7 +4224,6 @@ void Game::Tick()
             facing = DoRotation(facing, -pitch, 0, 0);
             facing = DoRotation(facing, 0, 0 - yaw, 0);
 
-
             static float ori[6];
             ori[0] = -facing.x;
             ori[1] = facing.y;
@@ -4294,13 +4288,13 @@ void Game::TickOnceAfter()
         musictype = leveltheme;
         for (unsigned i = 0; i < Person::players.size(); i++) {
             if ((Person::players[i]->aitype == attacktypecutoff ||
-                    Person::players[i]->aitype == getweapontype ||
-                    Person::players[i]->aitype == gethelptype ||
-                    Person::players[i]->aitype == searchtype) &&
-                    !Person::players[i]->dead &&
-                    (Person::players[i]->animTarget != sneakattackedanim &&
-                     Person::players[i]->animTarget != knifesneakattackedanim &&
-                     Person::players[i]->animTarget != swordsneakattackedanim)) {
+                 Person::players[i]->aitype == getweapontype ||
+                 Person::players[i]->aitype == gethelptype ||
+                 Person::players[i]->aitype == searchtype) &&
+                !Person::players[i]->dead &&
+                (Person::players[i]->animTarget != sneakattackedanim &&
+                 Person::players[i]->animTarget != knifesneakattackedanim &&
+                 Person::players[i]->animTarget != swordsneakattackedanim)) {
                 musictype = stream_fighttheme;
                 realthreat = 1;
             }
@@ -4308,7 +4302,6 @@ void Game::TickOnceAfter()
         if (Person::players[0]->dead)
             musictype = stream_menutheme;
 
-
         if (musictype == stream_fighttheme)
             unseendelay = 1;
 
@@ -4318,7 +4311,6 @@ void Game::TickOnceAfter()
                 musictype = stream_fighttheme;
         }
 
-
         if (loading == 2) {
             musictype = stream_menutheme;
             musicvolume[2] = 512;
@@ -4401,7 +4393,6 @@ void Game::TickOnceAfter()
         if (Hotspot::killhotspot == 2)
             Hotspot::killhotspot = 0;
 
-
         winhotspot = false;
         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
             if (Hotspot::hotspots[i].type == -1) {
@@ -4434,7 +4425,6 @@ void Game::TickOnceAfter()
                 }
             }
 
-
             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
@@ -4448,7 +4438,6 @@ void Game::TickOnceAfter()
                     targetlevel = 0;
             }
 
-
             if (Hotspot::killhotspot) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
@@ -4511,19 +4500,19 @@ void Game::TickOnceAfter()
                     loading = 3;
                 }
                 if (changedelay <= -999 &&
-                        whichlevel != -2 &&
-                        !loading &&
-                        (Person::players[0]->dead ||
-                         (alldead && maptype == mapkilleveryone) ||
-                         (winhotspot) ||
-                         (Hotspot::killhotspot)))
+                    whichlevel != -2 &&
+                    !loading &&
+                    (Person::players[0]->dead ||
+                     (alldead && maptype == mapkilleveryone) ||
+                     (winhotspot) ||
+                     (Hotspot::killhotspot)))
                     loading = 1;
                 if ((Person::players[0]->dead ||
-                        (alldead && maptype == mapkilleveryone) ||
-                        (winhotspot) ||
-                        (windialogue) ||
-                        (Hotspot::killhotspot)) &&
-                        changedelay <= 0) {
+                     (alldead && maptype == mapkilleveryone) ||
+                     (winhotspot) ||
+                     (windialogue) ||
+                     (Hotspot::killhotspot)) &&
+                    changedelay <= 0) {
                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
                         winfreeze = true;
                         changedelay = -999;
@@ -4576,7 +4565,6 @@ void Game::TickOnceAfter()
 
             if (loading == 3)
                 loading = 0;
-
         }
 
         oldmusictype = musictype;
@@ -4669,4 +4657,3 @@ void Game::TickOnceAfter()
         }
     }
 }
-
index 90549550120b77c016b8ec2831d2937c0bdd7604..bfbc7ce07f6745bf8f179084328ee4534ca5ebc4 100644 (file)
@@ -57,7 +57,7 @@ float gravity = 0;
 Light light;
 Terrain terrain;
 
-SDL_Window *sdlwindow;
+SDL_Windowsdlwindow;
 
 int kTextureSize = 0;
 int detail = 0;
@@ -67,8 +67,8 @@ float realtexdetail = 0;
 float playerdist = 0;
 int slomo = 0;
 float slomodelay = 0;
-GLubyte bloodText[512 * 512 * 3] = {0};
-GLubyte wolfbloodText[512 * 512 * 3] = {0};
+GLubyte bloodText[512 * 512 * 3] = { 0 };
+GLubyte wolfbloodText[512 * 512 * 3] = { 0 };
 int bloodtoggle = 0;
 float camerashake = 0;
 float woozy = 0;
@@ -93,8 +93,8 @@ bool immediate = false;
 bool velocityblur = false;
 XYZ windvector;
 int mainmenu = 0;
-int whichjointstartarray[26] = {0};
-int whichjointendarray[26] = {0};
+int whichjointstartarray[26] = { 0 };
+int whichjointendarray[26] = { 0 };
 
 float smoketex = 0;
 
@@ -126,15 +126,15 @@ int hostile = 0;
 float hostiletime = 0;
 
 XYZ envsound[30];
-float envsoundvol[30] = {0};
-float envsoundlife[30] = {0};
+float envsoundvol[30] = { 0 };
+float envsoundlife[30] = { 0 };
 int numenvsounds;
 
 bool devtools = false;
 
 bool gamestarted = false;
 
-StereoMode stereomode =  stereoNone;
+StereoMode stereomode = stereoNone;
 StereoMode newstereomode = stereoNone;
 float stereoseparation = 0.05;
-bool  stereoreverse = false;
+bool stereoreverse = false;
index 0857befe22c46ab4bec14b89d9844188ffd530ee..7491d73c0484d08483ab29cb6ce8b9d29aa9e47a 100644 (file)
@@ -23,23 +23,23 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Environment/Terrain.hpp"
 #include "Graphic/Models.hpp"
 
-Decal::Decal() :
-    position(),
-    type(shadowdecal),
-    opacity(0),
-    rotation(0),
-    alivetime(0),
-    brightness(0)
+Decal::Decal()
+    : position()
+    , type(shadowdecal)
+    , opacity(0)
+    , rotation(0)
+    , alivetime(0)
+    brightness(0)
 {
 }
 
-Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, float _brightness, int whichx, int whichy, float size, const Terrain& terrain, bool first) :
-    position(_position),
-    type(_type),
-    opacity(_opacity),
-    rotation(_rotation),
-    alivetime(0),
-    brightness(_brightness)
+Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, float _brightness, int whichx, int whichy, float size, const Terrain& terrain, bool first)
+    : position(_position)
+    , type(_type)
+    , opacity(_opacity)
+    , rotation(_rotation)
+    , alivetime(0)
+    brightness(_brightness)
 {
     float placex, placez;
     placex = (float)whichx * terrain.scale + terrain.scale;
@@ -71,7 +71,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[1].y = terrain.heightmap[whichx][whichy] * terrain.scale + .01;
     }
 
-
     placex = (float)whichx * terrain.scale;
     placez = (float)whichy * terrain.scale + terrain.scale;
 
@@ -95,13 +94,13 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
     }
 }
 
-Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, float size, const Model& model, int i, int which) :
-    position(_position),
-    type(_type),
-    opacity(_opacity),
-    rotation(_rotation),
-    alivetime(0),
-    brightness(0)
+Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, float size, const Model& model, int i, int which)
+    : position(_position)
+    , type(_type)
+    , opacity(_opacity)
+    , rotation(_rotation)
+    , alivetime(0)
+    brightness(0)
 {
     float placex, placez;
     if (which == 0) {
@@ -115,7 +114,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[0].z = placez;
         vertex[0].y = model.getTriangleVertex(i, 0).y;
 
-
         placex = model.getTriangleVertex(i, 1).x;
         placez = model.getTriangleVertex(i, 1).z;
 
@@ -126,7 +124,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[1].z = placez;
         vertex[1].y = model.getTriangleVertex(i, 1).y;
 
-
         placex = model.getTriangleVertex(i, 2).x;
         placez = model.getTriangleVertex(i, 2).z;
 
@@ -147,7 +144,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[0].z = placez;
         vertex[0].y = placex;
 
-
         placex = model.getTriangleVertex(i, 1).y;
         placez = model.getTriangleVertex(i, 1).z;
 
@@ -158,7 +154,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[1].z = placez;
         vertex[1].y = placex;
 
-
         placex = model.getTriangleVertex(i, 2).y;
         placez = model.getTriangleVertex(i, 2).z;
 
@@ -179,7 +174,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[0].z = model.getTriangleVertex(i, 0).z;
         vertex[0].y = placez;
 
-
         placex = model.getTriangleVertex(i, 1).x;
         placez = model.getTriangleVertex(i, 1).y;
 
@@ -190,7 +184,6 @@ Decal::Decal(XYZ _position, decal_type _type, float _opacity, float _rotation, f
         vertex[1].z = model.getTriangleVertex(i, 1).z;
         vertex[1].y = placez;
 
-
         placex = model.getTriangleVertex(i, 2).x;
         placez = model.getTriangleVertex(i, 2).y;
 
index 09036ae9d5009e9d85e4e442a4d0c755c288f2d6..860957dc80692d63295428a8da192142c349f644 100644 (file)
@@ -30,7 +30,7 @@ extern float fadestart;
 extern float texdetail;
 extern bool decalstoggle;
 
-int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
+int Model::LineCheck(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
 {
     static float distance;
     static float olddistance;
@@ -64,7 +64,7 @@ int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
     return firstintersecting;
 }
 
-int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
+int Model::LineCheckPossible(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
 {
     static float distance;
     static float olddistance;
@@ -100,7 +100,7 @@ int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
     return firstintersecting;
 }
 
-int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate)
+int Model::LineCheckSlidePossible(XYZ* p1, XYZ* p2, XYZ* move, float* rotate)
 {
     static float distance;
     static float olddistance;
@@ -140,7 +140,7 @@ int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate)
     return firstintersecting;
 }
 
-int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
+int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate)
 {
     static int i;
     static float distance;
@@ -165,7 +165,7 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
             distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z)));
             if (distance < radius) {
                 point = *p1 - Triangles[j].facenormal * distance;
-                if (PointInTriangle( &point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+                if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
                     intersecting = 1;
                 if (!intersecting)
                     intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
@@ -193,7 +193,7 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
     return firstintersecting;
 }
 
-int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
+int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
 {
     static float distance;
     static float olddistance;
@@ -221,7 +221,7 @@ int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
         distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z)));
         if (distance < radius) {
             point = *p1 - Triangles[j].facenormal * distance;
-            if (PointInTriangle( &point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+            if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
                 intersecting = 1;
             if (!intersecting)
                 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
@@ -245,7 +245,6 @@ int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
     return firstintersecting;
 }
 
-
 void Model::UpdateVertexArray()
 {
     if (type != normaltype && type != decalstype)
@@ -393,14 +392,14 @@ void Model::UpdateVertexArrayNoTexNoNorm()
 
 bool Model::loadnotex(const std::string& filename)
 {
-    FILE *tfile;
+    FILEtfile;
     long i;
     short triangleNum;
 
     type = notextype;
     color = 0;
 
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+    tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
 
     // read model settings
 
@@ -453,10 +452,9 @@ bool Model::loadnotex(const std::string& filename)
     return true;
 }
 
-
 bool Model::load(const std::string& filename)
 {
-    FILE *tfile;
+    FILEtfile;
     long i;
     short triangleNum;
 
@@ -469,7 +467,7 @@ bool Model::load(const std::string& filename)
     type = normaltype;
     color = 0;
 
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+    tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
 
     // read model settings
 
@@ -528,7 +526,7 @@ bool Model::load(const std::string& filename)
 
 bool Model::loaddecal(const std::string& filename)
 {
-    FILE *tfile;
+    FILEtfile;
     long i, j;
     short triangleNum;
 
@@ -539,7 +537,7 @@ bool Model::loaddecal(const std::string& filename)
     type = decalstype;
     color = 0;
 
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+    tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
 
     // read model settings
 
@@ -572,7 +570,6 @@ bool Model::loaddecal(const std::string& filename)
         funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
     }
 
-
     modelTexture.xsz = 0;
 
     fclose(tfile);
@@ -599,7 +596,7 @@ bool Model::loaddecal(const std::string& filename)
 
 bool Model::loadraw(const std::string& filename)
 {
-    FILE *tfile;
+    FILEtfile;
     long i;
     short triangleNum;
 
@@ -610,7 +607,7 @@ bool Model::loadraw(const std::string& filename)
     type = rawtype;
     color = 0;
 
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+    tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
 
     // read model settings
 
@@ -627,7 +624,6 @@ bool Model::loadraw(const std::string& filename)
     Triangles.resize(triangleNum);
     vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24);
 
-
     for (i = 0; i < vertexNum; i++) {
         funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
     }
@@ -642,7 +638,6 @@ bool Model::loadraw(const std::string& filename)
         funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
     }
 
-
     fclose(tfile);
 
     for (i = 0; i < vertexNum; i++) {
@@ -652,7 +647,6 @@ bool Model::loadraw(const std::string& filename)
     return true;
 }
 
-
 void Model::UniformTexCoords()
 {
     for (unsigned int i = 0; i < Triangles.size(); i++) {
@@ -666,7 +660,6 @@ void Model::UniformTexCoords()
     UpdateVertexArray();
 }
 
-
 void Model::FlipTexCoords()
 {
     for (unsigned int i = 0; i < Triangles.size(); i++) {
@@ -776,7 +769,6 @@ void Model::Rotate(float xang, float yang, float zang)
     boundingsphereradius = fast_sqrt(boundingsphereradius);
 }
 
-
 void Model::CalculateNormals(bool facenormalise)
 {
     Game::LoadingScreen();
@@ -862,9 +854,9 @@ void Model::draw()
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
     if (color) {
-        glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+        glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
     } else {
-        glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+        glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
     }
     textureptr.bind();
 
@@ -885,14 +877,14 @@ void Model::drawdifftex(Texture texture)
     glEnableClientState(GL_VERTEX_ARRAY);
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     if (color) {
-        glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+        glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
     } else {
-        glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+        glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
     }
 
     texture.bind();
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 
     glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3);
 
@@ -969,7 +961,7 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo
             if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) {
                 glColor4f(1, 1, 1, decals[i].opacity);
                 if (decals[i].alivetime < 4)
-                    glColor4f(1, 1, 1, decals[i].opacity*decals[i].alivetime*.25);
+                    glColor4f(1, 1, 1, decals[i].opacity * decals[i].alivetime * .25);
                 if (decals[i].alivetime > 58)
                     glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
             }
@@ -1012,7 +1004,7 @@ void Model::DeleteDecal(int which)
     }
 }
 
-void Model::MakeDecal(decal_type atype, XYZ *where, float *size, float *opacity, float *rotation)
+void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity, float* rotation)
 {
     if (decalstoggle) {
         if (type != decalstype)
@@ -1182,16 +1174,16 @@ void Model::deallocate()
 }
 
 Model::Model()
-  : vertexNum(0),
-    type(nothing),
-    owner(0),
-    vertex(0),
-    normals(0),
-    vArray(0),
-    color(0),
-    boundingspherecenter(),
-    boundingsphereradius(0),
-    flat(false)
+    : vertexNum(0)
+    , type(nothing)
+    , owner(0)
+    , vertex(0)
+    , normals(0)
+    , vArray(0)
+    , color(0)
+    , boundingspherecenter()
+    , boundingsphereradius(0)
+    flat(false)
 {
     memset(&modelTexture, 0, sizeof(modelTexture));
 }
index 862d4bbbf71026ba8301f14b4f5677fe1f407661..fc1cae2f09ecb1b56e2bc2cf0d6b0e36bbd1645b 100644 (file)
@@ -100,89 +100,89 @@ void Sprite::Draw()
     for (unsigned i = 0; i < sprites.size(); i++) {
         if (lasttype != sprites[i]->type) {
             switch (sprites[i]->type) {
-            case cloudsprite:
-                cloudtexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case breathsprite:
-            case cloudimpactsprite:
-                cloudimpacttexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case smoketype:
-                smoketexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case bloodsprite:
-                bloodtexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case splintersprite :
-                if (lastspecial != sprites[i]->special) {
-                    if (sprites[i]->special == 0)
-                        splintertexture.bind();
-                    if (sprites[i]->special == 1)
-                        leaftexture.bind();
-                    if (sprites[i]->special == 2)
-                        snowflaketexture.bind();
-                    if (sprites[i]->special == 3)
-                        toothtexture.bind();
+                case cloudsprite:
+                    cloudtexture.bind();
                     if (!blend) {
                         blend = 1;
                         glAlphaFunc(GL_GREATER, 0.0001);
                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                     }
-                }
-                break;
-            case snowsprite:
-                snowflaketexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case weaponshinesprite:
-                shinetexture.bind();
-                if (blend) {
-                    blend = 0;
-                    glAlphaFunc(GL_GREATER, 0.001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                }
-                break;
-            case flamesprite:
-            case weaponflamesprite:
-                flametexture.bind();
-                if (blend || lasttype == bloodflamesprite) {
-                    blend = 0;
-                    glAlphaFunc(GL_GREATER, 0.3);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                }
-                break;
-            case bloodflamesprite:
-                bloodflametexture.bind();
-                if (blend) {
-                    blend = 0;
-                    glAlphaFunc(GL_GREATER, 0.3);
-                    glBlendFunc(GL_ONE, GL_ZERO);
-                }
-                break;
+                    break;
+                case breathsprite:
+                case cloudimpactsprite:
+                    cloudimpacttexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case smoketype:
+                    smoketexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case bloodsprite:
+                    bloodtexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case splintersprite:
+                    if (lastspecial != sprites[i]->special) {
+                        if (sprites[i]->special == 0)
+                            splintertexture.bind();
+                        if (sprites[i]->special == 1)
+                            leaftexture.bind();
+                        if (sprites[i]->special == 2)
+                            snowflaketexture.bind();
+                        if (sprites[i]->special == 3)
+                            toothtexture.bind();
+                        if (!blend) {
+                            blend = 1;
+                            glAlphaFunc(GL_GREATER, 0.0001);
+                            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                        }
+                    }
+                    break;
+                case snowsprite:
+                    snowflaketexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case weaponshinesprite:
+                    shinetexture.bind();
+                    if (blend) {
+                        blend = 0;
+                        glAlphaFunc(GL_GREATER, 0.001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                    }
+                    break;
+                case flamesprite:
+                case weaponflamesprite:
+                    flametexture.bind();
+                    if (blend || lasttype == bloodflamesprite) {
+                        blend = 0;
+                        glAlphaFunc(GL_GREATER, 0.3);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                    }
+                    break;
+                case bloodflamesprite:
+                    bloodflametexture.bind();
+                    if (blend) {
+                        blend = 0;
+                        glAlphaFunc(GL_GREATER, 0.3);
+                        glBlendFunc(GL_ONE, GL_ZERO);
+                    }
+                    break;
             }
         }
         if (sprites[i]->type == snowsprite)
@@ -196,9 +196,9 @@ void Sprite::Draw()
                 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
         } else {
             if (distancemult >= 1)
-                glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity);
+                glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity);
             else
-                glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity * distancemult);
+                glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult);
         }
         lasttype = sprites[i]->type;
         lastspecial = sprites[i]->special;
@@ -230,42 +230,42 @@ void Sprite::Draw()
         if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
             if (sprites[i]->alivetime < .3) {
                 if (distancemult >= 1)
-                    glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity * sprites[i]->alivetime / .3);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * sprites[i]->alivetime / .3);
                 if (distancemult < 1)
-                    glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity * distancemult * sprites[i]->alivetime / .3);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult * sprites[i]->alivetime / .3);
             }
         }
         if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
             if (sprites[i]->alivetime < .2) {
                 if (distancemult >= 1)
-                    glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->alivetime / .2);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->alivetime / .2);
                 else
-                    glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], distancemult * sprites[i]->alivetime / .2);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult * sprites[i]->alivetime / .2);
             } else {
                 if (distancemult >= 1)
-                    glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
                 else
-                    glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], distancemult);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
             }
         }
         if (sprites[i]->type == splintersprite && (sprites[i]->special == 0 || sprites[i]->special == 3)) {
             if (distancemult >= 1)
-                glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
+                glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
             else
-                glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], distancemult);
+                glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
         }
 
         glBegin(GL_TRIANGLES);
         glTexCoord2f(1.0f, 1.0f);
-        glVertex3f( .5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
+        glVertex3f(.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
         glTexCoord2f(0.0f, 1.0f);
         glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
         glTexCoord2f(1.0f, 0.0f);
-        glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
+        glVertex3f(.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
         glTexCoord2f(0.0f, 0.0f);
         glVertex3f(-.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
         glTexCoord2f(1.0f, 0.0f);
-        glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
+        glVertex3f(.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
         glTexCoord2f(0.0f, 1.0f);
         glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
         glEnd();
@@ -307,12 +307,18 @@ void Sprite::Draw()
             sprites[i]->rotation += multiplier * 360;
             sprites[i]->position.y -= multiplier;
             sprites[i]->position += windvector * multiplier;
-            if (sprites[i]->position.y < tempviewer.y - 6) sprites[i]->position.y += 12;
-            if (sprites[i]->position.y > tempviewer.y + 6) sprites[i]->position.y -= 12;
-            if (sprites[i]->position.z < tempviewer.z - 6) sprites[i]->position.z += 12;
-            if (sprites[i]->position.z > tempviewer.z + 6) sprites[i]->position.z -= 12;
-            if (sprites[i]->position.x < tempviewer.x - 6) sprites[i]->position.x += 12;
-            if (sprites[i]->position.x > tempviewer.x + 6) sprites[i]->position.x -= 12;
+            if (sprites[i]->position.y < tempviewer.y - 6)
+                sprites[i]->position.y += 12;
+            if (sprites[i]->position.y > tempviewer.y + 6)
+                sprites[i]->position.y -= 12;
+            if (sprites[i]->position.z < tempviewer.z - 6)
+                sprites[i]->position.z += 12;
+            if (sprites[i]->position.z > tempviewer.z + 6)
+                sprites[i]->position.z -= 12;
+            if (sprites[i]->position.x < tempviewer.x - 6)
+                sprites[i]->position.x += 12;
+            if (sprites[i]->position.x > tempviewer.x + 6)
+                sprites[i]->position.x -= 12;
         }
         if (sprites[i]->type == bloodsprite) {
             bool spritehit = 0;
index 66938e2b711031be26495dcac1e17d64a37f8335..6bcf775fa4d785facc51239d1e8bc47158576c2d 100644 (file)
@@ -30,123 +30,121 @@ bool CanInitStereo(StereoMode mode)
     GLint stencilbits = 0;
 
     switch (mode) {
-    case stereoNone:
-    case stereoAnaglyph:
-        return true;
-        break;
-    case stereoHorizontalInterlaced:
-    case stereoVerticalInterlaced:
-        glGetIntegerv(GL_STENCIL_BITS, &stencilbits);
-        if ( stencilbits < 1 ) {
-            fprintf(stderr, "Failed to get a stencil buffer, interlaced stereo not available.\n");
+        case stereoNone:
+        case stereoAnaglyph:
+            return true;
+            break;
+        case stereoHorizontalInterlaced:
+        case stereoVerticalInterlaced:
+            glGetIntegerv(GL_STENCIL_BITS, &stencilbits);
+            if (stencilbits < 1) {
+                fprintf(stderr, "Failed to get a stencil buffer, interlaced stereo not available.\n");
+                return false;
+            } else {
+                fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits);
+            }
+            return true;
+            break;
+        default:
             return false;
-        } else {
-            fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits);
-        }
-        return true;
-        break;
-    default:
-        return false;
     }
-
 }
 
 void InitStereo(StereoMode mode)
 {
     switch (mode) {
-    default:
-    case stereoNone:
-    case stereoAnaglyph:
-        glDisable(GL_STENCIL_TEST);
-        return;
-    case stereoHorizontalInterlaced:
-    case stereoVerticalInterlaced:
-        fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
-
-        // Setup stencil buffer
-        glDisable( GL_DEPTH_TEST);
-        glDisable(GL_CULL_FACE);
-        glDisable(GL_LIGHTING);
-        glDisable(GL_TEXTURE_2D);
-
-        glEnable( GL_STENCIL_TEST);
-        glClearStencil(0);
-        glClear(  GL_STENCIL_BUFFER_BIT );
-        glStencilFunc(GL_ALWAYS, 0x1, 0x1);
-        glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-
-        // Setup viewport
-        glViewport(0, 0, kContextWidth, kContextHeight);
-        glMatrixMode(GL_PROJECTION);
-        glPushMatrix();
-        glLoadIdentity();
-        glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
-        glMatrixMode(GL_MODELVIEW);
-        glPushMatrix();
-        glLoadIdentity();
-        glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
-        glDisable(GL_LINE_SMOOTH);
-
-        // Add 0.5 to the coordinates, because OpenGL considers a pixel should be
-        // turned on when a line passes through the center of it.
-        if ( mode == stereoHorizontalInterlaced ) {
-            for (int y = 0; y < kContextHeight; y += 2) {
-                glBegin(GL_LINES);
-                glVertex3f(0.5, y + 0.5, 0);
-                glVertex3f(kContextWidth + 0.5, y + 0.5, 0);
-                glEnd();
+        default:
+        case stereoNone:
+        case stereoAnaglyph:
+            glDisable(GL_STENCIL_TEST);
+            return;
+        case stereoHorizontalInterlaced:
+        case stereoVerticalInterlaced:
+            fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
+
+            // Setup stencil buffer
+            glDisable(GL_DEPTH_TEST);
+            glDisable(GL_CULL_FACE);
+            glDisable(GL_LIGHTING);
+            glDisable(GL_TEXTURE_2D);
+
+            glEnable(GL_STENCIL_TEST);
+            glClearStencil(0);
+            glClear(GL_STENCIL_BUFFER_BIT);
+            glStencilFunc(GL_ALWAYS, 0x1, 0x1);
+            glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+            // Setup viewport
+            glViewport(0, 0, kContextWidth, kContextHeight);
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
+            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+            glDisable(GL_LINE_SMOOTH);
+
+            // Add 0.5 to the coordinates, because OpenGL considers a pixel should be
+            // turned on when a line passes through the center of it.
+            if (mode == stereoHorizontalInterlaced) {
+                for (int y = 0; y < kContextHeight; y += 2) {
+                    glBegin(GL_LINES);
+                    glVertex3f(0.5, y + 0.5, 0);
+                    glVertex3f(kContextWidth + 0.5, y + 0.5, 0);
+                    glEnd();
+                }
+            } else {
+                for (int x = 0; x < kContextWidth; x += 2) {
+                    glBegin(GL_LINES);
+                    glVertex3f(x + 0.5, 0.5, 0);
+                    glVertex3f(x + 0.5, kContextHeight + 0.5, 0);
+                    glEnd();
+                }
             }
-        } else {
-            for (int x = 0; x < kContextWidth; x += 2) {
-                glBegin(GL_LINES);
-                glVertex3f(x + 0.5, 0.5, 0);
-                glVertex3f(x + 0.5, kContextHeight + 0.5, 0);
-                glEnd();
-            }
-        }
 
-        glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
+            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 
-        glPopMatrix();
-        glMatrixMode(GL_PROJECTION);
-        glPopMatrix();
+            glPopMatrix();
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
 
-        glStencilFunc(GL_NOTEQUAL, 0x01, 0x01);
-        glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-        glEnable( GL_DEPTH_TEST);
-        glEnable(GL_CULL_FACE);
-        glEnable(GL_LIGHTING);
-        glEnable(GL_TEXTURE_2D);
+            glStencilFunc(GL_NOTEQUAL, 0x01, 0x01);
+            glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+            glEnable(GL_DEPTH_TEST);
+            glEnable(GL_CULL_FACE);
+            glEnable(GL_LIGHTING);
+            glEnable(GL_TEXTURE_2D);
     }
-
 }
 
 const std::string StereoModeName(StereoMode mode)
 {
     switch (mode) {
-    case stereoNone:
-        return "None";
-        break;
-    case stereoAnaglyph:
-        return "Anaglyph";
-        break;
-    case stereoHorizontalInterlaced:
-        return "Horizontal interlacing";
-        break;
-    case stereoVerticalInterlaced:
-        return "Vertical interlacing";
-        break;
-    case stereoHorizontalSplit:
-        return "Horizontal split";
-        break;
-    case stereoVerticalSplit:
-        return "Vertical split";
-        break;
-    case stereoOpenGL:
-        return "OpenGL";
-        break;
-    default:
-        return "(error)";
-        break;
+        case stereoNone:
+            return "None";
+            break;
+        case stereoAnaglyph:
+            return "Anaglyph";
+            break;
+        case stereoHorizontalInterlaced:
+            return "Horizontal interlacing";
+            break;
+        case stereoVerticalInterlaced:
+            return "Vertical interlacing";
+            break;
+        case stereoHorizontalSplit:
+            return "Horizontal split";
+            break;
+        case stereoVerticalSplit:
+            return "Vertical split";
+            break;
+        case stereoOpenGL:
+            return "OpenGL";
+            break;
+        default:
+            return "(error)";
+            break;
     }
 }
index 1253ba9d474f73eb56ac487f80310b024bf05aa8..a5b60b8701bc6b50182a397a12be917a33c79d30 100644 (file)
@@ -58,23 +58,23 @@ void Text::BuildFont() // Build Our Font Display List
             cx = float((loop - 256) % 16) / 16.0f; // X Position Of Current Character
             cy = float((loop - 256) / 16) / 16.0f; // Y Position Of Current Character
         }
-        glNewList(base + loop, GL_COMPILE); // Start Building A List
-        glBegin(GL_QUADS); // Use A Quad For Each Character
-        glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
-        glVertex2i(0, 0); // Vertex Coord (Bottom Left)
+        glNewList(base + loop, GL_COMPILE);                  // Start Building A List
+        glBegin(GL_QUADS);                                   // Use A Quad For Each Character
+        glTexCoord2f(cx, 1 - cy - 0.0625f + .001);           // Texture Coord (Bottom Left)
+        glVertex2i(0, 0);                                    // Vertex Coord (Bottom Left)
         glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
-        glVertex2i(16, 0); // Vertex Coord (Bottom Right)
-        glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
-        glVertex2i(16, 16); // Vertex Coord (Top Right)
-        glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
-        glVertex2i(0, 16); // Vertex Coord (Top Left)
-        glEnd(); // Done Building Our Quad (Character)
+        glVertex2i(16, 0);                                   // Vertex Coord (Bottom Right)
+        glTexCoord2f(cx + 0.0625f, 1 - cy - .001);           // Texture Coord (Top Right)
+        glVertex2i(16, 16);                                  // Vertex Coord (Top Right)
+        glTexCoord2f(cx, 1 - cy - +.001);                    // Texture Coord (Top Left)
+        glVertex2i(0, 16);                                   // Vertex Coord (Top Left)
+        glEnd();                                             // Done Building Our Quad (Character)
         if (loop < 256)
             glTranslated(10, 0, 0); // Move To The Right Of The Character
         else
             glTranslated(8, 0, 0); // Move To The Right Of The Character
-        glEndList(); // Done Building The Display List
-    } // Loop Until All 256 Are Built
+        glEndList();               // Done Building The Display List
+    }                              // Loop Until All 256 Are Built
 }
 
 void Text::_glPrint(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end, int offset) // Where The Printing Happens
@@ -82,7 +82,7 @@ void Text::_glPrint(float x, float y, const std::string& string, int set, float
     if (set > 1) {
         set = 1;
     }
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     FontTexture.bind();
     glDisable(GL_DEPTH_TEST);
     glDisable(GL_LIGHTING);
@@ -97,14 +97,14 @@ void Text::_glPrint(float x, float y, const std::string& string, int set, float
     glLoadIdentity();
     glTranslated(x, y, 0);
     glScalef(size, size, 1);
-    glListBase(base - 32 + (128 * set) + offset); // Choose The Font Set (0 or 1)
+    glListBase(base - 32 + (128 * set) + offset);      // Choose The Font Set (0 or 1)
     glCallLists(end - start, GL_BYTE, &string[start]); // Write The Text To The Screen
     glMatrixMode(GL_PROJECTION);
     glPopMatrix();
     glMatrixMode(GL_MODELVIEW);
     glPopMatrix();
     glEnable(GL_DEPTH_TEST);
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 }
 
 void Text::glPrint(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end)
@@ -131,9 +131,9 @@ void Text::glPrintOutlined(float x, float y, const std::string& string, int set,
 void Text::glPrintOutlined(float r, float g, float b, float a, float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end)
 {
     glColor4f(0, 0, 0, a);
-    glPrintOutline( x - 2 * size,  y - 2 * size, string,  set,  size * 2.5 / 2,  width,  height, start, end);
+    glPrintOutline(x - 2 * size, y - 2 * size, string, set, size * 2.5 / 2, width, height, start, end);
     glColor4f(r, g, b, a);
-    glPrint( x,  y, string,  set,  size,  width,  height, start, end);
+    glPrint(x, y, string, set, size, width, height, start, end);
 }
 
 Text::Text()
@@ -148,4 +148,3 @@ Text::~Text()
         base = 0;
     }
 }
-
index 9dd4ea60be08eac20d5fbc66e04125598944c0b9..69ff28ed5931727020b143305554da462f5bd0c7 100644 (file)
@@ -76,16 +76,26 @@ void TextureRes::bind()
     glBindTexture(GL_TEXTURE_2D, id);
 }
 
-TextureRes::TextureRes(const string& _filename, bool _hasMipmap):
-    id(0), filename(_filename), hasMipmap(_hasMipmap), isSkin(false),
-    skinsize(0), data(NULL), datalen(0)
+TextureRes::TextureRes(const string& _filename, bool _hasMipmap)
+    : id(0)
+    , filename(_filename)
+    , hasMipmap(_hasMipmap)
+    , isSkin(false)
+    , skinsize(0)
+    , data(NULL)
+    , datalen(0)
 {
     load();
 }
 
-TextureRes::TextureRes(const string& _filename, bool _hasMipmap, GLubyte* array, int* skinsizep):
-    id(0), filename(_filename), hasMipmap(_hasMipmap), isSkin(true),
-    skinsize(0), data(NULL), datalen(0)
+TextureRes::TextureRes(const string& _filename, bool _hasMipmap, GLubyte* array, int* skinsizep)
+    : id(0)
+    , filename(_filename)
+    , hasMipmap(_hasMipmap)
+    , isSkin(true)
+    , skinsize(0)
+    , data(NULL)
+    , datalen(0)
 {
     load();
     *skinsizep = skinsize;
index 933f518879d5b4c8d3b0567274f025690376944c..b5da1db17b1696532ae8af371c5d85c9cf65e616 100644 (file)
@@ -29,13 +29,13 @@ float startbonustotal;
 float bonustime;
 float bonusnum[100];
 
-const char *bonus_names[bonus_count] = {
+const charbonus_names[bonus_count] = {
 #define DECLARE_BONUS(id, name, ...) name,
 #include "Bonuses.def"
 #undef DECLARE_BONUS
 };
 
-const char *award_names[award_count] = {
+const charaward_names[award_count] = {
 #define DECLARE_AWARD(id, name) name,
 #include "Awards.def"
 #undef DECLARE_AWARD
@@ -47,8 +47,7 @@ static const int bonus_values[bonus_count] = {
 #undef DECLARE_BONUS
 };
 
-void
-award_bonus(int playerid, int bonusid, int alt_value)
+void award_bonus(int playerid, int bonusid, int alt_value)
 {
     if (playerid != 0)
         return;
@@ -76,7 +75,7 @@ int numreversals;
 int numattacks;
 int maxalarmed;
 
-int award_awards(int *awards)
+int award_awards(intawards)
 {
     int numawards = 0;
     if (damagetaken == 0 && Person::players[0]->bloodloss == 0) {
@@ -142,7 +141,7 @@ int award_awards(int *awards)
         awards[numawards] = awardbrutal;
         numawards++;
     }
-    if (numreversals > ((float)numattacks)*.8 && numreversals > 3) {
+    if (numreversals > ((float)numattacks) * .8 && numreversals > 3) {
         awards[numawards] = awardaikido;
         numawards++;
     }
index 236f631e6dd18705a85d9fceeb31946ed2609d9e..0ff7392de00f3d8198999893e3ad2d2b5198a183 100644 (file)
@@ -36,8 +36,8 @@ int actuallevel = 0;
 std::vector<std::string> ListCampaigns()
 {
     errno = 0;
-    DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
-    struct dirent *campaign = NULL;
+    DIRcampaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
+    struct direntcampaign = NULL;
     if (!campaigns) {
         perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
         exit(EXIT_FAILURE);
@@ -94,42 +94,49 @@ void LoadCampaign()
     }
 }
 
-CampaignLevel::CampaignLevel() :
-    width(10),
-    choosenext(1)
+CampaignLevel::CampaignLevel()
+    : width(10)
+    choosenext(1)
 {
     location.x = 0;
     location.y = 0;
 }
 
-int CampaignLevel::getStartX() {
+int CampaignLevel::getStartX()
+{
     return 30 + 120 + location.x * 400 / 512;
 }
 
-int CampaignLevel::getStartY() {
+int CampaignLevel::getStartY()
+{
     return 30 + 30 + (512 - location.y) * 400 / 512;
 }
 
-int CampaignLevel::getEndX() {
+int CampaignLevel::getEndX()
+{
     return getStartX() + width;
 }
 
-int CampaignLevel::getEndY() {
+int CampaignLevel::getEndY()
+{
     return getStartY() + width;
 }
 
-XYZ CampaignLevel::getCenter() {
+XYZ CampaignLevel::getCenter()
+{
     XYZ center;
     center.x = getStartX() + width / 2;
     center.y = getStartY() + width / 2;
     return center;
 }
 
-int CampaignLevel::getWidth() {
+int CampaignLevel::getWidth()
+{
     return width;
 }
 
-istream& CampaignLevel::operator<< (istream& is) {
+istream& CampaignLevel::operator<<(istream& is)
+{
     is.ignore(256, ':');
     is.ignore(256, ':');
     is.ignore(256, ' ');
index 64d30155bce7eb10e5f93452f6720196a86543e6..ce15da6d2a508b9b92b8e249c79f8dbf6df9b117 100644 (file)
@@ -22,9 +22,9 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "Game.hpp"
 #include "Objects/Person.hpp"
-#include "Utils/binio.h"
 #include "Utils/Folders.hpp"
 #include "Utils/Input.hpp"
+#include "Utils/binio.h"
 
 extern int hostile;
 
@@ -43,7 +43,8 @@ void Dialog::loadDialogs(FILE* tfile)
     }
 }
 
-Dialog::Dialog(FILE* tfile) : gonethrough(0)
+Dialog::Dialog(FILE* tfile)
+    : gonethrough(0)
 {
     int numdialogscenes;
     funpackf(tfile, "Bi", &numdialogscenes);
@@ -110,7 +111,8 @@ DialogScene::DialogScene(FILE* tfile)
 }
 
 /* Load dialog from txt file, used by console */
-Dialog::Dialog(int type, std::string filename) : type(type)
+Dialog::Dialog(int type, std::string filename)
+    : type(type)
 {
     ifstream ipstream(Folders::getResourcePath(filename));
     ipstream.ignore(256, ':');
@@ -125,7 +127,7 @@ Dialog::Dialog(int type, std::string filename) : type(type)
     ipstream.close();
 }
 
-DialogScene::DialogScene(ifstream &ipstream)
+DialogScene::DialogScene(ifstreamipstream)
 {
     ipstream.ignore(256, ':');
     ipstream.ignore(256, ':');
@@ -154,13 +156,13 @@ void Dialog::tick(int id)
     bool special = (type > 9);
 
     if ((!hostile || (type > 40) && (type < 50)) &&
-            (playerId < Person::players.size()) &&
-            (playerId > 0) &&
-            ((gonethrough == 0) || !special) &&
-            (special || Input::isKeyPressed(Game::attackkey))) {
+        (playerId < Person::players.size()) &&
+        (playerId > 0) &&
+        ((gonethrough == 0) || !special) &&
+        (special || Input::isKeyPressed(Game::attackkey))) {
         if ((distsq(&Person::players[0]->coords, &Person::players[playerId]->coords) < 6) ||
-                (Person::players[playerId]->howactive >= typedead1) ||
-                (type > 40) && (type < 50)) {
+            (Person::players[playerId]->howactive >= typedead1) ||
+            (type > 40) && (type < 50)) {
             whichdialogue = id;
             play();
             dialoguetime = 0;
index f1b2ceddec74eb311a366504f5959c6ad37e5e55..9ea7e95bb531cb3b0344d3af21fd741a8db19dfe 100644 (file)
@@ -23,16 +23,16 @@ std::vector<Hotspot> Hotspot::hotspots;
 int Hotspot::current = 0;
 int Hotspot::killhotspot = 0;
 
-Hotspot::Hotspot() :
-    position(),
-    type(0),
-    size(0)
+Hotspot::Hotspot()
+    : position()
+    , type(0)
+    size(0)
 {
 }
 
-Hotspot::Hotspot(XYZ p, int t, float s) :
-    position(p),
-    type(t),
-    size(s)
+Hotspot::Hotspot(XYZ p, int t, float s)
+    : position(p)
+    , type(t)
+    size(s)
 {
 }
index 65a4c5ff78de9fc0c740cae66b4a0581e10e78e9..dc1ad47ede75df9ef573d30f74f97b681724282f 100644 (file)
@@ -21,10 +21,10 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "MacCompatibility.hpp"
 
 #include <cerrno>
-#include <ctime>
 #include <cstdio>
 #include <cstdlib>
 #include <cstring>
+#include <ctime>
 
 #ifdef WIN32
 #include <windows.h>
@@ -32,38 +32,39 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #if PLATFORM_UNIX
 #include <assert.h>
-#include <unistd.h>
 #include <sys/stat.h>
 #include <sys/time.h>
+#include <unistd.h>
 
 typedef long long __int64;
 typedef __int64 LARGE_INTEGER;
-static int QueryPerformanceFrequency(LARGE_INTEGER *liptr)
+static int QueryPerformanceFrequency(LARGE_INTEGERliptr)
 {
-    assert(sizeof (__int64) == 8);
-    assert(sizeof (LARGE_INTEGER) == 8);
+    assert(sizeof(__int64) == 8);
+    assert(sizeof(LARGE_INTEGER) == 8);
     *liptr = 1000;
-    return(1);
+    return (1);
 }
 
-static int QueryPerformanceCounter(LARGE_INTEGER *liptr)
+static int QueryPerformanceCounter(LARGE_INTEGERliptr)
 {
     struct timeval tv;
     gettimeofday(&tv, NULL);
-    *liptr = ( (((LARGE_INTEGER) tv.tv_sec) * 1000) +
-               (((LARGE_INTEGER) tv.tv_usec) / 1000) );
-    return(1);
+    *liptr = ((((LARGE_INTEGER)tv.tv_sec) * 1000) +
+              (((LARGE_INTEGER)tv.tv_usec) / 1000));
+    return (1);
 }
 #endif
 
 class AppTime
 {
-public:
-    AppTime() {
+  public:
+    AppTime()
+    {
         counterRate = 1;
         baseCounter = 0;
-        QueryPerformanceFrequency( (LARGE_INTEGER*)&counterRate);
-        QueryPerformanceCounter( (LARGE_INTEGER*)&baseCounter);
+        QueryPerformanceFrequency((LARGE_INTEGER*)&counterRate);
+        QueryPerformanceCounter((LARGE_INTEGER*)&baseCounter);
     }
     __int64 counterRate; // LARGE_INTEGER type has no math functions so use int64
     __int64 baseCounter;
@@ -73,7 +74,7 @@ static AppTime g_appTime;
 AbsoluteTime UpTime()
 {
     __int64 counter;
-    QueryPerformanceCounter( (LARGE_INTEGER*)&counter);
+    QueryPerformanceCounter((LARGE_INTEGER*)&counter);
 
     counter -= g_appTime.baseCounter;
 
@@ -83,8 +84,7 @@ AbsoluteTime UpTime()
     return time;
 }
 
-
-Duration AbsoluteDeltaToDuration( AbsoluteTime& a, AbsoluteTime& b)
+Duration AbsoluteDeltaToDuration(AbsoluteTime& a, AbsoluteTime& b)
 {
     __int64 value = a.hi;
     value <<= 32;
index e8b13666a977477f748809893a3cc3d85a859687..516b9ce65ffb38da79a1b2457bcdf530dca01830 100644 (file)
@@ -25,7 +25,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include <math.h>
 
 void FRUSTUM::
-GetFrustum()
+    GetFrustum()
 {
     static float projmatrix[16];
     static float mvmatrix[16];
@@ -93,7 +93,7 @@ GetFrustum()
 }
 
 int FRUSTUM::
-CubeInFrustum(float x, float y, float z, float size)
+    CubeInFrustum(float x, float y, float z, float size)
 {
     static int c, c2;
 
@@ -127,7 +127,7 @@ CubeInFrustum(float x, float y, float z, float size)
 }
 
 int FRUSTUM::
-CubeInFrustum(float x, float y, float z, float size, float height)
+    CubeInFrustum(float x, float y, float z, float size, float height)
 {
     static int c, c2;
 
@@ -161,9 +161,9 @@ CubeInFrustum(float x, float y, float z, float size, float height)
 }
 
 int FRUSTUM::
-SphereInFrustum(float x, float y, float z, float radius)
+    SphereInFrustum(float x, float y, float z, float radius)
 {
-    static int  c2;
+    static int c2;
 
     for (int i = 0; i < 6; i++) {
         if (frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1 * radius)
index ad145ae99f6a19c60b5ba485cbed09159483ca9e..113ddf55f5ddb01605fa8514790d0e88d3f9f9f3 100644 (file)
@@ -20,7 +20,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "Math/XYZ.hpp"
 
-bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
+bool PointInTriangle(XYZ* p, XYZ normal, XYZ* p1, XYZ* p2, XYZ* p3)
 {
     static float u0, u1, u2;
     static float v0, v1, v2;
@@ -40,7 +40,6 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
     pointv[1] = p->y;
     pointv[2] = p->z;
 
-
     p1v[0] = p1->x;
     p1v[1] = p1->y;
     p1v[2] = p1->z;
@@ -57,20 +56,20 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
     normalv[1] = normal.y;
     normalv[2] = normal.z;
 
-#define ABS(X) (((X)<0.f)?-(X):(X) )
-#define MAX(A, B) (((A)<(B))?(B):(A))
+#define ABS(X) (((X) < 0.f) ? -(X) : (X))
+#define MAX(A, B) (((A) < (B)) ? (B) : (A))
     max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
 #undef MAX
     if (max == ABS(normalv[0])) {
-        i = 1;    // y, z
+        i = 1; // y, z
         j = 2;
     }
     if (max == ABS(normalv[1])) {
-        i = 0;    // x, z
+        i = 0; // x, z
         j = 2;
     }
     if (max == ABS(normalv[2])) {
-        i = 0;    // x, y
+        i = 0; // x, y
         j = 1;
     }
 #undef ABS
@@ -86,14 +85,14 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
         b = u0 / u2;
         if (0.0f <= b && b <= 1.0f) {
             a = (v0 - b * v2) / v1;
-            if ((a >= 0.0f) && (( a + b ) <= 1.0f))
+            if ((a >= 0.0f) && ((a + b) <= 1.0f))
                 bInter = 1;
         }
     } else {
         b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1);
         if (0.0f <= b && b <= 1.0f) {
             a = (u0 - b * u2) / u1;
-            if ((a >= 0.0f) && (( a + b ) <= 1.0f ))
+            if ((a >= 0.0f) && ((a + b) <= 1.0f))
                 bInter = 1;
         }
     }
@@ -101,7 +100,7 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
     return bInter;
 }
 
-bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p)
+bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZp)
 {
     static float d;
     static float denom, mu;
@@ -112,27 +111,27 @@ bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p)
     n.y = (pb.z - pa.z) * (pc.x - pa.x) - (pb.x - pa.x) * (pc.z - pa.z);
     n.z = (pb.x - pa.x) * (pc.y - pa.y) - (pb.y - pa.y) * (pc.x - pa.x);
     Normalise(&n);
-    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
+    d = -n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-    if (fabs(denom) < 0.0000001)        // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
-    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
+    mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
     p->x = p1.x + mu * (p2.x - p1.x);
     p->y = p1.y + mu * (p2.y - p1.y);
     p->z = p1.z + mu * (p2.z - p1.z);
-    if (mu < 0 || mu > 1)   // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
 
-    if (!PointInTriangle( p, n, &pa, &pb, &pc)) {
+    if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
         return 0;
     }
 
     return 1;
 }
 
-float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p)
+float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZp)
 {
     static float d;
     static float denom, mu;
@@ -143,52 +142,52 @@ float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p)
     n.y = (pb.z - pa.z) * (pc.x - pa.x) - (pb.x - pa.x) * (pc.z - pa.z);
     n.z = (pb.x - pa.x) * (pc.y - pa.y) - (pb.y - pa.y) * (pc.x - pa.x);
     Normalise(&n);
-    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
+    d = -n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-    if (fabs(denom) < 0.0000001)        // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
-    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
+    mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
     p->x = p1.x + mu * (p2.x - p1.x);
     p->y = p1.y + mu * (p2.y - p1.y);
     p->z = p1.z + mu * (p2.z - p1.z);
-    if (mu < 0 || mu > 1)   // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
 
-    if (!PointInTriangle( p, n, &pa, &pb, &pc)) {
+    if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
         return 0;
     }
 
     return 1;
 }
 
-float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ n, XYZ *p)
+float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ n, XYZp)
 {
     static float d;
     static float denom, mu;
 
     //Calculate the parameters for the plane
-    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
+    d = -n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-    if (fabs(denom) < 0.0000001)        // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
-    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
+    mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
     p->x = p1.x + mu * (p2.x - p1.x);
     p->y = p1.y + mu * (p2.y - p1.y);
     p->z = p1.z + mu * (p2.z - p1.z);
-    if (mu < 0 || mu > 1)   // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
 
-    if (!PointInTriangle( p, n, &pa, &pb, &pc)) {
+    if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
         return 0;
     }
     return 1;
 }
 
-float LineFacetd(XYZ *p1, XYZ *p2, XYZ *pa, XYZ *pb, XYZ *pc, XYZ *p)
+float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* p)
 {
     static float d;
     static float denom, mu;
@@ -199,49 +198,46 @@ float LineFacetd(XYZ *p1, XYZ *p2, XYZ *pa, XYZ *pb, XYZ *pc, XYZ *p)
     n.y = (pb->z - pa->z) * (pc->x - pa->x) - (pb->x - pa->x) * (pc->z - pa->z);
     n.z = (pb->x - pa->x) * (pc->y - pa->y) - (pb->y - pa->y) * (pc->x - pa->x);
     Normalise(&n);
-    d = - n.x * pa->x - n.y * pa->y - n.z * pa->z;
-
+    d = -n.x * pa->x - n.y * pa->y - n.z * pa->z;
 
     //Calculate the position on the line that intersects the plane
     denom = n.x * (p2->x - p1->x) + n.y * (p2->y - p1->y) + n.z * (p2->z - p1->z);
-    if (fabs(denom) < 0.0000001)        // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
-    mu = - (d + n.x * p1->x + n.y * p1->y + n.z * p1->z) / denom;
+    mu = -(d + n.x * p1->x + n.y * p1->y + n.z * p1->z) / denom;
     p->x = p1->x + mu * (p2->x - p1->x);
     p->y = p1->y + mu * (p2->y - p1->y);
     p->z = p1->z + mu * (p2->z - p1->z);
-    if (mu < 0 || mu > 1)   // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
 
-    if (!PointInTriangle( p, n, pa, pb, pc)) {
+    if (!PointInTriangle(p, n, pa, pb, pc)) {
         return 0;
     }
     return 1;
 }
 
-float LineFacetd(XYZ *p1, XYZ *p2, XYZ *pa, XYZ *pb, XYZ *pc, XYZ *n, XYZ *p)
+float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* n, XYZ* p)
 {
     static float d;
     static float denom, mu;
 
     //Calculate the parameters for the plane
-    d = - n->x * pa->x - n->y * pa->y - n->z * pa->z;
+    d = -n->x * pa->x - n->y * pa->y - n->z * pa->z;
 
     //Calculate the position on the line that intersects the plane
     denom = n->x * (p2->x - p1->x) + n->y * (p2->y - p1->y) + n->z * (p2->z - p1->z);
-    if (fabs(denom) < 0.0000001)        // Line and plane don't intersect
+    if (fabs(denom) < 0.0000001) // Line and plane don't intersect
         return 0;
-    mu = - (d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom;
+    mu = -(d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom;
     p->x = p1->x + mu * (p2->x - p1->x);
     p->y = p1->y + mu * (p2->y - p1->y);
     p->z = p1->z + mu * (p2->z - p1->z);
-    if (mu < 0 || mu > 1)   // Intersection not along line segment
+    if (mu < 0 || mu > 1) // Intersection not along line segment
         return 0;
 
-    if (!PointInTriangle( p, *n, pa, pb, pc)) {
+    if (!PointInTriangle(p, *n, pa, pb, pc)) {
         return 0;
     }
     return 1;
 }
-
-
index 91dd2ed7efa6c0336062989809d964ccb38c5691..4242ff03670609bcf1c6affaa2a8d086baba3ce6 100644 (file)
@@ -36,7 +36,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 using namespace Game;
 
 extern float multiplier;
-extern std::set<std::pair<int,int>> resolutions;
+extern std::set<std::pair<int, int>> resolutions;
 extern int mainmenu;
 extern std::vector<CampaignLevel> campaignlevels;
 extern float musicvolume[4];
@@ -57,22 +57,22 @@ bool newuserblink = false;
 std::vector<MenuItem> Menu::items;
 
 MenuItem::MenuItem(MenuItemType _type, int _id, const string& _text, Texture _texture,
-          int _x, int _y, int _w, int _h, float _r, float _g, float _b,
-          float _linestartsize, float _lineendsize):
-    type(_type),
-    id(_id),
-    text(_text),
-    texture(_texture),
-    x(_x),
-    y(_y),
-    w(_w),
-    h(_h),
-    r(_r),
-    g(_g),
-    b(_b),
-    effectfade(0),
-    linestartsize(_linestartsize),
-    lineendsize(_lineendsize)
+                   int _x, int _y, int _w, int _h, float _r, float _g, float _b,
+                   float _linestartsize, float _lineendsize)
+    : type(_type)
+    , id(_id)
+    , text(_text)
+    , texture(_texture)
+    , x(_x)
+    , y(_y)
+    , w(_w)
+    , h(_h)
+    , r(_r)
+    , g(_g)
+    , b(_b)
+    , effectfade(0)
+    , linestartsize(_linestartsize)
+    lineendsize(_lineendsize)
 {
     if (type == MenuItem::BUTTON) {
         if (w == -1) {
@@ -182,105 +182,104 @@ void Menu::drawItems()
     glEnable(GL_BLEND);
     for (vector<MenuItem>::iterator it = items.begin(); it != items.end(); it++) {
         switch (it->type) {
-        case MenuItem::IMAGE:
-        case MenuItem::IMAGEBUTTON:
-        case MenuItem::MAPMARKER:
-            glColor4f(it->r, it->g, it->b, 1);
-            glPushMatrix();
-            if (it->type == MenuItem::MAPMARKER) {
-                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                glTranslatef(2.5, -4.5, 0); //from old code
-            } else {
-                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-            }
-            it->texture.bind();
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-            glBegin(GL_QUADS);
-            glTexCoord2f(0, 0);
-            glVertex3f(it->x, it->y, 0);
-            glTexCoord2f(1, 0);
-            glVertex3f(it->x + it->w, it->y, 0);
-            glTexCoord2f(1, 1);
-            glVertex3f(it->x + it->w, it->y + it->h, 0);
-            glTexCoord2f(0, 1);
-            glVertex3f(it->x, it->y + it->h, 0);
-            glEnd();
-            if (it->type != MenuItem::IMAGE) {
-                //mouseover highlight
-                for (int i = 0; i < 10; i++) {
-                    if (1 - ((float)i) / 10 - (1 - it->effectfade) > 0) {
-                        glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade))*.25);
-                        glBegin(GL_QUADS);
-                        glTexCoord2f(0, 0);
-                        glVertex3f(it->x - ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0);
-                        glTexCoord2f(1, 0);
-                        glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0);
-                        glTexCoord2f(1, 1);
-                        glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0);
-                        glTexCoord2f(0, 1);
-                        glVertex3f(it->x - ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0);
-                        glEnd();
+            case MenuItem::IMAGE:
+            case MenuItem::IMAGEBUTTON:
+            case MenuItem::MAPMARKER:
+                glColor4f(it->r, it->g, it->b, 1);
+                glPushMatrix();
+                if (it->type == MenuItem::MAPMARKER) {
+                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    glTranslatef(2.5, -4.5, 0); //from old code
+                } else {
+                    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                }
+                it->texture.bind();
+                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+                glBegin(GL_QUADS);
+                glTexCoord2f(0, 0);
+                glVertex3f(it->x, it->y, 0);
+                glTexCoord2f(1, 0);
+                glVertex3f(it->x + it->w, it->y, 0);
+                glTexCoord2f(1, 1);
+                glVertex3f(it->x + it->w, it->y + it->h, 0);
+                glTexCoord2f(0, 1);
+                glVertex3f(it->x, it->y + it->h, 0);
+                glEnd();
+                if (it->type != MenuItem::IMAGE) {
+                    //mouseover highlight
+                    for (int i = 0; i < 10; i++) {
+                        if (1 - ((float)i) / 10 - (1 - it->effectfade) > 0) {
+                            glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade)) * .25);
+                            glBegin(GL_QUADS);
+                            glTexCoord2f(0, 0);
+                            glVertex3f(it->x - ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0);
+                            glTexCoord2f(1, 0);
+                            glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0);
+                            glTexCoord2f(1, 1);
+                            glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0);
+                            glTexCoord2f(0, 1);
+                            glVertex3f(it->x - ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0);
+                            glEnd();
+                        }
                     }
                 }
-            }
-            glPopMatrix();
-            break;
-        case MenuItem::LABEL:
-        case MenuItem::BUTTON:
-            glColor4f(it->r, it->g, it->b, 1);
-            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-            Game::text->glPrint(it->x, it->y, it->text.c_str(), 0, 1, 640, 480);
-            if (it->type != MenuItem::LABEL) {
-                //mouseover highlight
-                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                for (int i = 0; i < 15; i++) {
-                    if (1 - ((float)i) / 15 - (1 - it->effectfade) > 0) {
-                        glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade))*.25);
-                        Game::text->glPrint(it->x - ((float)i), it->y, it->text.c_str(), 0, 1 + ((float)i) / 70, 640, 480);
+                glPopMatrix();
+                break;
+            case MenuItem::LABEL:
+            case MenuItem::BUTTON:
+                glColor4f(it->r, it->g, it->b, 1);
+                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                Game::text->glPrint(it->x, it->y, it->text.c_str(), 0, 1, 640, 480);
+                if (it->type != MenuItem::LABEL) {
+                    //mouseover highlight
+                    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                    for (int i = 0; i < 15; i++) {
+                        if (1 - ((float)i) / 15 - (1 - it->effectfade) > 0) {
+                            glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade)) * .25);
+                            Game::text->glPrint(it->x - ((float)i), it->y, it->text.c_str(), 0, 1 + ((float)i) / 70, 640, 480);
+                        }
                     }
                 }
-            }
-            break;
-        case MenuItem::MAPLABEL:
-            Game::text->glPrintOutlined(0.9, 0, 0, 1, it->x, it->y, it->text.c_str(), 0, 0.6, 640, 480);
-            break;
-        case MenuItem::MAPLINE: {
-            XYZ linestart;
-            linestart.x = it->x;
-            linestart.y = it->y;
-            linestart.z = 0;
-            XYZ lineend;
-            lineend.x = it->x + it->w;
-            lineend.y = it->y + it->h;
-            lineend.z = 0;
-            XYZ offset = lineend - linestart;
-            XYZ fac = offset;
-            Normalise(&fac);
-            offset = DoRotation(offset, 0, 0, 90);
-            Normalise(&offset);
-
-            linestart += fac * 4 * it->linestartsize;
-            lineend -= fac * 4 * it->lineendsize;
-
-            glDisable(GL_TEXTURE_2D);
-            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-            glColor4f(it->r, it->g, it->b, 1);
-            glPushMatrix();
-            glTranslatef(2, -5, 0); //from old code
-            glBegin(GL_QUADS);
-            glVertex3f(linestart.x - offset.x * it->linestartsize, linestart.y - offset.y * it->linestartsize, 0.0f);
-            glVertex3f(linestart.x + offset.x * it->linestartsize, linestart.y + offset.y * it->linestartsize, 0.0f);
-            glVertex3f(lineend.x + offset.x * it->lineendsize, lineend.y + offset.y * it->lineendsize, 0.0f);
-            glVertex3f(lineend.x - offset.x * it->lineendsize, lineend.y - offset.y * it->lineendsize, 0.0f);
-            glEnd();
-            glPopMatrix();
-            glEnable(GL_TEXTURE_2D);
-        }
-        break;
-        default:
-        case MenuItem::NONE:
-        break;
+                break;
+            case MenuItem::MAPLABEL:
+                Game::text->glPrintOutlined(0.9, 0, 0, 1, it->x, it->y, it->text.c_str(), 0, 0.6, 640, 480);
+                break;
+            case MenuItem::MAPLINE: {
+                XYZ linestart;
+                linestart.x = it->x;
+                linestart.y = it->y;
+                linestart.z = 0;
+                XYZ lineend;
+                lineend.x = it->x + it->w;
+                lineend.y = it->y + it->h;
+                lineend.z = 0;
+                XYZ offset = lineend - linestart;
+                XYZ fac = offset;
+                Normalise(&fac);
+                offset = DoRotation(offset, 0, 0, 90);
+                Normalise(&offset);
+
+                linestart += fac * 4 * it->linestartsize;
+                lineend -= fac * 4 * it->lineendsize;
+
+                glDisable(GL_TEXTURE_2D);
+                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                glColor4f(it->r, it->g, it->b, 1);
+                glPushMatrix();
+                glTranslatef(2, -5, 0); //from old code
+                glBegin(GL_QUADS);
+                glVertex3f(linestart.x - offset.x * it->linestartsize, linestart.y - offset.y * it->linestartsize, 0.0f);
+                glVertex3f(linestart.x + offset.x * it->linestartsize, linestart.y + offset.y * it->linestartsize, 0.0f);
+                glVertex3f(lineend.x + offset.x * it->lineendsize, lineend.y + offset.y * it->lineendsize, 0.0f);
+                glVertex3f(lineend.x - offset.x * it->lineendsize, lineend.y - offset.y * it->lineendsize, 0.0f);
+                glEnd();
+                glPopMatrix();
+                glEnable(GL_TEXTURE_2D);
+            } break;
+            default:
+            case MenuItem::NONE:
+                break;
         }
     }
 }
@@ -293,12 +292,18 @@ void Menu::updateSettingsMenu()
     }
     setText(0, sbuf);
     setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
-    if (newdetail == 0) setText(1, "Detail: Low");
-    if (newdetail == 1) setText(1, "Detail: Medium");
-    if (newdetail == 2) setText(1, "Detail: High");
-    if (bloodtoggle == 0) setText(2, "Blood: Off");
-    if (bloodtoggle == 1) setText(2, "Blood: On, low detail");
-    if (bloodtoggle == 2) setText(2, "Blood: On, high detail (slower)");
+    if (newdetail == 0)
+        setText(1, "Detail: Low");
+    if (newdetail == 1)
+        setText(1, "Detail: Medium");
+    if (newdetail == 2)
+        setText(1, "Detail: High");
+    if (bloodtoggle == 0)
+        setText(2, "Blood: Off");
+    if (bloodtoggle == 1)
+        setText(2, "Blood: On, low detail");
+    if (bloodtoggle == 2)
+        setText(2, "Blood: On, high detail (slower)");
     setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
     setText(5, decalstoggle ? "Decals: Enabled (slower)" : "Decals: Disabled");
     setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
@@ -322,17 +327,17 @@ void Menu::updateStereoConfigMenu()
 
 void Menu::updateControlsMenu()
 {
-    setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
-    setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
-    setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
-    setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
-    setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
-    setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
-    setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
-    setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
-    setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
+    setText(0, (string) "Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
+    setText(1, (string) "Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
+    setText(2, (string) "Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
+    setText(3, (string) "Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
+    setText(4, (string) "Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
+    setText(5, (string) "Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
+    setText(6, (string) "Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
+    setText(7, (string) "Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
+    setText(8, (string) "Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
     if (devtools) {
-        setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
+        setText(9, (string) "Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
     }
 }
 
@@ -356,146 +361,144 @@ void Menu::Load()
 {
     clearMenu();
     switch (mainmenu) {
-    case 1:
-    case 2:
-        addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
-        addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
-        addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
-        addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
-        break;
-    case 3:
-        addButton( 0, "", 10 + 20, 440);
-        addButton(14, "", 10 + 400, 440);
-        addButton( 1, "", 10 + 60, 405);
-        addButton( 2, "", 10 + 70, 370);
-        addButton( 4, "", 10   , 335);
-        addButton( 5, "", 10 + 60, 300);
-        addButton( 6, "", 10 + 70, 265);
-        addButton( 9, "", 10   , 230);
-        addButton(10, "", 20   , 195);
-        addButton(11, "", 10 + 60, 160);
-        addButton(13, "", 30   , 125);
-        addButton( 7, "-Configure Controls-", 10 + 15, 90);
-        addButton(12, "-Configure Stereo -", 10 + 15, 55);
-        addButton(8, "Back", 10, 10);
-        updateSettingsMenu();
-        break;
-    case 4:
-        addButton(0, "", 10   , 400);
-        addButton(1, "", 10 + 40, 360);
-        addButton(2, "", 10 + 40, 320);
-        addButton(3, "", 10 + 30, 280);
-        addButton(4, "", 10 + 20, 240);
-        addButton(5, "", 10 + 40, 200);
-        addButton(6, "", 10 + 40, 160);
-        addButton(7, "", 10 + 30, 120);
-        addButton(8, "", 10 + 20, 80);
-        if (devtools) {
-            addButton(9, "", 10 + 10, 40);
-        }
-        addButton(devtools ? 10 : 9, "Back", 10, 10);
-        updateControlsMenu();
-        break;
-    case 5: {
-        LoadCampaign();
-        addLabel(-1, Account::active().getName(), 5, 400);
-        addButton(1, "Tutorial", 5, 300);
-        addButton(2, "Challenge", 5, 240);
-        addButton(3, "Delete User", 400, 10);
-        addButton(4, "Main Menu", 5, 10);
-        addButton(5, "Change User", 5, 180);
-        addButton(6, "Campaign : " + Account::active().getCurrentCampaign(), 200, 420);
-
-        //show campaign map
-        //with (2,-5) offset from old code
-        addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
-        //show levels
-        int numlevels = Account::active().getCampaignChoicesMade();
-        numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
-        for (int i = 0; i < numlevels; i++) {
-            XYZ midpoint = campaignlevels[i].getCenter();
-            float itemsize = campaignlevels[i].getWidth();
-            const bool active = (i >= Account::active().getCampaignChoicesMade());
-            if (!active) {
-                itemsize /= 2;
+        case 1:
+        case 2:
+            addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
+            addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
+            addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
+            addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
+            break;
+        case 3:
+            addButton(0, "", 10 + 20, 440);
+            addButton(14, "", 10 + 400, 440);
+            addButton(1, "", 10 + 60, 405);
+            addButton(2, "", 10 + 70, 370);
+            addButton(4, "", 10, 335);
+            addButton(5, "", 10 + 60, 300);
+            addButton(6, "", 10 + 70, 265);
+            addButton(9, "", 10, 230);
+            addButton(10, "", 20, 195);
+            addButton(11, "", 10 + 60, 160);
+            addButton(13, "", 30, 125);
+            addButton(7, "-Configure Controls-", 10 + 15, 90);
+            addButton(12, "-Configure Stereo -", 10 + 15, 55);
+            addButton(8, "Back", 10, 10);
+            updateSettingsMenu();
+            break;
+        case 4:
+            addButton(0, "", 10, 400);
+            addButton(1, "", 10 + 40, 360);
+            addButton(2, "", 10 + 40, 320);
+            addButton(3, "", 10 + 30, 280);
+            addButton(4, "", 10 + 20, 240);
+            addButton(5, "", 10 + 40, 200);
+            addButton(6, "", 10 + 40, 160);
+            addButton(7, "", 10 + 30, 120);
+            addButton(8, "", 10 + 20, 80);
+            if (devtools) {
+                addButton(9, "", 10 + 10, 40);
             }
+            addButton(devtools ? 10 : 9, "Back", 10, 10);
+            updateControlsMenu();
+            break;
+        case 5: {
+            LoadCampaign();
+            addLabel(-1, Account::active().getName(), 5, 400);
+            addButton(1, "Tutorial", 5, 300);
+            addButton(2, "Challenge", 5, 240);
+            addButton(3, "Delete User", 400, 10);
+            addButton(4, "Main Menu", 5, 10);
+            addButton(5, "Change User", 5, 180);
+            addButton(6, "Campaign : " + Account::active().getCurrentCampaign(), 200, 420);
+
+            //show campaign map
+            //with (2,-5) offset from old code
+            addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
+            //show levels
+            int numlevels = Account::active().getCampaignChoicesMade();
+            numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
+            for (int i = 0; i < numlevels; i++) {
+                XYZ midpoint = campaignlevels[i].getCenter();
+                float itemsize = campaignlevels[i].getWidth();
+                const bool active = (i >= Account::active().getCampaignChoicesMade());
+                if (!active) {
+                    itemsize /= 2;
+                }
 
-            if (i >= 1) {
-                XYZ start = campaignlevels[i - 1].getCenter();
-                addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
-            }
-            addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
-                               midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
+                if (i >= 1) {
+                    XYZ start = campaignlevels[i - 1].getCenter();
+                    addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
+                }
+                addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
+                             midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
 
-            if (active) {
-                addMapLabel(-2, campaignlevels[i].description,
-                                  campaignlevels[i].getStartX() + 10,
-                                  campaignlevels[i].getStartY() - 4);
+                if (active) {
+                    addMapLabel(-2, campaignlevels[i].description,
+                                campaignlevels[i].getStartX() + 10,
+                                campaignlevels[i].getStartY() - 4);
+                }
             }
-        }
-    }
-    break;
-    case 6:
-        addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
-        addButton(1, "Yes", 10, 360);
-        addButton(2, "No", 10, 320);
-        break;
-    case 7:
-        if (Account::getNbAccounts() < 8)
-            addButton(0, "New User", 10, 400);
-        else
-            addLabel(0, "No More Users", 10, 400);
-        addLabel(-2, "", 20, 400);
-        addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
-        for (int i = 0; i < Account::getNbAccounts(); i++) {
-            addButton(i + 1, Account::get(i).getName(), 10, 340 - 20 * (i + 1));
-        }
-        break;
-    case 8:
-        addButton(0, "Easier", 10, 400);
-        addButton(1, "Difficult", 10, 360);
-        addButton(2, "Insane", 10, 320);
-        break;
-    case 9:
-        for (int i = 0; i < numchallengelevels; i++) {
-            string name = "Level ";
-            name += to_string(i + 1);
-            if (name.size() < 17) {
-                name.append((17 - name.size()), ' ');
+        } break;
+        case 6:
+            addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
+            addButton(1, "Yes", 10, 360);
+            addButton(2, "No", 10, 320);
+            break;
+        case 7:
+            if (Account::getNbAccounts() < 8)
+                addButton(0, "New User", 10, 400);
+            else
+                addLabel(0, "No More Users", 10, 400);
+            addLabel(-2, "", 20, 400);
+            addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
+            for (int i = 0; i < Account::getNbAccounts(); i++) {
+                addButton(i + 1, Account::get(i).getName(), 10, 340 - 20 * (i + 1));
             }
-            name += to_string(int(Account::active().getHighScore(i)));
-            if (name.size() < 32) {
-                name.append((32 - name.size()), ' ');
+            break;
+        case 8:
+            addButton(0, "Easier", 10, 400);
+            addButton(1, "Difficult", 10, 360);
+            addButton(2, "Insane", 10, 320);
+            break;
+        case 9:
+            for (int i = 0; i < numchallengelevels; i++) {
+                string name = "Level ";
+                name += to_string(i + 1);
+                if (name.size() < 17) {
+                    name.append((17 - name.size()), ' ');
+                }
+                name += to_string(int(Account::active().getHighScore(i)));
+                if (name.size() < 32) {
+                    name.append((32 - name.size()), ' ');
+                }
+                int fasttime = (int)round(Account::active().getFastTime(i));
+                name += to_string(int((fasttime - fasttime % 60) / 60));
+                name += ":";
+                if (fasttime % 60 < 10)
+                    name += "0";
+                name += to_string(fasttime % 60);
+
+                addButton(i, name, 10, 400 - i * 25, i > Account::active().getProgress() ? 0.5 : 1, 0, 0);
             }
-            int fasttime = (int)round(Account::active().getFastTime(i));
-            name += to_string(int((fasttime - fasttime % 60) / 60));
-            name += ":";
-            if (fasttime % 60 < 10)
-                name += "0";
-            name += to_string(fasttime % 60);
-
-            addButton(i, name, 10, 400 - i * 25, i > Account::active().getProgress() ? 0.5 : 1, 0, 0);
-        }
 
-        addButton(-1, "             High Score      Best Time", 10, 440);
-        addButton(numchallengelevels, "Back", 10, 10);
-        break;
-    case 10: {
-        addLabel(0, "Congratulations!", 220, 330);
-        addLabel(1, "You have avenged your family and", 140, 300);
-        addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
-        addButton(3, "Back", 10, 10);
-        addLabel(4, string("Your score:         ") + to_string((int)Account::active().getCampaignScore()), 190, 200);
-        addLabel(5, string("Highest score:      ") + to_string((int)Account::active().getCampaignHighScore()), 190, 180);
-    }
-    break;
-    case 18:
-        addButton(0, "", 70, 400);
-        addButton(1, "", 10, 360);
-        addButton(2, "", 40, 320);
-        addButton(3, "Back", 10, 10);
-        updateStereoConfigMenu();
-        break;
+            addButton(-1, "             High Score      Best Time", 10, 440);
+            addButton(numchallengelevels, "Back", 10, 10);
+            break;
+        case 10: {
+            addLabel(0, "Congratulations!", 220, 330);
+            addLabel(1, "You have avenged your family and", 140, 300);
+            addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
+            addButton(3, "Back", 10, 10);
+            addLabel(4, string("Your score:         ") + to_string((int)Account::active().getCampaignScore()), 190, 200);
+            addLabel(5, string("Highest score:      ") + to_string((int)Account::active().getCampaignHighScore()), 190, 180);
+        } break;
+        case 18:
+            addButton(0, "", 70, 400);
+            addButton(1, "", 10, 360);
+            addButton(2, "", 40, 320);
+            addButton(3, "Back", 10, 10);
+            updateStereoConfigMenu();
+            break;
     }
 }
 
@@ -516,20 +519,20 @@ void Menu::Tick()
         }
         //go back
         switch (mainmenu) {
-        case 3:
-        case 5:
-            mainmenu = gameon ? 2 : 1;
-            break;
-        case 4:
-        case 18:
-            mainmenu = 3;
-            break;
-        case 6:
-        case 7:
-        case 9:
-        case 10:
-            mainmenu = 5;
-            break;
+            case 3:
+            case 5:
+                mainmenu = gameon ? 2 : 1;
+                break;
+            case 4:
+            case 18:
+                mainmenu = 3;
+                break;
+            case 6:
+            case 7:
+            case 9:
+            case 10:
+                mainmenu = 5;
+                break;
         }
     }
 
@@ -551,320 +554,320 @@ void Menu::Tick()
     static int oldmainmenu = mainmenu;
 
     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
-        set<pair<int,int>>::iterator newscreenresolution;
+        set<pair<int, int>>::iterator newscreenresolution;
         switch (mainmenu) {
-        case 1:
-        case 2:
-            switch (selected) {
             case 1:
-                if (gameon) { //resume
-                    mainmenu = 0;
-                    pause_sound(stream_menutheme);
-                    resume_stream(leveltheme);
-                } else { //new game
-                    fireSound(firestartsound);
-                    flash();
-                    mainmenu = (Account::hasActive() ? 5 : 7);
-                    selected = -1;
+            case 2:
+                switch (selected) {
+                    case 1:
+                        if (gameon) { //resume
+                            mainmenu = 0;
+                            pause_sound(stream_menutheme);
+                            resume_stream(leveltheme);
+                        } else { //new game
+                            fireSound(firestartsound);
+                            flash();
+                            mainmenu = (Account::hasActive() ? 5 : 7);
+                            selected = -1;
+                        }
+                        break;
+                    case 2: //options
+                        fireSound();
+                        flash();
+                        mainmenu = 3;
+                        if (newdetail > 2)
+                            newdetail = detail;
+                        if (newdetail < 0)
+                            newdetail = detail;
+                        if (newscreenwidth > 3000)
+                            newscreenwidth = screenwidth;
+                        if (newscreenwidth < 0)
+                            newscreenwidth = screenwidth;
+                        if (newscreenheight > 3000)
+                            newscreenheight = screenheight;
+                        if (newscreenheight < 0)
+                            newscreenheight = screenheight;
+                        break;
+                    case 3:
+                        fireSound();
+                        flash();
+                        if (gameon) { //end game
+                            gameon = 0;
+                            mainmenu = 1;
+                        } else { //quit
+                            tryquit = 1;
+                            pause_sound(stream_menutheme);
+                        }
+                        break;
                 }
                 break;
-            case 2: //options
-                fireSound();
-                flash();
-                mainmenu = 3;
-                if (newdetail > 2)
-                    newdetail = detail;
-                if (newdetail < 0)
-                    newdetail = detail;
-                if (newscreenwidth > 3000)
-                    newscreenwidth = screenwidth;
-                if (newscreenwidth < 0)
-                    newscreenwidth = screenwidth;
-                if (newscreenheight > 3000)
-                    newscreenheight = screenheight;
-                if (newscreenheight < 0)
-                    newscreenheight = screenheight;
-                break;
             case 3:
                 fireSound();
-                flash();
-                if (gameon) { //end game
-                    gameon = 0;
-                    mainmenu = 1;
-                } else { //quit
-                    tryquit = 1;
-                    pause_sound(stream_menutheme);
+                switch (selected) {
+                    case 0:
+                        newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
+                        /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
+                        newscreenresolution++;
+                        if (newscreenresolution == resolutions.end()) {
+                            /* It was the last one (or not found), go back to the beginning */
+                            newscreenresolution = resolutions.begin();
+                        }
+                        newscreenwidth = newscreenresolution->first;
+                        newscreenheight = newscreenresolution->second;
+                        break;
+                    case 1:
+                        newdetail++;
+                        if (newdetail > 2)
+                            newdetail = 0;
+                        break;
+                    case 2:
+                        bloodtoggle++;
+                        if (bloodtoggle > 2)
+                            bloodtoggle = 0;
+                        break;
+                    case 4:
+                        ismotionblur = !ismotionblur;
+                        break;
+                    case 5:
+                        decalstoggle = !decalstoggle;
+                        break;
+                    case 6:
+                        musictoggle = !musictoggle;
+                        if (musictoggle) {
+                            emit_stream_np(stream_menutheme);
+                        } else {
+                            pause_sound(leveltheme);
+                            pause_sound(stream_fighttheme);
+                            pause_sound(stream_menutheme);
+
+                            for (int i = 0; i < 4; i++) {
+                                oldmusicvolume[i] = 0;
+                                musicvolume[i] = 0;
+                            }
+                        }
+                        break;
+                    case 7: // controls
+                        flash();
+                        mainmenu = 4;
+                        selected = -1;
+                        keyselect = -1;
+                        break;
+                    case 8:
+                        flash();
+                        SaveSettings();
+                        mainmenu = gameon ? 2 : 1;
+                        break;
+                    case 9:
+                        invertmouse = !invertmouse;
+                        break;
+                    case 10:
+                        usermousesensitivity += .2;
+                        if (usermousesensitivity > 2)
+                            usermousesensitivity = .2;
+                        break;
+                    case 11:
+                        volume += .1f;
+                        if (volume > 1.0001f)
+                            volume = 0;
+                        OPENAL_SetSFXMasterVolume((int)(volume * 255));
+                        break;
+                    case 12:
+                        flash();
+                        newstereomode = stereomode;
+                        mainmenu = 18;
+                        keyselect = -1;
+                        break;
+                    case 13:
+                        showdamagebar = !showdamagebar;
+                        break;
+                    case 14:
+                        toggleFullscreen();
+                        break;
                 }
-                break;
-            }
-            break;
-        case 3:
-            fireSound();
-            switch (selected) {
-            case 0:
-                newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
-                /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
-                newscreenresolution++;
-                if (newscreenresolution == resolutions.end()) {
-                    /* It was the last one (or not found), go back to the beginning */
-                    newscreenresolution = resolutions.begin();
-                }
-                newscreenwidth  = newscreenresolution->first;
-                newscreenheight = newscreenresolution->second;
-                break;
-            case 1:
-                newdetail++;
-                if (newdetail > 2)
-                    newdetail = 0;
-                break;
-            case 2:
-                bloodtoggle++;
-                if (bloodtoggle > 2)
-                    bloodtoggle = 0;
+                updateSettingsMenu();
                 break;
             case 4:
-                ismotionblur = !ismotionblur;
+                if (!waiting) {
+                    fireSound();
+                    if (selected < (devtools ? 10 : 9) && keyselect == -1)
+                        keyselect = selected;
+                    if (keyselect != -1)
+                        setKeySelected();
+                    if (selected == (devtools ? 10 : 9)) {
+                        flash();
+                        mainmenu = 3;
+                    }
+                }
+                updateControlsMenu();
                 break;
             case 5:
-                decalstoggle = !decalstoggle;
+                fireSound();
+                flash();
+                if ((selected - NB_CAMPAIGN_MENU_ITEM >= Account::active().getCampaignChoicesMade())) {
+                    startbonustotal = 0;
+
+                    loading = 2;
+                    loadtime = 0;
+                    targetlevel = 7;
+                    if (firstLoadDone) {
+                        TickOnceAfter();
+                    } else {
+                        LoadStuff();
+                    }
+                    whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - Account::active().getCampaignChoicesMade();
+                    actuallevel = (Account::active().getCampaignChoicesMade() > 0 ? campaignlevels[Account::active().getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
+                    visibleloading = true;
+                    stillloading = 1;
+                    LoadLevel(campaignlevels[actuallevel].mapname.c_str());
+                    campaign = 1;
+                    mainmenu = 0;
+                    gameon = 1;
+                    pause_sound(stream_menutheme);
+                }
+                switch (selected) {
+                    case 1:
+                        startbonustotal = 0;
+
+                        loading = 2;
+                        loadtime = 0;
+                        targetlevel = -1;
+                        if (firstLoadDone) {
+                            TickOnceAfter();
+                        } else {
+                            LoadStuff();
+                        }
+                        LoadLevel(-1);
+
+                        mainmenu = 0;
+                        gameon = 1;
+                        pause_sound(stream_menutheme);
+                        break;
+                    case 2:
+                        mainmenu = 9;
+                        break;
+                    case 3:
+                        mainmenu = 6;
+                        break;
+                    case 4:
+                        mainmenu = (gameon ? 2 : 1);
+                        break;
+                    case 5:
+                        mainmenu = 7;
+                        break;
+                    case 6:
+                        vector<string> campaigns = ListCampaigns();
+                        vector<string>::iterator c;
+                        if ((c = find(campaigns.begin(), campaigns.end(), Account::active().getCurrentCampaign())) == campaigns.end()) {
+                            if (!campaigns.empty())
+                                Account::active().setCurrentCampaign(campaigns.front());
+                        } else {
+                            c++;
+                            if (c == campaigns.end())
+                                c = campaigns.begin();
+                            Account::active().setCurrentCampaign(*c);
+                        }
+                        Load();
+                        break;
+                }
                 break;
             case 6:
-                musictoggle = !musictoggle;
-                if (musictoggle) {
-                    emit_stream_np(stream_menutheme);
-                } else {
-                    pause_sound(leveltheme);
-                    pause_sound(stream_fighttheme);
-                    pause_sound(stream_menutheme);
-
-                    for (int i = 0; i < 4; i++) {
-                        oldmusicvolume[i] = 0;
-                        musicvolume[i] = 0;
-                    }
+                fireSound();
+                if (selected == 1) {
+                    flash();
+                    Account::destroyActive();
+                    mainmenu = 7;
+                } else if (selected == 2) {
+                    flash();
+                    mainmenu = 5;
                 }
                 break;
-            case 7: // controls
-                flash();
-                mainmenu = 4;
-                selected = -1;
-                keyselect = -1;
+            case 7:
+                fireSound();
+                if (selected == 0 && Account::getNbAccounts() < 8) {
+                    entername = 1;
+                } else if (selected < Account::getNbAccounts() + 1) {
+                    flash();
+                    mainmenu = 5;
+                    Account::setActive(selected - 1);
+                } else if (selected == Account::getNbAccounts() + 1) {
+                    flash();
+                    if (Account::hasActive()) {
+                        mainmenu = 5;
+                    } else {
+                        mainmenu = 1;
+                    }
+                    newusername.clear();
+                    newuserselected = 0;
+                    entername = 0;
+                }
                 break;
             case 8:
+                fireSound();
                 flash();
-                SaveSettings();
-                mainmenu = gameon ? 2 : 1;
+                if (selected <= 2)
+                    Account::active().setDifficulty(selected);
+                mainmenu = 5;
                 break;
             case 9:
-                invertmouse = !invertmouse;
-                break;
-            case 10:
-                usermousesensitivity += .2;
-                if (usermousesensitivity > 2)
-                    usermousesensitivity = .2;
-                break;
-            case 11:
-                volume += .1f;
-                if (volume > 1.0001f)
-                    volume = 0;
-                OPENAL_SetSFXMasterVolume((int)(volume * 255));
-                break;
-            case 12:
-                flash();
-                newstereomode = stereomode;
-                mainmenu = 18;
-                keyselect = -1;
-                break;
-            case 13:
-                showdamagebar = !showdamagebar;
-                break;
-            case 14:
-                toggleFullscreen();
-                break;
-            }
-            updateSettingsMenu();
-            break;
-        case 4:
-            if (!waiting) {
-                fireSound();
-                if (selected < (devtools ? 10 : 9) && keyselect == -1)
-                    keyselect = selected;
-                if (keyselect != -1)
-                    setKeySelected();
-                if (selected == (devtools ? 10 : 9)) {
+                if (selected < numchallengelevels && selected <= Account::active().getProgress()) {
+                    fireSound();
                     flash();
-                    mainmenu = 3;
-                }
-            }
-            updateControlsMenu();
-            break;
-        case 5:
-            fireSound();
-            flash();
-            if ((selected - NB_CAMPAIGN_MENU_ITEM >= Account::active().getCampaignChoicesMade())) {
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = 7;
-                if (firstLoadDone) {
-                    TickOnceAfter();
-                } else {
-                    LoadStuff();
-                }
-                whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - Account::active().getCampaignChoicesMade();
-                actuallevel = (Account::active().getCampaignChoicesMade() > 0 ? campaignlevels[Account::active().getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
-                visibleloading = true;
-                stillloading = 1;
-                LoadLevel(campaignlevels[actuallevel].mapname.c_str());
-                campaign = 1;
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-            }
-            switch (selected) {
-            case 1:
-                startbonustotal = 0;
 
-                loading = 2;
-                loadtime = 0;
-                targetlevel = -1;
-                if (firstLoadDone) {
-                    TickOnceAfter();
-                } else {
-                    LoadStuff();
-                }
-                LoadLevel(-1);
+                    startbonustotal = 0;
 
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-                break;
-            case 2:
-                mainmenu = 9;
-                break;
-            case 3:
-                mainmenu = 6;
-                break;
-            case 4:
-                mainmenu = (gameon ? 2 : 1);
-                break;
-            case 5:
-                mainmenu = 7;
-                break;
-            case 6:
-                vector<string> campaigns = ListCampaigns();
-                vector<string>::iterator c;
-                if ((c = find(campaigns.begin(), campaigns.end(), Account::active().getCurrentCampaign())) == campaigns.end()) {
-                    if (!campaigns.empty())
-                        Account::active().setCurrentCampaign(campaigns.front());
-                } else {
-                    c++;
-                    if (c == campaigns.end())
-                        c = campaigns.begin();
-                    Account::active().setCurrentCampaign(*c);
+                    loading = 2;
+                    loadtime = 0;
+                    targetlevel = selected;
+                    if (firstLoadDone) {
+                        TickOnceAfter();
+                    } else {
+                        LoadStuff();
+                    }
+                    LoadLevel(selected);
+                    campaign = 0;
+
+                    mainmenu = 0;
+                    gameon = 1;
+                    pause_sound(stream_menutheme);
                 }
-                Load();
-                break;
-            }
-            break;
-        case 6:
-            fireSound();
-            if (selected == 1) {
-                flash();
-                Account::destroyActive();
-                mainmenu = 7;
-            } else if (selected == 2) {
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 7:
-            fireSound();
-            if (selected == 0 && Account::getNbAccounts() < 8) {
-                entername = 1;
-            } else if (selected < Account::getNbAccounts() + 1) {
-                flash();
-                mainmenu = 5;
-                Account::setActive(selected - 1);
-            } else if (selected == Account::getNbAccounts() + 1) {
-                flash();
-                if (Account::hasActive()) {
+                if (selected == numchallengelevels) {
+                    fireSound();
+                    flash();
                     mainmenu = 5;
-                } else {
-                    mainmenu = 1;
                 }
-                newusername.clear();
-                newuserselected = 0;
-                entername = 0;
-            }
-            break;
-        case 8:
-            fireSound();
-            flash();
-            if (selected <= 2)
-                Account::active().setDifficulty(selected);
-            mainmenu = 5;
-            break;
-        case 9:
-            if (selected < numchallengelevels && selected <= Account::active().getProgress()) {
-                fireSound();
-                flash();
-
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = selected;
-                if (firstLoadDone) {
-                    TickOnceAfter();
-                } else {
-                    LoadStuff();
+                break;
+            case 10:
+                if (selected == 3) {
+                    fireSound();
+                    flash();
+                    mainmenu = 5;
                 }
-                LoadLevel(selected);
-                campaign = 0;
-
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-            }
-            if (selected == numchallengelevels) {
-                fireSound();
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 10:
-            if (selected == 3) {
-                fireSound();
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 18:
-            if (selected == 1)
-                stereoseparation += 0.001;
-            else {
-                fireSound();
-                if (selected == 0) {
-                    newstereomode = (StereoMode)(newstereomode + 1);
-                    while (!CanInitStereo(newstereomode)) {
-                        printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
+                break;
+            case 18:
+                if (selected == 1)
+                    stereoseparation += 0.001;
+                else {
+                    fireSound();
+                    if (selected == 0) {
                         newstereomode = (StereoMode)(newstereomode + 1);
-                        if (newstereomode >= stereoCount)
-                            newstereomode = stereoNone;
+                        while (!CanInitStereo(newstereomode)) {
+                            printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
+                            newstereomode = (StereoMode)(newstereomode + 1);
+                            if (newstereomode >= stereoCount)
+                                newstereomode = stereoNone;
+                        }
+                    } else if (selected == 2) {
+                        stereoreverse = !stereoreverse;
+                    } else if (selected == 3) {
+                        flash();
+                        mainmenu = 3;
+
+                        stereomode = newstereomode;
+                        InitStereo(stereomode);
                     }
-                } else if (selected == 2) {
-                    stereoreverse = !stereoreverse;
-                } else if (selected == 3) {
-                    flash();
-                    mainmenu = 3;
-
-                    stereomode = newstereomode;
-                    InitStereo(stereomode);
                 }
-            }
-            updateStereoConfigMenu();
-            break;
+                updateStereoConfigMenu();
+                break;
         }
     }
 
@@ -872,7 +875,7 @@ void Menu::Tick()
 
     if (entername) {
         inputText(newusername, &newuserselected);
-        if (!waiting) { // the input as finished
+        if (!waiting) {                 // the input as finished
             if (!newusername.empty()) { // with enter
                 Account::add(string(newusername));
 
@@ -905,7 +908,6 @@ void Menu::Tick()
     if (oldmainmenu != mainmenu)
         Load();
     oldmainmenu = mainmenu;
-
 }
 
 int setKeySelected_thread(void*)
@@ -916,51 +918,51 @@ int setKeySelected_thread(void*)
     while (scancode == -1) {
         SDL_WaitEvent(&evenement);
         switch (evenement.type) {
-        case SDL_KEYDOWN:
-            scancode = evenement.key.keysym.scancode;
-            break;
-        case SDL_MOUSEBUTTONDOWN:
-            scancode = SDL_NUM_SCANCODES + evenement.button.button;
-            break;
-        default:
-            break;
+            case SDL_KEYDOWN:
+                scancode = evenement.key.keysym.scancode;
+                break;
+            case SDL_MOUSEBUTTONDOWN:
+                scancode = SDL_NUM_SCANCODES + evenement.button.button;
+                break;
+            default:
+                break;
         }
     }
     if (scancode != SDL_SCANCODE_ESCAPE) {
         fireSound();
         switch (keyselect) {
-        case 0:
-            forwardkey = scancode;
-            break;
-        case 1:
-            backkey = scancode;
-            break;
-        case 2:
-            leftkey = scancode;
-            break;
-        case 3:
-            rightkey = scancode;
-            break;
-        case 4:
-            crouchkey = scancode;
-            break;
-        case 5:
-            jumpkey = scancode;
-            break;
-        case 6:
-            drawkey = scancode;
-            break;
-        case 7:
-            throwkey = scancode;
-            break;
-        case 8:
-            attackkey = scancode;
-            break;
-        case 9:
-            consolekey = scancode;
-            break;
-        default:
-            break;
+            case 0:
+                forwardkey = scancode;
+                break;
+            case 1:
+                backkey = scancode;
+                break;
+            case 2:
+                leftkey = scancode;
+                break;
+            case 3:
+                rightkey = scancode;
+                break;
+            case 4:
+                crouchkey = scancode;
+                break;
+            case 5:
+                jumpkey = scancode;
+                break;
+            case 6:
+                drawkey = scancode;
+                break;
+            case 7:
+                throwkey = scancode;
+                break;
+            case 8:
+                attackkey = scancode;
+                break;
+            case 9:
+                consolekey = scancode;
+                break;
+            default:
+                break;
         }
     }
     keyselect = -1;
@@ -974,7 +976,7 @@ void Menu::setKeySelected()
     waiting = true;
     printf("launch thread\n");
     SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL, NULL);
-    if ( thread == NULL ) {
+    if (thread == NULL) {
         fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());
         waiting = false;
         return;
index 13f124cb6ff873b41f0cd7bcc83b10c0714dde53..f0dd169b3b05dd02e01eaa96d6057b329e463187 100644 (file)
@@ -47,30 +47,31 @@ Texture Object::rocktextureptr;
 
 //Functions
 
-Object::Object() :
-    position(),
-    type(boxtype),
-    yaw(0),
-    pitch(0),
-    rotx(0),
-    rotxvel(0),
-    roty(0),
-    rotyvel(0),
-    possible(false),
-    model(),
-    displaymodel(),
-    friction(0),
-    scale(0),
-    messedwith(0),
-    checked(0),
-    shadowed(0),
-    occluded(0),
-    onfire(false),
-    flamedelay(0)
+Object::Object()
+    : position()
+    , type(boxtype)
+    , yaw(0)
+    , pitch(0)
+    , rotx(0)
+    , rotxvel(0)
+    , roty(0)
+    , rotyvel(0)
+    , possible(false)
+    , model()
+    , displaymodel()
+    , friction(0)
+    , scale(0)
+    , messedwith(0)
+    , checked(0)
+    , shadowed(0)
+    , occluded(0)
+    , onfire(false)
+    flamedelay(0)
 {
 }
 
-Object::Object(object_type _type, XYZ _position, float _yaw, float _pitch, float _scale) : Object()
+Object::Object(object_type _type, XYZ _position, float _yaw, float _pitch, float _scale)
+    : Object()
 {
     scale = _scale;
     type = _type;
@@ -78,7 +79,7 @@ Object::Object(object_type _type, XYZ _position, float _yaw, float _pitch, float
     yaw = _yaw;
     pitch = _pitch;
 
-    switch(type) {
+    switch (type) {
         case boxtype:
             model.loaddecal("Models/Box.solid");
             friction = 1.5;
@@ -250,12 +251,18 @@ void Object::handleRot(int divide)
 {
     messedwith -= multiplier;
     if (rotxvel || rotx) {
-        if (rotx > 0) rotxvel -= multiplier * 8 * fabs(rotx);
-        if (rotx < 0) rotxvel += multiplier * 8 * fabs(rotx);
-        if (rotx > 0) rotxvel -= multiplier * 4;
-        if (rotx < 0) rotxvel += multiplier * 4;
-        if (rotxvel > 0) rotxvel -= multiplier * 4;
-        if (rotxvel < 0) rotxvel += multiplier * 4;
+        if (rotx > 0)
+            rotxvel -= multiplier * 8 * fabs(rotx);
+        if (rotx < 0)
+            rotxvel += multiplier * 8 * fabs(rotx);
+        if (rotx > 0)
+            rotxvel -= multiplier * 4;
+        if (rotx < 0)
+            rotxvel += multiplier * 4;
+        if (rotxvel > 0)
+            rotxvel -= multiplier * 4;
+        if (rotxvel < 0)
+            rotxvel += multiplier * 4;
         if (fabs(rotx) < multiplier * 4)
             rotx = 0;
         if (fabs(rotxvel) < multiplier * 4)
@@ -264,12 +271,18 @@ void Object::handleRot(int divide)
         rotx += rotxvel * multiplier * 4;
     }
     if (rotyvel || roty) {
-        if (roty > 0) rotyvel -= multiplier * 8 * fabs(roty);
-        if (roty < 0) rotyvel += multiplier * 8 * fabs(roty);
-        if (roty > 0) rotyvel -= multiplier * 4;
-        if (roty < 0) rotyvel += multiplier * 4;
-        if (rotyvel > 0) rotyvel -= multiplier * 4;
-        if (rotyvel < 0) rotyvel += multiplier * 4;
+        if (roty > 0)
+            rotyvel -= multiplier * 8 * fabs(roty);
+        if (roty < 0)
+            rotyvel += multiplier * 8 * fabs(roty);
+        if (roty > 0)
+            rotyvel -= multiplier * 4;
+        if (roty < 0)
+            rotyvel += multiplier * 4;
+        if (rotyvel > 0)
+            rotyvel -= multiplier * 4;
+        if (rotyvel < 0)
+            rotyvel += multiplier * 4;
         if (fabs(roty) < multiplier * 4)
             roty = 0;
         if (fabs(rotyvel) < multiplier * 4)
@@ -309,9 +322,9 @@ void Object::draw()
         if (!hidden) {
 
             if (detail == 2 && distance > viewdistance * viewdistance / 4 && environment == desertenvironment)
-                glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness );
+                glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
             else
-                glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+                glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
             distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
             if (distance > 1)
                 distance = 1;
@@ -561,7 +574,7 @@ void Object::AddObjectsToTerrain()
     }
 }
 
-void Object::SphereCheckPossible(XYZ *p1, float radius)
+void Object::SphereCheckPossible(XYZp1, float radius)
 {
     int whichpatchx = p1->x / (terrain.size / subdivision * terrain.scale);
     int whichpatchz = p1->z / (terrain.size / subdivision * terrain.scale);
@@ -585,12 +598,12 @@ void Object::Draw()
         objects[i]->draw();
     }
 
-    glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+    glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
     for (unsigned i = 0; i < objects.size(); i++) {
         objects[i]->drawSecondPass();
     }
     if (environment == desertenvironment) {
-        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+        glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
     }
     glEnable(GL_ALPHA_TEST);
     SetUpLight(&light, 0);
@@ -644,7 +657,7 @@ int Object::checkcollide(XYZ startpoint, XYZ endpoint)
 
     for (unsigned int i = 0; i < objects.size(); i++) {
         if (checkcollide(startpoint, endpoint, i, minx, miny, minz, maxx, maxy, maxz) != -1) {
-            return (int) i;
+            return (int)i;
         }
     }
 
@@ -674,15 +687,15 @@ int Object::checkcollide(XYZ startpoint, XYZ endpoint, int what, float minx, flo
             return what;
         }
     } else {
-        if (     objects[what]->position.x > minx - objects[what]->model.boundingsphereradius &&
-                 objects[what]->position.x < maxx + objects[what]->model.boundingsphereradius &&
-                 objects[what]->position.y > miny - objects[what]->model.boundingsphereradius &&
-                 objects[what]->position.y < maxy + objects[what]->model.boundingsphereradius &&
-                 objects[what]->position.z > minz - objects[what]->model.boundingsphereradius &&
-                 objects[what]->position.z < maxz + objects[what]->model.boundingsphereradius) {
-            if (     objects[what]->type != treeleavestype &&
-                     objects[what]->type != bushtype &&
-                     objects[what]->type != firetype) {
+        if (objects[what]->position.x > minx - objects[what]->model.boundingsphereradius &&
+            objects[what]->position.x < maxx + objects[what]->model.boundingsphereradius &&
+            objects[what]->position.y > miny - objects[what]->model.boundingsphereradius &&
+            objects[what]->position.y < maxy + objects[what]->model.boundingsphereradius &&
+            objects[what]->position.z > minz - objects[what]->model.boundingsphereradius &&
+            objects[what]->position.z < maxz + objects[what]->model.boundingsphereradius) {
+            if (objects[what]->type != treeleavestype &&
+                objects[what]->type != bushtype &&
+                objects[what]->type != firetype) {
                 colviewer = startpoint;
                 coltarget = endpoint;
                 if (objects[what]->model.LineCheck(&colviewer, &coltarget, &colpoint, &objects[what]->position, &objects[what]->yaw) != -1) {
@@ -697,8 +710,8 @@ int Object::checkcollide(XYZ startpoint, XYZ endpoint, int what, float minx, flo
 
 //~ Object::~Objects()
 //~ {
-    //~ boxtextureptr.destroy();
-    //~ treetextureptr.destroy();
-    //~ bushtextureptr.destroy();
-    //~ rocktextureptr.destroy();
+//~ boxtextureptr.destroy();
+//~ treetextureptr.destroy();
+//~ bushtextureptr.destroy();
+//~ rocktextureptr.destroy();
 //~ }
index a6f2bc199647fb3b763f41c36c6a85964a8986d9..3c893260672d34a192e4ec21426b573b9fcf1ea7 100644 (file)
@@ -21,13 +21,13 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Objects/Person.hpp"
 
 #include "Animation/Animation.hpp"
-#include "Audio/openal_wrapper.hpp"
 #include "Audio/Sounds.hpp"
+#include "Audio/openal_wrapper.hpp"
 #include "Game.hpp"
 #include "Level/Awards.hpp"
 #include "Level/Dialog.hpp"
-#include "Utils/Folders.hpp"
 #include "Tutorial.hpp"
+#include "Utils/Folders.hpp"
 
 extern float multiplier;
 extern Terrain terrain;
@@ -76,244 +76,299 @@ extern XYZ windvector;
 
 std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
 
-Person::Person() :
-    whichpatchx(0),
-    whichpatchz(0),
-    animCurrent(bounceidleanim),
-    animTarget(bounceidleanim),
-    frameCurrent(0),
-    frameTarget(1),
-    oldanimCurrent(0),
-    oldanimTarget(0),
-    oldframeCurrent(0),
-    oldframeTarget(0),
-    howactive(typeactive),
-    parriedrecently(0),
-    superruntoggle(false),
-    lastattack(0), lastattack2(0), lastattack3(0),
-    currentoffset(), targetoffset(), offset(),
-    target(0),
-    transspeed(0),
-
-    realoldcoords(),
-    oldcoords(),
-    coords(),
-    velocity(),
-
-    proportionhead(),
-    proportionlegs(),
-    proportionarms(),
-    proportionbody(),
-
-    unconscioustime(0),
-
-    immobile(false),
-
-    velspeed(0),
-    targetyaw(0),
-    targetrot(0),
-    rot(0),
-    oldrot(0),
-    lookyaw(0),
-    lookpitch(0),
-    yaw(0),
-    pitch(0),
-    lowyaw(0),
-    tilt(0),
-    targettilt(0),
-    tilt2(0),
-    targettilt2(0),
-    rabbitkickenabled(false),
-
-    bloodloss(0),
-    bleeddelay(0),
-    skiddelay(0),
-    skiddingdelay(0),
-    deathbleeding(0),
-    tempdeltav(0),
-
-    damagetolerance(200),
-    damage(0),
-    permanentdamage(0),
-    superpermanentdamage(0),
-    lastcollide(0),
-    dead(0),
-
-    jumppower(5),
-    onground(false),
-
-    wentforweapon(0),
-
-    calcrot(false),
-
-    facing(),
-
-    bleeding(0),
-    bleedx(0), bleedy(0),
-    direction(0),
-    texupdatedelay(0),
-
-    headyaw(0), headpitch(0),
-    targetheadyaw(0), targetheadpitch(0),
-
-    onterrain(false),
-    pause(false),
-
-    grabdelay(0),
-
-    victim(nullptr),
-    hasvictim(false),
-
-    updatedelay(0),
-    normalsupdatedelay(0),
-
-    jumpstart(false),
-    forwardkeydown(false),
-    forwardstogglekeydown(false),
-    rightkeydown(false),
-    leftkeydown(false),
-    backkeydown(false),
-    jumpkeydown(false),
-    jumptogglekeydown(false),
-    crouchkeydown(false),
-    crouchtogglekeydown(false),
-    drawkeydown(false),
-    drawtogglekeydown(false),
-    throwkeydown(false),
-    throwtogglekeydown(false),
-    attackkeydown(false),
-    feint(false),
-    lastfeint(false),
-    headless(false),
-
-    crouchkeydowntime(0),
-    jumpkeydowntime(0),
-    freefall(false),
-
-    turnspeed(0),
-
-    aitype(passivetype),
-    aiupdatedelay(0),
-    losupdatedelay(0),
-    ally(0),
-    collide(0),
-    collided(-10),
-    avoidcollided(0),
-    loaded(false),
-    whichdirection(false),
-    whichdirectiondelay(0),
-    avoidsomething(false),
-    avoidwhere(),
-    blooddimamount(0),
-
-    staggerdelay(0),
-    blinkdelay(0),
-    twitchdelay(0),
-    twitchdelay2(0),
-    twitchdelay3(0),
-    lefthandmorphness(0),
-    righthandmorphness(0),
-    headmorphness(0),
-    chestmorphness(0),
-    tailmorphness(0),
-    targetlefthandmorphness(0),
-    targetrighthandmorphness(0),
-    targetheadmorphness(1),
-    targetchestmorphness(0),
-    targettailmorphness(0),
-    lefthandmorphstart(0), lefthandmorphend(0),
-    righthandmorphstart(0), righthandmorphend(0),
-    headmorphstart(0), headmorphend(0),
-    chestmorphstart(0), chestmorphend(0),
-    tailmorphstart(0), tailmorphend(0),
-
-    weaponmissdelay(0),
-    highreversaldelay(0),
-    lowreversaldelay(0),
-
-    creature(rabbittype),
-
-    id(0),
-
-    skeleton(),
-
-    speed(0),
-    scale(-1),
-    power(0),
-    speedmult(0),
-
-    protectionhead(0),
-    protectionhigh(0),
-    protectionlow(0),
-    armorhead(0),
-    armorhigh(0),
-    armorlow(0),
-    metalhead(false),
-    metalhigh(false),
-    metallow(false),
-
-    numclothes(0),
-
-    landhard(false),
-    bled(false),
-    spurt(false),
-    onfire(false),
-    onfiredelay(0),
-    burnt(0),
-
-    flamedelay(0),
-
-    playerdetail(0),
-
-    num_weapons(0),
-    weaponactive(-1),
-    weaponstuck(-1),
-    weaponstuckwhere(0),
-
-    numwaypoints(0),
-    pausetime(0),
-
-    headtarget(),
-    interestdelay(0),
-
-    finalfinaltarget(),
-    finaltarget(),
-    finalpathfindpoint(0),
-    targetpathfindpoint(0),
-    lastpathfindpoint(0),
-    lastpathfindpoint2(0),
-    lastpathfindpoint3(0),
-    lastpathfindpoint4(0),
-
-    waypoint(0),
-
-    lastseen(),
-    lastseentime(0),
-    lastchecktime(0),
-    stunned(0),
-    surprised(0),
-    runninghowlong(0),
-    occluded(0),
-    lastoccluded(0),
-    laststanding(0),
-    escapednum(0),
-
-    speechdelay(0),
-    neckspurtdelay(0),
-    neckspurtparticledelay(0),
-    neckspurtamount(0),
-
-    whichskin(0),
-    rabbitkickragdoll(false),
-
-    tempanimation(),
+Person::Person()
+    : whichpatchx(0)
+    , whichpatchz(0)
+    , animCurrent(bounceidleanim)
+    , animTarget(bounceidleanim)
+    , frameCurrent(0)
+    , frameTarget(1)
+    , oldanimCurrent(0)
+    , oldanimTarget(0)
+    , oldframeCurrent(0)
+    , oldframeTarget(0)
+    , howactive(typeactive)
+    , parriedrecently(0)
+    , superruntoggle(false)
+    , lastattack(0)
+    , lastattack2(0)
+    , lastattack3(0)
+    , currentoffset()
+    , targetoffset()
+    , offset()
+    , target(0)
+    , transspeed(0)
+    ,
+
+    realoldcoords()
+    , oldcoords()
+    , coords()
+    , velocity()
+    ,
+
+    proportionhead()
+    , proportionlegs()
+    , proportionarms()
+    , proportionbody()
+    ,
+
+    unconscioustime(0)
+    ,
+
+    immobile(false)
+    ,
+
+    velspeed(0)
+    , targetyaw(0)
+    , targetrot(0)
+    , rot(0)
+    , oldrot(0)
+    , lookyaw(0)
+    , lookpitch(0)
+    , yaw(0)
+    , pitch(0)
+    , lowyaw(0)
+    , tilt(0)
+    , targettilt(0)
+    , tilt2(0)
+    , targettilt2(0)
+    , rabbitkickenabled(false)
+    ,
+
+    bloodloss(0)
+    , bleeddelay(0)
+    , skiddelay(0)
+    , skiddingdelay(0)
+    , deathbleeding(0)
+    , tempdeltav(0)
+    ,
+
+    damagetolerance(200)
+    , damage(0)
+    , permanentdamage(0)
+    , superpermanentdamage(0)
+    , lastcollide(0)
+    , dead(0)
+    ,
+
+    jumppower(5)
+    , onground(false)
+    ,
+
+    wentforweapon(0)
+    ,
+
+    calcrot(false)
+    ,
+
+    facing()
+    ,
+
+    bleeding(0)
+    , bleedx(0)
+    , bleedy(0)
+    , direction(0)
+    , texupdatedelay(0)
+    ,
+
+    headyaw(0)
+    , headpitch(0)
+    , targetheadyaw(0)
+    , targetheadpitch(0)
+    ,
+
+    onterrain(false)
+    , pause(false)
+    ,
+
+    grabdelay(0)
+    ,
+
+    victim(nullptr)
+    , hasvictim(false)
+    ,
+
+    updatedelay(0)
+    , normalsupdatedelay(0)
+    ,
+
+    jumpstart(false)
+    , forwardkeydown(false)
+    , forwardstogglekeydown(false)
+    , rightkeydown(false)
+    , leftkeydown(false)
+    , backkeydown(false)
+    , jumpkeydown(false)
+    , jumptogglekeydown(false)
+    , crouchkeydown(false)
+    , crouchtogglekeydown(false)
+    , drawkeydown(false)
+    , drawtogglekeydown(false)
+    , throwkeydown(false)
+    , throwtogglekeydown(false)
+    , attackkeydown(false)
+    , feint(false)
+    , lastfeint(false)
+    , headless(false)
+    ,
+
+    crouchkeydowntime(0)
+    , jumpkeydowntime(0)
+    , freefall(false)
+    ,
+
+    turnspeed(0)
+    ,
+
+    aitype(passivetype)
+    , aiupdatedelay(0)
+    , losupdatedelay(0)
+    , ally(0)
+    , collide(0)
+    , collided(-10)
+    , avoidcollided(0)
+    , loaded(false)
+    , whichdirection(false)
+    , whichdirectiondelay(0)
+    , avoidsomething(false)
+    , avoidwhere()
+    , blooddimamount(0)
+    ,
+
+    staggerdelay(0)
+    , blinkdelay(0)
+    , twitchdelay(0)
+    , twitchdelay2(0)
+    , twitchdelay3(0)
+    , lefthandmorphness(0)
+    , righthandmorphness(0)
+    , headmorphness(0)
+    , chestmorphness(0)
+    , tailmorphness(0)
+    , targetlefthandmorphness(0)
+    , targetrighthandmorphness(0)
+    , targetheadmorphness(1)
+    , targetchestmorphness(0)
+    , targettailmorphness(0)
+    , lefthandmorphstart(0)
+    , lefthandmorphend(0)
+    , righthandmorphstart(0)
+    , righthandmorphend(0)
+    , headmorphstart(0)
+    , headmorphend(0)
+    , chestmorphstart(0)
+    , chestmorphend(0)
+    , tailmorphstart(0)
+    , tailmorphend(0)
+    ,
+
+    weaponmissdelay(0)
+    , highreversaldelay(0)
+    , lowreversaldelay(0)
+    ,
+
+    creature(rabbittype)
+    ,
+
+    id(0)
+    ,
+
+    skeleton()
+    ,
+
+    speed(0)
+    , scale(-1)
+    , power(0)
+    , speedmult(0)
+    ,
+
+    protectionhead(0)
+    , protectionhigh(0)
+    , protectionlow(0)
+    , armorhead(0)
+    , armorhigh(0)
+    , armorlow(0)
+    , metalhead(false)
+    , metalhigh(false)
+    , metallow(false)
+    ,
+
+    numclothes(0)
+    ,
+
+    landhard(false)
+    , bled(false)
+    , spurt(false)
+    , onfire(false)
+    , onfiredelay(0)
+    , burnt(0)
+    ,
+
+    flamedelay(0)
+    ,
+
+    playerdetail(0)
+    ,
+
+    num_weapons(0)
+    , weaponactive(-1)
+    , weaponstuck(-1)
+    , weaponstuckwhere(0)
+    ,
+
+    numwaypoints(0)
+    , pausetime(0)
+    ,
+
+    headtarget()
+    , interestdelay(0)
+    ,
+
+    finalfinaltarget()
+    , finaltarget()
+    , finalpathfindpoint(0)
+    , targetpathfindpoint(0)
+    , lastpathfindpoint(0)
+    , lastpathfindpoint2(0)
+    , lastpathfindpoint3(0)
+    , lastpathfindpoint4(0)
+    ,
+
+    waypoint(0)
+    ,
+
+    lastseen()
+    , lastseentime(0)
+    , lastchecktime(0)
+    , stunned(0)
+    , surprised(0)
+    , runninghowlong(0)
+    , occluded(0)
+    , lastoccluded(0)
+    , laststanding(0)
+    , escapednum(0)
+    ,
+
+    speechdelay(0)
+    , neckspurtdelay(0)
+    , neckspurtparticledelay(0)
+    , neckspurtamount(0)
+    ,
+
+    whichskin(0)
+    , rabbitkickragdoll(false)
+    ,
+
+    tempanimation()
+    ,
 
     jumpclimb(false)
 {
 }
 
 /* Read a person in tfile. Throws an error if it’s not valid */
-Person::Person(FILE *tfile, int mapvers, unsigned i) : Person()
+Person::Person(FILE* tfile, int mapvers, unsigned i)
+    : Person()
 {
     id = i;
     funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &whichskin, &creature, &coords.x, &coords.y, &coords.z, &num_weapons);
@@ -437,8 +492,7 @@ void Person::skeletonLoad(bool clothes)
             "Models/Body7.solid",
             "Models/BodyLow.solid",
             "Models/Belt.solid",
-            clothes
-        );
+            clothes);
     } else {
         skeleton.Load(
             "Skeleton/BasicFigureWolf",
@@ -453,8 +507,7 @@ void Person::skeletonLoad(bool clothes)
             "Models/Wolf7.solid",
             "Models/WolfLow.solid",
             "Models/Belt.solid",
-            clothes
-        );
+            clothes);
     }
 
     skeleton.drawmodel.textureptr.load(creatureskin[creature][whichskin], 1, &skeleton.skinText[0], &skeleton.skinsize);
@@ -467,14 +520,7 @@ void Person::skeletonLoad(bool clothes)
  */
 void Person::CheckKick()
 {
-    if (!(hasvictim
-            && (animTarget == rabbitkickanim
-                && victim
-                && victim != this->shared_from_this()
-                && frameCurrent >= 2
-                && animCurrent == rabbitkickanim)
-            && distsq(&coords, &victim->coords) < 1.2
-            && !victim->skeleton.free))
+    if (!(hasvictim && (animTarget == rabbitkickanim && victim && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 && !victim->skeleton.free))
         return;
 
     if (Animation::animations[victim->animTarget].height != lowheight) {
@@ -567,8 +613,8 @@ int Person::getIdle()
         return talkidleanim;
     if (hasvictim && (victim != this->shared_from_this())) {
         if ((!victim->dead && victim->aitype != passivetype &&
-            victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
-            victim->id < Person::players.size())) {
+             victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
+             victim->id < Person::players.size())) {
             if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
                 if (creature == rabbittype)
                     return fightidleanim;
@@ -591,15 +637,24 @@ int Person::getIdle()
     }
     if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)
         return hurtidleanim;
-    if (howactive == typesitting) return sitanim;
-    if (howactive == typesittingwall) return sitwallanim;
-    if (howactive == typesleeping) return sleepanim;
-    if (howactive == typedead1) return dead1anim;
-    if (howactive == typedead2) return dead2anim;
-    if (howactive == typedead3) return dead3anim;
-    if (howactive == typedead4) return dead4anim;
-    if (creature == rabbittype) return bounceidleanim;
-    if (creature == wolftype) return wolfidle;
+    if (howactive == typesitting)
+        return sitanim;
+    if (howactive == typesittingwall)
+        return sitwallanim;
+    if (howactive == typesleeping)
+        return sleepanim;
+    if (howactive == typedead1)
+        return dead1anim;
+    if (howactive == typedead2)
+        return dead2anim;
+    if (howactive == typedead3)
+        return dead3anim;
+    if (howactive == typedead4)
+        return dead4anim;
+    if (creature == rabbittype)
+        return bounceidleanim;
+    if (creature == wolftype)
+        return wolfidle;
     return 0;
 }
 
@@ -702,8 +757,8 @@ void Person::DoBlood(float howmuch, int which)
                     bloodvel.z = 10;
                     bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
             }
             if (Random() % 2 == 0) // 50% chance
@@ -723,7 +778,7 @@ void Person::DoBlood(float howmuch, int which)
                         if (skeleton.free) {
                             Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                         } else {
-                            Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                            Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                         }
                         Sprite::setLastSpriteSpecial(3); // sets it to teeth
                     }
@@ -750,7 +805,6 @@ void Person::DoBlood(float howmuch, int which)
             bleedx /= realtexdetail;
             direction = abs(Random() % 2) * 2 - 1;
         }
-
     }
     if (bleeding > 2)
         bleeding = 2;
@@ -813,8 +867,8 @@ void Person::DoBloodBig(float howmuch, int which)
                     bloodvel.z = 10;
                     bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
             }
         }
@@ -844,7 +898,6 @@ void Person::DoBloodBig(float howmuch, int which)
             offsetx = 20;
         }
 
-
         int startx = 512;
         int starty = 512;
         int endx = 0;
@@ -854,10 +907,14 @@ void Person::DoBloodBig(float howmuch, int which)
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
                     if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx) startx = i;
-                        if (j < starty) starty = j;
-                        if (i > endx) endx = i;
-                        if (j > endy) endy = j;
+                        if (i < startx)
+                            startx = i;
+                        if (j < starty)
+                            starty = j;
+                        if (i > endx)
+                            endx = i;
+                        if (j > endy)
+                            endy = j;
                     }
                 }
             }
@@ -865,10 +922,14 @@ void Person::DoBloodBig(float howmuch, int which)
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
                     if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx) startx = i;
-                        if (j < starty) starty = j;
-                        if (i > endx) endx = i;
-                        if (j > endy) endy = j;
+                        if (i < startx)
+                            startx = i;
+                        if (j < starty)
+                            starty = j;
+                        if (i > endx)
+                            endx = i;
+                        if (j > endy)
+                            endy = j;
                     }
                 }
             }
@@ -878,12 +939,18 @@ void Person::DoBloodBig(float howmuch, int which)
         starty += offsety;
         endy += offsety;
 
-        if (startx < 0) startx = 0;
-        if (starty < 0) starty = 0;
-        if (endx > 512 - 1) endx = 512 - 1;
-        if (endy > 512 - 1) endy = 512 - 1;
-        if (endx < startx) endx = startx;
-        if (endy < starty) endy = starty;
+        if (startx < 0)
+            startx = 0;
+        if (starty < 0)
+            starty = 0;
+        if (endx > 512 - 1)
+            endx = 512 - 1;
+        if (endy > 512 - 1)
+            endy = 512 - 1;
+        if (endx < startx)
+            endx = startx;
+        if (endy < starty)
+            endy = starty;
 
         startx /= realtexdetail;
         starty /= realtexdetail;
@@ -946,7 +1013,6 @@ void Person::DoBloodBig(float howmuch, int which)
         if (bleedy > skeleton.skinsize - 1)
             bleedy = skeleton.skinsize - 1;
         direction = abs(Random() % 2) * 2 - 1;
-
     }
     bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
     deathbleeding += bleeding;
@@ -1018,7 +1084,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             bary.y /= total;
             bary.z /= total;
 
-
             gxx.x = skeleton.drawmodel.Triangles[whichtri].gx[0];
             gxx.y = skeleton.drawmodel.Triangles[whichtri].gx[1];
             gxx.z = skeleton.drawmodel.Triangles[whichtri].gx[2];
@@ -1043,8 +1108,8 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                         bloodvel.z = 10;
                         bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
                         bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                        Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                        Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+                        Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                        Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                     }
                 }
             }
@@ -1064,10 +1129,14 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                 for (i = 0; i < 512; i++) {
                     for (j = 0; j < 512; j++) {
                         if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx) startx = i;
-                            if (j < starty) starty = j;
-                            if (i > endx) endx = i;
-                            if (j > endy) endy = j;
+                            if (i < startx)
+                                startx = i;
+                            if (j < starty)
+                                starty = j;
+                            if (i > endx)
+                                endx = i;
+                            if (j > endy)
+                                endy = j;
                         }
                     }
                 }
@@ -1075,10 +1144,14 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                 for (i = 0; i < 512; i++) {
                     for (j = 0; j < 512; j++) {
                         if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx) startx = i;
-                            if (j < starty) starty = j;
-                            if (i > endx) endx = i;
-                            if (j > endy) endy = j;
+                            if (i < startx)
+                                startx = i;
+                            if (j < starty)
+                                starty = j;
+                            if (i > endx)
+                                endx = i;
+                            if (j > endy)
+                                endy = j;
                         }
                     }
                 }
@@ -1087,12 +1160,18 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             starty += offsety;
             endy += offsety;
 
-            if (startx < 0) startx = 0;
-            if (starty < 0) starty = 0;
-            if (endx > 512 - 1) endx = 512 - 1;
-            if (endy > 512 - 1) endy = 512 - 1;
-            if (endx < startx) endx = startx;
-            if (endy < starty) endy = starty;
+            if (startx < 0)
+                startx = 0;
+            if (starty < 0)
+                starty = 0;
+            if (endx > 512 - 1)
+                endx = 512 - 1;
+            if (endy > 512 - 1)
+                endy = 512 - 1;
+            if (endx < startx)
+                endx = startx;
+            if (endy < starty)
+                endy = starty;
 
             startx /= realtexdetail;
             starty /= realtexdetail;
@@ -1178,25 +1257,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
     return 1;
 }
 
-
-
 /* EFFECT
  * guessing this performs a reversal
  */
 void Person::Reverse()
 {
-    if (!((victim->aitype == playercontrolled
-            || hostiletime > 1
-            || staggerdelay <= 0)
-            && victim->animTarget != jumpupanim
-            && victim->animTarget != jumpdownanim
-            && (!Tutorial::active || cananger)
-            && hostile))
+    if (!((victim->aitype == playercontrolled || hostiletime > 1 || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim && (!Tutorial::active || cananger) && hostile))
         return;
 
-    if (normaldotproduct (victim->facing, victim->coords - coords) > 0
-            && (victim->id != 0 || difficulty >= 2)
-            && (creature != wolftype || victim->creature == wolftype))
+    if (normaldotproduct(victim->facing, victim->coords - coords) > 0 && (victim->id != 0 || difficulty >= 2) && (creature != wolftype || victim->creature == wolftype))
         return;
 
     if (animTarget == sweepanim) {
@@ -1426,8 +1495,6 @@ void Person::Reverse()
             for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
-
-
         }
     }
     if (hasvictim)
@@ -1614,8 +1681,10 @@ void Person::DoHead()
         targetheadyaw = (float)((int)((0 - yaw - targetheadyaw + 180) * 100) % 36000) / 100;
         targetheadpitch = (float)((int)(targetheadpitch * 100) % 36000) / 100;
 
-        while (targetheadyaw > 180)targetheadyaw -= 360;
-        while (targetheadyaw < -180)targetheadyaw += 360;
+        while (targetheadyaw > 180)
+            targetheadyaw -= 360;
+        while (targetheadyaw < -180)
+            targetheadyaw += 360;
 
         if (targetheadyaw > 160)
             targetheadpitch = targetheadpitch * -1;
@@ -1724,20 +1793,29 @@ void Person::RagDoll(bool checkcollision)
         freefall = 1;
         skeleton.freefall = 1;
 
-        if (!isnormal(velocity.x)) velocity.x = 0;
-        if (!isnormal(velocity.y)) velocity.y = 0;
-        if (!isnormal(velocity.z)) velocity.z = 0;
-        if (!isnormal(yaw)) yaw = 0;
-        if (!isnormal(coords.x)) coords = 0;
-        if (!isnormal(tilt)) tilt = 0;
-        if (!isnormal(tilt2)) tilt2 = 0;
+        if (!isnormal(velocity.x))
+            velocity.x = 0;
+        if (!isnormal(velocity.y))
+            velocity.y = 0;
+        if (!isnormal(velocity.z))
+            velocity.z = 0;
+        if (!isnormal(yaw))
+            yaw = 0;
+        if (!isnormal(coords.x))
+            coords = 0;
+        if (!isnormal(tilt))
+            tilt = 0;
+        if (!isnormal(tilt2))
+            tilt2 = 0;
 
         for (unsigned i = 0; i < skeleton.joints.size(); 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);
-            if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
-            if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
+            if (!isnormal(skeleton.joints[i].position.x))
+                skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
+            if (!isnormal(skeleton.joints[i].position.x))
+                skeleton.joints[i].position = coords;
             skeleton.joints[i].position.y += .1;
             skeleton.joints[i].oldposition = skeleton.joints[i].position;
             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
@@ -1845,8 +1923,6 @@ void Person::RagDoll(bool checkcollision)
     }
 }
 
-
-
 /* EFFECT
  */
 void Person::FootLand(bodypart whichfoot, float opacity)
@@ -1953,7 +2029,7 @@ void Person::DoAnimations()
             if (!crouchkeydown && velocity.y >= -15)
                 landhard = 0;
         }
-        if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
+        if ((animCurrent == jumpupanim || animTarget == jumpdownanim) /*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
             XYZ targfacing;
             targfacing = 0;
             targfacing.z = 1;
@@ -1985,7 +2061,6 @@ void Person::DoAnimations()
                 crouchtogglekeydown = 1;
         }
 
-
         if (Animation::animations[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
             if (detail)
                 normalsupdatedelay = 0;
@@ -2059,7 +2134,6 @@ void Person::DoAnimations()
                                 FootLand(rightfoot, 1);
                                 FootLand(leftfoot, 1);
                             }
-
                         }
                         if (terrain.getOpacity(coords.x, coords.z) >= .2) {
                             if (targetFrame().label == 1)
@@ -2124,16 +2198,24 @@ void Person::DoAnimations()
                                 if (Animation::animations[animTarget].attack != neutral) {
                                     unsigned r = abs(Random() % 4);
                                     if (creature == rabbittype) {
-                                        if (r == 0) whichsound = rabbitattacksound;
-                                        if (r == 1) whichsound = rabbitattack2sound;
-                                        if (r == 2) whichsound = rabbitattack3sound;
-                                        if (r == 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 (r == 0) whichsound = barksound;
-                                        if (r == 1) whichsound = bark2sound;
-                                        if (r == 2) whichsound = bark3sound;
-                                        if (r == 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;
                                 }
@@ -2144,8 +2226,6 @@ void Person::DoAnimations()
                             }
                         }
 
-
-
             if ((!wasLanding() && !wasLandhard()) && animCurrent != getIdle() && (isLanding() || isLandhard())) {
                 FootLand(leftfoot, 1);
                 FootLand(rightfoot, 1);
@@ -2268,7 +2348,6 @@ void Person::DoAnimations()
                 }
             }
 
-
             if ((animCurrent == walljumprightkickanim && animTarget == walljumprightkickanim) || (animCurrent == walljumpleftkickanim && animTarget == walljumpleftkickanim)) {
                 XYZ rotatetarget = DoRotation(skeleton.forward, 0, yaw, 0);
                 Normalise(&rotatetarget);
@@ -2288,7 +2367,7 @@ void Person::DoAnimations()
             if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
                 dojumpattack = 1;
             if (hasvictim)
-                if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
+                if (distsq(&victim->coords, &/*Person::players[i]->*/ coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
                     dojumpattack = 1;
             if (!hostile)
                 dojumpattack = 0;
@@ -2604,8 +2683,6 @@ void Person::DoAnimations()
                         staggerdelay = .5;
                         if (!victim->dead)
                             staggerdelay = 1.2;
-
-
                     }
                 }
 
@@ -2684,7 +2761,6 @@ void Person::DoAnimations()
                                     //victim->skeleton.joints[i].velocity=0;
                                 }
                                 emit_sound_at(fleshstabsound, coords, 128);
-
                             }
                             if (whichtri != -1 || weapons[weaponids[weaponactive]].bloody) {
                                 weapons[weaponids[weaponactive]].blooddrip += 5;
@@ -2834,7 +2910,6 @@ void Person::DoAnimations()
                     }
                 }
 
-
                 if (animTarget == winduppunchanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) {
                         escapednum = 0;
@@ -2929,7 +3004,7 @@ void Person::DoAnimations()
 
                 if (animTarget == knifeslashstartanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (hasvictim)
-                        if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
+                        if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 && /*Animation::animations[victim->animTarget].height!=lowheight&&*/ victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
                             escapednum = 0;
                             if (!Tutorial::active) {
                                 victim->DoBloodBig(1.5 / victim->armorhigh, 225);
@@ -3039,7 +3114,6 @@ void Person::DoAnimations()
                                 }
                             }
 
-
                             XYZ aim;
                             victim->Puff(righthand);
                             victim->target = 0;
@@ -3060,7 +3134,6 @@ void Person::DoAnimations()
                             for (unsigned i = 0; i < Person::players.size(); i++) {
                                 Person::players[i]->wentforweapon = 0;
                             }
-
                         }
                     }
                 }
@@ -3237,7 +3310,6 @@ void Person::DoAnimations()
                                 victim->DoBloodBig(2 / victim->armorhigh, 170);
                             }
                         }
-
                     }
                 }
 
@@ -3295,7 +3367,6 @@ void Person::DoAnimations()
                         }
 
                         SolidHitBonus(id);
-
                     }
                 }
             }
@@ -3443,8 +3514,6 @@ void Person::DoAnimations()
                     }
                 }
 
-
-
                 if (animTarget == swordslashreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     escapednum = 0;
                     victim->RagDoll(1);
@@ -3566,7 +3635,6 @@ void Person::DoAnimations()
                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
-
                         }
                         victim->bloodloss += 10000;
                         victim->velocity = 0;
@@ -3738,7 +3806,6 @@ void Person::DoAnimations()
                     }
             }
 
-
             //Animation end
             if (frameTarget > int(Animation::animations[animCurrent].frames.size()) - 1) {
                 frameTarget = 0;
@@ -4239,12 +4306,18 @@ void Person::DoAnimations()
                             skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
                             skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
-                        if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360;
-                        if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360;
-                        if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360;
-                        if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360;
-                        if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360;
-                        if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360;
+                        if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180)
+                            skeleton.muscles[i].newrotate3 -= 360;
+                        if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180)
+                            skeleton.muscles[i].newrotate3 += 360;
+                        if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180)
+                            skeleton.muscles[i].newrotate2 -= 360;
+                        if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180)
+                            skeleton.muscles[i].newrotate2 += 360;
+                        if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180)
+                            skeleton.muscles[i].newrotate1 -= 360;
+                        if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180)
+                            skeleton.muscles[i].newrotate1 += 360;
                     }
                 }
             }
@@ -4431,12 +4504,12 @@ void Person::DoStuff()
             if (skeleton.free) {
                 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0);
                 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
-                Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+                Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5) * scale + coords, bloodvel, 1, 1, 1, .05, .9);
             } else {
                 bloodvel.z = 5 * neckspurtamount;
                 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
                 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
-                Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+                Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, .9);
             }
             neckspurtparticledelay = .05;
         }
@@ -4460,7 +4533,7 @@ void Person::DoStuff()
                     Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                 } else {
                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                 }
             }
         }
@@ -4710,7 +4783,8 @@ void Person::DoStuff()
                         righthandmorphness = 0;
                         targetrighthandmorphness = 1;
                         righthandmorphend = 1;
-                        if (Random() % 2 == 0)twitchdelay3 = (float)(abs(Random() % 40)) / 5;
+                        if (Random() % 2 == 0)
+                            twitchdelay3 = (float)(abs(Random() % 40)) / 5;
                     }
                     if (righthandmorphstart == 1 && righthandmorphend == 1) {
                         righthandmorphness = 0;
@@ -4828,7 +4902,6 @@ void Person::DoStuff()
         targetheadmorphness = 1;
     }
 
-
     if (howactive > typesleeping) {
         XYZ headpoint;
         headpoint = coords;
@@ -4897,8 +4970,6 @@ void Person::DoStuff()
             }
         }
 
-
-
         if ((id == 0 || distsq(&coords, &viewer) < 50) && autoslomo) {
             slomo = 1;
             slomodelay = .2;
@@ -5169,7 +5240,6 @@ void Person::DoStuff()
 
                 targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1;
 
-
                 if (skeleton.forward.y < 0) {
                     animTarget = getupfrombackanim;
                     frameTarget = 0;
@@ -5203,7 +5273,7 @@ void Person::DoStuff()
                                 targetyaw += 45;
                         }
                         if (backkeydown) {
-                            if ( !leftkeydown && !rightkeydown)
+                            if (!leftkeydown && !rightkeydown)
                                 targetyaw += 180;
                         }
                         targetyaw += 180;
@@ -5271,14 +5341,13 @@ void Person::DoStuff()
         }
         if (skeleton.freefall == 0)
             freefall = 0;
-
     }
 
     if (aitype != passivetype || skeleton.free == 1)
         if (findLengthfast(&velocity) > .1)
             for (unsigned int i = 0; i < Object::objects.size(); i++) {
                 if (Object::objects[i]->type == firetype)
-                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) {
+                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 49) {
                         if (onfire) {
                             if (!Object::objects[i]->onfire) {
                                 emit_sound_at(firestartsound, Object::objects[i]->position);
@@ -5292,7 +5361,7 @@ void Person::DoStuff()
                         }
                     }
                 if (Object::objects[i]->type == bushtype)
-                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) {
+                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 49) {
                         if (onfire) {
                             if (!Object::objects[i]->onfire) {
                                 emit_sound_at(firestartsound, Object::objects[i]->position);
@@ -5364,7 +5433,7 @@ void Person::DoStuff()
                         tempcoord = DoRotation(tempcoord, -Object::objects[i]->pitch, 0, 0);
                         tempcoord += Object::objects[i]->position;
                     }
-                    if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) {
+                    if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) {
                         if (Object::objects[i]->messedwith <= 0) {
                             XYZ tempvel;
                             XYZ pos;
@@ -5547,45 +5616,45 @@ void Person::DoStuff()
         }
 
         if (animTarget == spinkickanim ||
-           animTarget == staffspinhitreversalanim ||
-           animTarget == staffspinhitreversedanim ||
-           animTarget == staffhitreversalanim ||
-           animTarget == staffhitreversedanim ||
-           animTarget == hurtidleanim ||
-           animTarget == winduppunchanim ||
-           animTarget == swordslashreversalanim ||
-           animTarget == swordslashreversedanim ||
-           animTarget == knifeslashreversalanim ||
-           animTarget == knifeslashreversedanim ||
-           animTarget == knifethrowanim ||
-           animTarget == knifefollowanim ||
-           animTarget == knifefollowedanim ||
-           animTarget == killanim ||
-           animTarget == dropkickanim ||
-           animTarget == upunchanim ||
-           animTarget == knifeslashstartanim ||
-           animTarget == swordslashanim ||
-           animTarget == staffhitanim ||
-           animTarget == staffspinhitanim ||
-           animTarget == staffgroundsmashanim ||
-           animTarget == spinkickreversalanim ||
-           animTarget == sweepreversalanim ||
-           animTarget == lowkickanim ||
-           animTarget == sweepreversedanim ||
-           animTarget == rabbitkickreversalanim ||
-           animTarget == rabbitkickreversedanim ||
-           animTarget == jumpreversalanim ||
-           animTarget == jumpreversedanim) {
+            animTarget == staffspinhitreversalanim ||
+            animTarget == staffspinhitreversedanim ||
+            animTarget == staffhitreversalanim ||
+            animTarget == staffhitreversedanim ||
+            animTarget == hurtidleanim ||
+            animTarget == winduppunchanim ||
+            animTarget == swordslashreversalanim ||
+            animTarget == swordslashreversedanim ||
+            animTarget == knifeslashreversalanim ||
+            animTarget == knifeslashreversedanim ||
+            animTarget == knifethrowanim ||
+            animTarget == knifefollowanim ||
+            animTarget == knifefollowedanim ||
+            animTarget == killanim ||
+            animTarget == dropkickanim ||
+            animTarget == upunchanim ||
+            animTarget == knifeslashstartanim ||
+            animTarget == swordslashanim ||
+            animTarget == staffhitanim ||
+            animTarget == staffspinhitanim ||
+            animTarget == staffgroundsmashanim ||
+            animTarget == spinkickreversalanim ||
+            animTarget == sweepreversalanim ||
+            animTarget == lowkickanim ||
+            animTarget == sweepreversedanim ||
+            animTarget == rabbitkickreversalanim ||
+            animTarget == rabbitkickreversedanim ||
+            animTarget == jumpreversalanim ||
+            animTarget == jumpreversedanim) {
             //close hands and yell
             if (righthandmorphend != 1 &&
-               righthandmorphness == targetrighthandmorphness) {
+                righthandmorphness == targetrighthandmorphness) {
                 righthandmorphness = 0;
                 righthandmorphend = 1;
                 targetrighthandmorphness = 1;
             }
 
             if (lefthandmorphend != 1 &&
-               lefthandmorphness == targetlefthandmorphness) {
+                lefthandmorphness == targetlefthandmorphness) {
                 lefthandmorphness = 0;
                 lefthandmorphend = 1;
                 targetlefthandmorphness = 1;
@@ -5646,7 +5715,7 @@ void Person::DoStuff()
         Normalise(&facing);
 
         if (isRun() ||
-           animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
+            animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
             if (onterrain)
                 targettilt2 = -facing.y * 20;
             else
@@ -5791,7 +5860,6 @@ void Person::DoStuff()
             velocity = flatfacing * velspeed;
         }
 
-
         if ((animTarget == bounceidleanim || animCurrent == hurtidleanim) && (animCurrent == fightidleanim || animCurrent == knifefightidleanim)) {
             velocity -= facing * multiplier * speed * 700 * scale;
             velspeed = findLength(&velocity);
@@ -5862,7 +5930,6 @@ void Person::DoStuff()
             velspeed = findLength(&velocity);
         }
 
-
         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
             velocity.y += gravity * multiplier;
         }
@@ -5888,7 +5955,8 @@ void Person::DoStuff()
             }
 
             if (animTarget == jumpdownanim || isFlip()) {
-                if (isFlip())jumppower = -4;
+                if (isFlip())
+                    jumppower = -4;
                 animTarget = getLanding();
                 emit_sound_at(landsound, coords, 128.);
 
@@ -5905,7 +5973,6 @@ void Person::DoStuff()
             onterrain = 1;
         }
 
-
         if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || Animation::animations[animTarget].attack || (animTarget == rollanim && targetFrame().label == 6)) {
             velspeed = findLength(&velocity);
             velocity.y = 0;
@@ -5986,11 +6053,10 @@ void Person::DoStuff()
     }
 }
 
-
 /* EFFECT
  * inverse kinematics helper function
  */
-void IKHelper(Person *p, float interp)
+void IKHelper(Personp, float interp)
 {
     XYZ point, change, change2;
     float heightleft, heightright;
@@ -6093,10 +6159,8 @@ int Person::DrawSkeleton()
         if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) {
             if (!isSleeping() && !isSitting()) {
                 // TODO: give these meaningful names
-                const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard()
-                                    || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
-                const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard()
-                                    || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
+                const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
+                const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
 
                 if (onterrain && (cond1 && cond2) && !skeleton.free) {
                     IKHelper(this, 1);
@@ -6183,7 +6247,6 @@ int Person::DrawSkeleton()
                     if (!skeleton.free)
                         glRotatef(tilt, 0, 0, 1);
 
-
                     glTranslatef(mid.x, mid.y, mid.z);
 
                     skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
@@ -6197,8 +6260,8 @@ int Person::DrawSkeleton()
 
                     if (playerdetail || skeleton.free == 3) {
                         for (unsigned j = 0; j < skeleton.muscles[i].vertices.size(); j++) {
-                            XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
-                            XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
+                            XYZv0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
+                            XYZv1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen)
@@ -6226,7 +6289,7 @@ int Person::DrawSkeleton()
                     }
                     if (!playerdetail || skeleton.free == 3) {
                         for (unsigned j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) {
-                            XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
+                            XYZv0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen)
@@ -6276,7 +6339,7 @@ int Person::DrawSkeleton()
                     glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
 
                     for (unsigned j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) {
-                        XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
+                        XYZv0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
                         glMatrixMode(GL_MODELVIEW);
                         glPushMatrix();
                         if (p1 == abdomen || p2 == abdomen)
@@ -6350,7 +6413,7 @@ int Person::DrawSkeleton()
             glBegin(GL_POINTS);
             if (playerdetail) {
                 for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) {
-                    XYZ &v0 = skeleton.drawmodel.vertex[i];
+                    XYZv0 = skeleton.drawmodel.vertex[i];
                     glVertex3f(v0.x, v0.y, v0.z);
                 }
             }
@@ -6359,9 +6422,9 @@ int Person::DrawSkeleton()
 
             if (playerdetail) {
                 for (unsigned int i = 0; i < skeleton.drawmodel.Triangles.size(); i++) {
-                    const XYZ &v0 = skeleton.drawmodel.getTriangleVertex(i, 0);
-                    const XYZ &v1 = skeleton.drawmodel.getTriangleVertex(i, 1);
-                    const XYZ &v2 = skeleton.drawmodel.getTriangleVertex(i, 2);
+                    const XYZv0 = skeleton.drawmodel.getTriangleVertex(i, 0);
+                    const XYZv1 = skeleton.drawmodel.getTriangleVertex(i, 1);
+                    const XYZv2 = skeleton.drawmodel.getTriangleVertex(i, 2);
                     glVertex3f(v0.x, v0.y, v0.z);
                     glVertex3f(v1.x, v1.y, v1.z);
                     glVertex3f(v1.x, v1.y, v1.z);
@@ -6461,7 +6524,6 @@ int Person::DrawSkeleton()
                     }
                 }
 
-
             if (Tutorial::active && id != 0) {
                 glPopMatrix();
                 glMatrixMode(GL_MODELVIEW);
@@ -6714,10 +6776,9 @@ int Person::DrawSkeleton()
     return 0;
 }
 
-
 /* FUNCTION?
  */
-int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model)
+int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate, Model* model)
 {
     static float distance;
     static float olddistance;
@@ -6743,7 +6804,7 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                 distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z)));
                 if (distance < radius) {
                     point = *p1 - model->Triangles[j].facenormal * distance;
-                    if (PointInTriangle( &point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
+                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
                         intersecting = 1;
                     if (!intersecting)
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
@@ -6807,18 +6868,13 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                 intersecting = 0;
                 start = *p1;
                 start.y -= radius / 4;
-                XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]];
-                XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
-                XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
-                distance = abs((model->Triangles[j].facenormal.x * start.x)
-                               + (model->Triangles[j].facenormal.y * start.y)
-                               + (model->Triangles[j].facenormal.z * start.z)
-                               - ((model->Triangles[j].facenormal.x * v0.x)
-                                  + (model->Triangles[j].facenormal.y * v0.y)
-                                  + (model->Triangles[j].facenormal.z * v0.z)));
+                XYZ& v0 = model->vertex[model->Triangles[j].vertex[0]];
+                XYZ& v1 = model->vertex[model->Triangles[j].vertex[1]];
+                XYZ& v2 = model->vertex[model->Triangles[j].vertex[2]];
+                distance = abs((model->Triangles[j].facenormal.x * start.x) + (model->Triangles[j].facenormal.y * start.y) + (model->Triangles[j].facenormal.z * start.z) - ((model->Triangles[j].facenormal.x * v0.x) + (model->Triangles[j].facenormal.y * v0.y) + (model->Triangles[j].facenormal.z * v0.z)));
                 if (distance < radius * .5) {
                     point = start - model->Triangles[j].facenormal * distance;
-                    if (PointInTriangle( &point, model->Triangles[j].facenormal, &v0, &v1, &v2))
+                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &v0, &v1, &v2))
                         intersecting = 1;
                     if (!intersecting)
                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
@@ -6873,12 +6929,14 @@ int findPathDist(int start, int end)
                     connected = 0;
                     if (Game::numpathpointconnect[j])
                         for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
-                            if (Game::pathpointconnect[j][k] == last)connected = 1;
+                            if (Game::pathpointconnect[j][k] == last)
+                                connected = 1;
                         }
                     if (!connected)
                         if (Game::numpathpointconnect[last])
                             for (int k = 0; k < Game::numpathpointconnect[last]; k++) {
-                                if (Game::pathpointconnect[last][k] == j)connected = 1;
+                                if (Game::pathpointconnect[last][k] == j)
+                                    connected = 1;
                             }
                     if (connected)
                         if (closest == -1 || Random() % 2 == 0) {
@@ -6938,13 +6996,19 @@ bool Person::addClothes(const int& clothesId)
         float tintg = clothestintg[clothesId];
         float tintb = clothestintb[clothesId];
 
-        if (tintr > 1) tintr = 1;
-        if (tintg > 1) tintg = 1;
-        if (tintb > 1) tintb = 1;
+        if (tintr > 1)
+            tintr = 1;
+        if (tintg > 1)
+            tintg = 1;
+        if (tintb > 1)
+            tintb = 1;
 
-        if (tintr < 0) tintr = 0;
-        if (tintg < 0) tintg = 0;
-        if (tintb < 0) tintb = 0;
+        if (tintr < 0)
+            tintr = 0;
+        if (tintg < 0)
+            tintg = 0;
+        if (tintb < 0)
+            tintb = 0;
 
         int bytesPerPixel = texture.bpp / 8;
 
@@ -6982,8 +7046,8 @@ void Person::doAI()
 
         pause = 0;
         if (distsqflat(&Person::players[0]->coords, &coords) < 30 &&
-                Person::players[0]->coords.y > coords.y + 2 &&
-                !Person::players[0]->onterrain)
+            Person::players[0]->coords.y > coords.y + 2 &&
+            !Person::players[0]->onterrain)
             pause = 1;
 
         //pathfinding
@@ -7008,7 +7072,7 @@ void Person::doAI()
                         DistancePointLine(&finalfinaltarget, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint);
                         if (sq(tempdist) < closestdistance)
                             if (findDistance(&colpoint, &Game::pathpoint[j]) + findDistance(&colpoint, &Game::pathpoint[Game::pathpointconnect[j][k]]) <
-                                    findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
+                                findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
                                 closestdistance = sq(tempdist);
                                 closest = j;
                                 finaltarget = colpoint;
@@ -7016,7 +7080,6 @@ void Person::doAI()
                     }
                 }
                 finalpathfindpoint = closest;
-
             }
             if (targetpathfindpoint == -1) {
                 float closestdistance;
@@ -7037,10 +7100,10 @@ void Person::doAI()
                     for (int j = 0; j < Game::numpathpoints; j++)
                         if (j != lastpathfindpoint)
                             for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
-                                DistancePointLine(&coords, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint );
+                                DistancePointLine(&coords, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint);
                                 if (sq(tempdist) < closestdistance) {
                                     if (findDistance(&colpoint, &Game::pathpoint[j]) + findDistance(&colpoint, &Game::pathpoint[Game::pathpointconnect[j][k]]) <
-                                            findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
+                                        findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
                                         closestdistance = sq(tempdist);
                                         closest = j;
                                     }
@@ -7050,9 +7113,9 @@ void Person::doAI()
                 } else {
                     for (int j = 0; j < Game::numpathpoints; j++)
                         if (j != lastpathfindpoint &&
-                                j != lastpathfindpoint2 &&
-                                j != lastpathfindpoint3 &&
-                                j != lastpathfindpoint4) {
+                            j != lastpathfindpoint2 &&
+                            j != lastpathfindpoint3 &&
+                            j != lastpathfindpoint4) {
                             bool connected = 0;
                             if (Game::numpathpointconnect[j])
                                 for (int k = 0; k < Game::numpathpointconnect[j]; k++)
@@ -7093,10 +7156,10 @@ void Person::doAI()
                     lastpathfindpoint4 = lastpathfindpoint3;
                 targetpathfindpoint = -1;
             }
-            if (     distsqflat(&coords, &finalfinaltarget) <
-                     distsqflat(&coords, &finaltarget) ||
-                     distsqflat(&coords, &finaltarget) < .6 * sq(scale * 5) ||
-                     lastpathfindpoint == finalpathfindpoint) {
+            if (distsqflat(&coords, &finalfinaltarget) <
+                    distsqflat(&coords, &finaltarget) ||
+                distsqflat(&coords, &finaltarget) < .6 * sq(scale * 5) ||
+                lastpathfindpoint == finalpathfindpoint) {
                 aitype = passivetype;
             }
 
@@ -7117,18 +7180,18 @@ void Person::doAI()
                 jumpkeydown = 1;
 
             if ((!Tutorial::active || cananger) &&
-                    hostile &&
-                    !Person::players[0]->dead &&
-                    distsq(&coords, &Person::players[0]->coords) < 400 &&
-                    occluded < 25) {
+                hostile &&
+                !Person::players[0]->dead &&
+                distsq(&coords, &Person::players[0]->coords) < 400 &&
+                occluded < 25) {
                 if (distsq(&coords, &Person::players[0]->coords) < 12 &&
-                        Animation::animations[Person::players[0]->animTarget].height != lowheight &&
-                        !Game::editorenabled &&
-                        (Person::players[0]->coords.y < coords.y + 5 || Person::players[0]->onterrain))
+                    Animation::animations[Person::players[0]->animTarget].height != lowheight &&
+                    !Game::editorenabled &&
+                    (Person::players[0]->coords.y < coords.y + 5 || Person::players[0]->onterrain))
                     aitype = attacktypecutoff;
                 if (distsq(&coords, &Person::players[0]->coords) < 30 &&
-                        Animation::animations[Person::players[0]->animTarget].height == highheight &&
-                        !Game::editorenabled)
+                    Animation::animations[Person::players[0]->animTarget].height == highheight &&
+                    !Game::editorenabled)
                     aitype = attacktypecutoff;
 
                 if (losupdatedelay < 0 && !Game::editorenabled && occluded < 2) {
@@ -7139,13 +7202,9 @@ void Person::doAI()
                                 if (distsq(&coords, &Person::players[j]->coords) < 400)
                                     if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0)
                                         if (Person::players[j]->coords.y < coords.y + 5 || Person::players[j]->onterrain)
-                                            if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(
-                                                        DoRotation(jointPos(head), 0, yaw, 0)
-                                                        *scale + coords,
-                                                        DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
-                                                        *Person::players[j]->scale + Person::players[j]->coords) ||
-                                                    (Person::players[j]->animTarget == hanganim &&
-                                                     normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
+                                            if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(DoRotation(jointPos(head), 0, yaw, 0) * scale + coords, DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords) ||
+                                                (Person::players[j]->animTarget == hanganim &&
+                                                 normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
                                                 aitype = searchtype;
                                                 lastchecktime = 12;
                                                 lastseen = Person::players[j]->coords;
@@ -7183,7 +7242,6 @@ void Person::doAI()
                         waypoint++;
                         if (waypoint > numwaypoints - 1)
                             waypoint = 0;
-
                     }
                 }
 
@@ -7220,15 +7278,13 @@ void Person::doAI()
             if ((collided > .8 && jumppower >= 5))
                 jumpkeydown = 1;
 
-
             //hearing sounds
             if (!Game::editorenabled) {
                 if (howactive <= typesleeping)
                     if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
                         for (int j = 0; j < numenvsounds; j++) {
                             float vol = howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
-                            if (vol > 0 && distsq(&coords, &envsound[j]) <
-                                    2 * (vol + vol * (creature == rabbittype) * 3))
+                            if (vol > 0 && distsq(&coords, &envsound[j]) < 2 * (vol + vol * (creature == rabbittype) * 3))
                                 aitype = attacktypecutoff;
                         }
 
@@ -7240,15 +7296,15 @@ void Person::doAI()
             }
 
             if (howactive < typesleeping &&
-                    ((!Tutorial::active || cananger) && hostile) &&
-                    !Person::players[0]->dead &&
-                    distsq(&coords, &Person::players[0]->coords) < 400 &&
-                    occluded < 25) {
+                ((!Tutorial::active || cananger) && hostile) &&
+                !Person::players[0]->dead &&
+                distsq(&coords, &Person::players[0]->coords) < 400 &&
+                occluded < 25) {
                 if (distsq(&coords, &Person::players[0]->coords) < 12 &&
-                        Animation::animations[Person::players[0]->animTarget].height != lowheight && !Game::editorenabled)
+                    Animation::animations[Person::players[0]->animTarget].height != lowheight && !Game::editorenabled)
                     aitype = attacktypecutoff;
                 if (distsq(&coords, &Person::players[0]->coords) < 30 &&
-                        Animation::animations[Person::players[0]->animTarget].height == highheight && !Game::editorenabled)
+                    Animation::animations[Person::players[0]->animTarget].height == highheight && !Game::editorenabled)
                     aitype = attacktypecutoff;
 
                 //wolf smell
@@ -7283,13 +7339,15 @@ void Person::doAI()
                                 if (distsq(&coords, &Person::players[j]->coords) < 400)
                                     if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0)
                                         if ((-1 == Object::checkcollide(
-                                                    DoRotation(jointPos(head), 0, yaw, 0)*
-                                                    scale + coords,
-                                                    DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
-                                                    Person::players[j]->scale + Person::players[j]->coords) &&
-                                                !Person::players[j]->isWallJump()) ||
-                                                (Person::players[j]->animTarget == hanganim &&
-                                                 normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
+                                                       DoRotation(jointPos(head), 0, yaw, 0) *
+                                                               scale +
+                                                           coords,
+                                                       DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) *
+                                                               Person::players[j]->scale +
+                                                           Person::players[j]->coords) &&
+                                             !Person::players[j]->isWallJump()) ||
+                                            (Person::players[j]->animTarget == hanganim &&
+                                             normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
                                             lastseentime -= .2;
                                             if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
                                                 lastseentime -= .4;
@@ -7408,10 +7466,10 @@ void Person::doAI()
                 }
 
             if (!Person::players[0]->dead &&
-                    losupdatedelay < 0 &&
-                    !Game::editorenabled &&
-                    occluded < 2 &&
-                    ((!Tutorial::active || cananger) && hostile)) {
+                losupdatedelay < 0 &&
+                !Game::editorenabled &&
+                occluded < 2 &&
+                ((!Tutorial::active || cananger) && hostile)) {
                 losupdatedelay = .2;
                 if (distsq(&coords, &Person::players[0]->coords) < 4 && Animation::animations[animTarget].height != lowheight) {
                     aitype = attacktypecutoff;
@@ -7422,12 +7480,13 @@ void Person::doAI()
                     if (distsq(&coords, &Person::players[0]->coords) < 400)
                         if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0)
                             if ((Object::checkcollide(
-                                        DoRotation(jointPos(head), 0, yaw, 0)*
-                                        scale + coords,
-                                        DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
-                                        Person::players[0]->scale + Person::players[0]->coords) == -1) ||
-                                    (Person::players[0]->animTarget == hanganim && normaldotproduct(
-                                         Person::players[0]->facing, coords - Person::players[0]->coords) < 0)) {
+                                     DoRotation(jointPos(head), 0, yaw, 0) *
+                                             scale +
+                                         coords,
+                                     DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0) *
+                                             Person::players[0]->scale +
+                                         Person::players[0]->coords) == -1) ||
+                                (Person::players[0]->animTarget == hanganim && normaldotproduct(Person::players[0]->facing, coords - Person::players[0]->coords) < 0)) {
                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
                                     Person::players[j]->facing,coords-Person::players[j]->coords)<0)
@@ -7469,9 +7528,9 @@ void Person::doAI()
                     float closestdist = -1;
                     for (unsigned k = 0; k < Person::players.size(); k++) {
                         if ((k != id) && (k != 0) && !Person::players[k]->dead &&
-                                (Person::players[k]->howactive < typedead1) &&
-                                !Person::players[k]->skeleton.free &&
-                                (Person::players[k]->aitype == passivetype)) {
+                            (Person::players[k]->howactive < typedead1) &&
+                            !Person::players[k]->skeleton.free &&
+                            (Person::players[k]->aitype == passivetype)) {
                             float distance = distsq(&coords, &Person::players[k]->coords);
                             if (closestdist == -1 || distance < closestdist) {
                                 closestdist = distance;
@@ -7489,7 +7548,6 @@ void Person::doAI()
                     lastseentime = 12;
                 }
 
-
                 lastchecktime = 12;
 
                 XYZ facing = coords;
@@ -7501,9 +7559,9 @@ void Person::doAI()
 
                 //no available ally, run back to player
                 if (ally <= 0 ||
-                        Person::players[ally]->skeleton.free ||
-                        Person::players[ally]->aitype != passivetype ||
-                        lastseentime <= 0) {
+                    Person::players[ally]->skeleton.free ||
+                    Person::players[ally]->aitype != passivetype ||
+                    lastseentime <= 0) {
                     aitype = searchtype;
                     lastseentime = 12;
                 }
@@ -7593,7 +7651,7 @@ void Person::doAI()
                 if (!Person::players[0]->dead)
                     if (ally >= 0) {
                         if (weapons[ally].owner != -1 ||
-                                distsq(&coords, &weapons[ally].position) > 16) {
+                            distsq(&coords, &weapons[ally].position) > 16) {
                             aitype = attacktypecutoff;
                             lastseentime = 1;
                         }
@@ -7603,7 +7661,6 @@ void Person::doAI()
                         aiupdatedelay = .05;
                         forwardkeydown = 1;
 
-
                         if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
                             if (!avoidsomething)
                                 targetyaw += 90 * (whichdirection * 2 - 1);
@@ -7629,7 +7686,7 @@ void Person::doAI()
                 throwkeydown = 1;
                 crouchkeydown = 0;
                 if (animTarget != crouchremoveknifeanim &&
-                        animTarget != removeknifeanim)
+                    animTarget != removeknifeanim)
                     throwtogglekeydown = 0;
                 drawkeydown = 0;
             }
@@ -7644,11 +7701,11 @@ void Person::doAI()
             //dodge or reverse rabbit kicks, knife throws, flips
             if (damage < damagetolerance * 2 / 3)
                 if ((Person::players[0]->animTarget == rabbitkickanim ||
-                        Person::players[0]->animTarget == knifethrowanim ||
-                        (Person::players[0]->isFlip() &&
-                         normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - coords) < 0)) &&
-                        !Person::players[0]->skeleton.free &&
-                        (aiupdatedelay < .1)) {
+                     Person::players[0]->animTarget == knifethrowanim ||
+                     (Person::players[0]->isFlip() &&
+                      normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - coords) < 0)) &&
+                    !Person::players[0]->skeleton.free &&
+                    (aiupdatedelay < .1)) {
                     attackkeydown = 0;
                     if (isIdle())
                         crouchkeydown = 1;
@@ -7673,9 +7730,9 @@ void Person::doAI()
                 }
             //get confused by flips
             if (Person::players[0]->isFlip() &&
-                    !Person::players[0]->skeleton.free &&
-                    Person::players[0]->animTarget != walljumprightkickanim &&
-                    Person::players[0]->animTarget != walljumpleftkickanim) {
+                !Person::players[0]->skeleton.free &&
+                Person::players[0]->animTarget != walljumprightkickanim &&
+                Person::players[0]->animTarget != walljumpleftkickanim) {
                 if (distsq(&Person::players[0]->coords, &coords) < 25)
                     if ((1 - damage / damagetolerance) > .5)
                         stunned = 1;
@@ -7700,12 +7757,12 @@ void Person::doAI()
             if (damage < damagetolerance / 2)
                 if (Animation::animations[animTarget].height != highheight)
                     if (damage < damagetolerance * .5 &&
-                            ((Person::players[0]->animTarget == walljumprightkickanim ||
-                              Person::players[0]->animTarget == walljumpleftkickanim) &&
-                             ((aiupdatedelay < .15 &&
-                               difficulty == 2) ||
-                              (aiupdatedelay < .08 &&
-                               difficulty != 2)))) {
+                        ((Person::players[0]->animTarget == walljumprightkickanim ||
+                          Person::players[0]->animTarget == walljumpleftkickanim) &&
+                         ((aiupdatedelay < .15 &&
+                           difficulty == 2) ||
+                          (aiupdatedelay < .08 &&
+                           difficulty != 2)))) {
                         crouchkeydown = 1;
                     }
             //walked off a ledge (?)
@@ -7736,8 +7793,8 @@ void Person::doAI()
                 }
             //lose sight of player in the air (?)
             if (Person::players[0]->coords.y > coords.y + 5 &&
-                    Animation::animations[Person::players[0]->animTarget].height != highheight &&
-                    !Person::players[0]->onterrain) {
+                Animation::animations[Person::players[0]->animTarget].height != highheight &&
+                !Person::players[0]->onterrain) {
                 aitype = pathfindtype;
                 finalfinaltarget = waypoints[waypoint];
                 finalpathfindpoint = -1;
@@ -7749,11 +7806,11 @@ void Person::doAI()
             }
             //it's time to think (?)
             if (aiupdatedelay < 0 &&
-                    !Animation::animations[animTarget].attack &&
-                    animTarget != staggerbackhighanim &&
-                    animTarget != staggerbackhardanim &&
-                    animTarget != backhandspringanim &&
-                    animTarget != dodgebackanim) {
+                !Animation::animations[animTarget].attack &&
+                animTarget != staggerbackhighanim &&
+                animTarget != staggerbackhardanim &&
+                animTarget != backhandspringanim &&
+                animTarget != dodgebackanim) {
                 //draw weapon
                 if (weaponactive == -1 && num_weapons > 0)
                     drawkeydown = Random() % 2;
@@ -7764,7 +7821,7 @@ void Person::doAI()
                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
                 XYZ targetpoint = Person::players[0]->coords;
                 if (distsq(&Person::players[0]->coords, &coords) <
-                        distsq(&rotatetarget, &coords))
+                    distsq(&rotatetarget, &coords))
                     targetpoint += Person::players[0]->velocity *
                                    findDistance(&Person::players[0]->coords, &coords) / findLength(&velocity);
                 targetyaw = roughDirectionTo(coords, targetpoint);
@@ -7815,37 +7872,37 @@ void Person::doAI()
 
                 //TODO: wat
                 if (aitype != playercontrolled &&
-                        (isIdle() ||
-                         isCrouch() ||
-                         isRun())) {
+                    (isIdle() ||
+                     isCrouch() ||
+                     isRun())) {
                     int target = -2;
                     for (unsigned j = 0; j < Person::players.size(); j++)
                         if (j != id && !Person::players[j]->skeleton.free &&
-                                Person::players[j]->hasvictim &&
-                                (Tutorial::active && reversaltrain ||
-                                 Random() % 2 == 0 && difficulty == 2 ||
-                                 Random() % 4 == 0 && difficulty == 1 ||
-                                 Random() % 8 == 0 && difficulty == 0 ||
-                                 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
+                            Person::players[j]->hasvictim &&
+                            (Tutorial::active && reversaltrain ||
+                             Random() % 2 == 0 && difficulty == 2 ||
+                             Random() % 4 == 0 && difficulty == 1 ||
+                             Random() % 8 == 0 && difficulty == 0 ||
+                             Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
                                  (Random() % 2 == 0 || difficulty == 2) ||
-                                 (isIdle() || isRun()) &&
+                             (isIdle() || isRun()) &&
                                  Person::players[j]->weaponactive != -1 ||
-                                 Person::players[j]->animTarget == swordslashanim &&
+                             Person::players[j]->animTarget == swordslashanim &&
                                  weaponactive != -1 ||
-                                 Person::players[j]->animTarget == staffhitanim ||
-                                 Person::players[j]->animTarget == staffspinhitanim))
+                             Person::players[j]->animTarget == staffhitanim ||
+                             Person::players[j]->animTarget == staffspinhitanim))
                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
-                                    Person::players[j]->victim == Person::players[id] &&
-                                    (Person::players[j]->animTarget == sweepanim ||
-                                     Person::players[j]->animTarget == spinkickanim ||
-                                     Person::players[j]->animTarget == staffhitanim ||
-                                     Person::players[j]->animTarget == staffspinhitanim ||
-                                     Person::players[j]->animTarget == winduppunchanim ||
-                                     Person::players[j]->animTarget == upunchanim ||
-                                     Person::players[j]->animTarget == wolfslapanim ||
-                                     Person::players[j]->animTarget == knifeslashstartanim ||
-                                     Person::players[j]->animTarget == swordslashanim &&
+                                Person::players[j]->victim == Person::players[id] &&
+                                (Person::players[j]->animTarget == sweepanim ||
+                                 Person::players[j]->animTarget == spinkickanim ||
+                                 Person::players[j]->animTarget == staffhitanim ||
+                                 Person::players[j]->animTarget == staffspinhitanim ||
+                                 Person::players[j]->animTarget == winduppunchanim ||
+                                 Person::players[j]->animTarget == upunchanim ||
+                                 Person::players[j]->animTarget == wolfslapanim ||
+                                 Person::players[j]->animTarget == knifeslashstartanim ||
+                                 Person::players[j]->animTarget == swordslashanim &&
                                      (distsq(&Person::players[j]->coords, &coords) < 2 ||
                                       weaponactive != -1))) {
                                 if (target >= 0) {
@@ -7861,7 +7918,7 @@ void Person::doAI()
                 if (collided < 1)
                     jumpkeydown = 0;
                 if (collided > .8 && jumppower >= 5 ||
-                        distsq(&coords, &Person::players[0]->coords) > 400 &&
+                    distsq(&coords, &Person::players[0]->coords) > 400 &&
                         onterrain &&
                         creature == rabbittype)
                     jumpkeydown = 1;
@@ -7869,7 +7926,7 @@ void Person::doAI()
                 if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0)
                     Person::players[0]->jumpkeydown = 0;
                 if (Person::players[0]->animTarget == jumpdownanim &&
-                        distsq(&Person::players[0]->coords, &coords) < 40)
+                    distsq(&Person::players[0]->coords, &coords) < 40)
                     crouchkeydown = 1;
                 if (jumpkeydown)
                     attackkeydown = 0;
@@ -7878,7 +7935,6 @@ void Person::doAI()
                     if (!canattack)
                         attackkeydown = 0;
 
-
                 XYZ facing = coords;
                 XYZ flatfacing = Person::players[0]->coords;
                 facing.y += jointPos(head).y * scale;
@@ -7888,8 +7944,8 @@ void Person::doAI()
                         if (!pause)
                             lastseentime -= .2;
                         if (lastseentime <= 0 &&
-                                (creature != wolftype ||
-                                 weaponstuck == -1)) {
+                            (creature != wolftype ||
+                             weaponstuck == -1)) {
                             aitype = searchtype;
                             lastchecktime = 12;
                             lastseen = Person::players[0]->coords;
@@ -7900,8 +7956,8 @@ void Person::doAI()
             }
         }
         if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
-                (aitype == attacktypecutoff ||
-                 aitype == searchtype))
+            (aitype == attacktypecutoff ||
+             aitype == searchtype))
             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
                 XYZ test = Person::players[0]->coords;
                 test.y -= 40;
@@ -7910,8 +7966,8 @@ void Person::doAI()
             }
         //stunned
         if (aitype == passivetype && !(numwaypoints > 1) ||
-                stunned > 0 ||
-                pause && damage > superpermanentdamage) {
+            stunned > 0 ||
+            pause && damage > superpermanentdamage) {
             if (pause)
                 lastseentime = 1;
             targetyaw = yaw;
@@ -7925,7 +7981,6 @@ void Person::doAI()
             throwkeydown = 0;
         }
 
-
         XYZ facing;
         facing = 0;
         facing.z = -1;
index f1ba770bc685f49709f7fad85e1e3ac1210f8122..42ee250786c0356cf0a2d8c11bdaf75343d41163 100644 (file)
@@ -23,8 +23,8 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Objects/Weapons.hpp"
 
 #include "Animation/Animation.hpp"
-#include "Audio/openal_wrapper.hpp"
 #include "Audio/Sounds.hpp"
+#include "Audio/openal_wrapper.hpp"
 #include "Game.hpp"
 #include "Level/Awards.hpp"
 #include "Tutorial.hpp"
@@ -64,7 +64,8 @@ Texture Weapon::bloodswordtextureptr;
 Model Weapon::staffmodel;
 Texture Weapon::stafftextureptr;
 
-Weapon::Weapon(int t, int o) : owner(o)
+Weapon::Weapon(int t, int o)
+    : owner(o)
 {
     setType(t);
     bloody = 0;
@@ -253,11 +254,11 @@ void Weapon::doStuff(int i)
                 footvel = 0;
                 footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords;
                 if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 &&
-                        distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
-                        !Person::players[j]->skeleton.free && (int(j) != oldowner)) {
+                    distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
+                    !Person::players[j]->skeleton.free && (int(j) != oldowner)) {
                     if ((Person::players[j]->aitype != attacktypecutoff || abs(Random() % 6) == 0 || (Person::players[j]->animTarget != backhandspringanim && Person::players[j]->animTarget != rollanim && Person::players[j]->animTarget != flipanim && Random() % 2 == 0)) && !missed) {
-                        if ( (Person::players[j]->creature == wolftype && Random() % 3 != 0 && Person::players[j]->weaponactive == -1 && (Person::players[j]->isIdle() || Person::players[j]->isRun() || Person::players[j]->animTarget == walkanim)) ||
-                                (Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
+                        if ((Person::players[j]->creature == wolftype && Random() % 3 != 0 && Person::players[j]->weaponactive == -1 && (Person::players[j]->isIdle() || Person::players[j]->isRun() || Person::players[j]->animTarget == walkanim)) ||
+                            (Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
                             emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
 
                             Person::players[j]->animTarget = removeknifeanim;
@@ -406,7 +407,6 @@ void Weapon::doStuff(int i)
             if (temppoint1.x > temppoint2.x)
                 rotation1 = 360 - rotation1;
         }
-
     }
 
     //Sword physics
@@ -437,7 +437,6 @@ void Weapon::doStuff(int i)
             position = newpoint1;
             tippoint = newpoint2;
 
-
             //Object collisions
             whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale);
             whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale);
@@ -623,26 +622,26 @@ void Weapon::doStuff(int i)
                             point[0] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 0), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
                             point[1] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 1), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
                             point[2] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 2), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
-                            if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) {
+                            if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint)) {
                                 if (distance < closestdistance || closestdistance == -1) {
                                     closestpoint = colpoint;
                                     closestdistance = distance;
                                 }
                             }
-                            if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint )) {
+                            if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint)) {
                                 if (distance < closestdistance || closestdistance == -1) {
                                     closestpoint = colpoint;
                                     closestdistance = distance;
                                 }
                             }
-                            if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint )) {
+                            if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint)) {
                                 if (distance < closestdistance || closestdistance == -1) {
                                     closestpoint = colpoint;
                                     closestdistance = distance;
                                 }
                             }
                             if (closestdistance != -1 && isnormal(closestdistance)) {
-                                if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint )) {
+                                if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint)) {
                                     closestswordpoint = colpoint;
                                     velocity += (closestpoint - closestswordpoint);
                                     tipvelocity += (closestpoint - closestswordpoint);
@@ -691,8 +690,7 @@ void Weapon::doStuff(int i)
                         whichsound = footstepsound + abs(Random() % 2);
                     }
                     emit_sound_at(whichsound, position,
-                                  findLengthfast(&bounceness)
-                                  * (terrain.getOpacity(position.x, position.z) > .2 ? 128. : 32.));
+                                  findLengthfast(&bounceness) * (terrain.getOpacity(position.x, position.z) > .2 ? 128. : 32.));
 
                     if (terrain.getOpacity(position.x, position.z) < .2) {
                         XYZ terrainlight;
@@ -745,8 +743,7 @@ void Weapon::doStuff(int i)
                         whichsound = footstepsound + abs(Random() % 2);
                     }
                     emit_sound_at(whichsound, tippoint,
-                                  findLengthfast(&bounceness)
-                                  * (terrain.getOpacity(tippoint.x, tippoint.z) > .2  ? 128. : 32.));
+                                  findLengthfast(&bounceness) * (terrain.getOpacity(tippoint.x, tippoint.z) > .2 ? 128. : 32.));
 
                     if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
                         XYZ terrainlight;
@@ -802,10 +799,9 @@ void Weapon::doStuff(int i)
                         whichsound = footstepsound + abs(Random() % 2);
                     }
                     emit_sound_at(whichsound, mid,
-                                  findLengthfast(&bounceness)
-                                  * (terrain.getOpacity(position.x, position.z) > .2
-                                     ? 128.
-                                     : 32.));
+                                  findLengthfast(&bounceness) * (terrain.getOpacity(position.x, position.z) > .2
+                                                                     ? 128.
+                                                                     : 32.));
                 }
                 position += (mid - oldmid) * 20;
             }
@@ -846,10 +842,9 @@ void Weapon::doStuff(int i)
                         whichsound = footstepsound + abs(Random() % 2);
                     }
                     emit_sound_at(whichsound, mid,
-                                  findLengthfast(&bounceness)
-                                  * (terrain.getOpacity(position.x, position.z) > .2
-                                     ? 128.
-                                     : 32.));
+                                  findLengthfast(&bounceness) * (terrain.getOpacity(position.x, position.z) > .2
+                                                                     ? 128.
+                                                                     : 32.));
                 }
                 tippoint += (mid - oldmid) * 20;
             }
@@ -964,7 +959,7 @@ void Weapon::draw()
     static GLfloat M[16];
 
     if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) &&
-            distsq(&viewer, &position) < viewdistance * viewdistance)) {
+         distsq(&viewer, &position) < viewdistance * viewdistance)) {
         bool draw = false;
         if (owner == -1) {
             draw = true;
@@ -992,8 +987,7 @@ void Weapon::draw()
                  Person::players[owner]->animTarget == swordgroundstabanim ||
                  Person::players[owner]->animTarget == knifethrowanim) &&
                 Person::players[owner]->animTarget == lastdrawnanim &&
-                !Person::players[owner]->skeleton.free
-            ) {
+                !Person::players[owner]->skeleton.free) {
                 drawhowmany = 10;
             } else {
                 drawhowmany = 1;
@@ -1042,29 +1036,29 @@ void Weapon::draw()
 
                 glEnable(GL_LIGHTING);
                 switch (type) {
-                case knife:
-                    if (!bloody || !bloodtoggle)
-                        throwingknifemodel.drawdifftex(knifetextureptr);
-                    if (bloodtoggle) {
-                        if (bloody == 1)
-                            throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
-                        if (bloody == 2)
-                            throwingknifemodel.drawdifftex(bloodknifetextureptr);
-                    }
-                    break;
-                case sword:
-                    if (!bloody || !bloodtoggle)
-                        swordmodel.drawdifftex(swordtextureptr);
-                    if (bloodtoggle) {
-                        if (bloody == 1)
-                            swordmodel.drawdifftex(lightbloodswordtextureptr);
-                        if (bloody == 2)
-                            swordmodel.drawdifftex(bloodswordtextureptr);
-                    }
-                    break;
-                case staff:
-                    staffmodel.drawdifftex(stafftextureptr);
-                    break;
+                    case knife:
+                        if (!bloody || !bloodtoggle)
+                            throwingknifemodel.drawdifftex(knifetextureptr);
+                        if (bloodtoggle) {
+                            if (bloody == 1)
+                                throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
+                            if (bloody == 2)
+                                throwingknifemodel.drawdifftex(bloodknifetextureptr);
+                        }
+                        break;
+                    case sword:
+                        if (!bloody || !bloodtoggle)
+                            swordmodel.drawdifftex(swordtextureptr);
+                        if (bloodtoggle) {
+                            if (bloody == 1)
+                                swordmodel.drawdifftex(lightbloodswordtextureptr);
+                            if (bloody == 2)
+                                swordmodel.drawdifftex(bloodswordtextureptr);
+                        }
+                        break;
+                    case staff:
+                        staffmodel.drawdifftex(stafftextureptr);
+                        break;
                 }
 
                 glPopMatrix();
index 3a134ff01172101f69bf0b101e2468e0d20bdb8c..3d5fed1eaaa8c9bfd560535a8427d9cee4c3f47f 100644 (file)
@@ -19,9 +19,9 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
 #include "Tutorial.hpp"
-#include "Game.hpp"
 #include "Audio/Sounds.hpp"
 #include "Audio/openal_wrapper.hpp"
+#include "Game.hpp"
 #include "Level/Awards.hpp"
 #include "Objects/Person.hpp"
 #include "Utils/Input.hpp"
@@ -103,8 +103,7 @@ void Tutorial::Do(float multiplier)
                         Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                     }
                 }
-            }
-            break;
+            } break;
             case 15:
             case 16:
             case 17:
@@ -204,8 +203,7 @@ void Tutorial::Do(float multiplier)
                 w.physics = 1;
 
                 weapons.push_back(w);
-            }
-            break;
+            } break;
             case 40:
             case 41:
             case 43:
@@ -282,8 +280,7 @@ void Tutorial::Do(float multiplier)
                 Person::players[1]->num_weapons = 1;
                 Person::players[1]->weaponids[0] = 0;
 
-            }
-            break;
+            } break;
             case 48:
                 canattack = 0;
                 cananger = 0;
@@ -350,8 +347,7 @@ void Tutorial::Do(float multiplier)
                 Person::players[1]->weaponactive = -1;
 
                 weapons.clear();
-            }
-            break;
+            } break;
             case 51:
                 maxtime = 80000;
                 break;
@@ -527,7 +523,7 @@ void Tutorial::DrawTextInfo()
     switch (stage) {
         case 0:
         default:
-        break;
+            break;
         case 1:
             string = "Welcome to the Lugaru training level!";
             break;
@@ -539,10 +535,10 @@ void Tutorial::DrawTextInfo()
             break;
         case 4:
             string = std::string("Try using the ") +
-                    Input::keyToChar(Game::forwardkey) + ", " +
-                    Input::keyToChar(Game::leftkey) + ", " +
-                    Input::keyToChar(Game::backkey) + " and " +
-                    Input::keyToChar(Game::rightkey) + " keys to move around.";
+                     Input::keyToChar(Game::forwardkey) + ", " +
+                     Input::keyToChar(Game::leftkey) + ", " +
+                     Input::keyToChar(Game::backkey) + " and " +
+                     Input::keyToChar(Game::rightkey) + " keys to move around.";
             string2 = "All movement is relative to the camera.";
             break;
         case 5:
@@ -753,17 +749,17 @@ void Tutorial::DrawTextInfo()
         opacity = 0;
     }
 
-    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
 
     string = "Press 'tab' to skip to the next item.";
     string2 = "Press escape at any time to";
     string3 = "pause or exit the tutorial.";
 
-    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
 }
 
 void Tutorial::DoStuff(float multiplier)
@@ -786,7 +782,7 @@ void Tutorial::DoStuff(float multiplier)
     oldtemp2 = temp2;
     if (stage >= 51) {
         if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
-            OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
+            OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
             OPENAL_SetFrequency(OPENAL_ALL);
 
             emit_stream_np(stream_menutheme);
index ed0a654efa389a201a204311c105585e799665d4..52f863e34c7a6ba491f3530b5adce1a0042011d2 100644 (file)
@@ -34,7 +34,9 @@ extern bool devtools;
 vector<Account> Account::accounts;
 int Account::i_active = -1;
 
-Account::Account(const string& name) : name(name), campaignProgress()
+Account::Account(const string& name)
+    : name(name)
+    , campaignProgress()
 {
     difficulty = 0;
     progress = 0;
@@ -46,7 +48,8 @@ Account::Account(const string& name) : name(name), campaignProgress()
     setCurrentCampaign("main");
 }
 
-Account::Account(FILE* tfile) : Account("")
+Account::Account(FILE* tfile)
+    : Account("")
 {
     funpackf(tfile, "Bi", &difficulty);
     funpackf(tfile, "Bi", &progress);
@@ -57,9 +60,9 @@ Account::Account(FILE* tfile) : Account("")
         string campaignName = "";
         int t;
         char c;
-        funpackf(tfile, "Bi",  &t);
+        funpackf(tfile, "Bi", &t);
         for (int j = 0; j < t; j++) {
-            funpackf(tfile, "Bb",  &c);
+            funpackf(tfile, "Bb", &c);
             campaignName.append(1, c);
         }
         funpackf(tfile, "Bf", &(campaignProgress[campaignName].time));
@@ -80,9 +83,9 @@ Account::Account(FILE* tfile) : Account("")
     currentCampaign = "";
     int t;
     char c;
-    funpackf(tfile, "Bi",  &t);
+    funpackf(tfile, "Bi", &t);
     for (int i = 0; i < t; i++) {
-        funpackf(tfile, "Bb",  &c);
+        funpackf(tfile, "Bb", &c);
         currentCampaign.append(1, c);
     }
 
@@ -92,13 +95,13 @@ Account::Account(FILE* tfile) : Account("")
         funpackf(tfile, "Bf", &(fasttime[i]));
     }
     for (int i = 0; i < 60; i++) {
-        funpackf(tfile, "Bb",  &(unlocked[i]));
+        funpackf(tfile, "Bb", &(unlocked[i]));
     }
     int temp;
     char ctemp;
-    funpackf(tfile, "Bi",  &temp);
+    funpackf(tfile, "Bi", &temp);
     for (int i = 0; i < temp; i++) {
-        funpackf(tfile, "Bb",  &ctemp);
+        funpackf(tfile, "Bb", &ctemp);
         name.append(1, ctemp);
     }
     if (name.empty()) {
@@ -114,9 +117,9 @@ void Account::save(FILE* tfile)
 
     map<string, CampaignProgress>::const_iterator it;
     for (it = campaignProgress.begin(); it != campaignProgress.end(); ++it) {
-        fpackf(tfile, "Bi",  it->first.size());
+        fpackf(tfile, "Bi", it->first.size());
         for (unsigned j = 0; j < it->first.size(); j++) {
-            fpackf(tfile, "Bb",  it->first[j]);
+            fpackf(tfile, "Bb", it->first[j]);
         }
         fpackf(tfile, "Bf", it->second.time);
         fpackf(tfile, "Bf", it->second.score);
@@ -139,11 +142,11 @@ void Account::save(FILE* tfile)
         fpackf(tfile, "Bf", fasttime[j]);
     }
     for (unsigned j = 0; j < 60; j++) {
-        fpackf(tfile, "Bb",  unlocked[j]);
+        fpackf(tfile, "Bb", unlocked[j]);
     }
-    fpackf(tfile, "Bi",  name.size());
+    fpackf(tfile, "Bi", name.size());
     for (unsigned j = 0; j < name.size(); j++) {
-        fpackf(tfile, "Bb",  name[j]);
+        fpackf(tfile, "Bb", name[j]);
     }
 }
 
@@ -232,12 +235,12 @@ void Account::winLevel(int level, float score, float time)
 
 void Account::loadFile(string filename)
 {
-    FILE *tfile;
+    FILEtfile;
     int numaccounts;
     int iactive;
     errno = 0;
 
-    tfile = fopen(filename.c_str(), "rb" );
+    tfile = fopen(filename.c_str(), "rb");
 
     if (tfile) {
         funpackf(tfile, "Bi", &numaccounts);
@@ -258,10 +261,10 @@ void Account::loadFile(string filename)
 
 void Account::saveFile(string filename)
 {
-    FILE *tfile;
+    FILEtfile;
     errno = 0;
 
-    tfile = fopen(filename.c_str(), "wb" );
+    tfile = fopen(filename.c_str(), "wb");
     if (tfile) {
         fpackf(tfile, "Bi", getNbAccounts());
         fpackf(tfile, "Bi", i_active);
index b1970d30b792041e9c3991ff844e550cd5102068..e3f709e580691a58c3f17dca3822b47167ba1af6 100644 (file)
@@ -174,7 +174,7 @@ bool LoadSettings()
 {
     errno = 0;
     ifstream ipstream(Folders::getConfigFilePath(), std::ios::in);
-    if ( ipstream.fail() ) {
+    if (ipstream.fail()) {
         perror(("Couldn't read config file " + Folders::getConfigFilePath()).c_str());
         return false;
     }
@@ -183,118 +183,117 @@ bool LoadSettings()
 
     printf("Loading config\n");
     while (!ipstream.eof()) {
-        ipstream.getline( setting, sizeof(setting) );
+        ipstream.getline(setting, sizeof(setting));
 
         // skip blank lines
         // assume lines starting with spaces are all blank
-        if ( strlen(setting) == 0 || setting[0] == ' ' || setting[0] == '\t')
+        if (strlen(setting) == 0 || setting[0] == ' ' || setting[0] == '\t')
             continue;
         //~ printf("setting : %s\n",setting);
 
-        if ( ipstream.eof() || ipstream.fail() ) {
+        if (ipstream.eof() || ipstream.fail()) {
             fprintf(stderr, "Error reading config file: Got setting name '%s', but value can't be read\n", setting);
             ipstream.close();
             return false;
         }
 
-
-        if ( !strncmp(setting, "Screenwidth", 11) ) {
+        if (!strncmp(setting, "Screenwidth", 11)) {
             ipstream >> kContextWidth;
-        } else if ( !strncmp(setting, "Screenheight", 12) ) {
+        } else if (!strncmp(setting, "Screenheight", 12)) {
             ipstream >> kContextHeight;
-        } else if ( !strncmp(setting, "Fullscreen", 10) ) {
+        } else if (!strncmp(setting, "Fullscreen", 10)) {
             ipstream >> fullscreen;
-        } else if ( !strncmp(setting, "Mouse sensitivity", 17) ) {
+        } else if (!strncmp(setting, "Mouse sensitivity", 17)) {
             ipstream >> usermousesensitivity;
-        } else if ( !strncmp(setting, "Blur", 4) ) {
+        } else if (!strncmp(setting, "Blur", 4)) {
             ipstream >> ismotionblur;
-        } else if ( !strncmp(setting, "Overall Detail", 14) ) {
+        } else if (!strncmp(setting, "Overall Detail", 14)) {
             ipstream >> detail;
-        } else if ( !strncmp(setting, "Floating jump", 13) ) {
+        } else if (!strncmp(setting, "Floating jump", 13)) {
             ipstream >> floatjump;
-        } else if ( !strncmp(setting, "Mouse jump", 10) ) {
+        } else if (!strncmp(setting, "Mouse jump", 10)) {
             ipstream >> mousejump;
-        } else if ( !strncmp(setting, "Ambient sound", 13) ) {
+        } else if (!strncmp(setting, "Ambient sound", 13)) {
             ipstream >> ambientsound;
-        } else if ( !strncmp(setting, "Blood", 5) ) {
+        } else if (!strncmp(setting, "Blood", 5)) {
             ipstream >> bloodtoggle;
-        } else if ( !strncmp(setting, "Auto slomo", 10) ) {
+        } else if (!strncmp(setting, "Auto slomo", 10)) {
             ipstream >> autoslomo;
-        } else if ( !strncmp(setting, "Foliage", 7) ) {
+        } else if (!strncmp(setting, "Foliage", 7)) {
             ipstream >> foliage;
-        } else if ( !strncmp(setting, "Music", 5) ) {
+        } else if (!strncmp(setting, "Music", 5)) {
             ipstream >> musictoggle;
-        } else if ( !strncmp(setting, "Trilinear", 9) ) {
+        } else if (!strncmp(setting, "Trilinear", 9)) {
             ipstream >> trilinear;
-        } else if ( !strncmp(setting, "Decals", 6) ) {
+        } else if (!strncmp(setting, "Decals", 6)) {
             ipstream >> decalstoggle;
-        } else if ( !strncmp(setting, "Invert mouse", 12) ) {
+        } else if (!strncmp(setting, "Invert mouse", 12)) {
             ipstream >> invertmouse;
-        } else if ( !strncmp(setting, "Gamespeed", 9) ) {
+        } else if (!strncmp(setting, "Gamespeed", 9)) {
             ipstream >> gamespeed;
             oldgamespeed = gamespeed;
             if (oldgamespeed == 0) {
                 gamespeed = 1;
                 oldgamespeed = 1;
             }
-        } else if ( !strncmp(setting, "Damage effects", 14) ) {
+        } else if (!strncmp(setting, "Damage effects", 14)) {
             ipstream >> damageeffects;
-        } else if ( !strncmp(setting, "Text", 4) ) {
+        } else if (!strncmp(setting, "Text", 4)) {
             ipstream >> texttoggle;
-        } else if ( !strncmp(setting, "Devtools", 8) ) {
+        } else if (!strncmp(setting, "Devtools", 8)) {
             ipstream >> devtools;
-        } else if ( !strncmp(setting, "Show Points", 11) ) {
+        } else if (!strncmp(setting, "Show Points", 11)) {
             ipstream >> showpoints;
-        } else if ( !strncmp(setting, "Always Blur", 11) ) {
+        } else if (!strncmp(setting, "Always Blur", 11)) {
             ipstream >> alwaysblur;
-        } else if ( !strncmp(setting, "Immediate mode ", 15) ) {
+        } else if (!strncmp(setting, "Immediate mode ", 15)) {
             ipstream >> immediate;
-        } else if ( !strncmp(setting, "Velocity blur", 13) ) {
+        } else if (!strncmp(setting, "Velocity blur", 13)) {
             ipstream >> velocityblur;
-        } else if ( !strncmp(setting, "Volume", 6) ) {
+        } else if (!strncmp(setting, "Volume", 6)) {
             ipstream >> volume;
-        } else if ( !strncmp(setting, "Forward key", 11) ) {
+        } else if (!strncmp(setting, "Forward key", 11)) {
             ipstream >> forwardkey;
-        } else if ( !strncmp(setting, "Back key", 8) ) {
+        } else if (!strncmp(setting, "Back key", 8)) {
             ipstream >> backkey;
-        } else if ( !strncmp(setting, "Left key", 8) ) {
+        } else if (!strncmp(setting, "Left key", 8)) {
             ipstream >> leftkey;
-        } else if ( !strncmp(setting, "Right key", 9) ) {
+        } else if (!strncmp(setting, "Right key", 9)) {
             ipstream >> rightkey;
-        } else if ( !strncmp(setting, "Jump key", 8) ) {
+        } else if (!strncmp(setting, "Jump key", 8)) {
             ipstream >> jumpkey;
-        } else if ( !strncmp(setting, "Crouch key", 10) ) {
+        } else if (!strncmp(setting, "Crouch key", 10)) {
             ipstream >> crouchkey;
-        } else if ( !strncmp(setting, "Draw key", 8) ) {
+        } else if (!strncmp(setting, "Draw key", 8)) {
             ipstream >> drawkey;
-        } else if ( !strncmp(setting, "Throw key", 9) ) {
+        } else if (!strncmp(setting, "Throw key", 9)) {
             ipstream >> throwkey;
-        } else if ( !strncmp(setting, "Attack key", 10) ) {
+        } else if (!strncmp(setting, "Attack key", 10)) {
             ipstream >> attackkey;
-        } else if ( !strncmp(setting, "Console key", 11) ) {
+        } else if (!strncmp(setting, "Console key", 11)) {
             ipstream >> consolekey;
-        } else if ( !strncmp(setting, "Damage bar", 10) ) {
+        } else if (!strncmp(setting, "Damage bar", 10)) {
             ipstream >> showdamagebar;
-        } else if ( !strncmp(setting, "StereoMode", 10) ) {
+        } else if (!strncmp(setting, "StereoMode", 10)) {
             int i;
             ipstream >> i;
             stereomode = (StereoMode)i;
-        } else if ( !strncmp(setting, "StereoSeparation", 16) ) {
+        } else if (!strncmp(setting, "StereoSeparation", 16)) {
             ipstream >> stereoseparation;
-        } else if ( !strncmp(setting, "StereoReverse", 13) ) {
+        } else if (!strncmp(setting, "StereoReverse", 13)) {
             ipstream >> stereoreverse;
         } else {
             ipstream >> string;
             fprintf(stderr, "Unknown config option '%s' with value '%s'. Ignoring.\n", setting, string);
         }
 
-        if ( ipstream.fail() ) {
+        if (ipstream.fail()) {
             fprintf(stderr, "Error reading config file: EOF reached when trying to read value for setting '%s'.\n", setting);
             ipstream.close();
             return false;
         }
 
-        if ( ipstream.bad() ) {
+        if (ipstream.bad()) {
             fprintf(stderr, "Error reading config file: Failed to read value for setting '%s'.\n", setting);
             ipstream.close();
             return false;
index 3fa04025823b3502f4959ebc50e8a5fb83d6b57f..2bf9bdad0ed429d6f869481f702934141b538e6d 100644 (file)
@@ -20,9 +20,9 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "Folders.hpp"
 
-#include <cstring>
-#include <cstdlib>
 #include <cerrno>
+#include <cstdlib>
+#include <cstring>
 #include <unistd.h>
 
 #if PLATFORM_UNIX
@@ -51,7 +51,7 @@ std::string Folders::getUserDataPath()
 #ifdef _WIN32
     char path[MAX_PATH];
     // %APPDATA% (%USERPROFILE%\Application Data)
-    if(SUCCEEDED(SHGetFolderPathA(nullptr, CSIDL_APPDATA, nullptr, 0, path))) {
+    if (SUCCEEDED(SHGetFolderPathA(nullptr, CSIDL_APPDATA, nullptr, 0, path))) {
         userDataPath = std::string(path) + "/Lugaru/";
     } else {
         return dataDir;
@@ -84,7 +84,8 @@ std::string Folders::getConfigFilePath()
 
 #if PLATFORM_LINUX
 /* Generic code for XDG ENVVAR test and fallback */
-std::string Folders::getGenericDirectory(const char* ENVVAR, const std::string& fallback) {
+std::string Folders::getGenericDirectory(const char* ENVVAR, const std::string& fallback)
+{
     const char* path = getenv(ENVVAR);
     std::string ret;
     if ((path != NULL) && (strlen(path) != 0)) {
@@ -104,17 +105,18 @@ std::string Folders::getGenericDirectory(const char* ENVVAR, const std::string&
 #if PLATFORM_UNIX
 const char* Folders::getHomeDirectory()
 {
-    const char *homedir = getenv("HOME");
+    const charhomedir = getenv("HOME");
     if (homedir != NULL)
         return homedir;
-    struct passwd *pw = getpwuid(getuid());
+    struct passwdpw = getpwuid(getuid());
     if (pw != NULL)
         return pw->pw_dir;
     return NULL;
 }
 #endif
 
-bool Folders::makeDirectory(const std::string& path) {
+bool Folders::makeDirectory(const std::string& path)
+{
 #ifdef _WIN32
     int status = CreateDirectory(path.c_str(), NULL);
     return ((status != 0) || (GetLastError() == ERROR_ALREADY_EXISTS));
index 95f89544c26b062c5751faa1dd310b2fa4d6c4cd..cff8dd194afb2d61fd7f7221f05b9b0cbb6a61e4 100644 (file)
@@ -32,13 +32,13 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 extern int kContextWidth;
 extern int kContextHeight;
 
-static bool load_png(const char * fname, ImageRec & tex);
-static bool load_jpg(const char * fname, ImageRec & tex);
-static bool save_screenshot_png(const char * fname);
+static bool load_png(const char* fname, ImageRec& tex);
+static bool load_jpg(const char* fname, ImageRec& tex);
+static bool save_screenshot_png(const char* fname);
 
 ImageRec::ImageRec()
 {
-    data = ( GLubyte* )malloc( 1024 * 1024 * 4 );
+    data = (GLubyte*)malloc(1024 * 1024 * 4);
 }
 
 ImageRec::~ImageRec()
@@ -47,15 +47,15 @@ ImageRec::~ImageRec()
     data = NULL;
 }
 
-bool load_image(const char *file_name, ImageRec &tex)
+bool load_image(const char* file_name, ImageRec& tex)
 {
     Game::LoadingScreen();
 
-    if ( tex.data == NULL ) {
+    if (tex.data == NULL) {
         return false;
     }
 
-    const char *ptr = strrchr((char *)file_name, '.');
+    const char* ptr = strrchr((char*)file_name, '.');
     if (ptr) {
         if (strcasecmp(ptr + 1, "png") == 0) {
             return load_png(file_name, tex);
@@ -68,9 +68,9 @@ bool load_image(const char *file_name, ImageRec &tex)
     return false;
 }
 
-bool save_screenshot(const char *file_name)
+bool save_screenshot(const charfile_name)
 {
-    const char *ptr = strrchr((char *)file_name, '.');
+    const char* ptr = strrchr((char*)file_name, '.');
     if (ptr) {
         if (strcasecmp(ptr + 1, "png") == 0) {
             return save_screenshot_png((Folders::getScreenshotDir() + '/' + file_name).c_str());
@@ -81,27 +81,28 @@ bool save_screenshot(const char *file_name)
     return false;
 }
 
-struct my_error_mgr {
+struct my_error_mgr
+{
     struct jpeg_error_mgr pub; /* "public" fields */
-    jmp_buf setjmp_buffer; /* for return to caller */
+    jmp_buf setjmp_buffer;     /* for return to caller */
 };
-typedef struct my_error_mgr * my_error_ptr;
+typedef struct my_error_mgr* my_error_ptr;
 
 static void my_error_exit(j_common_ptr cinfo)
 {
-    struct my_error_mgr *err = (struct my_error_mgr *)cinfo->err;
+    struct my_error_mgr* err = (struct my_error_mgr*)cinfo->err;
     longjmp(err->setjmp_buffer, 1);
 }
 
 /* stolen from public domain example.c code in libjpg distribution. */
-static bool load_jpg(const char *file_name, ImageRec &tex)
+static bool load_jpg(const char* file_name, ImageRec& tex)
 {
     struct jpeg_decompress_struct cinfo;
     struct my_error_mgr jerr;
     JSAMPROW buffer[1]; /* Output row buffer */
-    int row_stride; /* physical row width in output buffer */
+    int row_stride;     /* physical row width in output buffer */
     errno = 0;
-    FILE *infile = fopen(file_name, "rb");
+    FILEinfile = fopen(file_name, "rb");
 
     if (infile == NULL) {
         perror((std::string("Couldn't open file ") + file_name).c_str());
@@ -118,12 +119,12 @@ static bool load_jpg(const char *file_name, ImageRec &tex)
 
     jpeg_create_decompress(&cinfo);
     jpeg_stdio_src(&cinfo, infile);
-    (void) jpeg_read_header(&cinfo, TRUE);
+    (void)jpeg_read_header(&cinfo, TRUE);
 
     cinfo.out_color_space = JCS_RGB;
     cinfo.quantize_colors = 0;
-    (void) jpeg_calc_output_dimensions(&cinfo);
-    (void) jpeg_start_decompress(&cinfo);
+    (void)jpeg_calc_output_dimensions(&cinfo);
+    (void)jpeg_start_decompress(&cinfo);
 
     row_stride = cinfo.output_width * cinfo.output_components;
     tex.sizeX = cinfo.output_width;
@@ -131,12 +132,12 @@ static bool load_jpg(const char *file_name, ImageRec &tex)
     tex.bpp = 24;
 
     while (cinfo.output_scanline < cinfo.output_height) {
-        buffer[0] = (JSAMPROW)(char *)tex.data +
+        buffer[0] = (JSAMPROW)(char*)tex.data +
                     ((cinfo.output_height - 1) - cinfo.output_scanline) * row_stride;
-        (void) jpeg_read_scanlines(&cinfo, buffer, 1);
+        (void)jpeg_read_scanlines(&cinfo, buffer, 1);
     }
 
-    (void) jpeg_finish_decompress(&cinfo);
+    (void)jpeg_finish_decompress(&cinfo);
     jpeg_destroy_decompress(&cinfo);
     fclose(infile);
 
@@ -144,7 +145,7 @@ static bool load_jpg(const char *file_name, ImageRec &tex)
 }
 
 /* stolen from public domain example.c code in libpng distribution. */
-static bool load_png(const char *file_name, ImageRec &tex)
+static bool load_png(const char* file_name, ImageRec& tex)
 {
     bool hasalpha = false;
     png_structp png_ptr = NULL;
@@ -152,9 +153,9 @@ static bool load_png(const char *file_name, ImageRec &tex)
     png_uint_32 width, height;
     int bit_depth, color_type, interlace_type;
     bool retval = false;
-    png_byte **row_pointers = NULL;
+    png_byte** row_pointers = NULL;
     errno = 0;
-    FILE *fp = fopen(file_name, "rb");
+    FILEfp = fopen(file_name, "rb");
 
     if (fp == NULL) {
         perror((std::string("Couldn't open file ") + file_name).c_str());
@@ -179,13 +180,13 @@ static bool load_png(const char *file_name, ImageRec &tex)
     png_get_IHDR(png_ptr, info_ptr, &width, &height,
                  &bit_depth, &color_type, &interlace_type, NULL, NULL);
 
-    if (bit_depth != 8)  // transform SHOULD handle this...
+    if (bit_depth != 8) // transform SHOULD handle this...
         goto png_done;
 
-    if (color_type & PNG_COLOR_MASK_PALETTE)  // !!! FIXME?
+    if (color_type & PNG_COLOR_MASK_PALETTE) // !!! FIXME?
         goto png_done;
 
-    if ((color_type & PNG_COLOR_MASK_COLOR) == 0)  // !!! FIXME?
+    if ((color_type & PNG_COLOR_MASK_COLOR) == 0) // !!! FIXME?
         goto png_done;
 
     hasalpha = ((color_type & PNG_COLOR_MASK_ALPHA) != 0);
@@ -194,9 +195,9 @@ static bool load_png(const char *file_name, ImageRec &tex)
         goto png_done;
 
     if (!hasalpha) {
-        png_byte *dst = tex.data;
+        png_bytedst = tex.data;
         for (int i = height - 1; i >= 0; i--) {
-            png_byte *src = row_pointers[i];
+            png_bytesrc = row_pointers[i];
             for (unsigned j = 0; j < width; j++) {
                 dst[0] = src[0];
                 dst[1] = src[1];
@@ -209,7 +210,7 @@ static bool load_png(const char *file_name, ImageRec &tex)
     }
 
     else {
-        png_byte *dst = tex.data;
+        png_bytedst = tex.data;
         int pitch = width * 4;
         for (int i = height - 1; i >= 0; i--, dst += pitch)
             memcpy(dst, row_pointers[i], pitch);
@@ -230,9 +231,9 @@ png_done:
     return (retval);
 }
 
-static bool save_screenshot_png(const char *file_name)
+static bool save_screenshot_png(const charfile_name)
 {
-    FILE *fp = NULL;
+    FILEfp = NULL;
     png_structp png_ptr = NULL;
     png_infop info_ptr = NULL;
     bool retval = false;
@@ -244,7 +245,7 @@ static bool save_screenshot_png(const char *file_name)
         return false;
     }
 
-    png_bytep *row_pointers = new png_bytep[kContextHeight];
+    png_byteprow_pointers = new png_bytep[kContextHeight];
     png_bytep screenshot = new png_byte[kContextWidth * kContextHeight * 3];
     if ((!screenshot) || (!row_pointers))
         goto save_png_done;
index 06a7b74e649c9f68b513345e2df8f6f98817076b..5249e683df09990d8065d821c47cb92c16eb3170 100644 (file)
@@ -27,7 +27,7 @@ void Input::Tick()
 {
     SDL_PumpEvents();
     int numkeys;
-    const Uint8 *keyState = SDL_GetKeyboardState(&numkeys);
+    const Uint8keyState = SDL_GetKeyboardState(&numkeys);
     for (int i = 0; i < numkeys; i++) {
         keyPressed[i] = !keyDown[i] && keyState[i];
         keyDown[i] = keyState[i];
index 4557d1ee85853d1e692825bf7090eeb9b6822e21..f30e129cc94297fc7a07f14052efaf29e62b28f0 100644 (file)
@@ -25,15 +25,15 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include <time.h>
 #include <windows.h>
 
-
 class AppTime
 {
-public:
-    AppTime() {
+  public:
+    AppTime()
+    {
         counterRate = 1;
         baseCounter = 0;
-        QueryPerformanceFrequency( (LARGE_INTEGER*)&counterRate);
-        QueryPerformanceCounter( (LARGE_INTEGER*)&baseCounter);
+        QueryPerformanceFrequency((LARGE_INTEGER*)&counterRate);
+        QueryPerformanceCounter((LARGE_INTEGER*)&baseCounter);
     }
     __int64 counterRate; // LARGE_INTEGER type has no math functions so use int64
     __int64 baseCounter;
@@ -43,7 +43,7 @@ static AppTime g_appTime;
 AbsoluteTime UpTime()
 {
     __int64 counter;
-    QueryPerformanceCounter( (LARGE_INTEGER*)&counter);
+    QueryPerformanceCounter((LARGE_INTEGER*)&counter);
 
     counter -= g_appTime.baseCounter;
 
@@ -53,8 +53,7 @@ AbsoluteTime UpTime()
     return time;
 }
 
-
-Duration AbsoluteDeltaToDuration( AbsoluteTime& a, AbsoluteTime& b)
+Duration AbsoluteDeltaToDuration(AbsoluteTime& a, AbsoluteTime& b)
 {
     __int64 value = a.hi;
     value <<= 32;
index 79c139f8ae9a70df92d3edcb4472f092ffe0f062..169809ac8d46771b83f16b68d6f16023c92d95ed 100644 (file)
@@ -36,9 +36,9 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 using namespace Game;
 
 #ifdef WIN32
+#include "win-res/resource.hpp"
 #include <shellapi.h>
 #include <windows.h>
-#include "win-res/resource.hpp"
 #endif
 
 extern float multiplier;
@@ -56,11 +56,11 @@ extern float slomofreq;
 
 extern int difficulty;
 
-extern SDL_Window *sdlwindow;
+extern SDL_Windowsdlwindow;
 
 using namespace std;
 
-set<pair<int,int>> resolutions;
+set<pair<int, int>> resolutions;
 
 // statics/globals (internal only) ------------------------------------------
 
@@ -75,45 +75,45 @@ int kContextHeight;
 
 void initGL()
 {
-    glClear( GL_COLOR_BUFFER_BIT );
+    glClear(GL_COLOR_BUFFER_BIT);
     swap_gl_buffers();
 
     // clear all states
-    glDisable( GL_ALPHA_TEST);
-    glDisable( GL_BLEND);
-    glDisable( GL_DEPTH_TEST);
-    glDisable( GL_FOG);
-    glDisable( GL_LIGHTING);
-    glDisable( GL_LOGIC_OP);
-    glDisable( GL_TEXTURE_1D);
-    glDisable( GL_TEXTURE_2D);
-    glPixelTransferi( GL_MAP_COLOR, GL_FALSE);
-    glPixelTransferi( GL_RED_SCALE, 1);
-    glPixelTransferi( GL_RED_BIAS, 0);
-    glPixelTransferi( GL_GREEN_SCALE, 1);
-    glPixelTransferi( GL_GREEN_BIAS, 0);
-    glPixelTransferi( GL_BLUE_SCALE, 1);
-    glPixelTransferi( GL_BLUE_BIAS, 0);
-    glPixelTransferi( GL_ALPHA_SCALE, 1);
-    glPixelTransferi( GL_ALPHA_BIAS, 0);
+    glDisable(GL_ALPHA_TEST);
+    glDisable(GL_BLEND);
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_FOG);
+    glDisable(GL_LIGHTING);
+    glDisable(GL_LOGIC_OP);
+    glDisable(GL_TEXTURE_1D);
+    glDisable(GL_TEXTURE_2D);
+    glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
+    glPixelTransferi(GL_RED_SCALE, 1);
+    glPixelTransferi(GL_RED_BIAS, 0);
+    glPixelTransferi(GL_GREEN_SCALE, 1);
+    glPixelTransferi(GL_GREEN_BIAS, 0);
+    glPixelTransferi(GL_BLUE_SCALE, 1);
+    glPixelTransferi(GL_BLUE_BIAS, 0);
+    glPixelTransferi(GL_ALPHA_SCALE, 1);
+    glPixelTransferi(GL_ALPHA_BIAS, 0);
 
     // set initial rendering states
-    glShadeModel( GL_SMOOTH);
-    glClearDepth( 1.0f);
-    glDepthFunc( GL_LEQUAL);
-    glDepthMask( GL_TRUE);
-    glEnable( GL_DEPTH_TEST);
-    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
-    glCullFace( GL_FRONT);
-    glEnable( GL_CULL_FACE);
-    glEnable( GL_LIGHTING);
-    glEnable( GL_DITHER);
-    glEnable( GL_COLOR_MATERIAL);
-    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    glAlphaFunc( GL_GREATER, 0.5f);
-
-    if ( CanInitStereo(stereomode) ) {
+    glShadeModel(GL_SMOOTH);
+    glClearDepth(1.0f);
+    glDepthFunc(GL_LEQUAL);
+    glDepthMask(GL_TRUE);
+    glEnable(GL_DEPTH_TEST);
+    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+    glCullFace(GL_FRONT);
+    glEnable(GL_CULL_FACE);
+    glEnable(GL_LIGHTING);
+    glEnable(GL_DITHER);
+    glEnable(GL_COLOR_MATERIAL);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glAlphaFunc(GL_GREATER, 0.5f);
+
+    if (CanInitStereo(stereomode)) {
         InitStereo(stereomode);
     } else {
         fprintf(stderr, "Failed to initialize stereo, disabling.\n");
@@ -133,7 +133,7 @@ void toggleFullscreen()
     SDL_SetWindowFullscreen(sdlwindow, flags);
 }
 
-SDL_bool sdlEventProc(const SDL_Event &e)
+SDL_bool sdlEventProc(const SDL_Evente)
 {
     switch (e.type) {
         case SDL_QUIT:
@@ -143,12 +143,12 @@ SDL_bool sdlEventProc(const SDL_Event &e)
             if (e.window.event == SDL_WINDOWEVENT_CLOSE) {
                 return SDL_FALSE;
             }
-        break;
+            break;
 
         case SDL_MOUSEMOTION:
             deltah += e.motion.xrel;
             deltav += e.motion.yrel;
-        break;
+            break;
 
         case SDL_KEYDOWN:
             if ((e.key.keysym.scancode == SDL_SCANCODE_G) &&
@@ -158,10 +158,10 @@ SDL_bool sdlEventProc(const SDL_Event &e)
                     mode = (SDL_GetWindowGrab(sdlwindow) ? SDL_FALSE : SDL_TRUE);
                 SDL_SetWindowGrab(sdlwindow, mode);
                 SDL_SetRelativeMouseMode(mode);
-            } else if ( (e.key.keysym.scancode == SDL_SCANCODE_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) {
+            } else if ((e.key.keysym.scancode == SDL_SCANCODE_RETURN) && (e.key.keysym.mod & KMOD_ALT)) {
                 toggleFullscreen();
             }
-        break;
+            break;
     }
     return SDL_TRUE;
 }
@@ -170,7 +170,7 @@ SDL_bool sdlEventProc(const SDL_Event &e)
 
 static Point gMidPoint;
 
-bool SetUp ()
+bool SetUp()
 {
     LOGFUNC;
 
@@ -203,8 +203,8 @@ bool SetUp ()
             if (SDL_GetDisplayMode(displayIdx, i, &mode) == -1)
                 continue;
             if ((mode.w < 640) || (mode.h < 480))
-                continue;  // sane lower limit.
-            pair<int,int> resolution(mode.w, mode.h);
+                continue; // sane lower limit.
+            pair<int, int> resolution(mode.w, mode.h);
             resolutions.insert(resolution);
         }
     }
@@ -220,7 +220,7 @@ bool SetUp ()
     if (commandLineOptions[SHOWRESOLUTIONS]) {
         printf("Available resolutions:\n");
         for (auto resolution = resolutions.begin(); resolution != resolutions.end(); resolution++) {
-            printf("  %d x %d\n", (int) resolution->first, (int) resolution->second);
+            printf("  %d x %d\n", (int)resolution->first, (int)resolution->second);
         }
     }
 
@@ -272,14 +272,13 @@ bool SetUp ()
     SDL_GL_MakeCurrent(sdlwindow, glctx);
 
     int dblbuf = 0;
-    if ((SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dblbuf) == -1) || (!dblbuf))
-    {
+    if ((SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dblbuf) == -1) || (!dblbuf)) {
         fprintf(stderr, "Failed to get a double-buffered context.\n");
         SDL_Quit();
         return false;
     }
 
-    if (SDL_GL_SetSwapInterval(-1) == -1)  // try swap_tear first.
+    if (SDL_GL_SetSwapInterval(-1) == -1) // try swap_tear first.
         SDL_GL_SetSwapInterval(1);
 
     SDL_ShowCursor(0);
@@ -301,7 +300,7 @@ bool SetUp ()
     newscreenheight = screenheight;
 
     /* If saved resolution is not in the list, add it to the list (so that it’s selectable in the options) */
-    pair<int,int> startresolution(width,height);
+    pair<int, int> startresolution(width, height);
     if (resolutions.find(startresolution) == resolutions.end()) {
         resolutions.insert(startresolution);
     }
@@ -311,11 +310,10 @@ bool SetUp ()
     return true;
 }
 
-
 static void DoMouse()
 {
 
-    if (mainmenu || ( (abs(deltah) < 10 * realmultiplier * 1000) && (abs(deltav) < 10 * realmultiplier * 1000) )) {
+    if (mainmenu || ((abs(deltah) < 10 * realmultiplier * 1000) && (abs(deltav) < 10 * realmultiplier * 1000))) {
         deltah *= usermousesensitivity;
         deltav *= usermousesensitivity;
         mousecoordh += deltah;
@@ -329,17 +327,16 @@ static void DoMouse()
         else if (mousecoordv >= kContextHeight)
             mousecoordv = kContextHeight - 1;
     }
-
 }
 
-void DoFrameRate (int update)
+void DoFrameRate(int update)
 {
     static long frames = 0;
 
-    static AbsoluteTime time = {0, 0};
-    static AbsoluteTime frametime = {0, 0};
-    AbsoluteTime currTime = UpTime ();
-    double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
+    static AbsoluteTime time = { 0, 0 };
+    static AbsoluteTime frametime = { 0, 0 };
+    AbsoluteTime currTime = UpTime();
+    double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
 
     if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
@@ -354,7 +351,7 @@ void DoFrameRate (int update)
     if (update)
         frametime = currTime; // reset for next time interval
 
-    deltaTime = (float) AbsoluteDeltaToDuration (currTime, time);
+    deltaTime = (float)AbsoluteDeltaToDuration(currTime, time);
 
     if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
@@ -369,8 +366,7 @@ void DoFrameRate (int update)
     }
 }
 
-
-void DoUpdate ()
+void DoUpdate()
 {
     static float sps = 200;
     static int count;
@@ -444,7 +440,7 @@ void DoUpdate ()
             num_channels = 0;
         }
     */
-    if ( stereomode == stereoNone ) {
+    if (stereomode == stereoNone) {
         DrawGLScene(stereoCenter);
     } else {
         DrawGLScene(stereoLeft);
@@ -454,8 +450,7 @@ void DoUpdate ()
 
 // --------------------------------------------------------------------------
 
-
-void CleanUp (void)
+void CleanUp(void)
 {
     LOGFUNC;
 
@@ -471,30 +466,28 @@ static bool IsFocused()
     return ((SDL_GetWindowFlags(sdlwindow) & SDL_WINDOW_INPUT_FOCUS) != 0);
 }
 
-
-
 #ifndef WIN32
 // (code lifted from physfs: http://icculus.org/physfs/ ... zlib license.)
-static char *findBinaryInPath(const char *bin, char *envr)
+static char* findBinaryInPath(const char* bin, char* envr)
 {
     size_t alloc_size = 0;
-    char *exe = NULL;
-    char *start = envr;
-    char *ptr;
+    charexe = NULL;
+    charstart = envr;
+    charptr;
 
     do {
         size_t size;
-        ptr = strchr(start, ':');  /* find next $PATH separator. */
+        ptr = strchr(start, ':'); /* find next $PATH separator. */
         if (ptr)
             *ptr = '\0';
 
         size = strlen(start) + strlen(bin) + 2;
         if (size > alloc_size) {
-            char *x = (char *) realloc(exe, size);
+            char* x = (char*)realloc(exe, size);
             if (x == NULL) {
                 if (exe != NULL)
                     free(exe);
-                return(NULL);
+                return (NULL);
             } /* if */
 
             alloc_size = size;
@@ -508,31 +501,30 @@ static char *findBinaryInPath(const char *bin, char *envr)
         strcat(exe, bin);
 
         if (access(exe, X_OK) == 0) { /* Exists as executable? We're done. */
-            strcpy(exe, start);  /* i'm lazy. piss off. */
-            return(exe);
+            strcpy(exe, start);       /* i'm lazy. piss off. */
+            return (exe);
         } /* if */
 
-        start = ptr + 1;  /* start points to beginning of next element. */
+        start = ptr + 1; /* start points to beginning of next element. */
     } while (ptr != NULL);
 
     if (exe != NULL)
         free(exe);
 
-    return(NULL);  /* doesn't exist in path. */
+    return (NULL); /* doesn't exist in path. */
 } /* findBinaryInPath */
 
-
-char *calcBaseDir(const char *argv0)
+char* calcBaseDir(const char* argv0)
 {
     /* If there isn't a path on argv0, then look through the $PATH for it. */
-    char *retval;
-    char *envr;
+    charretval;
+    charenvr;
 
     if (strchr(argv0, '/')) {
         retval = strdup(argv0);
         if (retval)
-            *((char *) strrchr(retval, '/')) = '\0';
-        return(retval);
+            *((char*)strrchr(retval, '/')) = '\0';
+        return (retval);
     }
 
     envr = getenv("PATH");
@@ -543,21 +535,21 @@ char *calcBaseDir(const char *argv0)
         return NULL;
     retval = findBinaryInPath(argv0, envr);
     free(envr);
-    return(retval);
+    return (retval);
 }
 
-static inline void chdirToAppPath(const char *argv0)
+static inline void chdirToAppPath(const charargv0)
 {
-    char *dir = calcBaseDir(argv0);
+    chardir = calcBaseDir(argv0);
     if (dir) {
 #if (defined(__APPLE__) && defined(__MACH__))
         // Chop off /Contents/MacOS if it's at the end of the string, so we
         //  land in the base of the app bundle.
         const size_t len = strlen(dir);
-        const char *bundledirs = "/Contents/MacOS";
+        const charbundledirs = "/Contents/MacOS";
         const size_t bundledirslen = strlen(bundledirs);
         if (len > bundledirslen) {
-            char *ptr = (dir + len) - bundledirslen;
+            charptr = (dir + len) - bundledirslen;
             if (strcasecmp(ptr, bundledirs) == 0)
                 *ptr = '\0';
         }
@@ -569,28 +561,29 @@ static inline void chdirToAppPath(const char *argv0)
 #endif
 
 const option::Descriptor usage[] =
-{
-    {UNKNOWN,           0,                      "",     "",                 option::Arg::None,  "USAGE: lugaru [options]\n\n"
-                                                                                                "Options:" },
-    {HELP,              0,                      "h",    "help",             option::Arg::None,  " -h, --help        Print usage and exit." },
-    {FULLSCREEN,        1,                      "f",    "fullscreen",       option::Arg::None,  " -f, --fullscreen  Start the game in fullscreen mode." },
-    {FULLSCREEN,        0,                      "w",    "windowed",         option::Arg::None,  " -w, --windowed    Start the game in windowed mode (default)." },
-    {NOMOUSEGRAB,       1,                      "",     "nomousegrab",      option::Arg::None,  " --nomousegrab     Disable mousegrab." },
-    {NOMOUSEGRAB,       0,                      "",     "mousegrab",        option::Arg::None,  " --mousegrab       Enable mousegrab (default)." },
-    {SOUND,             1,                      "",     "nosound",          option::Arg::None,  " --nosound         Disable sound." },
-    {OPENALINFO,        0,                      "",     "openal-info",      option::Arg::None,  " --openal-info     Print info about OpenAL at launch." },
-    {SHOWRESOLUTIONS,   0,                      "",     "showresolutions",  option::Arg::None,  " --showresolutions List the resolutions found by SDL at launch." },
-    {DEVTOOLS,          0,                      "d",    "devtools",         option::Arg::None,  " -d, --devtools    Enable dev tools: console, level editor and debug info." },
-    {0,0,0,0,0,0}
-};
+    {
+      { UNKNOWN, 0, "", "", option::Arg::None, "USAGE: lugaru [options]\n\n"
+                                               "Options:" },
+      { HELP, 0, "h", "help", option::Arg::None, " -h, --help        Print usage and exit." },
+      { FULLSCREEN, 1, "f", "fullscreen", option::Arg::None, " -f, --fullscreen  Start the game in fullscreen mode." },
+      { FULLSCREEN, 0, "w", "windowed", option::Arg::None, " -w, --windowed    Start the game in windowed mode (default)." },
+      { NOMOUSEGRAB, 1, "", "nomousegrab", option::Arg::None, " --nomousegrab     Disable mousegrab." },
+      { NOMOUSEGRAB, 0, "", "mousegrab", option::Arg::None, " --mousegrab       Enable mousegrab (default)." },
+      { SOUND, 1, "", "nosound", option::Arg::None, " --nosound         Disable sound." },
+      { OPENALINFO, 0, "", "openal-info", option::Arg::None, " --openal-info     Print info about OpenAL at launch." },
+      { SHOWRESOLUTIONS, 0, "", "showresolutions", option::Arg::None, " --showresolutions List the resolutions found by SDL at launch." },
+      { DEVTOOLS, 0, "d", "devtools", option::Arg::None, " -d, --devtools    Enable dev tools: console, level editor and debug info." },
+      { 0, 0, 0, 0, 0, 0 }
+    };
 
 option::Option commandLineOptions[commandLineOptionsNumber];
 option::Option* commandLineOptionsBuffer;
 
-int main(int argc, char **argv)
+int main(int argc, char** argv)
 {
-    argc-=(argc>0); argv+=(argc>0); // skip program name argv[0] if present
-    option::Stats  stats(true, usage, argc, argv);
+    argc -= (argc > 0);
+    argv += (argc > 0); // skip program name argv[0] if present
+    option::Stats stats(true, usage, argc, argv);
     if (commandLineOptionsNumber != stats.options_max) {
         std::cerr << "Found incorrect command line option number" << std::endl;
         return 1;
@@ -616,7 +609,7 @@ int main(int argc, char **argv)
         return 1;
     }
 
-    // !!! FIXME: we could use a Win32 API for this.  --ryan.
+// !!! FIXME: we could use a Win32 API for this.  --ryan.
 #ifndef WIN32
     chdirToAppPath(argv[0]);
 #endif
@@ -629,7 +622,7 @@ int main(int argc, char **argv)
         {
             newGame();
 
-            if (!SetUp ()) {
+            if (!SetUp()) {
                 delete[] commandLineOptionsBuffer;
                 return 42;
             }
@@ -652,7 +645,7 @@ int main(int argc, char **argv)
                     SDL_Event e;
                     if (!waiting) {
                         // message pump
-                        while ( SDL_PollEvent( &e ) ) {
+                        while (SDL_PollEvent(&e)) {
                             if (!sdlEventProc(e)) {
                                 gameDone = true;
                                 break;
@@ -677,7 +670,7 @@ int main(int argc, char **argv)
             deleteGame();
         }
 
-        CleanUp ();
+        CleanUp();
 
         return 0;
 #ifdef NDEBUG