]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Fixed a few parentheses
[lugaru.git] / Source / GameDraw.cpp
index 5b3edfa18ffe6e9e3e00df3f9edd6e2bb125d916..7ec4b65f92e0b06dab62265df3abefd0627efd32 100644 (file)
@@ -67,7 +67,7 @@ extern bool devtools;
 extern int mainmenu;
 extern int bloodtoggle;
 extern int difficulty;
-extern bool decals;
+extern bool decalstoggle;
 extern float texdetail;
 extern bool musictoggle;
 extern float smoketex;
@@ -114,13 +114,10 @@ int Game::DrawGLScene(StereoSide side)
 {
     static float texcoordwidth, texcoordheight;
     static float texviewwidth, texviewheight;
-    static int l;
     static XYZ checkpoint;
     static float tempmult;
     float tutorialopac;
     std::string string;
-    std::string string2;
-    std::string string3;
     static int drawmode = 0;
 
     if ( stereomode == stereoAnaglyph ) {
@@ -137,7 +134,8 @@ int Game::DrawGLScene(StereoSide side)
     } else {
         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);
         }
     }
@@ -300,10 +298,10 @@ int Game::DrawGLScene(StereoSide side)
         static XYZ point;
         static float size, opacity, rotation;
         rotation = 0;
-        for (unsigned k = 0; k < Person::players.size(); k++) {
+        for (unsigned int k = 0; k < Person::players.size(); k++) {
             if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
                 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
-                    for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+                    for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
                         if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
                             point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                             size = .4f;
@@ -312,8 +310,8 @@ int Game::DrawGLScene(StereoSide side)
                                 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                             }
                             terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
-                            for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                                int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                            for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                                unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                 if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
                                     point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     size = .4f;
@@ -340,8 +338,8 @@ int Game::DrawGLScene(StereoSide side)
                                 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                             }
                             terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
-                            for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                                int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                            for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                                unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                 if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
                                     if (Person::players[k]->skeleton.free)
                                         point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
@@ -364,8 +362,8 @@ int Game::DrawGLScene(StereoSide side)
                     size = .7;
                     opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
                     terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
-                    for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                        int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                    for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                        unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                         point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                         size = .7;
                         opacity = .4f;
@@ -583,10 +581,9 @@ int Game::DrawGLScene(StereoSide side)
             //Hot spots
             if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) {
                 float closestdist = -1;
-                float distance = 0;
                 int closest = Hotspot::current;
                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
-                    distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
+                    float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
                     if (closestdist == -1 || distance < closestdist) {
                         if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
                             closestdist = distance;
@@ -1074,7 +1071,7 @@ int Game::DrawGLScene(StereoSide side)
             glPopMatrix();
             glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
             glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
-            for (int i = 0; i < Object::objects.size(); i++) {
+            for (unsigned int i = 0; i < Object::objects.size(); i++) {
                 if (Object::objects[i]->type == treetrunktype) {
                     distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
@@ -1555,12 +1552,12 @@ int Game::DrawGLScene(StereoSide side)
             int offset = 0;
             if (consoleselected >= 60)
                 offset = consoleselected - 60;
-            text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
+            textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
             if (consoleblink) {
-                text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+                textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
             }
             for (unsigned i = 0; i < 15; i++) {
-                text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+                textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
             }
         }
     }