}
}
-void doAI(int i)
+void doAI(unsigned i)
{
static bool connected;
if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
if (Person::players[i]->ally < 0) {
int closest = -1;
float closestdist = -1;
- for (int k = 0; k < weapons.size(); k++)
+ for (unsigned k = 0; k < weapons.size(); k++)
if (weapons[k].owner == -1) {
float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
if (closestdist == -1 || distance < closestdist) {
}
//go for weapon on the ground
if (Person::players[i]->wentforweapon < 3)
- for (int k = 0; k < weapons.size(); k++)
+ for (unsigned k = 0; k < weapons.size(); k++)
if (Person::players[i]->creature != wolftype)
if (Person::players[i]->num_weapons == 0 &&
weapons[k].owner == -1 &&
static int oldmainmenu = mainmenu;
- char sbuf[256];
-
if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
set<pair<int,int>>::iterator newscreenresolution;
switch (mainmenu) {
if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
for (int i = 0; i < numdialogues; i++) {
- int realdialoguetype;
+ unsigned realdialoguetype;
bool special;
+ /* FIXME - Seems like modulo done with ifs */
if (dialoguetype[i] > 49) {
realdialoguetype = dialoguetype[i] - 50;
special = 1;
}
if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
hostile = 1;
- for (int i = 1; i < Person::players.size(); i++) {
+ for (unsigned i = 1; i < Person::players.size(); i++) {
Person::players[i]->aitype = attacktypecutoff;
}
}
Person::players[i]->isFlip() ||
Person::players[i]->isFlip() ||
Person::players[i]->aitype != playercontrolled)) {
- for (int j = 0; j < weapons.size(); j++) {
+ for (unsigned j = 0; j < weapons.size(); j++) {
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 &&
Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 ||
Person::players[i]->victim &&
- weapons[j].owner == Person::players[i]->victim->id)
+ weapons[j].owner == int(Person::players[i]->victim->id))
if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
if (weapons[j].getType() != staff)
Person::players[i]->throwtogglekeydown = 1;
Person::players[i]->hasvictim = 0;
- for (int k = 0; k < weapons.size(); k++) {
+ for (unsigned k = 0; k < weapons.size(); k++) {
if (Person::players[i]->weaponactive == -1)
if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
Person::players[i]->aitype == playercontrolled) &&
weapons[k].owner == -1 ||
Person::players[i]->victim &&
- weapons[k].owner == Person::players[i]->victim->id)
+ weapons[k].owner == int(Person::players[i]->victim->id))
if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
Person::players[i]->weaponactive == -1) {
if (weapons[k].getType() != staff)
winhotspot = true;
int numalarmed = 0;
- for (int i = 1; i < Person::players.size(); i++)
+ for (unsigned i = 1; i < Person::players.size(); i++)
if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
numalarmed++;
if (numalarmed > maxalarmed)
targetlevel = whichlevel;
}
alldead = true;
- for (int i = 1; i < Person::players.size(); i++) {
+ for (unsigned i = 1; i < Person::players.size(); i++) {
if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
alldead = false;
break;