]> git.jsancho.org Git - lugaru.git/commitdiff
Fixed a lot of warnings
authorCôme Chilliet <come@chilliet.eu>
Sun, 20 Nov 2016 17:13:49 +0000 (01:13 +0800)
committerCôme Chilliet <come@chilliet.eu>
Sun, 20 Nov 2016 17:13:49 +0000 (01:13 +0800)
21 files changed:
Source/Account.cpp
Source/Awards.cpp
Source/Game.cpp
Source/Game.h
Source/GameDraw.cpp
Source/GameTick.cpp
Source/Lights.cpp
Source/MacCompatibility.cpp
Source/Menu.cpp
Source/Models.cpp
Source/Objects.cpp
Source/Person.cpp
Source/Person.h
Source/Quaternions.cpp
Source/Quaternions.h
Source/Skeleton.cpp
Source/Sprite.cpp
Source/Stereo.cpp
Source/Terrain.cpp
Source/Text.cpp
Source/Weapons.cpp

index a087158dc0b16f2d686af8fe7aeaf6e38a43e4cd..ce8838bd2588b424bb123864dba7529940e1ec71 100644 (file)
@@ -59,7 +59,7 @@ Account* Account::add(string name)
 Account* Account::get(int i)
 {
 
-    if ((i >= 0) && (i < accounts.size())) {
+    if ((i >= 0) && (i < int(accounts.size()))) {
         return accounts[i];
     } else
         return NULL;
index 160ec45cb2f86b56d60f3a1060ccc2902d5c6f32..9243cf4051cbe9ae87c9085e009bdbf58cd46ae4 100644 (file)
@@ -79,13 +79,13 @@ int maxalarmed;
 
 int award_awards(int *awards)
 {
-    int numawards = 0, i;
+    int numawards = 0;
     if (damagetaken == 0 && Person::players[0]->bloodloss == 0) {
         awards[numawards] = awardflawless;
         numawards++;
     }
     bool alldead = true;
-    for (i = 1; i < Person::players.size(); i++) {
+    for (unsigned i = 1; i < Person::players.size(); i++) {
         if (Person::players[i]->dead != 2)
             alldead = 0;
     }
@@ -94,7 +94,7 @@ int award_awards(int *awards)
         numawards++;
     }
     alldead = 1;
-    for (i = 1; i < Person::players.size(); i++) {
+    for (unsigned i = 1; i < Person::players.size(); i++) {
         if (Person::players[i]->dead != 1)
             alldead = 0;
     }
@@ -130,12 +130,12 @@ int award_awards(int *awards)
         awards[numawards] = awardacrobat;
         numawards++;
     }
-    if (numthrowkill == Person::players.size() - 1) {
+    if (numthrowkill == (int(Person::players.size()) - 1)) {
         awards[numawards] = awardlongrange;
         numawards++;
     }
     alldead = 1;
-    for (i = 1; i < Person::players.size(); i++) {
+    for (unsigned i = 1; i < Person::players.size(); i++) {
         if (Person::players[i]->dead != 2)
             alldead = 0;
     }
index 2f88d34cc6cad9a7f89b0149163d9b39423ba6eb..a70776fccd7a06c2f8f71e86fafc5d76c84d9095 100644 (file)
@@ -134,10 +134,10 @@ std::string displaytext[15] = {};
 float displaytime[15] = {};
 float displayblinkdelay = 0;
 bool displayblink = 0;
-int displayselected = 0;
+unsigned displayselected = 0;
 float consoleblinkdelay = 0;
 bool consoleblink = 0;
-int consoleselected = 0;
+unsigned consoleselected = 0;
 
 unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
 unsigned short consolekey = 0;
@@ -157,7 +157,7 @@ void Game::fireSound(int sound)
     emit_sound_at(sound);
 }
 
-void Game::inputText(string& str, int* charselected)
+void Game::inputText(string& str, unsigned* charselected)
 {
     SDL_Event evenement;
 
index 6469091fa0f2890a41fae5a60a7cc658cbd2beb7..b75d70914af059927438b50dbbe73d494ea8a72e 100644 (file)
@@ -140,10 +140,10 @@ extern std::string displaytext[15];
 extern float displaytime[15];
 extern float displayblinkdelay;
 extern bool displayblink;
-extern int displayselected;
+extern unsigned displayselected;
 extern float consoleblinkdelay;
 extern bool consoleblink;
-extern int consoleselected;
+extern unsigned consoleselected;
 
 extern int oldenvironment;
 extern int targetlevel;
@@ -175,7 +175,7 @@ int checkcollide(XYZ startpoint, XYZ endpoint, int what);
 void fireSound(int sound = fireendsound);
 void setKeySelected();
 
-void inputText(std::string& str, int* charselected);
+void inputText(std::string& str, unsigned* charselected);
 void flash();
 }
 
index 7d9eb8b1397d27351080ef7002bf9e3a908c5305..56fa29ee4cbce68f5e469018b9593788891b2a83 100644 (file)
@@ -137,7 +137,7 @@ int Game::DrawGLScene(StereoSide side)
 {
     static float texcoordwidth, texcoordheight;
     static float texviewwidth, texviewheight;
-    static int i, j, l;
+    static int l;
     static XYZ checkpoint;
     static float tempmult;
     float tutorialopac;
@@ -175,7 +175,7 @@ int Game::DrawGLScene(StereoSide side)
             numboundaries = mapradius * 2;
             if (numboundaries > 360)
                 numboundaries = 360;
-            for (i = 0; i < numboundaries; i++) {
+            for (int i = 0; i < numboundaries; i++) {
                 boundary[i] = 0;
                 boundary[i].z = 1;
                 boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
@@ -335,7 +335,7 @@ int Game::DrawGLScene(StereoSide side)
         for (unsigned k = 0; k < Person::players.size(); k++) {
             if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
                 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
-                    for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+                    for (int i = 0; i < Person::players[k]->skeleton.num_joints; 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;
@@ -345,7 +345,7 @@ int Game::DrawGLScene(StereoSide side)
                             }
                             terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
                             for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                                j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                                int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == 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 - objects.position[j], 0, -objects.yaw[j], 0);
                                     size = .4f;
@@ -360,7 +360,7 @@ int Game::DrawGLScene(StereoSide side)
                     }
             if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
                 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
-                    for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+                    for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
                         if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
                             if (Person::players[k]->skeleton.free)
                                 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
@@ -373,7 +373,7 @@ int Game::DrawGLScene(StereoSide side)
                             }
                             terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                             for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                                j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                                int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
                                     if (Person::players[k]->skeleton.free)
                                         point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
@@ -397,7 +397,7 @@ int Game::DrawGLScene(StereoSide side)
                     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++) {
-                        j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                        int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                         point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
                         size = .7;
                         opacity = .4f;
@@ -463,6 +463,7 @@ int Game::DrawGLScene(StereoSide side)
                     if (distance >= .5) {
                         checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                         checkpoint.y += 1;
+                        int i;
                         if (!Person::players[k]->occluded == 0)
                             i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
                         if (i == -1 || Person::players[k]->occluded == 0)
@@ -527,6 +528,7 @@ int Game::DrawGLScene(StereoSide side)
                 if (distance >= .5) {
                     checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                     checkpoint.y += 1;
+                    int i;
                     if (!Person::players[k]->occluded == 0)
                         i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
                     if (i == -1 || Person::players[k]->occluded == 0)
@@ -569,7 +571,7 @@ int Game::DrawGLScene(StereoSide side)
             for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (Person::players[k]->numwaypoints > 1) {
                     glBegin(GL_LINE_LOOP);
-                    for (i = 0; i < Person::players[k]->numwaypoints; i++) {
+                    for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
                         glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
                     }
                     glEnd();
@@ -581,7 +583,7 @@ int Game::DrawGLScene(StereoSide side)
                 glColor4f(0, 1, 0, 1);
                 for (unsigned k = 0; int(k) < numpathpoints; k++) {
                     if (numpathpointconnect[k]) {
-                        for (i = 0; i < numpathpointconnect[k]; i++) {
+                        for (int i = 0; i < numpathpointconnect[k]; i++) {
                             glBegin(GL_LINE_LOOP);
                             glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
                             glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
@@ -935,7 +937,7 @@ int Game::DrawGLScene(StereoSide side)
                 float closestdist = -1;
                 float distance = 0;
                 closest = currenthotspot;
-                for (i = 0; i < numhotspots; i++) {
+                for (int i = 0; i < numhotspots; i++) {
                     distance = distsq(&Person::players[0]->coords, &hotspot[i]);
                     if (closestdist == -1 || distance < closestdist) {
                         if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
@@ -962,7 +964,7 @@ int Game::DrawGLScene(StereoSide side)
                         int lastline = 0;
                         int line = 0;
                         bool done = false;
-                        i = 0;
+                        int i = 0;
                         while (!done) {
                             if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
                                 glColor4f(0, 0, 0, tutorialopac);
@@ -980,7 +982,7 @@ int Game::DrawGLScene(StereoSide side)
                         }
                     } else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) {
                         whichdialogue = hotspottype[closest] - 20;
-                        for (j = 0; j < numdialogueboxes[whichdialogue]; j++) {
+                        for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
                             Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
                             Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
                             Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
@@ -1069,11 +1071,11 @@ int Game::DrawGLScene(StereoSide side)
                 char tempname[264];
                 bool goodchar;
                 int tempnum = 0;
-                for (i = 0; i < 264; i++) {
+                for (int i = 0; i < 264; i++) {
                     tempname[i] = '\0';
                 }
 
-                for (i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) {
+                for (int i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) {
                     tempname[tempnum] = dialoguename[whichdialogue][indialogue][i];
                     goodchar = 1;
                     if (dialoguename[whichdialogue][indialogue][i] == '#' || dialoguename[whichdialogue][indialogue][i] == '\0')
@@ -1097,7 +1099,7 @@ int Game::DrawGLScene(StereoSide side)
                 }
 
                 tempnum = 0;
-                for (i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
+                for (int i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
                     tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i];
                     if (dialoguetext[whichdialogue][indialogue][i] != '#')
                         tempnum++;
@@ -1108,7 +1110,7 @@ int Game::DrawGLScene(StereoSide side)
                 int lastline = 0;
                 int line = 0;
                 bool done = false;
-                i = 0;
+                int i = 0;
                 while (!done) {
                     if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
                         if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
@@ -1434,9 +1436,9 @@ int Game::DrawGLScene(StereoSide side)
             displaytime[0] = 0;
             glEnable(GL_TEXTURE_2D);
             glColor4f(1, 1, 1, 1);
-            for (i = 1; i < 15; i++)
+            for (unsigned i = 1; i < 15; i++)
                 if (displaytime[i] < 4)
-                    for (j = 0; j < displaytext[i].size(); j++) {
+                    for (unsigned j = 0; j < displaytext[i].size(); j++) {
                         glColor4f(1, 1, 1, 4 - displaytime[i]);
                         sprintf (string, "%c", displaytext[i][j]);
                         text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
@@ -1475,20 +1477,20 @@ int Game::DrawGLScene(StereoSide side)
             float distcheck;
             int numliveplayers = 0;
             center = 0;
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 if (!Person::players[i]->dead)
                     numliveplayers++;
             }
 
             int numadd = 0;
 
-            for (i = 0; i < objects.numobjects; i++) {
+            for (int i = 0; i < objects.numobjects; i++) {
                 if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) {
                     center += objects.position[i];
                     numadd++;
                 }
             }
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 if (!Person::players[i]->dead)
                     center += Person::players[i]->coords;
             }
@@ -1499,14 +1501,14 @@ int Game::DrawGLScene(StereoSide side)
             float maxdistance = 0;
             float tempdist;
             //~ int whichclosest;
-            for (i = 0; i < objects.numobjects; i++) {
+            for (int i = 0; i < objects.numobjects; i++) {
                 tempdist = distsq(&center, &objects.position[i]);
                 if (tempdist > maxdistance) {
                     //~ whichclosest=i;
                     maxdistance = tempdist;
                 }
             }
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 if (!Person::players[i]->dead) {
                     tempdist = distsq(&center, &Person::players[i]->coords);
                     if (tempdist > maxdistance) {
@@ -1525,7 +1527,7 @@ 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 (i = 0; i < objects.numobjects; i++) {
+            for (int i = 0; i < objects.numobjects; i++) {
                 if (objects.type[i] == treetrunktype) {
                     distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
                     if (distcheck < mapviewdist) {
@@ -1573,7 +1575,7 @@ int Game::DrawGLScene(StereoSide side)
             }
             if (editorenabled) {
                 Mapcircletexture.bind();
-                for (i = 0; i < numboundaries; i++) {
+                for (int i = 0; i < numboundaries; i++) {
                     glColor4f(0, 0, 0, opac / 3);
                     glPushMatrix();
                     glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
@@ -1591,7 +1593,7 @@ int Game::DrawGLScene(StereoSide side)
                     glPopMatrix();
                 }
             }
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
                 if (distcheck < mapviewdist) {
                     glPushMatrix();
@@ -1743,7 +1745,8 @@ int Game::DrawGLScene(StereoSide side)
 
             char temp[255];
 
-            for (i = 0; i < 255; i++)string[i] = '\0';
+            for (int i = 0; i < 255; i++)
+                string[i] = '\0';
             sprintf (temp, "Time:      %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
             strcat(string, temp);
             if ((int)(leveltime) % 60 < 10)
@@ -1756,7 +1759,7 @@ int Game::DrawGLScene(StereoSide side)
             int awards[award_count];
             int numawards = award_awards(awards);
 
-            for (i = 0; i < numawards && i < 6; i++)
+            for (int i = 0; i < numawards && i < 6; i++)
                 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
         }
 
@@ -1982,7 +1985,7 @@ int Game::DrawGLScene(StereoSide side)
                 glPopMatrix();
             }
             if (drawmode == radialzoommode) {
-                for (i = 0; i < 3; i++) {
+                for (int i = 0; i < 3; i++) {
                     //glRotatef((float)i*.1,0,0,1);
                     glColor4f(1, 1, 1, 1 / ((float)i + 1));
                     glPushMatrix();
@@ -2023,8 +2026,8 @@ int Game::DrawGLScene(StereoSide side)
                 sprintf (string, "_");
                 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
             }
-            for (i = 0; i < 15; i++)
-                for (j = 0; j < consoletext[i].size(); j++) {
+            for (unsigned i = 0; i < 15; i++)
+                for (unsigned j = 0; j < consoletext[i].size(); j++) {
                     glColor4f(1, 1, 1, 1 - (float)(i) / 16);
                     sprintf (string, "%c", consoletext[i][j]);
                     text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
index 8b7b2676d77127b7d93b53195932c6308a3cb4aa..c5f953f502b44c2b7b3e87ad0a18928201e500e0 100644 (file)
@@ -4808,7 +4808,7 @@ void doPlayerCollisions()
             }
 }
 
-void doAI(int i)
+void doAI(unsigned i)
 {
     static bool connected;
     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
@@ -5402,7 +5402,7 @@ void doAI(int i)
                 if (Person::players[i]->ally < 0) {
                     int closest = -1;
                     float closestdist = -1;
-                    for (int k = 0; k < weapons.size(); k++)
+                    for (unsigned k = 0; k < weapons.size(); k++)
                         if (weapons[k].owner == -1) {
                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
                             if (closestdist == -1 || distance < closestdist) {
@@ -5514,7 +5514,7 @@ void doAI(int i)
             }
             //go for weapon on the ground
             if (Person::players[i]->wentforweapon < 3)
-                for (int k = 0; k < weapons.size(); k++)
+                for (unsigned k = 0; k < weapons.size(); k++)
                     if (Person::players[i]->creature != wolftype)
                         if (Person::players[i]->num_weapons == 0 &&
                                 weapons[k].owner == -1 &&
@@ -6033,8 +6033,6 @@ void MenuTick()
 
     static int oldmainmenu = mainmenu;
 
-    char sbuf[256];
-
     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
         set<pair<int,int>>::iterator newscreenresolution;
         switch (mainmenu) {
@@ -6628,8 +6626,9 @@ void Game::Tick()
 
             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
                 for (int i = 0; i < numdialogues; i++) {
-                    int realdialoguetype;
+                    unsigned realdialoguetype;
                     bool special;
+                    /* FIXME - Seems like modulo done with ifs */
                     if (dialoguetype[i] > 49) {
                         realdialoguetype = dialoguetype[i] - 50;
                         special = 1;
@@ -6953,7 +6952,7 @@ void Game::Tick()
                         }
                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
                             hostile = 1;
-                            for (int i = 1; i < Person::players.size(); i++) {
+                            for (unsigned i = 1; i < Person::players.size(); i++) {
                                 Person::players[i]->aitype = attacktypecutoff;
                             }
                         }
@@ -7201,7 +7200,7 @@ void Game::Tick()
                                  Person::players[i]->isFlip() ||
                                  Person::players[i]->isFlip() ||
                                  Person::players[i]->aitype != playercontrolled)) {
-                            for (int j = 0; j < weapons.size(); j++) {
+                            for (unsigned j = 0; j < weapons.size(); j++) {
                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
                                         Person::players[i]->aitype == playercontrolled) &&
                                         weapons[j].owner == -1 &&
@@ -7226,7 +7225,7 @@ void Game::Tick()
                                                         Person::players[i]->aitype == playercontrolled) &&
                                                         weapons[j].owner == -1 ||
                                                         Person::players[i]->victim &&
-                                                        weapons[j].owner == Person::players[i]->victim->id)
+                                                        weapons[j].owner == int(Person::players[i]->victim->id))
                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
                                                             if (weapons[j].getType() != staff)
@@ -7254,13 +7253,13 @@ void Game::Tick()
                                                 Person::players[i]->throwtogglekeydown = 1;
                                                 Person::players[i]->hasvictim = 0;
 
-                                                for (int k = 0; k < weapons.size(); k++) {
+                                                for (unsigned k = 0; k < weapons.size(); k++) {
                                                     if (Person::players[i]->weaponactive == -1)
                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
                                                                 Person::players[i]->aitype == playercontrolled) &&
                                                                 weapons[k].owner == -1 ||
                                                                 Person::players[i]->victim &&
-                                                                weapons[k].owner == Person::players[i]->victim->id)
+                                                                weapons[k].owner == int(Person::players[i]->victim->id))
                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
                                                                     Person::players[i]->weaponactive == -1) {
                                                                 if (weapons[k].getType() != staff)
@@ -8216,7 +8215,7 @@ void Game::TickOnceAfter()
                     winhotspot = true;
 
         int numalarmed = 0;
-        for (int i = 1; i < Person::players.size(); i++)
+        for (unsigned i = 1; i < Person::players.size(); i++)
             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
                 numalarmed++;
         if (numalarmed > maxalarmed)
@@ -8228,7 +8227,7 @@ void Game::TickOnceAfter()
                 targetlevel = whichlevel;
             }
             alldead = true;
-            for (int i = 1; i < Person::players.size(); i++) {
+            for (unsigned i = 1; i < Person::players.size(); i++) {
                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
                     alldead = false;
                     break;
index b8332c34fdab27e95fd5f30e86feb684ec70dffa..40a24f5733b9db9d973ff32577e980ab23cbe0ae 100644 (file)
@@ -25,9 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 void SetUpLight(Light* whichsource, int whichlight)
 {
     static float qattenuation[] = {0.0002f};
-    static float cattenuation[] = {1.5f};
-    static float lattenuation[] = {0.5f};
-    static float zattenuation[] = {0.0f};
 
     //Initialize lights
     if (whichlight == 0) {
index eb626ba5130132e2fb6f0699afe3365d07baf475..dca10d83bfb11b49950fbb05318e0ab1d42842d2 100644 (file)
@@ -150,8 +150,6 @@ Duration AbsoluteDeltaToDuration( AbsoluteTime& a, AbsoluteTime& b)
 static int locateOneElement(char *buf)
 {
     char *ptr;
-    char **rc;
-    char **i;
     DIR *dirp;
 
     //if (PHYSFS_exists(buf))
index 8737a78e463c5cce97738c50f5557c2269fd9a19..1484434a35868e7e75b7b65650fc926735c2a3cd 100644 (file)
@@ -272,6 +272,9 @@ void Menu::drawItems()
             glEnable(GL_TEXTURE_2D);
         }
         break;
+        default:
+        case MenuItem::NONE:
+        break;
         }
     }
 }
index fdf26753266b9bb44cc0f31afa95943ebfec4fc1..41d5d5cfd05d2b360e95f655fdcdab6cfd3f3be7 100644 (file)
@@ -245,7 +245,7 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
 
 int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
 {
-    static int i, j;
+    static int j;
     static float distance;
     static float olddistance;
     static int intersecting;
index 572f16ba6888f9124267d3725d14737ed1ae23f5..407030a2aa33bc47e9b0d948d8cc6b5021692fb6 100644 (file)
@@ -84,7 +84,7 @@ void Objects::SphereCheckPossible(XYZ *p1, float radius)
 void Objects::Draw()
 {
     static float distance;
-    static int i, j;
+    static int i;
     static XYZ moved, terrainlight;
     bool hidden;
 
index eff58676f4b7f312c3115522526edf926f97a5f5..23238a581c043ecacd2babc55116c2af8f6ef7aa 100644 (file)
@@ -923,7 +923,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -953,7 +953,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -982,7 +982,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -1011,7 +1011,7 @@ void Person::Reverse()
             }
 
             victim->weaponactive = -1;
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 Person::players[j]->wentforweapon = 0;
             }
         }
@@ -1094,7 +1094,7 @@ void Person::Reverse()
                     victim->weaponstuck = 0;
             }
             victim->weaponactive = -1;
-            for (int i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -1137,7 +1137,7 @@ void Person::Reverse()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (int i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
 
@@ -1410,8 +1410,7 @@ void Person::DoHead()
 
         skeleton.specialforward[0] = facing;
         //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
-        static int i;
-        for (i = 0; i < skeleton.num_muscles; i++) {
+        for (int i = 0; i < skeleton.num_muscles; i++) {
             if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
                 skeleton.FindRotationMuscle(i, animTarget);
             }
@@ -1457,7 +1456,7 @@ void Person::RagDoll(bool checkcollision)
         if (!isnormal(tilt)) tilt = 0;
         if (!isnormal(tilt2)) tilt2 = 0;
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; 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);
@@ -1469,7 +1468,7 @@ void Person::RagDoll(bool checkcollision)
             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
         }
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].velocity = 0;
             skeleton.joints[i].velchange = 0;
         }
@@ -1490,7 +1489,7 @@ void Person::RagDoll(bool checkcollision)
 
         speed *= speedmult;
 
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
                 skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
             else
@@ -1543,7 +1542,7 @@ void Person::RagDoll(bool checkcollision)
         updatedelay = 0;
 
         velocity = 0;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
         }
         velocity /= skeleton.num_joints;
@@ -1567,7 +1566,7 @@ void Person::RagDoll(bool checkcollision)
                         weaponstuck = 0;
                 }
                 weaponactive = -1;
-                for (i = 0; i < Person::players.size(); i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     Person::players[i]->wentforweapon = 0;
                 }
             }
@@ -1685,7 +1684,6 @@ void Person::setAnimation(int animation)
 void Person::DoAnimations()
 {
     if (!skeleton.free) {
-        int i = 0;
         static float oldtarget;
 
         if (isIdle() && animCurrent != getIdle())
@@ -1837,12 +1835,12 @@ void Person::DoAnimations()
                     }
                     if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
                         if (animation[animTarget].attack != neutral) {
-                            i = abs(Random() % 3);
-                            if (i == 0)
+                            unsigned r = abs(Random() % 3);
+                            if (r == 0)
                                 whichsound = lowwhooshsound;
-                            if (i == 1)
+                            if (r == 1)
                                 whichsound = midwhooshsound;
-                            if (i == 2)
+                            if (r == 2)
                                 whichsound = highwhooshsound;
                         }
                         if (animation[animTarget].attack == neutral)
@@ -1879,18 +1877,18 @@ void Person::DoAnimations()
                             int whichsound = -1;
                             if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
                                 if (animation[animTarget].attack != neutral) {
-                                    i = abs(Random() % 4);
+                                    unsigned r = abs(Random() % 4);
                                     if (creature == rabbittype) {
-                                        if (i == 0) whichsound = rabbitattacksound;
-                                        if (i == 1) whichsound = rabbitattack2sound;
-                                        if (i == 2) whichsound = rabbitattack3sound;
-                                        if (i == 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 (i == 0) whichsound = barksound;
-                                        if (i == 1) whichsound = bark2sound;
-                                        if (i == 2) whichsound = bark3sound;
-                                        if (i == 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;
                                 }
@@ -1918,7 +1916,7 @@ void Person::DoAnimations()
             frameTarget++;
 
             if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
-                for (i = 0; i < weapons.size(); i++) {
+                for (unsigned i = 0; i < weapons.size(); i++) {
                     if (weapons[i].owner == -1)
                         if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) >= 1) {
@@ -1939,20 +1937,20 @@ void Person::DoAnimations()
             }
 
             if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
-                for (i = 0; i < weapons.size(); i++) {
+                for (unsigned i = 0; i < weapons.size(); i++) {
                     bool willwork = true;
                     if (weapons[i].owner != -1)
                         if (Person::players[weapons[i].owner]->weaponstuck != -1)
-                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+                            if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
                                 if (Person::players[weapons[i].owner]->num_weapons > 1)
                                     willwork = 0;
-                    if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
+                    if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
                         if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
                             if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
                                 bool fleshstuck = false;
                                 if (weapons[i].owner != -1)
                                     if (victim->weaponstuck != -1) {
-                                        if (victim->weaponids[victim->weaponstuck] == i) {
+                                        if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             fleshstuck = true;
                                         }
                                     }
@@ -1990,7 +1988,7 @@ void Person::DoAnimations()
                                     footvel = 0;
                                     footpoint = weapons[i].position;
                                     if (victim->weaponstuck != -1) {
-                                        if (victim->weaponids[victim->weaponstuck] == i) {
+                                        if (victim->weaponids[victim->weaponstuck] == int(i)) {
                                             if (bloodtoggle)
                                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
                                             weapons[i].bloody = 2;
@@ -2001,7 +1999,7 @@ void Person::DoAnimations()
                                     if (victim->num_weapons > 0) {
                                         if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
                                             victim->weaponstuck = 0;
-                                        if (victim->weaponids[0] == i)
+                                        if (victim->weaponids[0] == int(i))
                                             victim->weaponids[0] = victim->weaponids[victim->num_weapons];
                                     }
 
@@ -2080,7 +2078,7 @@ void Person::DoAnimations()
                 targetloc = velocity;
                 Normalise(&targetloc);
                 targetloc += coords;
-                for (i = 0; i < Person::players.size(); i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     if (i != id)
                         if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
                             closestdist = distsq(&targetloc, &Person::players[i]->coords);
@@ -2145,7 +2143,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2181,7 +2179,7 @@ void Person::DoAnimations()
                         relative.y -= 1;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, 90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
                         victim->jointVel(head) += relative * damagemult * 100;
@@ -2212,7 +2210,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2248,7 +2246,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, 90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 200;
@@ -2278,7 +2276,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                         }
                         victim->jointVel(head) += relative * damagemult * 100;
@@ -2300,7 +2298,7 @@ void Person::DoAnimations()
                         victim->skeleton.broken = 0;
                         victim->skeleton.spinny = 1;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             victim->skeleton.joints[i].delay = 0;
                             victim->skeleton.joints[i].locked = 0;
@@ -2311,7 +2309,7 @@ void Person::DoAnimations()
                         relative = 0;
                         relative.y = 1;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity.y = relative.y * 10;
                             victim->skeleton.joints[i].position.y += relative.y * .3;
                             victim->skeleton.joints[i].oldposition.y += relative.y * .3;
@@ -2334,7 +2332,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 90;
                         }
                         victim->Puff(abdomen);
@@ -2361,7 +2359,7 @@ void Person::DoAnimations()
                         victim->skeleton.broken = 0;
                         victim->skeleton.spinny = 1;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             //victim->skeleton.joints[i].delay=0;
                             victim->skeleton.joints[i].locked = 0;
@@ -2371,7 +2369,7 @@ void Person::DoAnimations()
                         Normalise(&relative);
                         relative.y += .3;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
                         if (!victim->dead)
@@ -2458,7 +2456,7 @@ void Person::DoAnimations()
                                 victim->skeleton.free = 1;
                                 victim->skeleton.broken = 0;
 
-                                for (i = 0; i < victim->skeleton.num_joints; i++) {
+                                for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                     victim->skeleton.joints[i].velchange = 0;
                                     victim->skeleton.joints[i].locked = 0;
                                     //victim->skeleton.joints[i].velocity=0;
@@ -2548,7 +2546,7 @@ void Person::DoAnimations()
                                 victim->skeleton.free = 1;
                                 victim->skeleton.broken = 0;
 
-                                for (i = 0; i < victim->skeleton.num_joints; i++) {
+                                for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                     victim->skeleton.joints[i].velchange = 0;
                                     victim->skeleton.joints[i].locked = 0;
                                     //victim->skeleton.joints[i].velocity=0;
@@ -2595,7 +2593,7 @@ void Person::DoAnimations()
                         relative = victim->coords - coords;
                         relative.y = 0;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 30;
                         }
                         victim->jointVel(head) += relative * damagemult * 150;
@@ -2642,7 +2640,7 @@ void Person::DoAnimations()
                         Normalise(&relative);
                         relative.y = .3;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 5;
                         }
                         victim->jointVel(abdomen) += relative * damagemult * 400;
@@ -2860,7 +2858,7 @@ void Person::DoAnimations()
                                     victim->weaponstuck = 0;
                             }
                             victim->weaponactive = -1;
-                            for (i = 0; i < Person::players.size(); i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 Person::players[i]->wentforweapon = 0;
                             }
 
@@ -2888,7 +2886,7 @@ void Person::DoAnimations()
                         relative = DoRotation(relative, 0, 90, 0);
                         relative.y -= 1;
                         Normalise(&relative);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 60;
                         }
                         victim->jointVel(head) += relative * damagemult * 230;
@@ -2921,7 +2919,7 @@ void Person::DoAnimations()
                         relative.y = 0;
                         Normalise(&relative);
                         relative = DoRotation(relative, 0, -90, 0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
                         victim->jointVel(head) += relative * damagemult * 220;
@@ -2953,7 +2951,7 @@ void Person::DoAnimations()
                         victim->skeleton.free = 1;
                         victim->skeleton.broken = 0;
 
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velchange = 0;
                             victim->skeleton.joints[i].locked = 0;
                             //victim->skeleton.joints[i].velocity=0;
@@ -2969,14 +2967,14 @@ void Person::DoAnimations()
                         relative.y = -1;
                         Normalise(&relative);
                         if (!victim->dead) {
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * 40;
                             }
                             //FootLand(1,2);
                             victim->jointVel(abdomen) += relative * damagemult * 40;
                         }
                         if (victim->dead) {
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
                             }
                             //FootLand(1,2);
@@ -3011,7 +3009,7 @@ void Person::DoAnimations()
                                 DoBlood(.2, 250);
                             }
                             victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                             }
                             victim->jointVel(head) += relative * damagemult * 200;
@@ -3030,7 +3028,7 @@ void Person::DoAnimations()
                         } else {
                             if (victim->damage >= victim->damagetolerance)
                                 victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3071,12 +3069,12 @@ void Person::DoAnimations()
                         if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
                             victim->RagDoll(0);
 
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 15;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
                             relative.y += .1;
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity = relative * 80;
                             }
@@ -3086,11 +3084,11 @@ void Person::DoAnimations()
                         } else {
                             if (victim->damage >= victim->damagetolerance)
                                 victim->RagDoll(0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
                             relative = DoRotation(relative, 0, -90, 0);
-                            for (i = 0; i < victim->skeleton.num_joints; i++) {
+                            for (int i = 0; i < victim->skeleton.num_joints; i++) {
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity += relative * damagemult * 80;
                             }
@@ -3134,7 +3132,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3147,7 +3145,7 @@ void Person::DoAnimations()
 
                 if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
                     if (victim->weaponactive != -1 && victim->num_weapons > 0) {
-                        if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) {
+                        if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
                             weapons[victim->weaponids[victim->weaponactive]].owner = id;
                             weaponactive = 0;
                             if (num_weapons > 0) {
@@ -3180,7 +3178,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3211,7 +3209,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     //relative=DoRotation(relative,0,-90,0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3229,7 +3227,7 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     //relative*=-1;
                     relative.y -= .1;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
                     victim->jointVel(lefthand) *= .1;
@@ -3281,7 +3279,7 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     //relative*=-1;
                     relative.y -= .1;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
                     victim->jointVel(lefthand) *= .1 - 1;
@@ -3313,7 +3311,7 @@ void Person::DoAnimations()
                     relative.y = 0;
                     Normalise(&relative);
                     relative = DoRotation(relative, 0, -90, 0);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     victim->jointVel(abdomen) += relative * damagemult * 200;
@@ -3334,7 +3332,7 @@ void Person::DoAnimations()
                     Normalise(&relative);
                     if (victim->id == 0)
                         relative /= 30;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
                     //victim->DoDamage(1000);
@@ -3418,12 +3416,12 @@ void Person::DoAnimations()
                 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
                     escapednum = 0;
                     victim->velocity = 0;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity = 0;
                     }
                     if (animTarget == knifefollowanim) {
                         victim->RagDoll(0);
-                        for (i = 0; i < victim->skeleton.num_joints; i++) {
+                        for (int i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = 0;
                         }
                     }
@@ -3476,7 +3474,7 @@ void Person::DoAnimations()
                 if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
                     escapednum = 0;
                     victim->velocity = 0;
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity = 0;
                     }
                     if (weaponactive != -1) {
@@ -3545,7 +3543,7 @@ void Person::DoAnimations()
                     relative = DoRotation(relative, 0, 90, 0);
                     relative.y = .5;
                     Normalise(&relative);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
@@ -3566,7 +3564,7 @@ void Person::DoAnimations()
                     relative = DoRotation(relative, 0, 90, 0);
                     relative.y = .5;
                     Normalise(&relative);
-                    for (i = 0; i < victim->skeleton.num_joints; i++) {
+                    for (int i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
                     victim->jointVel(head) += relative * damagemult * 200;
@@ -3680,7 +3678,7 @@ void Person::DoAnimations()
                         float closestdist = -1;
                         float distance;
                         if (Person::players.size() > 1)
-                            for (i = 0; i < Person::players.size(); i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
                                     if (closestdist == -1 || distance < closestdist) {
@@ -3738,7 +3736,7 @@ void Person::DoAnimations()
                         float closestdist = -1;
                         float distance;
                         if (Person::players.size() > 1)
-                            for (i = 0; i < Person::players.size(); i++) {
+                            for (unsigned i = 0; i < Person::players.size(); i++) {
                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
                                     distance = distsq(&Person::players[i]->coords, &coords);
                                     if (closestdist == -1 || distance < closestdist) {
@@ -4034,18 +4032,18 @@ void Person::DoAnimations()
             }
             if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
                 //Old rotates
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
                 }
 
                 skeleton.FindForwards();
 
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         skeleton.FindRotationMuscle(i, animTarget);
                     }
                 }
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
                             skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
@@ -4057,18 +4055,18 @@ void Person::DoAnimations()
                 }
 
                 //New rotates
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
                 }
 
                 skeleton.FindForwards();
 
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         skeleton.FindRotationMuscle(i, animTarget);
                     }
                 }
-                for (i = 0; i < skeleton.num_muscles; i++) {
+                for (int i = 0; i < skeleton.num_muscles; i++) {
                     if (skeleton.muscles[i].visible) {
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
                             skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
@@ -4093,12 +4091,12 @@ void Person::DoAnimations()
             oldframeTarget = frameTarget;
             oldframeCurrent = frameCurrent;
 
-            for (i = 0; i < skeleton.num_joints; i++) {
+            for (int i = 0; i < skeleton.num_joints; i++) {
                 skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
                 skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
             }
             offset = currentoffset * (1 - target) + targetoffset * target;
-            for (i = 0; i < skeleton.num_muscles; i++) {
+            for (int i = 0; i < skeleton.num_muscles; i++) {
                 if (skeleton.muscles[i].visible) {
                     skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
                     skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
@@ -4340,7 +4338,7 @@ void Person::DoStuff()
                         weaponstuck = 0;
                 }
                 weaponactive = -1;
-                for (i = 0; i < Person::players.size(); i++) {
+                for (unsigned i = 0; i < Person::players.size(); i++) {
                     Person::players[i]->wentforweapon = 0;
                 }
 
@@ -4358,7 +4356,7 @@ void Person::DoStuff()
             }
             dead = 2;
             if (animTarget == knifefollowedanim && !skeleton.free) {
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     skeleton.joints[i].velocity = 0;
                     skeleton.joints[i].velocity.y = -2;
                 }
@@ -4766,7 +4764,7 @@ void Person::DoStuff()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -4808,7 +4806,7 @@ void Person::DoStuff()
         dead = 0;
         skeleton.free = 1;
         damage -= 20;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             skeleton.joints[i].velocity = 0;
         }
     }
@@ -4832,7 +4830,7 @@ void Person::DoStuff()
                     weaponstuck = 0;
             }
             weaponactive = -1;
-            for (i = 0; i < Person::players.size(); i++) {
+            for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
         }
@@ -4902,7 +4900,7 @@ void Person::DoStuff()
 
         //velocity=jointVel(groin)*scale;
         velocity = 0;
-        for (i = 0; i < skeleton.num_joints; i++) {
+        for (int i = 0; i < skeleton.num_joints; i++) {
             velocity += skeleton.joints[i].velocity * scale;
         }
         velocity /= skeleton.num_joints;
@@ -5020,7 +5018,7 @@ void Person::DoStuff()
 
                 //if(middle.y>0)targetoffset.y=middle.y+1;
 
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
                 }
@@ -5111,7 +5109,7 @@ void Person::DoStuff()
                 if (middle.y > 0 && animTarget != rollanim)
                     targetoffset.y = middle.y + 1;
 
-                for (i = 0; i < skeleton.num_joints; i++) {
+                for (int i = 0; i < skeleton.num_joints; i++) {
                     tempanimation.position[i][0] = skeleton.joints[i].position;
                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
                 }
@@ -6023,7 +6021,7 @@ int Person::DrawSkeleton()
                 skeleton.drawmodelclothes.vertex[i] = 0;
                 skeleton.drawmodelclothes.vertex[i].y = 999;
             }
-            for (i = 0; i < skeleton.num_muscles; i++) {
+            for (int i = 0; i < skeleton.num_muscles; i++) {
                 // convenience renames
                 const int p1 = skeleton.muscles[i].parent1->label;
                 const int p2 = skeleton.muscles[i].parent2->label;
index 734d8734af1ca1f6d6276dd17c8e210bb448fc1b..4b165fb1683454e019e30045e86b51dc8125e809 100644 (file)
@@ -232,7 +232,7 @@ public:
 
     int creature;
 
-    int id;
+    unsigned id;
 
     Skeleton skeleton;
 
index b73b047be1fce708ab30401576d3b6288cf90b35..c5f75456c70488fd11cc27904f5d62ddf8f26a62 100644 (file)
@@ -280,8 +280,7 @@ bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13,
 bool LineFacet(Vector p1, Vector p2, Vector pa, Vector pb, Vector pc, Vector *p)
 {
     static float d;
-    static float a1, a2, a3;
-    static float total, denom, mu;
+    static float denom, mu;
     static Vector n, pa1, pa2, pa3;
 
     //Calculate the parameters for the plane
@@ -393,8 +392,7 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
 bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p)
 {
     static float d;
-    static float a1, a2, a3;
-    static float total, denom, mu;
+    static float denom, mu;
     static XYZ n, pa1, pa2, pa3;
 
     //Calculate the parameters for the plane
@@ -425,8 +423,7 @@ bool LineFacet(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 a1, a2, a3;
-    static float total, denom, mu;
+    static float denom, mu;
     static XYZ n, pa1, pa2, pa3;
 
     //Calculate the parameters for the plane
@@ -457,8 +454,7 @@ 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 n, XYZ *p)
 {
     static float d;
-    static float a1, a2, a3;
-    static float total, denom, mu;
+    static float denom, mu;
     static XYZ pa1, pa2, pa3;
 
     //Calculate the parameters for the plane
@@ -484,8 +480,7 @@ 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 *p)
 {
     static float d;
-    static float a1, a2, a3;
-    static float total, denom, mu;
+    static float denom, mu;
     static XYZ pa1, pa2, pa3, n;
 
     //Calculate the parameters for the plane
@@ -516,8 +511,7 @@ 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 *n, XYZ *p)
 {
     static float d;
-    static float a1, a2, a3;
-    static float total, denom, mu;
+    static float denom, mu;
     static XYZ pa1, pa2, pa3;
 
     //Calculate the parameters for the plane
index 29f82d7f8a7aac5a3eb959d563461c3eb0d37fae..3b1ff4677dbfbb3e75d255bd10b7e844d5ab5d19 100644 (file)
@@ -23,11 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #ifndef _QUATERNIONS_H_
 #define _QUATERNIONS_H_
 
-#ifndef WIN32
-#pragma mark -
-#endif
-
-//#include "Carbon.h"
 #include "math.h"
 #include "PhysicsMath.h"
 #include "gamegl.h"
index 35fb1f795d6fb054c988d6e242a919c38378f8fd..0d7e95fb0ce5da4f2d4d860d92c4e359ca44be4a 100644 (file)
@@ -185,7 +185,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
     XYZ bounceness;
     const int numrepeats = 3;
     float groundlevel = .15;
-    int i, j, k, l, m;
+    int i, j, k, m;
     XYZ temp;
     XYZ terrainnormal;
     int whichhit;
@@ -834,16 +834,11 @@ void Skeleton::Load(const char *filename,       const char *lowfilename, const c
     int parentID;
     FILE *tfile;
     float lSize;
-    int i, j, tempmuscle;
-
-    int newload;
+    int i, j;
     int edit;
 
     LOGFUNC;
 
-
-    newload = 0;
-
     num_models = 7;
 
     // load various models
@@ -934,7 +929,6 @@ void Skeleton::Load(const char *filename,       const char *lowfilename, const c
         }
 
         // read num_muscles
-        tempmuscle = num_muscles;
         funpackf(tfile, "Bi", &num_muscles);
 
         // allocate memory
@@ -943,12 +937,9 @@ void Skeleton::Load(const char *filename,       const char *lowfilename, const c
             delete [] muscles; //dealloc2(muscles);
         muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
 
-        newload = 1;
-
         // for each muscle...
         for (i = 0; i < num_muscles; i++) {
             // read info
-            tempmuscle = muscles[i].numvertices;
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &muscles[i].length, &muscles[i].targetlength, &muscles[i].minlength, &muscles[i].maxlength, &muscles[i].strength, &muscles[i].type, &muscles[i].numvertices);
 
             // allocate memory for vertices
@@ -1071,7 +1062,6 @@ void Skeleton::Load(const char *filename,       const char *lowfilename, const c
             fseek(tfile, lSize, SEEK_CUR);
 
             // read numverticeslow
-            tempmuscle = muscles[i].numverticeslow;
             funpackf(tfile, "Bi", &muscles[i].numverticeslow);
 
             if (muscles[i].numverticeslow) {
@@ -1185,7 +1175,6 @@ void Skeleton::Load(const char *filename,       const char *lowfilename, const c
             fseek(tfile, lSize, SEEK_CUR);
 
             // read numverticesclothes
-            tempmuscle = muscles[i].numverticesclothes;
             funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
 
             // read verticesclothes
index 14a0e9eb6829df8164790145502f1f35aed63812..b03128c995034ce12cf2edf9ef627977a1a99bd4 100644 (file)
@@ -57,7 +57,7 @@ vector<Sprite*> Sprite::sprites = vector<Sprite*>();
 //Functions
 void Sprite::Draw()
 {
-    int i, j, k;
+    int k;
     static float M[16];
     static XYZ point;
     static float distancemult;
@@ -97,7 +97,7 @@ void Sprite::Draw()
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     glDepthMask(0);
     glAlphaFunc(GL_GREATER, 0.0001);
-    for (i = 0; i < sprites.size(); i++) {
+    for (unsigned i = 0; i < sprites.size(); i++) {
         if (lasttype != sprites[i]->type) {
             switch (sprites[i]->type) {
             case cloudsprite:
@@ -279,7 +279,7 @@ void Sprite::Draw()
         glPopMatrix();
     }
     tempmult = multiplier;
-    for (i = sprites.size() - 1; i >= 0; i--) {
+    for (unsigned i = sprites.size() - 1; i >= 0; i--) {
         multiplier = tempmult;
         if (sprites[i]->type != snowsprite) {
             sprites[i]->position += sprites[i]->velocity * multiplier;
@@ -330,7 +330,7 @@ void Sprite::Draw()
                 float rotationpoint;
                 int whichtri;
 
-                for (j = 0; j < Person::players.size(); j++) {
+                for (unsigned j = 0; j < Person::players.size(); j++) {
                     if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
                         where = sprites[i]->oldposition;
                         where -= Person::players[j]->coords;
@@ -359,7 +359,7 @@ void Sprite::Draw()
                 if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision)
                     if (terrain.patchobjectnum[whichpatchx][whichpatchz]) {
                         if (!spritehit)
-                            for (j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
+                            for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
                                 k = terrain.patchobjects[whichpatchx][whichpatchz][j];
                                 start = sprites[i]->oldposition;
                                 end = sprites[i]->position;
@@ -418,7 +418,7 @@ void Sprite::Draw()
             DeleteSprite(i);
     }
     if (check)
-        for (i = sprites.size() - 1; i >= 0; i--) {
+        for (unsigned i = sprites.size() - 1; i >= 0; i--) {
             sprites[i]->oldposition = sprites[i]->position;
         }
     glAlphaFunc(GL_GREATER, 0.0001);
index 378942a1f5056d889de77f7cb8a6fd762227486e..59e4f0f86cc54423e3beb79e206c3024aadebe55 100644 (file)
@@ -57,15 +57,13 @@ bool CanInitStereo(StereoMode mode)
 void InitStereo(StereoMode mode)
 {
     switch (mode) {
+    default:
     case stereoNone:
-        glDisable( GL_STENCIL_TEST);
-        return;
     case stereoAnaglyph:
-        glDisable( GL_STENCIL_TEST);
+        glDisable(GL_STENCIL_TEST);
         return;
     case stereoHorizontalInterlaced:
     case stereoVerticalInterlaced:
-
         fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
 
         // Setup stencil buffer
@@ -122,7 +120,6 @@ void InitStereo(StereoMode mode)
         glEnable(GL_CULL_FACE);
         glEnable(GL_LIGHTING);
         glEnable(GL_TEXTURE_2D);
-
     }
 
 }
@@ -155,4 +152,4 @@ const char* StereoModeName(StereoMode mode)
         return "(error)";
         break;
     }
-}
\ No newline at end of file
+}
index 9441af070cf06d912c2350d92b9079dfc80fad13..b010bd52d58435cf2c569b0480d6f41035c76b24 100644 (file)
@@ -52,9 +52,7 @@ int Terrain::lineTerrain(XYZ p1, XYZ p2, XYZ *p)
     static int firstintersecting;
     static XYZ point;
     static int startx, starty;
-    static float slope;
     static int endx, endy;
-    static int numtris = (size - 1) * (size - 1) * 2;
     static float highest, lowest;
 
     firstintersecting = -1;
@@ -203,7 +201,6 @@ void Terrain::UpdateTransparencyother(int whichx, int whichy)
 {
     static XYZ vertex;
     static int i, j, a, b, c, d, patch_size, stepsize;
-    static float distance;
 
     patch_size = size / subdivision;
 
@@ -862,7 +859,6 @@ void Terrain::drawpatchotherother(int whichx, int whichy, float opacity)
 
 float Terrain::getHeight(float pointx, float pointz)
 {
-    static float height1, height2;
     static int tilex, tiley;
     static XYZ startpoint, endpoint, intersect, triangle[3], average;
 
@@ -918,7 +914,6 @@ float Terrain::getHeight(float pointx, float pointz)
 
 float Terrain::getHeightExtrude(float pointx, float pointz, float point2x, float point2z)
 {
-    static float height1, height2;
     static int tilex, tiley;
     static XYZ startpoint, endpoint, intersect, triangle[3], average;
 
@@ -1131,11 +1126,10 @@ void Terrain::draw(int layer)
 void Terrain::drawdecals()
 {
     if (decals) {
-        static int i, j;
+        static int i;
         static float distancemult;
         static int lasttype;
 
-        static float patch_size = size / subdivision * scale;
         static float viewdistsquared;
         static bool blend;
 
index 06ff6cdcfb1efb9f47e814000aa48b83361b7092..3cf61514e1f4de604c0bf13e5aebf0b09cdc558f 100644 (file)
@@ -26,8 +26,6 @@ extern TGAImageRec texture;
 
 void Text::LoadFontTexture(const char *fileName)
 {
-    GLuint type;
-
     LOGFUNC;
 
     LOG(std::string("Loading font texture...") + fileName);
index 776711e50bf9921702b20ea60fde6fe48e26d0c8..a5b572349f6dc34315a6cb4879555a7ff0556d9a 100644 (file)
@@ -214,12 +214,12 @@ void Weapon::DoStuff(int i)
         }
 
         if (velocity.x || velocity.y || velocity.z) {
-            for (int j = 0; j < Person::players.size(); j++) {
+            for (unsigned j = 0; j < Person::players.size(); j++) {
                 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 && j != oldowner) {
+                        !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)) {