diff --git a/include/IQ3Shader.h b/include/IQ3Shader.h index 14c2a004..0f87b9ac 100644 --- a/include/IQ3Shader.h +++ b/include/IQ3Shader.h @@ -693,13 +693,11 @@ namespace quake3 inline void dumpVarGroup ( core::stringc &dest, const SVarGroup * group, s32 stack ) { core::stringc buf; - s32 i; - if ( stack > 0 ) { buf = ""; - for ( i = 0; i < stack - 1; ++i ) + for (s32 i = 0; i < stack - 1; ++i ) buf += '\t'; buf += "{\n"; @@ -709,7 +707,7 @@ namespace quake3 for ( u32 g = 0; g != group->Variable.size(); ++g ) { buf = ""; - for ( i = 0; i < stack; ++i ) + for (s32 i = 0; i < stack; ++i ) buf += '\t'; buf += group->Variable[g].name; @@ -722,13 +720,12 @@ namespace quake3 if ( stack > 1 ) { buf = ""; - for ( i = 0; i < stack - 1; ++i ) + for (s32 i = 0; i < stack - 1; ++i ) buf += '\t'; buf += "}\n"; dest.append ( buf ); } - } /*! @@ -739,12 +736,10 @@ namespace quake3 if ( 0 == shader ) return dest; - const SVarGroup * group; - const u32 size = shader->VarGroup->VariableGroup.size (); for ( u32 i = 0; i != size; ++i ) { - group = &shader->VarGroup->VariableGroup[ i ]; + const SVarGroup * group = &shader->VarGroup->VariableGroup[ i ]; dumpVarGroup ( dest, group, core::clamp( (int)i, 0, 2 ) ); } diff --git a/include/coreutil.h b/include/coreutil.h index b042a5b4..b4d5e19f 100644 --- a/include/coreutil.h +++ b/include/coreutil.h @@ -113,14 +113,12 @@ inline io::path& deletePathFromPath(io::path& filename, s32 pathCount) //! 0 means in same directory. 1 means file is direct child of path inline s32 isInSameDirectory ( const io::path& path, const io::path& file ) { - s32 subA = 0; - s32 subB = 0; - s32 pos; - if ( path.size() && !path.equalsn ( file, path.size() ) ) return -1; - pos = 0; + s32 subA = 0; + s32 subB = 0; + s32 pos = 0; while ( (pos = path.findNext ( '/', pos )) >= 0 ) { subA += 1; diff --git a/include/irrString.h b/include/irrString.h index 75fd9c14..6f4812a9 100644 --- a/include/irrString.h +++ b/include/irrString.h @@ -958,15 +958,14 @@ public: string o; o.reserve(length+1); - s32 i; if ( !make_lower ) { - for (i=0; i b) { - for (i = 0; i < 4; i++) { + for (s32 i = 0; i < 4; i++) { q[i] = -q[i]; } } - cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3]; + double sclp, sclq; + const double cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3]; if ((1.f + cosom) > 0.00000001) { if ((1.f - cosom) > 0.00000001) { - omega = acos( cosom ); - sinom = sin( omega ); + const double omega = acos( cosom ); + const double sinom = sin( omega ); sclp = sin( (1.f - t)*omega) / sinom; sclq = sin( t*omega ) / sinom; } @@ -89,7 +85,7 @@ namespace scene sclp = 1.f - t; sclq = t; } - for (i = 0; i < 4; i++) { + for (s32 i = 0; i < 4; i++) { qt[i] = f32(sclp * p[i] + sclq * q[i]); } } @@ -100,7 +96,7 @@ namespace scene qt[3] = p[2]; sclp = sin( (1.f - t) * 0.5f * core::PI); sclq = sin( t * 0.5f * core::PI); - for (i = 0; i < 3; i++) { + for (s32 i = 0; i < 3; i++) { qt[i] = f32(sclp * p[i] + sclq * qt[i]); } } @@ -281,13 +277,12 @@ void CAnimatedMeshHalfLife::initModel() // init Sequences to Animation KeyFrameInterpolation ipol; ipol.Name.reserve ( 64 ); - u32 i; AnimList.clear(); FrameCount = 0; - SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex); - for ( i = 0; i < Header->numseq; i++) + const SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex); + for (u32 i = 0; i < Header->numseq; i++) { ipol.Name = seq[i].label; ipol.StartFrame = FrameCount; @@ -323,13 +318,13 @@ void CAnimatedMeshHalfLife::initModel() u32 meshBuffer = 0; BodyList.clear(); const SHalflifeBody *body = (const SHalflifeBody *) ((u8*) Header + Header->bodypartindex); - for (i=0; i < Header->numbodyparts; ++i) + for (u32 i=0; i < Header->numbodyparts; ++i) { BodyPart part; part.name = body[i].name; part.defaultModel = core::max_ ( 0, (s32) body[i].base - 1 ); - SHalflifeModel * model = (SHalflifeModel *)((u8*) Header + body[i].modelindex); + const SHalflifeModel * model = (SHalflifeModel *)((u8*) Header + body[i].modelindex); for ( u32 g = 0; g < body[i].nummodels; ++g) { SubModel sub; @@ -378,7 +373,7 @@ void CAnimatedMeshHalfLife::initModel() const vec3_hl *studioverts = (vec3_hl *)((u8*)Header + model->vertindex); const vec3_hl *studionorms = (vec3_hl *)((u8*)Header + model->normindex); #endif - for (i = 0; i < model->nummesh; ++i) + for (u32 i = 0; i < model->nummesh; ++i) { const SHalflifeMesh *mesh = (SHalflifeMesh *)((u8*)Header + model->meshindex) + i; const SHalflifeTexture *currentex = &tex[skinref[mesh->skinref]]; @@ -531,10 +526,6 @@ void CAnimatedMeshHalfLife::buildVertices() if (SkinGroupSelection != 0 && SkinGroupSelection < TextureHeader->numskinfamilies) skinref += (SkinGroupSelection * TextureHeader->numskinref); */ - u32 i; - s32 c,g; - const s16 *tricmd; - u32 meshBufferNr = 0; for ( u32 bodypart = 0 ; bodypart < Header->numbodyparts; ++bodypart) { @@ -548,7 +539,7 @@ void CAnimatedMeshHalfLife::buildVertices() const vec3_hl *studioverts = (vec3_hl *)((u8*)Header + model->vertindex); - for ( i = 0; i < model->numverts; i++) + for (u32 i = 0; i < model->numverts; i++) { VectorTransform ( studioverts[i], BoneTransform[vertbone[i]], TransformedVerts[i] ); } @@ -560,20 +551,21 @@ void CAnimatedMeshHalfLife::buildVertices() VectorTransform ( studionorms[i], BoneTransform[normbone[i]], TransformedNormals[i] ); } */ - for (i = 0; i < model->nummesh; i++) + for (u32 i = 0; i < model->nummesh; i++) { const SHalflifeMesh *mesh = (SHalflifeMesh *)((u8*)Header + model->meshindex) + i; IMeshBuffer * buffer = MeshIPol->getMeshBuffer ( meshBufferNr++ ); video::S3DVertex* v = (video::S3DVertex* ) buffer->getVertices(); - tricmd = (s16*)((u8*)Header + mesh->triindex); + const s16 *tricmd = (s16*)((u8*)Header + mesh->triindex); + s32 c = 0; while ( (c = *(tricmd++)) ) { if (c < 0) c = -c; - for ( g = 0; g < c; ++g, v += 1, tricmd += 4 ) + for (s32 g = 0; g < c; ++g, v += 1, tricmd += 4 ) { // fill vertex const core::vector3df& av = TransformedVerts[tricmd[0]]; @@ -596,17 +588,16 @@ void CAnimatedMeshHalfLife::buildVertices() */ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const core::matrix4 &absoluteTransformation) { - SHalflifeBone *bone = (SHalflifeBone *) ((u8 *) Header + Header->boneindex); + const SHalflifeBone *bone = (SHalflifeBone *) ((u8 *) Header + Header->boneindex); - video::SColor blue(0xFF000080); - video::SColor red(0xFF800000); - video::SColor yellow(0xFF808000); - video::SColor cyan(0xFF008080); + const video::SColor blue(0xFF000080); + const video::SColor red(0xFF800000); + const video::SColor yellow(0xFF808000); + const video::SColor cyan(0xFF008080); core::aabbox3df box; - u32 i; - for ( i = 0; i < Header->numbones; i++) + for (u32 i = 0; i < Header->numbones; i++) { if (bone[i].parent >= 0) { @@ -632,9 +623,9 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const } // attachements - SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex); + const SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex); core::vector3df v[8]; - for ( i = 0; i < Header->numattachments; i++) + for (u32 i = 0; i < Header->numattachments; i++) { getTransformedBoneVector ( v[0],attach[i].bone,attach[i].org ); getTransformedBoneVector ( v[1],attach[i].bone,attach[i].vectors[0] ); @@ -647,12 +638,11 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const // hit boxes SHalflifeBBox *hitbox = (SHalflifeBBox *) ((u8*) Header + Header->hitboxindex); - f32 *bbmin,*bbmax; vec3_hl v2[8]; - for (i = 0; i < Header->numhitboxes; i++) + for (u32 i = 0; i < Header->numhitboxes; i++) { - bbmin = hitbox[i].bbmin; - bbmax = hitbox[i].bbmax; + f32 *bbmin = hitbox[i].bbmin; + f32 *bbmax = hitbox[i].bbmax; v2[0][0] = bbmin[0]; v2[0][1] = bbmax[1]; @@ -710,8 +700,8 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const //! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) { - f32 frame = frameInt + (detailLevel * 0.001f); - u32 frameA = core::floor32 ( frame ); + const f32 frame = frameInt + (detailLevel * 0.001f); + const u32 frameA = core::floor32 ( frame ); // f32 blend = core::fract ( frame ); SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex); @@ -720,7 +710,7 @@ IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFr u32 frameCount = 0; for (u32 i = 0; i < Header->numseq; ++i) { - u32 val = core::max_ ( 1, seq[i].numframes - 1 ); + const u32 val = core::max_ ( 1, seq[i].numframes - 1 ); if ( frameCount + val > frameA ) { SequenceIndex = i; @@ -752,22 +742,20 @@ IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFr */ void CAnimatedMeshHalfLife::initData () { - u32 i; - Header = 0; TextureHeader = 0; OwnTexModel = false; - for ( i = 0; i < 32; ++i ) + for (u32 i = 0; i < 32; ++i ) AnimationHeader[i] = 0; SequenceIndex = 0; CurrentFrame = 0.f; - for ( i = 0; i < 5; ++i ) + for (u32 i = 0; i < 5; ++i ) BoneController[i] = 0; - for ( i = 0; i < 2; ++i ) + for (u32 i = 0; i < 2; ++i ) Blending[i] = 0; SkinGroupSelection = 0; @@ -853,7 +841,6 @@ void STextureAtlas::getTranslation(const c8* name, core::vector2di& pos) */ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode) { - u32 i = 0; u32 w = 0; u32 w2; u32 h2; @@ -869,7 +856,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode) // split size wsum = frame; - for (i = 0; i < atlas.size(); i++) + for (u32 i = 0; i < atlas.size(); i++) { // make space w2 = atlas[i].width + border; @@ -886,7 +873,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode) hsum = frame; w = frame; h = 0; - for (i = 0; i < atlas.size(); i++) + for (u32 i = 0; i < atlas.size(); i++) { if ( atlas[i].image->getColorFormat() == ECF_A8R8G8B8 ) { @@ -921,7 +908,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode) wsum = core::s32_max ( wsum, w ); // build image - core::dimension2d dim = core::dimension2d( wsum, hsum ).getOptimalSize(); + const core::dimension2d dim = core::dimension2d( wsum, hsum ).getOptimalSize(); IImage* master = new CImage(format, dim); master->fill(0); @@ -935,16 +922,15 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode) {0, 1} // ETC_MIRROR }; - s32 a,b; - for (i = 0; i < atlas.size(); i++) + for (u32 i = 0; i < atlas.size(); i++) { atlas[i].image->copyTo ( master, atlas[i].pos ); // clamp/wrap ( copy edges, filtering needs it ) - for ( b = 0; b < frame; ++b ) + for (s32 b = 0; b < frame; ++b ) { - for ( a = 0 - b; a <= (s32) atlas[i].width + b; ++a ) + for (s32 a = 0 - b; a <= (s32) atlas[i].width + b; ++a ) { col[0] = atlas[i].image->getPixel ( core::s32_clamp ( a, 0, atlas[i].width - 1 ), 0 ); col[1] = atlas[i].image->getPixel ( core::s32_clamp ( a, 0, atlas[i].width - 1 ), atlas[i].height - 1 ); @@ -953,7 +939,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode) master->setPixel ( atlas[i].pos.X + a, atlas[i].pos.Y + atlas[i].height - 1 + ( b + 1 ) * 1, col[wrap[texmode][1]] ); } - for ( a = -1 - b; a <= (s32) atlas[i].height + b; ++a ) + for (s32 a = -1 - b; a <= (s32) atlas[i].height + b; ++a ) { col[0] = atlas[i].image->getPixel ( 0, core::s32_clamp ( a, 0, atlas[i].height - 1 ) ); col[1] = atlas[i].image->getPixel ( atlas[i].width - 1, core::s32_clamp ( a, 0, atlas[i].height - 1 ) ); @@ -1016,7 +1002,7 @@ SHalflifeHeader* CAnimatedMeshHalfLife::loadModel(io::IReadFile* file, const io: core::splitFilename(file->getFileName(), &path, &fname, &ext); TextureBaseName = path + fname + "_"; - SHalflifeTexture *tex = (SHalflifeTexture *)(pin + header->textureindex); + const SHalflifeTexture *tex = (SHalflifeTexture *)(pin + header->textureindex); u32 *palette = new u32[256]; for (u32 i = 0; i < header->numtextures; ++i) { @@ -1109,7 +1095,7 @@ f32 CAnimatedMeshHalfLife::SetController( s32 controllerIndex, f32 value ) } } - s32 range = controllerIndex == MOUTH_CONTROLLER ? 64 : 255; + const s32 range = controllerIndex == MOUTH_CONTROLLER ? 64 : 255; s32 setting = (s32) ( (f32) range * (value - bonecontroller->start) / (bonecontroller->end - bonecontroller->start)); @@ -1184,7 +1170,6 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const { const u8 *phdr = (const u8*) Header; const SHalflifeHeader * hdr = Header; - u32 i; if (level == 0) { @@ -1228,7 +1213,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const printf("flags: %d\n\n", hdr->flags); printf("numbones: %u\n", hdr->numbones); - for (i = 0; i < hdr->numbones; i++) + for (u32 i = 0; i < hdr->numbones; i++) { const SHalflifeBone *bone = (const SHalflifeBone *) (phdr + hdr->boneindex); printf("bone %u.name: \"%s\"\n", i + 1, bone[i].name); @@ -1241,7 +1226,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const printf("\nnumbonecontrollers: %u\n", hdr->numbonecontrollers); const SHalflifeBoneController *bonecontrollers = (const SHalflifeBoneController *) (phdr + hdr->bonecontrollerindex); - for (i = 0; i < hdr->numbonecontrollers; i++) + for (u32 i = 0; i < hdr->numbonecontrollers; i++) { printf("bonecontroller %u.bone: %d\n", i + 1, bonecontrollers[i].bone); printf("bonecontroller %u.type: %d\n", i + 1, bonecontrollers[i].type); @@ -1253,7 +1238,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const printf("\nnumhitboxes: %u\n", hdr->numhitboxes); const SHalflifeBBox *box = (const SHalflifeBBox *) (phdr + hdr->hitboxindex); - for (i = 0; i < hdr->numhitboxes; i++) + for (u32 i = 0; i < hdr->numhitboxes; i++) { printf("hitbox %u.bone: %d\n", i + 1, box[i].bone); printf("hitbox %u.group: %d\n", i + 1, box[i].group); @@ -1263,7 +1248,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const printf("\nnumseq: %u\n", hdr->numseq); const SHalflifeSequence *seq = (const SHalflifeSequence *) (phdr + hdr->seqindex); - for (i = 0; i < hdr->numseq; i++) + for (u32 i = 0; i < hdr->numseq; i++) { printf("seqdesc %u.label: \"%s\"\n", i + 1, seq[i].label); printf("seqdesc %u.fps: %f\n", i + 1, seq[i].fps); @@ -1272,7 +1257,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const } printf("\nnumseqgroups: %u\n", hdr->numseqgroups); - for (i = 0; i < hdr->numseqgroups; i++) + for (u32 i = 0; i < hdr->numseqgroups; i++) { const SHalflifeSequenceGroup *group = (const SHalflifeSequenceGroup *) (phdr + hdr->seqgroupindex); printf("\nseqgroup %u.label: \"%s\"\n", i + 1, group[i].label); @@ -1285,16 +1270,16 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const printf("\nnumbodyparts: %u\n", hdr->numbodyparts); const SHalflifeBody *pbodyparts = (const SHalflifeBody*) ((const u8*) hdr + hdr->bodypartindex); - for (i = 0; i < hdr->numbodyparts; i++) + for (u32 i = 0; i < hdr->numbodyparts; i++) { printf("bodypart %u.name: \"%s\"\n", i + 1, pbodyparts[i].name); printf("bodypart %u.nummodels: %u\n", i + 1, pbodyparts[i].nummodels); printf("bodypart %u.base: %u\n", i + 1, pbodyparts[i].base); - printf("bodypart %d.modelindex: %u\n", i + 1, pbodyparts[i].modelindex); + printf("bodypart %u.modelindex: %u\n", i + 1, pbodyparts[i].modelindex); } printf("\nnumattachments: %u\n", hdr->numattachments); - for (i = 0; i < hdr->numattachments; i++) + for (u32 i = 0; i < hdr->numattachments; i++) { const SHalflifeAttachment *attach = (const SHalflifeAttachment *) ((const u8*) hdr + hdr->attachmentindex); printf("attachment %u.name: \"%s\"\n", i + 1, attach[i].name); @@ -1305,7 +1290,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const printf("textureindex: %u\n", hdr->textureindex); printf("texturedataindex: %u\n", hdr->texturedataindex); const SHalflifeTexture *ptextures = (const SHalflifeTexture *) ((const u8*) hdr + hdr->textureindex); - for (i = 0; i < hdr->numtextures; i++) + for (u32 i = 0; i < hdr->numtextures; i++) { printf("texture %u.name: \"%s\"\n", i + 1, ptextures[i].name); printf("texture %u.flags: %d\n", i + 1, ptextures[i].flags); @@ -1490,8 +1475,8 @@ void CAnimatedMeshHalfLife::calcBonePosition(const s32 frame, f32 s, void CAnimatedMeshHalfLife::calcRotations(vec3_hl *pos, vec4_hl *q, SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f) { - s32 frame = (s32)f; - f32 s = (f - frame); + const s32 frame = (s32)f; + const f32 s = (f - frame); // add in programatic controllers calcBoneAdj(); @@ -1616,7 +1601,7 @@ void CAnimatedMeshHalfLife::setUpBones() } } - SHalflifeBone *bone = (SHalflifeBone *)((u8*) Header + Header->boneindex); + const SHalflifeBone *bone = (SHalflifeBone *)((u8*) Header + Header->boneindex); for (u32 i = 0; i < Header->numbones; i++) { diff --git a/source/Irrlicht/Irrlicht.ruleset b/source/Irrlicht/Irrlicht.ruleset index 157ab7ce..95a4fa57 100644 --- a/source/Irrlicht/Irrlicht.ruleset +++ b/source/Irrlicht/Irrlicht.ruleset @@ -241,7 +241,7 @@ - + @@ -256,17 +256,20 @@ + + + \ No newline at end of file