mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
Fix deprecation warning about /Zc:forScope-
Fixed out-of-scope variables usage.
This commit is contained in:
parent
6ec444d9cc
commit
6f70379476
@ -224,11 +224,9 @@ void CAmbientSoundPattern::OnASPNewElement() {
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mem_free(asp->sounds);
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asp->sounds = new_sounds;
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asp->sounds[s] = new_element;
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asp->sounds[asp->num_sounds++] = new_element;
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asp->num_sounds++;
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m_current_element = s;
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m_current_element = asp->num_sounds;
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UpdateDialog();
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}
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@ -258,7 +256,7 @@ void CAmbientSoundPattern::OnASPDeleteElement() {
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for (int s = 0; s < m_current_element; s++)
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new_sounds[s] = asp->sounds[s];
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for (; s < asp->num_sounds - 1; s++)
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for (int s = m_current_element; s < asp->num_sounds - 1; s++)
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new_sounds[s] = asp->sounds[s + 1];
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mem_free(asp->sounds);
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@ -608,19 +608,19 @@ void CAnimStatesDialog::UpdateDialog() {
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if (!m_setup_sound_dialogs) {
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m_setup_sound_dialogs = true;
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for (i = 0; i < max_states; i++) {
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for (int i = 0; i < max_states; i++) {
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SendDlgItemMessage(anim_sounds[i], CB_RESETCONTENT, 0, 0);
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}
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for (i = 0; i < MAX_SOUNDS; i++) {
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if (Sounds[i].used) {
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for (auto & Sound : Sounds) {
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if (Sound.used) {
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for (int j = 0; j < max_states; j++) {
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SendDlgItemMessage(anim_sounds[j], CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sounds[i].name);
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SendDlgItemMessage(anim_sounds[j], CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sound.name);
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}
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}
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}
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}
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for (i = 0; i < max_states; i++) {
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for (int i = 0; i < max_states; i++) {
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if (m_anim[mc].elem[i].anim_sound_index >= 0 && m_anim[mc].elem[i].anim_sound_index < MAX_SOUNDS &&
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Sounds[m_anim[mc].elem[i].anim_sound_index].used != 0)
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SendDlgItemMessage(anim_sounds[i], CB_SELECTSTRING, 0,
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@ -630,14 +630,14 @@ void CAnimStatesDialog::UpdateDialog() {
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}
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SendDlgItemMessage(IDC_CURRENT_STATE_PULLDOWN, CB_RESETCONTENT, 0, 0);
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for (i = 0; i < NUM_MOVEMENT_CLASSES; i++)
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for (int i = 0; i < NUM_MOVEMENT_CLASSES; i++)
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SendDlgItemMessage(IDC_CURRENT_STATE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Movement_class_names[i]);
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SendDlgItemMessage(IDC_CURRENT_STATE_PULLDOWN, CB_SELECTSTRING, 0,
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(LPARAM)(LPCTSTR)Movement_class_names[m_current_state]);
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SendDlgItemMessage(IDC_CURRENT_ANIMATION_PULLDOWN, CB_RESETCONTENT, 0, 0);
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for (i = 0; i < NUM_ANIMS_PER_CLASS; i++)
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for (int i = 0; i < NUM_ANIMS_PER_CLASS; i++)
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SendDlgItemMessage(IDC_CURRENT_ANIMATION_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Anim_state_names[i]);
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SendDlgItemMessage(IDC_CURRENT_ANIMATION_PULLDOWN, CB_SELECTSTRING, 0,
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@ -669,7 +669,8 @@ bool BEAllocEffect(int *ret_screen, int *ret_effect) {
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int curr_effect = -1;
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int node = Briefing_screens[curr_screen].root_effect;
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tBriefScreen *bscr = &Briefing_screens[curr_screen];
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for (int i = 0; i < MAX_EFFECTS_PER_SCREEN; i++) {
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int i;
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for (i = 0; i < MAX_EFFECTS_PER_SCREEN; i++) {
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if (!bscr->effects[i].used) {
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curr_effect = i;
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break;
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@ -1119,7 +1120,8 @@ bool CBriefEdit::BriefEditAllocateEffect(int *ret_screen, int *ret_effect) {
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int curr_effect = -1;
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int node = Briefing_screens[curr_screen].root_effect;
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tBriefScreen *bscr = &Briefing_screens[curr_screen];
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for (int i = 0; i < MAX_EFFECTS_PER_SCREEN; i++) {
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int i;
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for (i = 0; i < MAX_EFFECTS_PER_SCREEN; i++) {
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if (!bscr->effects[i].used) {
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curr_effect = i;
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break;
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@ -1989,7 +1991,7 @@ void CBriefEdit::ParseLayoutScreenFile(char *filename) {
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}
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// read bmp defs
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for (j = 0; j < layouts[i].num_bmps; j++) {
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for (int j = 0; j < layouts[i].num_bmps; j++) {
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cf_ReadString(buffer, 512, file);
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// now parse to pull out the individual values
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@ -560,22 +560,52 @@ set(SOURCE
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editor.rc
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../Descent3/sdlmain.cpp
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)
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set(CMAKE_MFC_FLAG 1)
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# Editor only works in Windows, because of MFC and DirectX dependencies
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set(PLATFORM_LIBS linux wsock32.lib winmm.lib dd_grwin32 win32 SDL2::SDL2)
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SAFESEH:NO /NODEFAULTLIB:LIBC")
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add_executable(Descent3Editor WIN32 ${HEADERS} ${SOURCE})
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target_include_directories(Descent3Editor PRIVATE ../lib ../ ../manage/ ${PROJECT_BINARY_DIR}/lib)
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target_compile_definitions(Descent3Editor PUBLIC _AFXDLL EDITOR)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} /Zc:forScope-")
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target_link_libraries(Descent3Editor PRIVATE
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2dlib AudioEncode bitmap cfile dd_video ddebug ddio libmve libacm
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fix grtext manage mem misc model module stream_audio
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music networking physics renderer rtperformance sndlib ui unzip vecmat md5
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${PLATFORM_LIBS})
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target_compile_definitions(Descent3Editor PUBLIC _AFXDLL EDITOR)
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# Link libraries
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target_link_libraries(Descent3Editor
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2dlib
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AudioEncode
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bitmap
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cfile
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dd_video
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ddio
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ddebug
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libmve
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libacm
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fix
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grtext
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manage
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mem
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misc
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model
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module
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stream_audio
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music
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networking
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physics
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renderer
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rtperformance
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sndlib
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ui
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unzip
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vecmat
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md5
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${PLATFORM_LIBS}
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)
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target_link_options(Descent3Editor PRIVATE $<$<PLATFORM_ID:Windows>:/DEBUG:FULL>)
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add_dependencies(Descent3Editor get_git_hash)
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@ -648,7 +648,8 @@ void GetUVLForRoomPoint(int roomnum, int facenum, int vertnum, roomUVL *uvl) {
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// find the center point of this face
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vm_MakeZero(&avg_vert);
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for (int i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
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int i;
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for (i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
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avg_vert += Rooms[roomnum].verts[Rooms[roomnum].faces[facenum].face_verts[i]];
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avg_vert /= i;
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@ -766,11 +767,9 @@ void AssignDefaultUVsToRoomFace(room *rp, int facenum) {
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// Searches thru all rooms for a specific name, returns -1 if not found
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// or index of room with name
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int FindRoomName(char *name) {
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int i;
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ASSERT(name != NULL);
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for (i = FIRST_PALETTE_ROOM; i < FIRST_PALETTE_ROOM + MAX_PALETTE_ROOMS; i++)
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for (int i = FIRST_PALETTE_ROOM; i < FIRST_PALETTE_ROOM + MAX_PALETTE_ROOMS; i++)
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if (Rooms[i].used && Rooms[i].name && !stricmp(name, Rooms[i].name))
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return i;
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@ -835,7 +834,7 @@ void SaveRoom(int n, char *filename) {
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cfseek(outfile, savepos, SEEK_SET);
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// figure out correct texture ordering
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for (i = 0; i < Rooms[n].num_faces; i++) {
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for (int i = 0; i < Rooms[n].num_faces; i++) {
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int16_t index = Rooms[n].faces[i].tmap;
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for (found_it = 0, t = 0; t < highest_index; t++) {
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@ -861,7 +860,7 @@ void SaveRoom(int n, char *filename) {
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// Write out how many different textures there are and then write their names
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cf_WriteInt(outfile, highest_index);
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for (i = 0; i < highest_index; i++) {
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for (int i = 0; i < highest_index; i++) {
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int index = Room_to_texture[i];
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cf_WriteString(outfile, GameTextures[index].used ? GameTextures[index].name : "");
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}
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@ -876,7 +875,7 @@ void SaveRoom(int n, char *filename) {
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facesize = cftell(outfile);
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cf_WriteInt(outfile, -1);
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for (i = 0; i < Rooms[n].num_faces; i++) {
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for (int i = 0; i < Rooms[n].num_faces; i++) {
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cf_WriteByte(outfile, Rooms[n].faces[i].light_multiple);
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cf_WriteInt(outfile, Rooms[n].faces[i].num_verts);
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@ -1073,18 +1072,16 @@ int AllocLoadRoom(char *filename, bool bCenter, bool palette_room) {
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// Gets next palette room (from n) that has actually been alloced
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int GetNextRoom(int n) {
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int i;
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ASSERT((n == -1) || ((n >= FIRST_PALETTE_ROOM) && n < FIRST_PALETTE_ROOM + MAX_PALETTE_ROOMS));
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if (n == -1) // start at beginning
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n = FIRST_PALETTE_ROOM - 1;
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for (i = n + 1; i < FIRST_PALETTE_ROOM + MAX_PALETTE_ROOMS; i++)
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for (int i = n + 1; i < FIRST_PALETTE_ROOM + MAX_PALETTE_ROOMS; i++)
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if (Rooms[i].used)
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return i;
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for (i = FIRST_PALETTE_ROOM; i <= n; i++)
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for (int i = FIRST_PALETTE_ROOM; i <= n; i++)
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if (Rooms[i].used)
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return i;
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@ -1206,7 +1203,7 @@ bool FaceIsPlanar(int nv, int16_t *face_verts, vector *normal, vector *verts) {
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// Look for points too far from the average
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float d;
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for (v = 0; v < nv; v++) {
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for (int v = 0; v < nv; v++) {
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d = verts[face_verts[v]] * *normal;
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if (fabs(d - average_d) > POINT_TO_PLANE_EPSILON)
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return 0;
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@ -1421,8 +1418,6 @@ int RoomAddVertices(room *rp, int num_new_verts) {
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// num_new_faces - how many faces are being added to the room
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// Returns: the number of the first new face
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int RoomAddFaces(room *rp, int num_new_faces) {
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int i;
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if (num_new_faces == 0)
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return 0;
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@ -1430,7 +1425,7 @@ int RoomAddFaces(room *rp, int num_new_faces) {
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ASSERT(newfaces != NULL);
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for (i = 0; i < rp->num_faces; i++)
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for (int i = 0; i < rp->num_faces; i++)
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newfaces[i] = rp->faces[i];
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mem_free(rp->faces);
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@ -1439,7 +1434,7 @@ int RoomAddFaces(room *rp, int num_new_faces) {
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rp->num_faces += num_new_faces;
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if (rp->num_bbf_regions) {
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for (i = 0; i < rp->num_bbf_regions; i++) {
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for (int i = 0; i < rp->num_bbf_regions; i++) {
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mem_free(rp->bbf_list[i]);
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}
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mem_free(rp->bbf_list);
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@ -1819,6 +1814,7 @@ void DeleteRoomPortal(room *rp, int portalnum) {
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}
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// Copy portals over
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int p;
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for (p = 0; p < portalnum; p++)
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newportals[p] = rp->portals[p];
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for (p++; p < rp->num_portals; p++)
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@ -1954,7 +1950,7 @@ void CopyRoom(room *destp, room *srcp) {
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}
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// Copy over the verts
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for (i = 0; i < destp->num_verts; i++)
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for (int i = 0; i < destp->num_verts; i++)
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destp->verts[i] = srcp->verts[i];
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// Copy doorway info
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@ -1977,14 +1973,13 @@ void CopyRoom(room *destp, room *srcp) {
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// Initializes the flags
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int AddPortal(room *rp) {
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portal *newlist;
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int i;
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newlist = (portal *)mem_malloc(sizeof(*newlist) * (rp->num_portals + 1));
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// Copy from old list to new list, and free old list
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if (rp->num_portals) {
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for (i = 0; i < rp->num_portals; i++)
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for (int i = 0; i < rp->num_portals; i++)
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newlist[i] = rp->portals[i];
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mem_free(rp->portals);
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@ -2266,7 +2261,8 @@ int CheckForDuplicateFace(room *rp, int facenum) {
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if (fp0->num_verts == fp1->num_verts)
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for (int v = 0; v < fp1->num_verts; v++) // look for a shared vert
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if (fp1->face_verts[v] == fp0->face_verts[0]) {
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for (int t = 0; t < fp0->num_verts; t++)
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int t;
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for (t = 0; t < fp0->num_verts; t++)
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if (fp0->face_verts[t] != fp1->face_verts[(v + t) % fp1->num_verts])
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break;
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if (t == fp0->num_verts) {
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@ -2552,7 +2548,7 @@ void CountUniqueTextures() {
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// Now count totals
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int total = 0, total_with_lights = 0;
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for (i = 0; i < MAX_TEXTURES; i++) {
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for (int i = 0; i < MAX_TEXTURES; i++) {
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if (texture_tracking[i]) {
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if (!(GameTextures[i].flags & TF_LIGHT)) {
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total++;
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@ -2568,7 +2564,7 @@ void CountUniqueTextures() {
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if (total > 60)
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CheckError("ERROR: YOU HAVE MORE THAT 60 128x128 TEXTURES...YOU *MUST* FIX THIS!\n");
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for (i = 0; i < MAX_TEXTURES; i++) {
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for (int i = 0; i < MAX_TEXTURES; i++) {
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if (texture_tracking[i] && !(GameTextures[i].flags & TF_LIGHT)) {
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CheckError("%d : %s %s bmp=%s\n", texture_tracking[i], GameTextures[i].name,
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(GameTextures[i].flags & TF_ANIMATED) ? "(Animated)" : "",
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@ -2576,7 +2572,7 @@ void CountUniqueTextures() {
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}
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}
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for (i = 0; i < MAX_TEXTURES; i++) {
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for (int i = 0; i < MAX_TEXTURES; i++) {
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if (texture_tracking[i] && (GameTextures[i].flags & TF_LIGHT)) {
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CheckError("%d : %s %s %s bmp=%s\n", texture_tracking[i], GameTextures[i].name,
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(GameTextures[i].flags & TF_ANIMATED) ? "(Animated)" : "",
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@ -2916,7 +2912,9 @@ int RemoveDuplicateFacePoints(room *rp) {
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int new_verts[MAX_VERTS_PER_FACE];
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roomUVL new_uvls[MAX_VERTS_PER_FACE];
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for (int t = 0; t < v; t++) {
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int t;
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for (t = 0; t < v; t++) {
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new_verts[t] = fp->face_verts[t];
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new_uvls[t] = fp->face_uvls[t];
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}
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@ -2991,7 +2989,7 @@ void FixDegenerateFaces() {
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tverts[i] = fp->face_verts[(v + 2 + i) % fp->num_verts];
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tuvls[i] = fp->face_uvls[(v + 2 + i) % fp->num_verts];
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}
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for (i = 0; i < fp->num_verts - 2; i++) {
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for (int i = 0; i < fp->num_verts - 2; i++) {
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fp->face_verts[i] = tverts[i];
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fp->face_uvls[i] = tuvls[i];
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}
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@ -346,7 +346,7 @@ group *CopyGroup(int nrooms, int *roomnums, int attachroom, int attachface) {
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// Get memory for triggers
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g->triggers = (trigger *)mem_malloc(sizeof(*g->triggers) * n_triggers);
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for (t = 0; t < Num_triggers; t++)
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for (int t = 0; t < Num_triggers; t++)
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if (room_xlate[Triggers[t].roomnum] != -1) {
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g->triggers[trignum] = Triggers[t];
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g->triggers[trignum].roomnum = room_xlate[Triggers[t].roomnum];
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@ -650,7 +650,8 @@ char *IntSpacing(int i) {
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i = abs(i);
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for (int n = 1; i >= 10; n++)
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int n;
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for (n = 1; i >= 10; n++)
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i /= 10;
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ASSERT(n <= 20);
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@ -725,7 +725,7 @@ void AttachRoom() {
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newroomp->verts[i] = ((attroomp->verts[i] - attcenter) * Placed_room_rotmat) + basecenter;
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// Copy faces to new room
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for (i = 0; i < attroomp->num_faces; i++) {
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for (int i = 0; i < attroomp->num_faces; i++) {
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CopyFace(&newroomp->faces[i], &attroomp->faces[i]);
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#ifdef NEWEDITOR
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LevelTexIncrementTexture(attroomp->faces[i].tmap);
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@ -3043,7 +3043,8 @@ void DeleteVert(room *rp, int facenum, int vertnum) {
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// Delete the point on the connected face
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face *fp2 = &rp->faces[f0];
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for (int v2 = 0; v2 < fp2->num_verts; v2++)
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int v2;
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for (v2 = 0; v2 < fp2->num_verts; v2++)
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if (fp2->face_verts[v2] == fp->face_verts[vertnum])
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break;
|
||||
ASSERT(v2 < fp2->num_verts);
|
||||
@ -3130,7 +3131,7 @@ bool MergeObjectIntoRoom(room *rp, int objnum) {
|
||||
int first_new_face = RoomAddFaces(rp, sm->num_faces);
|
||||
|
||||
// Copy the faces
|
||||
for (i = 0; i < sm->num_faces; i++) {
|
||||
for (int i = 0; i < sm->num_faces; i++) {
|
||||
polyface *pfp = &sm->faces[i];
|
||||
face *fp = &rp->faces[first_new_face + i];
|
||||
|
||||
@ -3188,7 +3189,7 @@ void DeleteAllConnectedFaces(room *rp, int facenum) {
|
||||
MarkFaceForDeletion(rp, facenum);
|
||||
|
||||
// Now delete the faces
|
||||
for (f = 0; f < rp->num_faces;) {
|
||||
for (int f = 0; f < rp->num_faces;) {
|
||||
|
||||
if (rp->faces[f].tmap == -1)
|
||||
DeleteRoomFace(rp, f);
|
||||
|
@ -271,12 +271,10 @@ int HTextureCopyUVsToFace(room *destrp, int destface, room *srcrp, int srcface,
|
||||
// texture flipping
|
||||
|
||||
void HTextureFlipX() {
|
||||
int i;
|
||||
|
||||
if (Editor_view_mode == VM_TERRAIN) {
|
||||
// terrain_segment oldseg;
|
||||
|
||||
for (i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
|
||||
for (int i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
|
||||
if (TerrainSelected[i]) {
|
||||
/*oldseg=Terrain_seg[i];
|
||||
Terrain_seg[i].u[0]=oldseg.u[1];
|
||||
@ -303,12 +301,10 @@ void HTextureFlipX() {
|
||||
}
|
||||
|
||||
void HTextureFlipY() {
|
||||
int i;
|
||||
|
||||
if (Editor_view_mode == VM_TERRAIN) {
|
||||
terrain_segment oldseg;
|
||||
|
||||
for (i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
|
||||
for (int i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
|
||||
if (TerrainSelected[i]) {
|
||||
oldseg = Terrain_seg[i];
|
||||
/*Terrain_seg[i].v[0]=oldseg.v[3];
|
||||
@ -514,9 +510,7 @@ void HTextureRoomStretch(room *rp, int facenum, int edge, int direction) {
|
||||
}
|
||||
|
||||
void HTextureTerrainStretch(int edge, int direction) {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
|
||||
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
|
||||
if (TerrainSelected[i]) {
|
||||
}
|
||||
}
|
||||
@ -588,7 +582,8 @@ int HTextureGetLeftVertexForFace(int roomnum, int facenum) {
|
||||
|
||||
// find the center point of this face
|
||||
vm_MakeZero(&avg_vert);
|
||||
for (int i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
int i;
|
||||
for (i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
avg_vert += Rooms[roomnum].verts[Rooms[roomnum].faces[facenum].face_verts[i]];
|
||||
|
||||
avg_vert /= i;
|
||||
@ -641,7 +636,8 @@ int HTextureGetTopVertexForFace(int roomnum, int facenum) {
|
||||
|
||||
// find the center point of this face
|
||||
vm_MakeZero(&avg_vert);
|
||||
for (int i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
int i;
|
||||
for (i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
avg_vert += Rooms[roomnum].verts[Rooms[roomnum].faces[facenum].face_verts[i]];
|
||||
|
||||
avg_vert /= i;
|
||||
@ -695,7 +691,8 @@ int HTextureGetRightVertexForFace(int roomnum, int facenum) {
|
||||
|
||||
// find the center point of this face
|
||||
vm_MakeZero(&avg_vert);
|
||||
for (int i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
int i;
|
||||
for (i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
avg_vert += Rooms[roomnum].verts[Rooms[roomnum].faces[facenum].face_verts[i]];
|
||||
|
||||
avg_vert /= i;
|
||||
@ -748,7 +745,8 @@ int HTextureGetBottomVertexForFace(int roomnum, int facenum) {
|
||||
|
||||
// find the center point of this face
|
||||
vm_MakeZero(&avg_vert);
|
||||
for (int i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
int i;
|
||||
for (i = 0; i < Rooms[roomnum].faces[facenum].num_verts; i++)
|
||||
avg_vert += Rooms[roomnum].verts[Rooms[roomnum].faces[facenum].face_verts[i]];
|
||||
|
||||
avg_vert /= i;
|
||||
|
@ -696,7 +696,7 @@ int CObjectDialog::GetFreePlayerIndex() {
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < MAX_NET_PLAYERS; i++) {
|
||||
for (int i = 0; i < MAX_NET_PLAYERS; i++) {
|
||||
if (slots[i] == 0) {
|
||||
mprintf(0, "Making new ship with id of %d...\n", i);
|
||||
return i;
|
||||
|
@ -188,7 +188,7 @@ void CProceduralDialog::UpdateDialog() {
|
||||
|
||||
uint16_t *data = bm_data(m_palette_bitmap, 0);
|
||||
|
||||
for (i = 0; i < h; i++) {
|
||||
for (int i = 0; i < h; i++) {
|
||||
float cur_color = 0;
|
||||
float color_delta = 256.0 / (float)w;
|
||||
for (int t = 0; t < w; t++, cur_color += color_delta) {
|
||||
@ -207,7 +207,7 @@ void CProceduralDialog::UpdateDialog() {
|
||||
CComboBox *combo;
|
||||
combo = (CComboBox *)GetDlgItem(IDC_PROC_COPY_LIST);
|
||||
combo->ResetContent();
|
||||
for (i = 0; i < MAX_TEXTURES; i++) {
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (!GameTextures[i].used)
|
||||
continue;
|
||||
if (i == D3EditState.texdlg_texture)
|
||||
|
@ -113,7 +113,7 @@ void SelectRangeDialog::OnOK() {
|
||||
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++)
|
||||
TerrainSelected[i] = 0;
|
||||
Num_terrain_selected = 0;
|
||||
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
|
||||
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
|
||||
int selected = 1;
|
||||
|
||||
if (!(Terrain_seg[i].ypos >= LowerBound && Terrain_seg[i].ypos <= UpperBound))
|
||||
|
@ -1652,10 +1652,10 @@ void CTerrainDialog::OnSaveAsPcx() {
|
||||
cf_WriteShort(outfile, 256);
|
||||
cf_WriteShort(outfile, 2);
|
||||
|
||||
for (i = 0; i < 58; i++)
|
||||
for (int i = 0; i < 58; i++)
|
||||
cf_WriteByte(outfile, 0);
|
||||
|
||||
for (i = 0; i < TERRAIN_DEPTH; i++) {
|
||||
for (int i = 0; i < TERRAIN_DEPTH; i++) {
|
||||
for (int t = 0; t < TERRAIN_WIDTH; t++) {
|
||||
uint8_t val = Terrain_seg[(((TERRAIN_DEPTH - 1) - i) * TERRAIN_WIDTH) + t].ypos;
|
||||
uint8_t runlen = 0xc1;
|
||||
@ -1666,7 +1666,7 @@ void CTerrainDialog::OnSaveAsPcx() {
|
||||
}
|
||||
|
||||
cf_WriteByte(outfile, 12);
|
||||
for (i = 0; i < 256; i++) {
|
||||
for (int i = 0; i < 256; i++) {
|
||||
cf_WriteByte(outfile, i);
|
||||
cf_WriteByte(outfile, i);
|
||||
cf_WriteByte(outfile, i);
|
||||
@ -1768,12 +1768,12 @@ void CTerrainDialog::OnTerrainOcclusion() {
|
||||
memset(save_buffer, 0, TERRAIN_WIDTH * TERRAIN_DEPTH);
|
||||
memset(Terrain_fill, 0, TERRAIN_WIDTH * TERRAIN_DEPTH);
|
||||
|
||||
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
|
||||
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
|
||||
if (Terrain_seg[i].ypos == 255)
|
||||
save_buffer[i] = 255;
|
||||
}
|
||||
|
||||
for (i = 0; i < OCCLUSION_SIZE; i++) {
|
||||
for (int i = 0; i < OCCLUSION_SIZE; i++) {
|
||||
for (int t = 0; t < OCCLUSION_SIZE; t++) {
|
||||
int src_occlusion_index = i * OCCLUSION_SIZE + t;
|
||||
int start_x = t * OCCLUSION_SIZE;
|
||||
@ -1934,7 +1934,7 @@ void CTerrainDialog::OnTerrainOcclusion() {
|
||||
mem_free(Terrain_fill);
|
||||
mem_free(save_buffer);
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
for (int i = 0; i < 256; i++)
|
||||
mem_free(touch_buffer[i]);
|
||||
|
||||
Terrain_occlusion_checksum = Terrain_checksum + 1;
|
||||
|
@ -150,7 +150,7 @@ void CWaterProceduralDialog::UpdateDialog() {
|
||||
CComboBox *combo;
|
||||
combo = (CComboBox *)GetDlgItem(IDC_PROC_COPY_LIST);
|
||||
combo->ResetContent();
|
||||
for (i = 0; i < MAX_TEXTURES; i++) {
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (!GameTextures[i].used)
|
||||
continue;
|
||||
if (i == D3EditState.texdlg_texture)
|
||||
|
@ -407,9 +407,9 @@ void CWorldObjectsDoorDialog::UpdateDialog() {
|
||||
// Update sounds lists
|
||||
SendDlgItemMessage(IDC_DOOR_OPEN_SOUND, CB_RESETCONTENT, 0, 0);
|
||||
SendDlgItemMessage(IDC_DOOR_OPEN_SOUND, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
for (int i = 0; i < MAX_SOUNDS; i++) {
|
||||
if (Sounds[i].used)
|
||||
SendDlgItemMessage(IDC_DOOR_OPEN_SOUND, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sounds[i].name);
|
||||
for (auto & Sound : Sounds) {
|
||||
if (Sound.used)
|
||||
SendDlgItemMessage(IDC_DOOR_OPEN_SOUND, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sound.name);
|
||||
}
|
||||
if (Doors[n].open_sound == -1)
|
||||
SendDlgItemMessage(IDC_DOOR_OPEN_SOUND, CB_SELECTSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
@ -418,9 +418,9 @@ void CWorldObjectsDoorDialog::UpdateDialog() {
|
||||
|
||||
SendDlgItemMessage(IDC_DOOR_CLOSE_SOUND, CB_RESETCONTENT, 0, 0);
|
||||
SendDlgItemMessage(IDC_DOOR_CLOSE_SOUND, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
for (int i = 0; i < MAX_SOUNDS; i++) {
|
||||
if (Sounds[i].used)
|
||||
SendDlgItemMessage(IDC_DOOR_CLOSE_SOUND, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sounds[i].name);
|
||||
for (auto & Sound : Sounds) {
|
||||
if (Sound.used)
|
||||
SendDlgItemMessage(IDC_DOOR_CLOSE_SOUND, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sound.name);
|
||||
}
|
||||
if (Doors[n].close_sound == -1)
|
||||
SendDlgItemMessage(IDC_DOOR_CLOSE_SOUND, CB_SELECTSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
|
@ -935,16 +935,16 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
|
||||
SendDlgItemMessage(IDC_WEAPON_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
|
||||
for (int i = 0; i < MAX_WEAPONS; i++) {
|
||||
if (Weapons[i].used)
|
||||
SendDlgItemMessage(IDC_WEAPON_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Weapons[i].name);
|
||||
for (auto & Weapon : Weapons) {
|
||||
if (Weapon.used)
|
||||
SendDlgItemMessage(IDC_WEAPON_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Weapon.name);
|
||||
}
|
||||
SendDlgItemMessage(IDC_WEAPON_PULLDOWN, CB_SELECTSTRING, 0, (LPARAM)(LPCTSTR)Weapons[n].name);
|
||||
|
||||
SendDlgItemMessage(IDC_FIRE_SOUND_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
for (int i = 0; i < MAX_SOUNDS; i++) {
|
||||
if (Sounds[i].used)
|
||||
SendDlgItemMessage(IDC_FIRE_SOUND_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sounds[i].name);
|
||||
for (auto & Sound : Sounds) {
|
||||
if (Sound.used)
|
||||
SendDlgItemMessage(IDC_FIRE_SOUND_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sound.name);
|
||||
}
|
||||
if (Weapons[n].sounds[WSI_FIRE] >= 0 && Weapons[n].sounds[WSI_FIRE] < MAX_SOUNDS &&
|
||||
Sounds[Weapons[n].sounds[WSI_FIRE]].used != 0)
|
||||
@ -954,9 +954,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
SendDlgItemMessage(IDC_FIRE_SOUND_PULLDOWN, CB_SELECTSTRING, 0, (LPARAM)(LPCTSTR) "\0");
|
||||
|
||||
SendDlgItemMessage(IDC_WEAPON_BOUNCE_SOUND_COMBO, CB_RESETCONTENT, 0, 0);
|
||||
for (int i = 0; i < MAX_SOUNDS; i++) {
|
||||
if (Sounds[i].used)
|
||||
SendDlgItemMessage(IDC_WEAPON_BOUNCE_SOUND_COMBO, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sounds[i].name);
|
||||
for (auto & Sound : Sounds) {
|
||||
if (Sound.used)
|
||||
SendDlgItemMessage(IDC_WEAPON_BOUNCE_SOUND_COMBO, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sound.name);
|
||||
}
|
||||
if (Weapons[n].sounds[WSI_BOUNCE] >= 0 && Weapons[n].sounds[WSI_BOUNCE] < MAX_SOUNDS &&
|
||||
Sounds[Weapons[n].sounds[WSI_BOUNCE]].used != 0)
|
||||
@ -966,9 +966,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
SendDlgItemMessage(IDC_WEAPON_BOUNCE_SOUND_COMBO, CB_SELECTSTRING, 0, (LPARAM)(LPCTSTR) "\0");
|
||||
|
||||
SendDlgItemMessage(IDC_WEAPON_WALL_SOUND_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
for (int i = 0; i < MAX_SOUNDS; i++) {
|
||||
if (Sounds[i].used)
|
||||
SendDlgItemMessage(IDC_WEAPON_WALL_SOUND_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sounds[i].name);
|
||||
for (auto & Sound : Sounds) {
|
||||
if (Sound.used)
|
||||
SendDlgItemMessage(IDC_WEAPON_WALL_SOUND_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Sound.name);
|
||||
}
|
||||
if (Weapons[n].sounds[WSI_IMPACT_WALL] >= 0 && Weapons[n].sounds[WSI_IMPACT_WALL] < MAX_SOUNDS &&
|
||||
Sounds[Weapons[n].sounds[WSI_IMPACT_WALL]].used != 0)
|
||||
@ -980,9 +980,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
SendDlgItemMessage(IDC_SMOKE_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
|
||||
if (Weapons[n].flags & WF_SMOKE) {
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (GameTextures[i].used)
|
||||
SendDlgItemMessage(IDC_SMOKE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTextures[i].name);
|
||||
for (auto & GameTexture : GameTextures) {
|
||||
if (GameTexture.used)
|
||||
SendDlgItemMessage(IDC_SMOKE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTexture.name);
|
||||
}
|
||||
}
|
||||
|
||||
@ -995,9 +995,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
// Do scorch pulldown
|
||||
SendDlgItemMessage(IDC_SCORCH_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
SendDlgItemMessage(IDC_SCORCH_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (GameTextures[i].used)
|
||||
SendDlgItemMessage(IDC_SCORCH_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTextures[i].name);
|
||||
for (auto & GameTexture : GameTextures) {
|
||||
if (GameTexture.used)
|
||||
SendDlgItemMessage(IDC_SCORCH_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTexture.name);
|
||||
}
|
||||
|
||||
if ((Weapons[n].scorch_handle >= 0) && GameTextures[Weapons[n].scorch_handle].used)
|
||||
@ -1009,9 +1009,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
// Do icon pulldown
|
||||
SendDlgItemMessage(IDC_SMALLIMG_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
SendDlgItemMessage(IDC_SMALLIMG_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (GameTextures[i].used)
|
||||
SendDlgItemMessage(IDC_SMALLIMG_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTextures[i].name);
|
||||
for (auto & GameTexture : GameTextures) {
|
||||
if (GameTexture.used)
|
||||
SendDlgItemMessage(IDC_SMALLIMG_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTexture.name);
|
||||
}
|
||||
|
||||
if ((Weapons[n].icon_handle >= 0) && GameTextures[Weapons[n].icon_handle].used)
|
||||
@ -1021,9 +1021,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
SendDlgItemMessage(IDC_SMALLIMG_PULLDOWN, CB_SELECTSTRING, 0, (LPARAM)(LPCTSTR)NULL_NAME);
|
||||
|
||||
SendDlgItemMessage(IDC_EXPLODE_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (GameTextures[i].used)
|
||||
SendDlgItemMessage(IDC_EXPLODE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTextures[i].name);
|
||||
for (auto & GameTexture : GameTextures) {
|
||||
if (GameTexture.used)
|
||||
SendDlgItemMessage(IDC_EXPLODE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTexture.name);
|
||||
}
|
||||
|
||||
if (Weapons[n].explode_image_handle >= 0 && GameTextures[Weapons[n].explode_image_handle].used)
|
||||
@ -1036,9 +1036,9 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
|
||||
// Do particle handle
|
||||
SendDlgItemMessage(IDC_PARTICLE_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) {
|
||||
if (GameTextures[i].used)
|
||||
SendDlgItemMessage(IDC_PARTICLE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTextures[i].name);
|
||||
for (auto & GameTexture : GameTextures) {
|
||||
if (GameTexture.used)
|
||||
SendDlgItemMessage(IDC_PARTICLE_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)GameTexture.name);
|
||||
}
|
||||
|
||||
if (Weapons[n].particle_handle >= 0 && GameTextures[Weapons[n].particle_handle].used)
|
||||
@ -1052,10 +1052,10 @@ void CWorldWeaponsDialog::UpdateDialog() {
|
||||
// Do spawn handles
|
||||
SendDlgItemMessage(IDC_WEAPON_SPAWN_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
SendDlgItemMessage(IDC_SPAWN2_PULLDOWN, CB_RESETCONTENT, 0, 0);
|
||||
for (int i = 0; i < MAX_WEAPONS; i++) {
|
||||
if (Weapons[i].used) {
|
||||
SendDlgItemMessage(IDC_WEAPON_SPAWN_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Weapons[i].name);
|
||||
SendDlgItemMessage(IDC_SPAWN2_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Weapons[i].name);
|
||||
for (auto & Weapon : Weapons) {
|
||||
if (Weapon.used) {
|
||||
SendDlgItemMessage(IDC_WEAPON_SPAWN_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Weapon.name);
|
||||
SendDlgItemMessage(IDC_SPAWN2_PULLDOWN, CB_ADDSTRING, 0, (LPARAM)(LPCTSTR)Weapon.name);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3361,7 +3361,7 @@ void SetupSpecularLighting(int external) {
|
||||
|
||||
// Get vertex normals for this punk
|
||||
if (GameTextures[fp->tmap].flags & TF_SMOOTH_SPECULAR) {
|
||||
for (k = 0; k < fp->num_verts; k++) {
|
||||
for (int k = 0; k < fp->num_verts; k++) {
|
||||
SpecialFaces[n].vertnorms[k] = vertnorms[fp->face_verts[k]];
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user