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https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Use range loop
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e3e3642ec2
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@ -28,8 +28,7 @@ void AIGraph::createPathNodes(const glm::vec3& position,
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glm::vec3 nodePosition = position + (rotation * node.position);
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if (node.type == PathNode::EXTERNAL) {
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for (size_t rn = 0; rn < externalNodes.size(); ++rn) {
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auto& realNode = externalNodes[rn];
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for (auto &realNode : externalNodes) {
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auto d = glm::distance2(realNode->position, nodePosition);
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if (d < 1.f) {
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pathNodes.push_back(realNode);
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@ -2,8 +2,8 @@
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GameString GameStringUtil::fromString(const std::string& str) {
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GameString s;
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for (std::string::size_type i = 0u; i < str.size(); ++i) {
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s += str[i];
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for (const char &i : str) {
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s += i;
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}
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return s;
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}
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@ -78,8 +78,7 @@ bool CollisionInstance::createPhysicsBody(GameObject* object,
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t.setIdentity();
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// Boxes
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for (size_t i = 0; i < collision->boxes.size(); ++i) {
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auto& box = collision->boxes[i];
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for (const auto &box : collision->boxes) {
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auto size = (box.max - box.min) / 2.f;
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auto mid = (box.min + box.max) / 2.f;
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btCollisionShape* bshape =
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@ -94,8 +93,7 @@ bool CollisionInstance::createPhysicsBody(GameObject* object,
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}
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// Spheres
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for (size_t i = 0; i < collision->spheres.size(); ++i) {
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auto& sphere = collision->spheres[i];
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for (const auto &sphere : collision->spheres) {
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btCollisionShape* sshape = new btSphereShape(sphere.radius);
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t.setOrigin(
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btVector3(sphere.center.x, sphere.center.y, sphere.center.z));
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@ -121,9 +121,9 @@ GameState::GameState()
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int GameState::addRadarBlip(BlipData& blip) {
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int l = 0;
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for (auto x = radarBlips.begin(); x != radarBlips.end(); ++x) {
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if ((x->first) != l) {
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l = x->first - 1;
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for (const auto &radarBlip : radarBlips) {
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if ((radarBlip.first) != l) {
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l = radarBlip.first - 1;
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} else {
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l++;
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}
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@ -86,8 +86,7 @@ bool GameWorld::placeItems(const std::string& name) {
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if (ipll.load(path)) {
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// Find the object.
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for (size_t i = 0; i < ipll.m_instances.size(); ++i) {
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std::shared_ptr<InstanceData> inst = ipll.m_instances[i];
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for (auto inst : ipll.m_instances) {
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if (!createInstance(inst->id, inst->pos, inst->rot)) {
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logger->error("World", "No object data for instance " +
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std::to_string(inst->id) + " in " +
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@ -8,13 +8,13 @@ void ScreenText::tick(float dt) {
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// Remove all the immedate text
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m_textQueues[static_cast<size_t>(ScreenTextType::Immediate)].clear();
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for (unsigned int t = 0; t < m_textQueues.size(); ++t) {
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for (unsigned int i = 0; i < m_textQueues[t].size();) {
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auto& big = m_textQueues[t][i];
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for (auto &textQueue : m_textQueues) {
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for (unsigned int i = 0; i < textQueue.size();) {
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auto& big = textQueue[i];
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big.displayedMS += millis;
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if (big.displayedMS >= big.durationMS) {
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m_textQueues[t].erase(m_textQueues[t].begin() + i);
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textQueue.erase(textQueue.begin() + i);
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} else {
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++i;
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}
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@ -48,9 +48,9 @@ AnimationKeyframe AnimationBone::getInterpolatedKeyframe(float time) {
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}
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AnimationKeyframe AnimationBone::getKeyframe(float time) {
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for (size_t f = 0; f < frames.size(); ++f) {
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if (time >= frames[f].starttime) {
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return frames[f];
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for (auto &frame : frames) {
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if (time >= frame.starttime) {
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return frame;
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}
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}
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return frames.back();
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@ -47,9 +47,9 @@ bool WeatherLoader::load(const std::string& filename, Weather& outWeather) {
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weather.bottomCloudColor = readRGB(ss);
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int d;
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for (size_t i = 0; i < 4; i++) {
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for (auto &i : weather.unknown) {
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ss >> d;
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weather.unknown[i] = d;
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i = d;
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}
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outWeather.entries.push_back(weather);
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@ -521,16 +521,16 @@ void CharacterObject::resetToAINode() {
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bool vehicleNode = !!getCurrentVehicle();
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AIGraphNode* nearest = nullptr;
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float d = std::numeric_limits<float>::max();
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for (auto it = nodes.begin(); it != nodes.end(); ++it) {
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for (const auto &node : nodes) {
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if (vehicleNode) {
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if ((*it)->type == AIGraphNode::Pedestrian) continue;
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if (node->type == AIGraphNode::Pedestrian) continue;
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} else {
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if ((*it)->type == AIGraphNode::Vehicle) continue;
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if (node->type == AIGraphNode::Vehicle) continue;
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}
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float dist = glm::length((*it)->position - getPosition());
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float dist = glm::length(node->position - getPosition());
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if (dist < d) {
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nearest = *it;
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nearest = node;
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d = dist;
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}
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}
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@ -91,9 +91,7 @@ TextRenderer::TextRenderer(GameRenderer* renderer) : renderer(renderer) {
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textShader = renderer->getRenderer()->createShader(TextVertexShader,
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TextFragmentShader);
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for (int g = 0; g < GAME_GLYPHS; g++) {
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glyphData[g] = {.9f};
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}
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std::fill(glyphData.begin(), glyphData.end(), GlyphInfo{.9f});
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glyphData[charToIndex(' ')].widthFrac = 0.4f;
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glyphData[charToIndex('-')].widthFrac = 0.5f;
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@ -66,7 +66,7 @@ public:
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private:
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std::string fonts[GAME_FONTS];
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GlyphInfo glyphData[GAME_GLYPHS];
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std::array<GlyphInfo, GAME_GLYPHS> glyphData;
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GameRenderer* renderer;
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std::unique_ptr<Renderer::ShaderProgram> textShader;
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@ -50,8 +50,8 @@ public:
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float d;
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bool result = true;
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for (size_t i = 0; i < 6; ++i) {
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d = glm::dot(planes[i].normal, center) + planes[i].distance;
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for (const auto &plane : planes) {
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d = glm::dot(plane.normal, center) + plane.distance;
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if (d < -radius) result = false;
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}
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@ -26,8 +26,8 @@ void SCMFile::loadFile(char *data, unsigned int size) {
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int i = modelSectionOffset + sizeof(uint32_t);
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for (unsigned int m = 0; m < model_count; ++m) {
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char model_name[24];
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for (size_t c = 0; c < 24; ++c) {
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model_name[c] = read<char>(i++);
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for (char &c : model_name) {
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c = read<char>(i++);
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}
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models.push_back(model_name);
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}
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@ -126,9 +126,9 @@ public:
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void click(const float x, const float y) {
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glm::vec2 c(x - offset.x, y - offset.y);
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for (auto it = entries.begin(); it != entries.end(); ++it) {
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for (auto &entry : entries) {
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if (c.y > 0.f && c.y < size) {
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(*it).activate(c.x, c.y);
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entry.activate(c.x, c.y);
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return;
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} else {
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c.y -= size;
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@ -683,8 +683,7 @@ void RWGame::renderDebugPaths(float time) {
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}
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// Draw Garage bounds
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for (size_t g = 0; g < state.garages.size(); ++g) {
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auto& garage = state.garages[g];
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for (const auto &garage : state.garages) {
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btVector3 minColor(1.f, 0.f, 0.f);
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btVector3 maxColor(0.f, 1.f, 0.f);
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btVector3 min(garage.min.x, garage.min.y, garage.min.z);
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@ -699,8 +698,7 @@ void RWGame::renderDebugPaths(float time) {
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}
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// Draw vehicle generators
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for (size_t v = 0; v < state.vehicleGenerators.size(); ++v) {
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auto& generator = state.vehicleGenerators[v];
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for (const auto &generator : state.vehicleGenerators) {
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btVector3 color(1.f, 0.f, 0.f);
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btVector3 position(generator.position.x, generator.position.y,
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generator.position.z);
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@ -40,9 +40,9 @@ bool LoaderIMG::load(const rwfs::path& filepath) {
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/// Get the information of a asset in the examining archive
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bool LoaderIMG::findAssetInfo(const std::string& assetname,
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LoaderIMGFile& out) {
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for (size_t i = 0; i < m_assets.size(); ++i) {
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if (boost::iequals(m_assets[i].name, assetname)) {
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out = m_assets[i];
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for (auto &asset : m_assets) {
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if (boost::iequals(asset.name, assetname)) {
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out = asset;
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return true;
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}
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}
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