#include "Input.h"
#include "Awards.h"
#include "Menu.h"
+#include "Dialog.h"
+#include "Hotspot.h"
extern XYZ viewer;
extern int environment;
extern float damagedealt;
extern bool invertmouse;
-extern int numhotspots;
-extern int killhotspot;
-extern XYZ hotspot[40];
-extern int hotspottype[40];
-extern float hotspotsize[40];
-extern char hotspottext[40][256];
-extern int currenthotspot;
-
extern bool campaign;
extern bool winfreeze;
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 (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[k]->skeleton.joints.size(); 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;
}
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 (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[k]->skeleton.joints.size(); 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;
if (distance >= 1)
glDisable(GL_BLEND);
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 = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
int i = -1;
if (Person::players[k]->occluded != 0)
if (distance >= 1)
glDisable(GL_BLEND);
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 = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
int i = -1;
if (Person::players[k]->occluded != 0)
glColor4f(.5, .5, .5, 1);
if (!console) {
if (!tutoriallevel)
- if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) {
+ if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
const char *bonus_name;
if (bonus < bonus_count)
bonus_name = bonus_names[bonus];
}
//Hot spots
- if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
+ if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
float closestdist = -1;
float distance = 0;
- int closest = currenthotspot;
- for (int i = 0; i < numhotspots; i++) {
- distance = distsq(&Person::players[0]->coords, &hotspot[i]);
+ int closest = Hotspot::current;
+ for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
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))) {
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
closestdist = distance;
closest = i;
}
}
}
if (closest != -1) {
- currenthotspot = closest;
- if (hotspottype[closest] <= 10) {
- if (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest])
+ Hotspot::current = closest;
+ if (Hotspot::hotspots[closest].type <= 10) {
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
tutorialstagetime = 0;
tutorialmaxtime = 1;
tutorialopac = tutorialmaxtime - tutorialstagetime;
if (tutorialopac < 0)
tutorialopac = 0;
- sprintf (string, "%s", hotspottext[closest]);
+ sprintf (string, "%s", Hotspot::hotspots[closest].text);
int lastline = 0;
int line = 0;
done = 1;
i++;
}
- } else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) {
- whichdialogue = hotspottype[closest] - 20;
- 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]];
- Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
- Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
- Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
- }
- directing = 0;
- indialogue = 0;
- dialoguegonethrough[whichdialogue]++;
- if (dialogueboxsound[whichdialogue][indialogue] != 0) {
- int whichsoundplay;
- if (dialogueboxsound[whichdialogue][indialogue] == 1) whichsoundplay = rabbitchitter;
- if (dialogueboxsound[whichdialogue][indialogue] == 2) whichsoundplay = rabbitchitter2;
- if (dialogueboxsound[whichdialogue][indialogue] == 3) whichsoundplay = rabbitpainsound;
- if (dialogueboxsound[whichdialogue][indialogue] == 4) whichsoundplay = rabbitpain1sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 5) whichsoundplay = rabbitattacksound;
- if (dialogueboxsound[whichdialogue][indialogue] == 6) whichsoundplay = rabbitattack2sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 7) whichsoundplay = rabbitattack3sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 8) whichsoundplay = rabbitattack4sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 9) whichsoundplay = growlsound;
- if (dialogueboxsound[whichdialogue][indialogue] == 10) whichsoundplay = growl2sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 11) whichsoundplay = snarlsound;
- if (dialogueboxsound[whichdialogue][indialogue] == 12) whichsoundplay = snarl2sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 13) whichsoundplay = barksound;
- if (dialogueboxsound[whichdialogue][indialogue] == 14) whichsoundplay = bark2sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 15) whichsoundplay = bark3sound;
- if (dialogueboxsound[whichdialogue][indialogue] == 16) whichsoundplay = barkgrowlsound;
- if (dialogueboxsound[whichdialogue][indialogue] == -1) whichsoundplay = fireendsound;
- if (dialogueboxsound[whichdialogue][indialogue] == -2) whichsoundplay = firestartsound;
- if (dialogueboxsound[whichdialogue][indialogue] == -3) whichsoundplay = consolesuccesssound;
- if (dialogueboxsound[whichdialogue][indialogue] == -4) whichsoundplay = consolefailsound;
- emit_sound_at(whichsoundplay, Person::players[participantfocus[whichdialogue][indialogue]]->coords);
- }
+ } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
+ Dialog::whichdialogue = Hotspot::hotspots[closest].type - 20;
+ Dialog::currentDialog().play();
+ Dialog::currentDialog().gonethrough++;
}
}
}
- if (indialogue != -1 && !mainmenu) {
+ if (Dialog::inDialog() && !mainmenu) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
- if (dialogueboxlocation[whichdialogue][indialogue] == 1)
+ if (Dialog::currentScene().location == 1)
glTranslatef(0, screenheight * 3 / 4, 0);
glScalef(screenwidth, screenheight / 4, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- glColor4f(dialogueboxcolor[whichdialogue][indialogue][0], dialogueboxcolor[whichdialogue][indialogue][1], dialogueboxcolor[whichdialogue][indialogue][2], 0.7);
+ glColor4f(Dialog::currentScene().color[0], Dialog::currentScene().color[1], Dialog::currentScene().color[2], 0.7);
glBegin(GL_QUADS);
glVertex3f(0, 0, 0.0f);
glVertex3f(1, 0, 0.0f);
float starty;
startx = screenwidth * 1 / 5;
- if (dialogueboxlocation[whichdialogue][indialogue] == 1)
+ if (Dialog::currentScene().location == 1)
starty = screenheight / 16 + screenheight * 4 / 5;
- if (dialogueboxlocation[whichdialogue][indialogue] == 2)
+ if (Dialog::currentScene().location == 2)
starty = screenheight * 1 / 5 - screenheight / 16;
char tempname[264];
- bool goodchar;
int tempnum = 0;
for (int i = 0; i < 264; i++) {
tempname[i] = '\0';
}
- 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')
- goodchar = 0;
- if (goodchar)
- tempnum++;
- else
+ for (int i = 0; i < Dialog::currentScene().name.size(); i++) {
+ tempname[tempnum] = Dialog::currentScene().name[i];
+ if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
tempname[tempnum] = '\0';
+ else
+ tempnum++;
}
sprintf (string, "%s: ", tempname);
- if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
+ if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
glColor4f(0, 0, 0, tutorialopac);
text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
glColor4f(0.7, 0.7, 0.7, tutorialopac);
}
tempnum = 0;
- for (int i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
- tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i];
- if (dialoguetext[whichdialogue][indialogue][i] != '#')
+ for (int i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
+ tempname[tempnum] = Dialog::currentScene().text[i];
+ if (Dialog::currentScene().text[i] != '#')
tempnum++;
}
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) {
+ if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
glColor4f(0, 0, 0, tutorialopac);
text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/ - 4, starty - 4 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
glColor4f(1, 1, 1, tutorialopac);
}
}
- if (!tutoriallevel && !winfreeze && indialogue == -1 && !mainmenu) {
+ if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
if (campaign) {
if (scoreadded)
sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
}
}
- if (difficulty < 2 && indialogue == -1) { // minimap
+ if (difficulty < 2 && !Dialog::inDialog()) { // minimap
float mapviewdist = 20000;
glDisable(GL_DEPTH_TEST);