} else {
Person::players[i]->damagetolerance = 200;
}
- }
- Game::LoadingScreen();
+ Game::LoadingScreen();
- Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
+ Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
- if (i == 0) {
Person::players[i]->headmorphness = 0;
Person::players[i]->targetheadmorphness = 1;
Person::players[i]->headmorphstart = 0;
/* Devtools */
if (devtools && !mainmenu) {
- ProcessDevInput();
+ /* Console */
+ if (Input::isKeyPressed(consolekey)) {
+ console = !console;
+ if (console) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ } else {
+ freeze = 0;
+ waiting = false;
+ }
+ }
+
+ /* Other devtools, disabled when the console is shown */
+ if (!console) {
+ ProcessDevInput();
+ }
}
}
void Game::ProcessDevInput()
{
- if (!devtools || mainmenu) {
+ if (!devtools || mainmenu || console) {
return;
}
- /* Console */
- if (Input::isKeyPressed(consolekey)) {
- console = !console;
- if (console) {
- OPENAL_SetFrequency(OPENAL_ALL);
- } else {
- freeze = 0;
- waiting = false;
- }
- }
-
if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
/* Enable editor */
if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
editorenabled = !editorenabled;
if (editorenabled) {
Person::players[0]->damagetolerance = 100000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
} else {
Person::players[0]->damagetolerance = 200;
}
- Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
- Person::players[0]->permanentdamage = 0;
- Person::players[0]->superpermanentdamage = 0;
- Person::players[0]->bloodloss = 0;
- Person::players[0]->deathbleeding = 0;
}
/* Nullify damage and give 200000 health */
if (Input::isKeyPressed(SDL_SCANCODE_H)) {
Person::players[0]->damagetolerance = 200000;
Person::players[0]->damage = 0;
- Person::players[0]->burnt = 0;
Person::players[0]->permanentdamage = 0;
Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
}
/* Change environment */
}
if (closest >= 0) {
- if (Person::players[closest]->creature == rabbittype) {
- Person::players[closest]->creature = wolftype;
- Person::players[closest]->whichskin = 0;
- Person::players[closest]->skeletonLoad();
- Person::players[closest]->scale *= 1.15;
-
- Person::players[closest]->damagetolerance = 300;
- } else { // wolftype
- Person::players[closest]->creature = rabbittype;
- Person::players[closest]->whichskin = 0;
- Person::players[closest]->skeletonLoad(true);
-
- Person::players[closest]->scale /= 1.15;
-
- Person::players[closest]->damagetolerance = 200;
- }
+ person_type nextType = static_cast<person_type>((Person::players[closest]->creature + 1) % PersonType::types.size());
+ Person::players[closest]->changeCreatureType(nextType);
}
}
Person::players.back()->howactive = editoractive;
Person::players.back()->whichskin = (int)(abs(Random() % 3));
- Person::players.back()->skeletonLoad(true);
+ Person::players.back()->skeletonLoad();
Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
Person::players.back()->setProportions(1, 1, 1, 1);
- Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
-
Person::players.back()->damagetolerance = 200;
Person::players.back()->protectionhead = Person::players[0]->protectionhead;