#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)
}
//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) && (Dialog::dialogs[hotspottype[closest] - 20].gonethrough == 0)) {
- Dialog::whichdialogue = hotspottype[closest] - 20;
+ } 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++;
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
- if (Dialog::currentBox().location == 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(Dialog::currentBox().color[0], Dialog::currentBox().color[1], Dialog::currentBox().color[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 (Dialog::currentBox().location == 1)
+ if (Dialog::currentScene().location == 1)
starty = screenheight / 16 + screenheight * 4 / 5;
- if (Dialog::currentBox().location == 2)
+ if (Dialog::currentScene().location == 2)
starty = screenheight * 1 / 5 - screenheight / 16;
char tempname[264];
tempname[i] = '\0';
}
- for (int i = 0; i < Dialog::currentBox().name.size(); i++) {
- tempname[tempnum] = Dialog::currentBox().name[i];
+ 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
sprintf (string, "%s: ", tempname);
- if (Dialog::currentBox().color[0] + Dialog::currentBox().color[1] + Dialog::currentBox().color[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 < Dialog::currentBox().text.size() + 1; i++) {
- tempname[tempnum] = Dialog::currentBox().text[i];
- if (Dialog::currentBox().text[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 (Dialog::currentBox().color[0] + Dialog::currentBox().color[1] + Dialog::currentBox().color[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);
sprintf (string, "Score: %d", (int)(bonustotal - startbonustotal));
text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
- if (campaign)
- sprintf (string, "Press Escape or Space to continue");
- else
- sprintf (string, "Press Escape to return to menu or Space to continue");
+ sprintf (string, "Press Escape to return to menu or Space to continue");
text->glPrintOutlined(640 / 2 - strlen(string) * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
char temp[255];
for (int i = 0; i < 255; i++)
string[i] = '\0';
- sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
+ int wontime = (int)round(wonleveltime);
+ sprintf (temp, "Time: %d:", int((wontime - wontime % 60) / 60));
strcat(string, temp);
- if ((int)(leveltime) % 60 < 10)
+ if (wontime % 60 < 10)
strcat(string, "0");
- sprintf (temp, "%d", (int)(leveltime) % 60);
+ sprintf (temp, "%d", wontime % 60);
strcat(string, temp);
text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);