]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Stopped using Account pointers, and removed general difficulty setting (difficulty...
[lugaru.git] / Source / GameInitDispose.cpp
index 24a9de3e1bbdda9b83c79e5432d8945ef68a0cef..c070d293872a430e7b922908e5adb8cedcec805e 100644 (file)
@@ -23,6 +23,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Animation/Animation.h"
 #include "Texture.h"
 #include "Utils/Folders.h"
+#include "Menu.h"
 
 extern float screenwidth, screenheight;
 extern float viewdistance;
@@ -56,7 +57,6 @@ extern float flashamount, flashr, flashg, flashb;
 extern int flashdelay;
 extern int whichjointstartarray[26];
 extern int whichjointendarray[26];
-extern int difficulty;
 extern float slomospeed;
 extern bool gamestarted;
 
@@ -78,11 +78,11 @@ void Dispose()
     LOGFUNC;
 
     if (Game::endgame == 2) {
-        Game::accountactive->endGame();
+        Account::active().endGame();
         Game::endgame = 0;
     }
 
-    Account::saveFile(Folders::getUserDataPath()+"/users", Game::accountactive);
+    Account::saveFile(Folders::getUserDataPath()+"/users");
 
     //textures.clear();
 
@@ -457,7 +457,7 @@ void Game::InitGame()
 
     numchallengelevels = 14;
 
-    accountactive = Account::loadFile(Folders::getUserDataPath()+"/users");
+    Account::loadFile(Folders::getUserDataPath()+"/users");
 
     whichjointstartarray[0] = righthip;
     whichjointendarray[0] = rightfoot;
@@ -627,7 +627,7 @@ void Game::InitGame()
     newscreenwidth = screenwidth;
     newscreenheight = screenheight;
 
-    LoadMenu();
+    Menu::Load();
 
     Animation::loadAll();
 }
@@ -825,53 +825,55 @@ void Game::LoadStuff()
     XYZ moveamount;
     moveamount = 0;
     moveamount.z = 2;
-    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < Animation::animations[knifesneakattackanim].numframes; j++) {
-            Animation::animations[knifesneakattackanim].position[i][j] += moveamount;
+    // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
+    // It seems skeleton.joints.size() is 0 at this point, so this is useless.
+    for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+        for (j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
+            Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
         }
     }
 
     LoadingScreen();
 
-    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < Animation::animations[knifesneakattackedanim].numframes; j++) {
-            Animation::animations[knifesneakattackedanim].position[i][j] += moveamount;
+    for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+        for (j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
+            Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
         }
     }
 
     LoadingScreen();
 
-    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        Animation::animations[dead1anim].position[i][1] = Animation::animations[dead1anim].position[i][0];
-        Animation::animations[dead2anim].position[i][1] = Animation::animations[dead2anim].position[i][0];
-        Animation::animations[dead3anim].position[i][1] = Animation::animations[dead3anim].position[i][0];
-        Animation::animations[dead4anim].position[i][1] = Animation::animations[dead4anim].position[i][0];
+    for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+        Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
+        Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
+        Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
+        Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
     }
-    Animation::animations[dead1anim].speed[0] = 0.001;
-    Animation::animations[dead2anim].speed[0] = 0.001;
-    Animation::animations[dead3anim].speed[0] = 0.001;
-    Animation::animations[dead4anim].speed[0] = 0.001;
-
-    Animation::animations[dead1anim].speed[1] = 0.001;
-    Animation::animations[dead2anim].speed[1] = 0.001;
-    Animation::animations[dead3anim].speed[1] = 0.001;
-    Animation::animations[dead4anim].speed[1] = 0.001;
-
-    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
-            Animation::animations[swordsneakattackanim].position[i][j] += moveamount;
+    Animation::animations[dead1anim].frames[0].speed = 0.001;
+    Animation::animations[dead2anim].frames[0].speed = 0.001;
+    Animation::animations[dead3anim].frames[0].speed = 0.001;
+    Animation::animations[dead4anim].frames[0].speed = 0.001;
+
+    Animation::animations[dead1anim].frames[1].speed = 0.001;
+    Animation::animations[dead2anim].frames[1].speed = 0.001;
+    Animation::animations[dead3anim].frames[1].speed = 0.001;
+    Animation::animations[dead4anim].frames[1].speed = 0.001;
+
+    for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+        for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+            Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
         }
     }
     LoadingScreen();
-    for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
-        Animation::animations[swordsneakattackanim].weapontarget[j] += moveamount;
+    for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+        Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
     }
 
     LoadingScreen();
 
-    for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < Animation::animations[swordsneakattackedanim].numframes; j++) {
-            Animation::animations[swordsneakattackedanim].position[i][j] += moveamount;
+    for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+        for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
+            Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
         }
     }