#include "Animation.h"
#include "Awards.h"
+#include <algorithm>
+
using namespace std;
// Added more evilness needed for MSVC
}
static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
#include "ConsoleCmds.h"
#undef DECLARE_COMMAND
};
inline Joint& playerJoint(Person* pplayer, int bodypart){
return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
-inline float sq(float n){ return n*n; }
+inline float sq(float n) { return n*n; }
inline float stepTowardf(float from, float to, float by){
if(fabs(from-to)<by) return to;
player[0].rotation, player[0].targetrotation, player[0].num_weapons);
if(player[0].num_weapons>0&&player[0].num_weapons<5)
for(int j=0;j<player[0].num_weapons;j++)
- fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
+ fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType());
fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
if(player[j].num_weapons<5)
for(int k=0;k<player[j].num_weapons;k++)
- fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
+ fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
if(player[j].numwaypoints<30){
fpackf(tfile, "Bi", player[j].numwaypoints);
for(int k=0;k<player[j].numwaypoints;k++){
for (i = 0; i < n_cmds; i++)
if (stripfx(cmd, cmd_names[i]))
{
- cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
- break;
+ cmd_handlers[i](game, cmd + strlen(cmd_names[i])+1);
+ break;
}
emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
}
texdetail=temptexdetail;
}
-void Game::Loadlevel(int which){
+void Game::Loadlevel(int which) {
stealthloading=0;
whichlevel=which;
- if(which == -1){
+ if(which == -1) {
tutoriallevel = -1;
Loadlevel("tutorial");
- }else if(which >= 0 && which <= 15){
+ } else if(which >= 0 && which <= 15) {
char buf[32];
- snprintf(buf, 32, "map%d", which + 1);
+ snprintf(buf, 32, "map%d", which + 1); // challenges
Loadlevel(buf);
- }else
+ } else
Loadlevel("mapsave");
}
-void Game::Loadlevel(const char *name){
+void Game::Loadlevel(const char *name) {
int templength;
float lamefloat;
static const char *pfx = ":Data:Maps:";
LOGFUNC;
LOG(std::string("Loading level...") + name);
+ cout << "Loading level..." << name << endl;
if(!gameon)
visibleloading=1;
gamestarted=1;
numenvsounds=0;
- //visibleloading=1;
+
if(tutoriallevel!=-1)
tutoriallevel=0;
else
if(tutoriallevel==1)
tutorialstage=0;
- if(tutorialstage==0){
+ if(tutorialstage==0) {
tutorialstagetime=0;
tutorialmaxtime=1;
}
int mapvers;
FILE *tfile;
+ char* buff=getcwd(NULL,0);
+ cout << buff << " " << FixedFN << endl;
+ free(buff);
tfile=fopen( FixedFN, "rb" );
- if(tfile){
+ if(tfile) {
+ cout << "existe" << endl;
pause_sound(stream_firesound);
scoreadded=0;
windialogue=0;
emit_sound_np(consolesuccesssound);
freeze=0;
console=false;
+ cout << "console contente" << endl;
}
if(!stealthloading){
LoadingScreen();
}
- weapons.numweapons=0;
+ weapons.clear();
funpackf(tfile, "Bi", &mapvers);
if(mapvers>=15)
player[0].originalcoords=player[0].coords;
if(player[0].num_weapons>0&&player[0].num_weapons<5)
for(int j=0;j<player[0].num_weapons;j++){
- player[0].weaponids[j]=weapons.numweapons;
- funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
- weapons.owner[weapons.numweapons]=0;
- weapons.numweapons++;
+ player[0].weaponids[j]=weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type,0));
}
if(visibleloading)
if(!removeanother){
if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
- player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
- funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
- weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
- weapons.numweapons++;
+ player[i-howmanyremoved].weaponids[j]=weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type,i));
}
}
funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
if(visibleloading)
LoadingScreen();
- for(int i=0;i<weapons.numweapons;i++){
- weapons.bloody[i]=0;
- weapons.blooddrip[i]=0;
- weapons.blooddripdelay[i]=0;
- weapons.onfire[i]=0;
- weapons.flamedelay[i]=0;
- weapons.damage[i]=0;
- if(weapons.type[i]==sword){
- weapons.mass[i]=1.5;
- weapons.tipmass[i]=1;
- weapons.length[i]=.8;
- }
- if(weapons.type[i]==staff){
- weapons.mass[i]=2;
- weapons.tipmass[i]=1;
- weapons.length[i]=1.5;
- }
- if(weapons.type[i]==knife){
- weapons.mass[i]=1;
- weapons.tipmass[i]=1.2;
- weapons.length[i]=.25;
- }
- weapons.position[i]=-1000;
- weapons.tippoint[i]=-1000;
- }
+ //~ for(int i=0;i<weapons.size();i++){
+ //~ }
LOG("Starting background music...");
if(!firstload)
firstload=1;
+ } else {
+ perror("Soucis");
}
leveltime=0;
loadingstuff=0;
visibleloading=0;
}
-/*
-Values of mainmenu :
-1 Main menu
-2 Menu pause (resume/end game)
-3 Option menu
-4 Controls configuration menu
-5 Main game menu (choose level or challenge)
-6 Deleting user menu
-7 User managment menu (select/add)
-8 Choose difficulty menu
-9 Challenge level selection menu
-10 End of the campaign congratulation (is that really a menu?)
-11 Same that 9 ??? => unused
-18 stereo configuration
-*/
-
-void Game::MenuTick(){
- //menu buttons
-
- // some specific case where we do something even if the left mouse button is not pressed.
- if((mainmenu==5) && (endgame==2)) {
- accountactive->endGame();
- endgame=0;
- }
- if(mainmenu==10)
- endgame=2;
- if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
- stereoseparation-=0.001;
-
- if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
- switch(mainmenu) {
- case 1:
- case 2:
- switch(selected) {
- case 1:
- if(gameon) { //resume
- mainmenu=0;
- pause_sound(stream_menutheme);
- resume_stream(leveltheme);
- } else { //new game
- fireSound(firestartsound);
- flash();
- mainmenu=(accountactive?5:7);
- selected=-1;
- }
- break;
- case 2: //options
- fireSound();
- flash();
- mainmenu=3;
- if(newdetail>2) newdetail=detail;
- if(newdetail<0) newdetail=detail;
- if(newscreenwidth>3000) newscreenwidth=screenwidth;
- if(newscreenwidth<0) newscreenwidth=screenwidth;
- if(newscreenheight>3000) newscreenheight=screenheight;
- if(newscreenheight<0) newscreenheight=screenheight;
- break;
- case 3:
- fireSound();
- flash();
- if(gameon){ //end game
- gameon=0;
- mainmenu=1;
- } else { //quit
- tryquit=1;
- pause_sound(stream_menutheme);
- }
- break;
- }
- break;
- case 3:
- fireSound();
- bool isCustomResolution,found;
- switch(selected){
- case 0:
- extern SDL_Rect **resolutions;
- isCustomResolution = true;
- found = false;
- for(int i = 0; (!found) && (resolutions[i]); i++) {
- if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
- isCustomResolution = false;
-
- if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
- i++;
- if(resolutions[i] != NULL) {
- newscreenwidth = (int) resolutions[i]->w;
- newscreenheight = (int) resolutions[i]->h;
- } else if(isCustomResolution){
- if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- } else {
- newscreenwidth = screenwidth;
- newscreenheight = screenheight;
- }
- } else {
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- }
- found = true;
- }
- }
-
- if(!found) {
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- }
- break;
- case 1:
- newdetail++;
- if(newdetail>2) newdetail=0;
- break;
- case 2:
- bloodtoggle++;
- if(bloodtoggle>2) bloodtoggle=0;
- break;
- case 3:
- difficulty++;
- if(difficulty>2) difficulty=0;
- break;
- case 4:
- ismotionblur = !ismotionblur;
- break;
- case 5:
- decals = !decals;
- break;
- case 6:
- musictoggle = !musictoggle;
+void Game::doTutorial(){
+ if(tutorialstagetime>tutorialmaxtime){
+ tutorialstage++;
+ tutorialsuccess=0;
+ if(tutorialstage<=1){
+ canattack=0;
+ cananger=0;
+ reversaltrain=0;
+ }
+ switch(tutorialstage){
+ case 1:
+ tutorialmaxtime=5;
+ break; case 2:
+ tutorialmaxtime=2;
+ break; case 3:
+ tutorialmaxtime=600;
+ break; case 4:
+ tutorialmaxtime=1000;
+ break; case 5:
+ tutorialmaxtime=600;
+ break; case 6:
+ tutorialmaxtime=600;
+ break; case 7:
+ tutorialmaxtime=600;
+ break; case 8:
+ tutorialmaxtime=600;
+ break; case 9:
+ tutorialmaxtime=600;
+ break; case 10:
+ tutorialmaxtime=2;
+ break; case 11:
+ tutorialmaxtime=1000;
+ break; case 12:
+ tutorialmaxtime=1000;
+ break; case 13:
+ tutorialmaxtime=2;
+ break; case 14: {
+ tutorialmaxtime=3;
- if(musictoggle) {
- emit_stream_np(stream_menutheme);
- } else {
- pause_sound(leveltheme);
- pause_sound(stream_fighttheme);
- pause_sound(stream_menutheme);
+ XYZ temp,temp2;
- for(int i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
+ temp.x=1011;
+ temp.y=84;
+ temp.z=491;
+ temp2.x=1025;
+ temp2.y=75;
+ temp2.z=447;
- break;
- case 7: // controls
- flash();
- mainmenu=4;
- selected=-1;
- keyselect=-1;
- break;
- case 8:
- flash();
-
- SaveSettings(*this);
- mainmenu=gameon?2:1;
- break;
- case 9:
- invertmouse = !invertmouse;
- break;
- case 10:
- usermousesensitivity+=.2;
- if(usermousesensitivity>2) usermousesensitivity=.2;
- break;
- case 11:
- volume+=.1f;
- if(volume>1.0001f) volume=0;
- OPENAL_SetSFXMasterVolume((int)(volume*255));
- break;
- case 12:
- flash();
-
- newstereomode = stereomode;
- mainmenu=18;
- keyselect=-1;
- break;
- case 13:
- showdamagebar = !showdamagebar;
- break;
- }
- break;
- case 4:
- if(!waiting) {
- fireSound();
- if(selected<9 && keyselect==-1)
- keyselect=selected;
- if(keyselect!=-1)
- setKeySelected();
- if(selected==9){
- flash();
+ player[1].coords=(temp+temp2)/2;
- mainmenu=3;
- }
- }
- break;
- case 5:
- fireSound();
- flash();
- if((selected-7 >= accountactive->getCampaignChoicesMade())) {
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=7;
- if(firstload)
- TickOnceAfter();
- else
- LoadStuff();
- whichchoice=selected-7-accountactive->getCampaignChoicesMade();
- visibleloading=1;
- stillloading=1;
- Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
- campaign=1;
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
- }
- switch(selected){
- case 1:
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=-1;
- if(firstload) {
- TickOnceAfter();
- Loadlevel(-1);
- } else
- LoadStuff();
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
- break;
- case 2:
- mainmenu=9;
- break;
- case 3:
- mainmenu=6;
- break;
- case 4:
- mainmenu=(gameon?2:1);
- break;
- case 5:
- mainmenu=7;
- break;
- }
- break;
- case 6:
- fireSound();
- if(selected==1) {
- flash();
- accountactive = Account::destroy(accountactive);
- mainmenu=7;
- } else if(selected==2) {
- flash();
- mainmenu=5;
- }
- break;
- case 7:
- fireSound();
- if(selected==0 && Account::getNbAccounts()<8){
- entername=1;
- } else if (selected < Account::getNbAccounts()+1) {
- flash();
- mainmenu=5;
- accountactive=Account::get(selected-1);
- } else if (selected == Account::getNbAccounts()+1) {
- flash();
- mainmenu=5;
- for(int j=0;j<255;j++){
- displaytext[0][j]=0;
- }
- displaychars[0]=0;
- displayselected=0;
- entername=0;
- }
- break;
- case 8:
- fireSound();
- flash();
- if(selected<=2)
- accountactive->setDifficulty(selected);
- mainmenu=5;
- break;
- case 9:
- if(selected<numchallengelevels && selected<=accountactive->getProgress()){
- fireSound();
- flash();
-
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=selected;
- if(firstload)TickOnceAfter();
- if(!firstload)LoadStuff();
- else Loadlevel(selected);
- campaign=0;
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
- }
- if(selected==numchallengelevels){
- fireSound();
- flash();
- mainmenu=5;
- }
- break;
- case 10:
- if(selected==3){
- fireSound();
- flash();
- mainmenu=5;
- }
- break;
- case 18:
- if(selected==1)
- stereoseparation+=0.001;
- else {
- fireSound();
- if(selected==0){
- newstereomode = (StereoMode)(newstereomode + 1);
- while(!CanInitStereo(newstereomode)){
- printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
- newstereomode = (StereoMode)(newstereomode + 1);
- if(newstereomode >= stereoCount)
- newstereomode = stereoNone;
- }
- } else if(selected==2) {
- stereoreverse = !stereoreverse;
- } else if(selected==3) {
- flash();
- mainmenu=3;
-
- stereomode = newstereomode;
- InitStereo(stereomode);
- }
- }
- break;
- }
- }
-
- if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
- tryquit=1;
- if(mainmenu==3) {
- SaveSettings(*this);
- }
- }
-
- OPENAL_SetFrequency(channels[stream_menutheme], 22050);
-
- if(entername) {
- inputText(displaytext[0],&displayselected,&displaychars[0]);
- if(!waiting) { // the input as finished
- if(displaychars[0]){ // with enter
- accountactive = Account::add(string(displaytext[0]));
-
- mainmenu=8;
-
- flash();
-
- fireSound(firestartsound);
-
- for(int i=0;i<255;i++){
- displaytext[0][i]=0;
- }
- displaychars[0]=0;
-
- displayselected=0;
- }
- entername=0;
- }
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
- }
- }
-}
-
-void Game::doTutorial(){
- if(tutorialstagetime>tutorialmaxtime){
- tutorialstage++;
- tutorialsuccess=0;
- if(tutorialstage<=1){
- canattack=0;
- cananger=0;
- reversaltrain=0;
- }
- switch(tutorialstage){
- case 1:
- tutorialmaxtime=5;
- break; case 2:
- tutorialmaxtime=2;
- break; case 3:
- tutorialmaxtime=600;
- break; case 4:
- tutorialmaxtime=1000;
- break; case 5:
- tutorialmaxtime=600;
- break; case 6:
- tutorialmaxtime=600;
- break; case 7:
- tutorialmaxtime=600;
- break; case 8:
- tutorialmaxtime=600;
- break; case 9:
- tutorialmaxtime=600;
- break; case 10:
- tutorialmaxtime=2;
- break; case 11:
- tutorialmaxtime=1000;
- break; case 12:
- tutorialmaxtime=1000;
- break; case 13:
- tutorialmaxtime=2;
- break; case 14: {
- tutorialmaxtime=3;
-
- XYZ temp,temp2;
-
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
-
- player[1].coords=(temp+temp2)/2;
-
- emit_sound_at(fireendsound, player[1].coords);
+ emit_sound_at(fireendsound, player[1].coords);
for(int i=0;i<player[1].skeleton.num_joints;i++){
if(Random()%2==0){
temp2.y=75;
temp2.z=447;
+ Weapon w(knife,-1);
+ w.position=(temp+temp2)/2;
+ w.tippoint=(temp+temp2)/2;
+
+ w.velocity=0.1;
+ w.tipvelocity=0.1;
+ w.missed=1;
+ w.hitsomething=0;
+ w.freetime=0;
+ w.firstfree=1;
+ w.physics=1;
- weapons.owner[weapons.numweapons]=-1;
- weapons.type[weapons.numweapons]=knife;
- weapons.damage[weapons.numweapons]=0;
- weapons.mass[weapons.numweapons]=1;
- weapons.tipmass[weapons.numweapons]=1.2;
- weapons.length[weapons.numweapons]=.25;
- weapons.position[weapons.numweapons]=(temp+temp2)/2;
- weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
- weapons.velocity[weapons.numweapons]=0.1;
- weapons.tipvelocity[weapons.numweapons]=0.1;
- weapons.missed[weapons.numweapons]=1;
- weapons.hitsomething[weapons.numweapons]=0;
- weapons.freetime[weapons.numweapons]=0;
- weapons.firstfree[weapons.numweapons]=1;
- weapons.physics[weapons.numweapons]=1;
-
- weapons.numweapons++;
+ weapons.push_back(w);
}
break; case 40:
tutorialmaxtime=300;
break; case 43:
tutorialmaxtime=300;
break; case 44:
- weapons.owner[0]=1;
+ weapons[0].owner=1;
player[0].weaponactive=-1;
player[0].num_weapons=0;
player[1].weaponactive=0;
tutorialmaxtime=300;
break; case 45:
- weapons.owner[0]=1;
+ weapons[0].owner=1;
player[0].weaponactive=-1;
player[0].num_weapons=0;
player[1].weaponactive=0;
tutorialmaxtime=300;
break; case 46:
- weapons.owner[0]=1;
+ weapons[0].owner=1;
player[0].weaponactive=-1;
player[0].num_weapons=0;
player[1].weaponactive=0;
player[1].num_weapons=1;
player[1].weaponids[0]=0;
- weapons.type[0]=sword;
+ weapons[0].setType(sword);
tutorialmaxtime=300;
break; case 47: {
temp2.y=75;
temp2.z=447;
- weapons.owner[weapons.numweapons]=-1;
- weapons.type[weapons.numweapons]=sword;
- weapons.damage[weapons.numweapons]=0;
- weapons.mass[weapons.numweapons]=1;
- weapons.tipmass[weapons.numweapons]=1.2;
- weapons.length[weapons.numweapons]=.25;
- weapons.position[weapons.numweapons]=(temp+temp2)/2;
- weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
- weapons.velocity[weapons.numweapons]=0.1;
- weapons.tipvelocity[weapons.numweapons]=0.1;
- weapons.missed[weapons.numweapons]=1;
- weapons.hitsomething[weapons.numweapons]=0;
- weapons.freetime[weapons.numweapons]=0;
- weapons.firstfree[weapons.numweapons]=1;
- weapons.physics[weapons.numweapons]=1;
-
- weapons.owner[0]=1;
- weapons.owner[1]=0;
+ Weapon w(sword,-1);
+ w.position=(temp+temp2)/2;
+ w.tippoint=(temp+temp2)/2;
+
+ w.velocity=0.1;
+ w.tipvelocity=0.1;
+ w.missed=1;
+ w.hitsomething=0;
+ w.freetime=0;
+ w.firstfree=1;
+ w.physics=1;
+
+ weapons.push_back(w);
+
+ weapons[0].owner=1;
+ weapons[1].owner=0;
player[0].weaponactive=0;
player[0].num_weapons=1;
player[0].weaponids[0]=1;
player[1].num_weapons=1;
player[1].weaponids[0]=0;
- weapons.numweapons++;
}
break; case 48:
canattack=0;
tutorialmaxtime=15;
- weapons.owner[0]=1;
- weapons.owner[1]=0;
+ weapons[0].owner=1;
+ weapons[1].owner=0;
player[0].weaponactive=0;
player[0].num_weapons=1;
player[0].weaponids[0]=1;
player[1].num_weapons=1;
player[1].weaponids[0]=0;
- if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
- else weapons.type[0]=staff;
-
- weapons.numweapons++;
+ if(player[0].weaponactive!=-1)
+ weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
+ else
+ weapons[0].setType(staff);
break; case 49:
canattack=0;
cananger=0;
tutorialmaxtime=200;
- weapons.position[1]=1000;
- weapons.tippoint[1]=1000;
+ weapons[1].position=1000;
+ weapons[1].tippoint=1000;
+
+ weapons[0].setType(knife);
- weapons.numweapons=1;
- weapons.owner[0]=0;
+ weapons[0].owner=0;
player[1].weaponactive=-1;
player[1].num_weapons=0;
player[0].weaponactive=0;
player[0].num_weapons=1;
player[0].weaponids[0]=0;
- weapons.type[0]=knife;
-
- weapons.numweapons++;
break; case 50: {
tutorialmaxtime=8;
player[1].weaponstuck=-1;
player[1].weaponactive=-1;
- weapons.numweapons=0;
-
- weapons.owner[0]=-1;
- weapons.velocity[0]=0.1;
- weapons.tipvelocity[0]=-0.1;
- weapons.missed[0]=1;
- weapons.hitsomething[0]=0;
- weapons.freetime[0]=0;
- weapons.firstfree[0]=1;
- weapons.physics[0]=1;
+ weapons.clear();
}
break; case 51:
tutorialmaxtime=80000;
break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
break; case 29:
- if(player[0].escapednum==2){
+ if(player[0].escapednum==2) {
tutorialsuccess=1;
reversaltrain=0;
cananger=0;
if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
if(player[0].num_weapons>0){
- if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
- else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
- else weapons.type[player[0].weaponids[0]]=sword;
- if(weapons.type[player[0].weaponids[0]]==sword){
- weapons.mass[player[0].weaponids[0]]=1.5;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=.8;
- }
- if(weapons.type[player[0].weaponids[0]]==staff){
- weapons.mass[player[0].weaponids[0]]=2;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=1.5;
- }
-
- if(weapons.type[player[0].weaponids[0]]==knife){
- weapons.mass[player[0].weaponids[0]]=1;
- weapons.tipmass[player[0].weaponids[0]]=1.2;
- weapons.length[player[0].weaponids[0]]=.25;
- }
+ if(weapons[player[0].weaponids[0]].getType()==sword)
+ weapons[player[0].weaponids[0]].setType(staff);
+ else if(weapons[player[0].weaponids[0]].getType()==staff)
+ weapons[player[0].weaponids[0]].setType(knife);
+ else
+ weapons[player[0].weaponids[0]].setType(sword);
}
}
}
if(closest!=-1){
if(player[closest].num_weapons){
- if(weapons.type[player[closest].weaponids[0]]==sword)
- weapons.type[player[closest].weaponids[0]]=staff;
- else if(weapons.type[player[closest].weaponids[0]]==staff)
- weapons.type[player[closest].weaponids[0]]=knife;
- else weapons.type[player[closest].weaponids[0]]=sword;
- if(weapons.type[player[closest].weaponids[0]]==sword){
- weapons.mass[player[closest].weaponids[0]]=1.5;
- weapons.tipmass[player[closest].weaponids[0]]=1;
- weapons.length[player[closest].weaponids[0]]=.8;
- }
- if(weapons.type[player[0].weaponids[0]]==staff){
- weapons.mass[player[0].weaponids[0]]=2;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=1.5;
- }
- if(weapons.type[player[closest].weaponids[0]]==knife){
- weapons.mass[player[closest].weaponids[0]]=1;
- weapons.tipmass[player[closest].weaponids[0]]=1.2;
- weapons.length[player[closest].weaponids[0]]=.25;
- }
+ if(weapons[player[closest].weaponids[0]].getType()==sword)
+ weapons[player[closest].weaponids[0]].setType(staff);
+ else if(weapons[player[closest].weaponids[0]].getType()==staff)
+ weapons[player[closest].weaponids[0]].setType(knife);
+ else
+ weapons[player[closest].weaponids[0]].setType(sword);
}
if(!player[closest].num_weapons){
- player[closest].weaponids[0]=weapons.numweapons;
- weapons.owner[weapons.numweapons]=closest;
- weapons.type[weapons.numweapons]=knife;
- weapons.damage[weapons.numweapons]=0;
- weapons.numweapons++;
+ player[closest].weaponids[0]=weapons.size();
+
+ weapons.push_back(Weapon(knife,closest));
+
player[closest].num_weapons=1;
- if(weapons.type[player[closest].weaponids[0]]==sword){
- weapons.mass[player[closest].weaponids[0]]=1.5;
- weapons.tipmass[player[closest].weaponids[0]]=1;
- weapons.length[player[closest].weaponids[0]]=.8;
- }
- if(weapons.type[player[closest].weaponids[0]]==knife){
- weapons.mass[player[closest].weaponids[0]]=1;
- weapons.tipmass[player[closest].weaponids[0]]=1.2;
- weapons.length[player[closest].weaponids[0]]=.25;
- }
}
}
}
player[k].targetanimation==walkanim||
player[k].targetanimation==sneakanim||
player[k].isCrouch())){
- const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
+ const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
//normal attacks (?)
player[k].hasvictim=0;
if(numplayers>1)
if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
- player[i].lastpathfindpoint==player[i].finalpathfindpoint){
+ player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
player[i].aitype=passivetype;
}
player[i].attackkeydown=0;
player[i].throwkeydown=0;
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+ if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
player[i].targetrotation+=90*(player[i].whichdirection*2-1);
if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
if(j==0||(player[j].dead&&player[j].bloodloss>0)){
float smelldistance=50;
if(j==0&&player[j].num_weapons>0){
- if(weapons.bloody[player[j].weaponids[0]])
+ if(weapons[player[j].weaponids[0]].bloody)
smelldistance=100;
if(player[j].num_weapons==2)
- if(weapons.bloody[player[j].weaponids[1]])
+ if(weapons[player[j].weaponids[1]].bloody)
smelldistance=100;
}
if(j!=0)
if(player[i].ally<0){
int closest=-1;
float closestdist=-1;
- for(int k=0;k<weapons.numweapons;k++)
- if(weapons.owner[k]==-1){
- float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
+ for(int k=0;k<weapons.size();k++)
+ if(weapons[k].owner==-1){
+ float distance=findDistancefast(&player[i].coords,&weapons[k].position);
if(closestdist==-1||distance<closestdist){
closestdist=distance;
closest=k;
}
if(!player[0].dead)
if(player[i].ally>=0){
- if(weapons.owner[player[i].ally]!=-1||
- findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
+ if(weapons[player[i].ally].owner!=-1||
+ findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
player[i].aitype=attacktypecutoff;
player[i].lastseentime=1;
}
//TODO: factor these out as moveToward()
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
+ player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
player[i].lookrotation=player[i].targetrotation;
player[i].aiupdatedelay=.05;
player[i].forwardkeydown=1;
if(player[i].isIdle())
player[i].crouchkeydown=1;
if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
- if(weapons.type[player[0].weaponids[0]]==knife){
+ if(weapons[player[0].weaponids[0]].getType()==knife){
if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
if(abs(Random()%2==0))
setAnimation(i,backhandspringanim);
}
//go for weapon on the ground
if(player[i].wentforweapon<3)
- for(int k=0;k<weapons.numweapons;k++)
+ for(int k=0;k<weapons.size();k++)
if(player[i].creature!=wolftype)
if(player[i].num_weapons==0&&
- weapons.owner[k]==-1&&
- weapons.velocity[i].x==0&&
- weapons.velocity[i].z==0&&
- weapons.velocity[i].y==0){
- if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
+ weapons[k].owner==-1&&
+ weapons[i].velocity.x==0&&
+ weapons[i].velocity.z==0&&
+ weapons[i].velocity.y==0){
+ if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
player[i].wentforweapon++;
player[i].lastchecktime=6;
player[i].aitype=getweapontype;
j=checkcollide(test2,test,player[i].laststanding);
if(j==-1)
j=checkcollide(test2,test);
- if(j==-1){
+ if(j==-1) {
player[i].velocity=0;
setAnimation(i,player[i].getStop());
player[i].targetrotation+=180;
player[i].lastpathfindpoint2=-1;
player[i].lastpathfindpoint3=-1;
player[i].lastpathfindpoint4=-1;
- }else
+ } else
player[i].laststanding=j;
}
//lose sight of player in the air (?)
}
}
-void Game::Tick(){
- static XYZ facing,flatfacing;
- static int target;
-
- for(int i=0;i<15;i++){
- displaytime[i]+=multiplier;
- }
-
- keyboardfrozen=false;
- Input::Tick();
-
- if(Input::isKeyPressed(SDLK_F6)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoreverse=true;
- else
- stereoreverse=false;
-
- if(stereoreverse)
- printf("Stereo reversed\n");
- else
- printf("Stereo unreversed\n");
+/*
+Values of mainmenu :
+1 Main menu
+2 Menu pause (resume/end game)
+3 Option menu
+4 Controls configuration menu
+5 Main game menu (choose level or challenge)
+6 Deleting user menu
+7 User managment menu (select/add)
+8 Choose difficulty menu
+9 Challenge level selection menu
+10 End of the campaign congratulation (is that really a menu?)
+11 Same that 9 ??? => unused
+18 stereo configuration
+*/
+
+void Game::MenuTick(){
+ //menu buttons
+
+ // some specific case where we do something even if the left mouse button is not pressed.
+ if((mainmenu==5) && (endgame==2)) {
+ accountactive->endGame();
+ endgame=0;
+ }
+ if(mainmenu==10)
+ endgame=2;
+ if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
+ stereoseparation-=0.001;
+
+ if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+ switch(mainmenu) {
+ case 1:
+ case 2:
+ switch(selected) {
+ case 1:
+ if(gameon) { //resume
+ mainmenu=0;
+ pause_sound(stream_menutheme);
+ resume_stream(leveltheme);
+ } else { //new game
+ fireSound(firestartsound);
+ flash();
+ mainmenu=(accountactive?5:7);
+ selected=-1;
+ }
+ break;
+ case 2: //options
+ fireSound();
+ flash();
+ mainmenu=3;
+ if(newdetail>2) newdetail=detail;
+ if(newdetail<0) newdetail=detail;
+ if(newscreenwidth>3000) newscreenwidth=screenwidth;
+ if(newscreenwidth<0) newscreenwidth=screenwidth;
+ if(newscreenheight>3000) newscreenheight=screenheight;
+ if(newscreenheight<0) newscreenheight=screenheight;
+ break;
+ case 3:
+ fireSound();
+ flash();
+ if(gameon){ //end game
+ gameon=0;
+ mainmenu=1;
+ } else { //quit
+ tryquit=1;
+ pause_sound(stream_menutheme);
+ }
+ break;
+ }
+ break;
+ case 3:
+ fireSound();
+ bool isCustomResolution,found;
+ switch(selected){
+ case 0:
+ extern SDL_Rect **resolutions;
+ isCustomResolution = true;
+ found = false;
+ for(int i = 0; (!found) && (resolutions[i]); i++) {
+ if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
+ isCustomResolution = false;
+
+ if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
+ i++;
+ if(resolutions[i] != NULL) {
+ newscreenwidth = (int) resolutions[i]->w;
+ newscreenheight = (int) resolutions[i]->h;
+ } else if(isCustomResolution){
+ if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
+ newscreenwidth = (int) resolutions[0]->w;
+ newscreenheight = (int) resolutions[0]->h;
+ } else {
+ newscreenwidth = screenwidth;
+ newscreenheight = screenheight;
+ }
+ } else {
+ newscreenwidth = (int) resolutions[0]->w;
+ newscreenheight = (int) resolutions[0]->h;
+ }
+ found = true;
+ }
+ }
+
+ if(!found) {
+ newscreenwidth = (int) resolutions[0]->w;
+ newscreenheight = (int) resolutions[0]->h;
+ }
+ break;
+ case 1:
+ newdetail++;
+ if(newdetail>2) newdetail=0;
+ break;
+ case 2:
+ bloodtoggle++;
+ if(bloodtoggle>2) bloodtoggle=0;
+ break;
+ case 3:
+ difficulty++;
+ if(difficulty>2) difficulty=0;
+ break;
+ case 4:
+ ismotionblur = !ismotionblur;
+ break;
+ case 5:
+ decals = !decals;
+ break;
+ case 6:
+ musictoggle = !musictoggle;
+
+ if(musictoggle) {
+ emit_stream_np(stream_menutheme);
+ } else {
+ pause_sound(leveltheme);
+ pause_sound(stream_fighttheme);
+ pause_sound(stream_menutheme);
+
+ for(int i=0;i<4;i++){
+ oldmusicvolume[i]=0;
+ musicvolume[i]=0;
+ }
+ }
+
+ break;
+ case 7: // controls
+ flash();
+ mainmenu=4;
+ selected=-1;
+ keyselect=-1;
+ break;
+ case 8:
+ flash();
+
+ SaveSettings(*this);
+ mainmenu=gameon?2:1;
+ break;
+ case 9:
+ invertmouse = !invertmouse;
+ break;
+ case 10:
+ usermousesensitivity+=.2;
+ if(usermousesensitivity>2) usermousesensitivity=.2;
+ break;
+ case 11:
+ volume+=.1f;
+ if(volume>1.0001f) volume=0;
+ OPENAL_SetSFXMasterVolume((int)(volume*255));
+ break;
+ case 12:
+ flash();
+
+ newstereomode = stereomode;
+ mainmenu=18;
+ keyselect=-1;
+ break;
+ case 13:
+ showdamagebar = !showdamagebar;
+ break;
+ }
+ break;
+ case 4:
+ if(!waiting) {
+ fireSound();
+ if(selected<nummenuitems-1 && keyselect==-1)
+ keyselect=selected;
+ if(keyselect!=-1)
+ setKeySelected();
+ if(selected==nummenuitems-1){
+ flash();
+
+ mainmenu=3;
+ }
+ }
+ break;
+ case 5:
+ fireSound();
+ flash();
+ if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
+ startbonustotal=0;
+
+ loading=2;
+ loadtime=0;
+ targetlevel=7;
+ if(firstload)
+ TickOnceAfter();
+ else
+ LoadStuff();
+ whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+ actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
+ visibleloading=1;
+ stillloading=1;
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+ campaign=1;
+ mainmenu=0;
+ gameon=1;
+ pause_sound(stream_menutheme);
+ }
+ switch(selected){
+ case 1:
+ startbonustotal=0;
+
+ loading=2;
+ loadtime=0;
+ targetlevel=-1;
+ if(firstload) {
+ TickOnceAfter();
+ } else
+ LoadStuff();
+ Loadlevel(-1);
+
+ mainmenu=0;
+ gameon=1;
+ pause_sound(stream_menutheme);
+ break;
+ case 2:
+ mainmenu=9;
+ break;
+ case 3:
+ mainmenu=6;
+ break;
+ case 4:
+ mainmenu=(gameon?2:1);
+ break;
+ case 5:
+ mainmenu=7;
+ break;
+ case 6:
+ vector<string> campaigns = ListCampaigns();
+ vector<string>::iterator c;
+ if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
+ if(!campaigns.empty())
+ accountactive->setCurrentCampaign(campaigns.front());
+ } else {
+ c++;
+ if(c==campaigns.end())
+ c=campaigns.begin();
+ accountactive->setCurrentCampaign(*c);
+ }
+ LoadCampaign();
+ break;
+ }
+ break;
+ case 6:
+ fireSound();
+ if(selected==1) {
+ flash();
+ accountactive = Account::destroy(accountactive);
+ mainmenu=7;
+ } else if(selected==2) {
+ flash();
+ mainmenu=5;
+ }
+ break;
+ case 7:
+ fireSound();
+ if(selected==0 && Account::getNbAccounts()<8){
+ entername=1;
+ } else if (selected < Account::getNbAccounts()+1) {
+ flash();
+ mainmenu=5;
+ accountactive=Account::get(selected-1);
+ } else if (selected == Account::getNbAccounts()+1) {
+ flash();
+ mainmenu=5;
+ for(int j=0;j<255;j++){
+ displaytext[0][j]=0;
+ }
+ displaychars[0]=0;
+ displayselected=0;
+ entername=0;
+ }
+ break;
+ case 8:
+ fireSound();
+ flash();
+ if(selected<=2)
+ accountactive->setDifficulty(selected);
+ mainmenu=5;
+ break;
+ case 9:
+ if(selected<numchallengelevels && selected<=accountactive->getProgress()){
+ fireSound();
+ flash();
+
+ startbonustotal=0;
+
+ loading=2;
+ loadtime=0;
+ targetlevel=selected;
+ if(firstload)
+ TickOnceAfter();
+ else
+ LoadStuff();
+ Loadlevel(selected);
+ campaign=0;
+
+ mainmenu=0;
+ gameon=1;
+ pause_sound(stream_menutheme);
+ }
+ if(selected==numchallengelevels){
+ fireSound();
+ flash();
+ mainmenu=5;
+ }
+ break;
+ case 10:
+ if(selected==3){
+ fireSound();
+ flash();
+ mainmenu=5;
+ }
+ break;
+ case 18:
+ if(selected==1)
+ stereoseparation+=0.001;
+ else {
+ fireSound();
+ if(selected==0){
+ newstereomode = (StereoMode)(newstereomode + 1);
+ while(!CanInitStereo(newstereomode)){
+ printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+ newstereomode = (StereoMode)(newstereomode + 1);
+ if(newstereomode >= stereoCount)
+ newstereomode = stereoNone;
+ }
+ } else if(selected==2) {
+ stereoreverse = !stereoreverse;
+ } else if(selected==3) {
+ flash();
+ mainmenu=3;
+
+ stereomode = newstereomode;
+ InitStereo(stereomode);
+ }
+ }
+ break;
+ }
+ }
+
+ if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
+ tryquit=1;
+ if(mainmenu==3) {
+ SaveSettings(*this);
+ }
+ }
+
+ OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+
+ if(entername) {
+ inputText(displaytext[0],&displayselected,&displaychars[0]);
+ if(!waiting) { // the input as finished
+ if(displaychars[0]){ // with enter
+ accountactive = Account::add(string(displaytext[0]));
+
+ mainmenu=8;
+
+ flash();
+
+ fireSound(firestartsound);
+
+ for(int i=0;i<255;i++){
+ displaytext[0][i]=0;
+ }
+ displaychars[0]=0;
+
+ displayselected=0;
+ }
+ entername=0;
+ }
+
+ displayblinkdelay-=multiplier;
+ if(displayblinkdelay<=0){
+ displayblinkdelay=.3;
+ displayblink=1-displayblink;
+ }
+ }
+}
+
+void Game::Tick(){
+ static XYZ facing,flatfacing;
+ static int target;
+
+ for(int i=0;i<15;i++){
+ displaytime[i]+=multiplier;
+ }
+
+ keyboardfrozen=false;
+ Input::Tick();
+
+ if(Input::isKeyPressed(SDLK_F6)){
+ if(Input::isKeyDown(SDLK_LSHIFT))
+ stereoreverse=true;
+ else
+ stereoreverse=false;
+
+ if(stereoreverse)
+ printf("Stereo reversed\n");
+ else
+ printf("Stereo unreversed\n");
}
if(Input::isKeyDown(SDLK_F7)){
if(mainmenu&&endgame==1)
mainmenu=10;
//go to level select after completing a campaign level
- if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1) {
+ if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
mainmenu=5;
gameon=0;
winfreeze=0;
fireSound();
flash();
- if(musictoggle){
+ if(musictoggle) {
OPENAL_SetFrequency(OPENAL_ALL, 0.001);
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
if(chatting)
keyboardfrozen=true;
- if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
+ if(Input::isKeyPressed(consolekey)&&debugmode) {
console=!console;
- if(console){
+ if(console) {
OPENAL_SetFrequency(OPENAL_ALL, 0.001);
} else {
freeze=0;
if(console)
freeze=1;
- if(console&&!Input::isKeyDown(SDLK_LMETA)){
+ if(console&&!Input::isKeyDown(SDLK_LMETA)) {
inputText(consoletext[0],&consoleselected,&consolechars[0]);
if(!waiting) {
archiveselected=0;
- if(consolechars[0]>0){
- consoletext[0][consolechars[0]]=' ';
+ if(consolechars[0]>0) {
+ consoletext[0][consolechars[0]]='\0';
cmd_dispatch(this, consoletext[0]);
- for(int k=14;k>=1;k--){
+ for(int k=14;k>=1;k--) {
for(int j=0;j<255;j++)
consoletext[k][j]=consoletext[k-1][j];
consolechars[k]=consolechars[k-1];
}
consoleblinkdelay-=multiplier;
- if(consoleblinkdelay<=0){
+ if(consoleblinkdelay<=0) {
consoleblinkdelay=.3;
consoleblink=1-consoleblink;
}
player[i].isFlip()||
player[i].isFlip()||
player[i].aitype!=playercontrolled)){
- for(int j=0;j<weapons.numweapons;j++){
- if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+ for(int j=0;j<weapons.size();j++){
+ if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
player[i].aitype==playercontrolled)&&
- weapons.owner[j]==-1&&
+ weapons[j].owner==-1&&
player[i].weaponactive==-1)
- if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
- if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
+ if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
+ if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
if(player[i].isCrouch()||
player[i].targetanimation==sneakanim||
player[i].isRun()||
player[i].aitype!=playercontrolled){
player[i].throwtogglekeydown=1;
setAnimation(i,crouchremoveknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+ player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
player[i].hasvictim=0;
}
if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
player[i].throwtogglekeydown=1;
player[i].hasvictim=0;
- if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
+ if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
player[i].aitype==playercontrolled)&&
- weapons.owner[j]==-1||
+ weapons[j].owner==-1||
player[i].victim&&
- weapons.owner[j]==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
- if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
- if(weapons.type[j]!=staff)
+ weapons[j].owner==player[i].victim->id)
+ if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
+ if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
+ if(weapons[j].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
player[i].weaponactive=0;
- weapons.owner[j]=player[i].id;
+ weapons[j].owner=player[i].id;
if(player[i].num_weapons>0)
player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
player[i].num_weapons++;
}else if((player[i].isIdle()||
player[i].isFlip()||
player[i].aitype!=playercontrolled)&&
- findDistancefast(&player[i].coords,&weapons.position[j])<5&&
- player[i].coords.y<weapons.position[j].y){
+ findDistancefast(&player[i].coords,&weapons[j].position)<5&&
+ player[i].coords.y<weapons[j].position.y){
if(!player[i].isFlip()){
player[i].throwtogglekeydown=1;
setAnimation(i,removeknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+ player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
}
if(player[i].isFlip()){
player[i].throwtogglekeydown=1;
player[i].hasvictim=0;
- for(int k=0;k<weapons.numweapons;k++){
+ for(int k=0;k<weapons.size();k++){
if(player[i].weaponactive==-1)
- if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
+ if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
player[i].aitype==playercontrolled)&&
- weapons.owner[k]==-1||
+ weapons[k].owner==-1||
player[i].victim&&
- weapons.owner[k]==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
+ weapons[k].owner==player[i].victim->id)
+ if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
player[i].weaponactive==-1){
- if(weapons.type[k]!=staff)
+ if(weapons[k].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
player[i].weaponactive=0;
- weapons.owner[k]=player[i].id;
+ weapons[k].owner=player[i].id;
if(player[i].num_weapons>0)
player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
player[i].num_weapons++;
}
}
if(!fleshstuck){
- if(weapons.type[k]!=staff)
+ if(weapons[k].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
}
if(fleshstuck)
emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
player[i].weaponactive=0;
- if(weapons.owner[k]!=-1){
+ if(weapons[k].owner!=-1){
if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
else player[i].victim->num_weapons=1;
Normalise(&relative);
XYZ footvel,footpoint;
footvel=0;
- footpoint=weapons.position[k];
+ footpoint=weapons[k].position;
if(player[i].victim->weaponstuck!=-1){
if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
- weapons.bloody[k]=2;
- weapons.blooddrip[k]=5;
+ weapons[k].bloody=2;
+ weapons[k].blooddrip=5;
player[i].victim->weaponstuck=-1;
player[i].victim->bloodloss+=2000;
player[i].victim->DoDamage(2000);
playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
}
- weapons.owner[k]=i;
+ weapons[k].owner=i;
if(player[i].num_weapons>0){
player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
}
}
}
if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(weapons.type[player[i].weaponids[0]]==knife){
+ if(weapons[player[i].weaponids[0]].getType()==knife){
if(player[i].isIdle()||
player[i].isRun()||
player[i].isCrouch()||
player[i].throwtogglekeydown=1;
player[i].victim=&player[j];
XYZ aim;
- weapons.owner[player[i].weaponids[0]]=-1;
+ weapons[player[i].weaponids[0]].owner=-1;
aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
Normalise(&aim);
aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
- weapons.velocity[player[i].weaponids[0]]=aim*50;
- weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
- weapons.missed[player[i].weaponids[0]]=0;
- weapons.freetime[player[i].weaponids[0]]=0;
- weapons.firstfree[player[i].weaponids[0]]=1;
- weapons.physics[player[i].weaponids[0]]=0;
+ weapons[player[i].weaponids[0]].velocity=aim*50;
+ weapons[player[i].weaponids[0]].tipvelocity=aim*50;
+ weapons[player[i].weaponids[0]].missed=0;
+ weapons[player[i].weaponids[0]].freetime=0;
+ weapons[player[i].weaponids[0]].firstfree=1;
+ weapons[player[i].weaponids[0]].physics=0;
player[i].num_weapons--;
if(player[i].num_weapons){
player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
player[i].throwtogglekeydown=1;
- weapons.owner[player[i].weaponids[0]]=-1;
- weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
- if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
- weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
- weapons.missed[player[i].weaponids[0]]=1;
- weapons.freetime[player[i].weaponids[0]]=0;
- weapons.firstfree[player[i].weaponids[0]]=1;
- weapons.physics[player[i].weaponids[0]]=1;
+ weapons[player[i].weaponids[0]].owner=-1;
+ weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
+ if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
+ weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
+ weapons[player[i].weaponids[0]].missed=1;
+ weapons[player[i].weaponids[0]].freetime=0;
+ weapons[player[i].weaponids[0]].firstfree=1;
+ weapons[player[i].weaponids[0]].physics=1;
player[i].num_weapons--;
if(player[i].num_weapons){
player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
}
//draw weapon
- if(i==0||!player[0].dead||player[i].weaponactive!=-1)
+ if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
player[i].num_weapons==2&&
player[i].weaponactive==-1&&
player[i].isIdle()||
player[0].dead&&
player[i].weaponactive!=-1&&
- i!=0){
- bool isgood=1;
+ i!=0) {
+ bool isgood=true;
if(player[i].weaponactive!=-1)
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
- isgood=0;
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
+ isgood=false;
if(isgood&&player[i].creature!=wolftype){
- if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
+ if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
setAnimation(i,drawrightanim);
player[i].drawtogglekeydown=1;
}
player[0].weaponactive!=-1&&
player[i].isRun()))&&
player[i].num_weapons&&
- weapons.type[player[i].weaponids[0]]==sword){
+ weapons[player[i].weaponids[0]].getType()==sword){
setAnimation(i,drawleftanim);
player[i].drawtogglekeydown=1;
}
- if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
+ if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
setAnimation(i,crouchdrawrightanim);
player[i].drawtogglekeydown=1;
}
}
}
- //clean weapon
- if(player[i].isCrouch()&&
- weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
- bloodtoggle&&
- player[i].onterrain&&
- player[i].num_weapons&&
- player[i].weaponactive!=-1&&
- player[i].attackkeydown){
- if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
- player[i].onterrain&&
- bloodtoggle&&musictype!=stream_fighttheme){
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
- setAnimation(i,crouchstabanim);
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
- setAnimation(i,swordgroundstabanim);
- player[i].hasvictim=0;
- //player[i].attacktogglekeydown=1;
- }
}
+
+ //clean weapon
+ if(player[i].weaponactive!=-1) {
+ if (player[i].isCrouch()&&
+ weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
+ bloodtoggle&&
+ player[i].onterrain&&
+ player[i].num_weapons&&
+ player[i].attackkeydown&&
+ musictype!=stream_fighttheme) {
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
+ setAnimation(i,crouchstabanim);
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
+ setAnimation(i,swordgroundstabanim);
+ player[i].hasvictim=0;
+ }
+ }
if(!player[i].drawkeydown)
player[i].drawtogglekeydown=0;
XYZ absflatfacing;
- if(i==0){
+ if(i==0) {
absflatfacing=0;
absflatfacing.z=-1;
absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
- }
- else absflatfacing=flatfacing;
+ } else
+ absflatfacing=flatfacing;
if(indialogue!=-1){
player[i].forwardkeydown=0;
fireSound(firestartsound);
- Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
+ Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
fireSound();
// 0 = load next level
// 1 = go back to level select screen
// 2 = stealthload next level
- if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
- if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
+ if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
+ if(campaignlevels[actuallevel].nextlevel.empty())
endgame=1;
} else if(mainmenu==0&&winfreeze) {
- stealthloading = (campaignchoosenext[campaignchoicewhich[whichchoice]]==2);
+ stealthloading = (campaignlevels[actuallevel].choosenext==2);
if(!stealthloading){
fireSound(firestartsound);
if(!firstload)
LoadStuff();
whichchoice=0;
+ cout << "from " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
+ actuallevel=campaignlevels[actuallevel].nextlevel.front();
+ cout << "to " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
visibleloading=1;
stillloading=1;
- Loadlevel(campaignmapname[campaignchoicewhich[0]]);
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign=1;
mainmenu=0;
gameon=1;