// Enable full math definitions
#define _USE_MATH_DEFINES
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Devtools/ConsoleCmds.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Campaign.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "User/Settings.hpp"
+#include "Utils/Folders.hpp"
+#include "Utils/Input.hpp"
+
#if PLATFORM_UNIX
#include <sys/stat.h>
#include <sys/types.h>
#include <direct.h>
#endif
-
-#include <limits>
-#include <ctime>
+#include <algorithm>
#include <cmath>
+#include <ctime>
#include <dirent.h>
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Settings.h"
-#include "Input.h"
-#include "Animation/Animation.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "ConsoleCmds.h"
-#include "Dialog.h"
-#include "Utils/Folders.h"
-#include "Hotspot.h"
-#include "Campaign.h"
-
-#include <algorithm>
+#include <limits>
#include <set>
using namespace std;
extern float gravity;
extern int detail;
extern float texdetail;
-extern Objects objects;
extern int slomo;
extern float slomodelay;
extern bool floatjump;
extern float viewdistance;
extern bool freeze;
extern XYZ windvector;
-extern bool debugmode;
+extern bool devtools;
int leveltheme;
extern int mainmenu;
extern int oldmainmenu;
int closest = -1;
float closestdist = std::numeric_limits<float>::max();
- for (int i = 0; i < objects.numobjects; i++) {
- float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+ for (int i = 0; i < Object::objects.size(); i++) {
+ float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
closest = i;
char filename[1024];
time_t t = time(NULL);
struct tm *tme = localtime(&t);
- sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+ sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
-#if defined(_WIN32)
- mkdir("Screenshots");
-#endif
-
save_screenshot(filename);
}
maxy = max(startpoint.y, endpoint.y) + 1;
maxz = max(startpoint.z, endpoint.z) + 1;
- for (int i = 0; i < objects.numobjects; i++) {
- if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
- objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
- objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
- objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
- objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
- objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
- if ( objects.type[i] != treeleavestype &&
- objects.type[i] != bushtype &&
- objects.type[i] != firetype) {
+ for (int i = 0; i < Object::objects.size(); i++) {
+ if ( Object::objects[i]->position.x > minx - Object::objects[i]->model.boundingsphereradius &&
+ Object::objects[i]->position.x < maxx + Object::objects[i]->model.boundingsphereradius &&
+ Object::objects[i]->position.y > miny - Object::objects[i]->model.boundingsphereradius &&
+ Object::objects[i]->position.y < maxy + Object::objects[i]->model.boundingsphereradius &&
+ Object::objects[i]->position.z > minz - Object::objects[i]->model.boundingsphereradius &&
+ Object::objects[i]->position.z < maxz + Object::objects[i]->model.boundingsphereradius) {
+ if ( Object::objects[i]->type != treeleavestype &&
+ Object::objects[i]->type != bushtype &&
+ Object::objects[i]->type != firetype) {
colviewer = startpoint;
coltarget = endpoint;
- if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
return i;
}
}
maxz = max(startpoint.z, endpoint.z) + 1;
if (what != 1000) {
- if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
- objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
- objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
- objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
- objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
- objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
- if ( objects.type[what] != treeleavestype &&
- objects.type[what] != bushtype &&
- objects.type[what] != firetype) {
+ if ( Object::objects[what]->position.x > minx - Object::objects[what]->model.boundingsphereradius &&
+ Object::objects[what]->position.x < maxx + Object::objects[what]->model.boundingsphereradius &&
+ Object::objects[what]->position.y > miny - Object::objects[what]->model.boundingsphereradius &&
+ Object::objects[what]->position.y < maxy + Object::objects[what]->model.boundingsphereradius &&
+ Object::objects[what]->position.z > minz - Object::objects[what]->model.boundingsphereradius &&
+ Object::objects[what]->position.z < maxz + Object::objects[what]->model.boundingsphereradius) {
+ if ( Object::objects[what]->type != treeleavestype &&
+ Object::objects[what]->type != bushtype &&
+ Object::objects[what]->type != firetype) {
colviewer = startpoint;
coltarget = endpoint;
//FIXME: i/what
- if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
+ if (Object::objects[what]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[what]->position, &Object::objects[what]->yaw) != -1)
return i;
}
}
if (ambientsound)
emit_stream_np(stream_wind);
- objects.treetextureptr.load("Textures/SnowTree.png", 0);
- objects.bushtextureptr.load("Textures/BushSnow.png", 0);
- objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
- objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
+ Object::treetextureptr.load("Textures/SnowTree.png", 0);
+ Object::bushtextureptr.load("Textures/BushSnow.png", 0);
+ Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+ Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
} else if (environment == desertenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load("Textures/DesertTree.png", 0);
- objects.bushtextureptr.load("Textures/BushDesert.png", 0);
- objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
- objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
+ Object::treetextureptr.load("Textures/DesertTree.png", 0);
+ Object::bushtextureptr.load("Textures/BushDesert.png", 0);
+ Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+ Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
if (ambientsound)
} else if (environment == grassyenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load("Textures/Tree.png", 0);
- objects.bushtextureptr.load("Textures/Bush.png", 0);
- objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
- objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
+ Object::treetextureptr.load("Textures/Tree.png", 0);
+ Object::bushtextureptr.load("Textures/Bush.png", 0);
+ Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
+ Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
if (ambientsound)
emit_stream_np(stream_wind, 100.);
damagedealt = 0;
damagetaken = 0;
- if (accountactive)
- difficulty = accountactive->getDifficulty();
+ if (Account::hasActive()) {
+ difficulty = Account::active().getDifficulty();
+ }
Hotspot::hotspots.clear();
Hotspot::current = -1;
if (!stealthloading) {
terrain.numdecals = 0;
Sprite::deleteSprites();
- for (int i = 0; i < objects.numobjects; i++)
- objects.model[i].numdecals = 0;
-
- int j = objects.numobjects;
- for (int i = 0; i < j; i++) {
- objects.DeleteObject(0);
- if (visibleloading)
- LoadingScreen();
- }
- for (int i = 0; i < subdivision; i++)
- for (int j = 0; j < subdivision; j++)
+ for (int i = 0; i < subdivision; i++) {
+ for (int j = 0; j < subdivision; j++) {
terrain.patchobjectnum[i][j] = 0;
+ }
+ }
if (visibleloading)
LoadingScreen();
}
funpackf(tfile, "Bi", &environment);
- funpackf(tfile, "Bi", &objects.numobjects);
- for (int i = 0; i < objects.numobjects; i++) {
- funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
- if (objects.type[i] == treeleavestype)
- objects.scale[i] = objects.scale[i - 1];
- }
+ Object::LoadObjectsFromFile(tfile, stealthloading);
if (mapvers >= 7) {
int numhotspots;
numhotspots = 0;
}
Hotspot::hotspots.resize(numhotspots);
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
funpackf(tfile, "Bi", &templength);
if (templength)
LoadingScreen();
if (!stealthloading) {
- objects.center = 0;
- for (int i = 0; i < objects.numobjects; i++)
- objects.center += objects.position[i];
- objects.center /= objects.numobjects;
-
+ Object::ComputeCenter();
if (visibleloading)
LoadingScreen();
- float maxdistance = 0;
- float tempdist;
- for (int i = 0; i < objects.numobjects; i++) {
- tempdist = distsq(&objects.center, &objects.position[i]);
- if (tempdist > maxdistance) {
- maxdistance = tempdist;
- }
- }
- objects.radius = fast_sqrt(maxdistance);
+ Object::ComputeRadius();
}
if (visibleloading)
if (numplayers > maxplayers) {
cout << "Warning: this level contains more players than allowed" << endl;
}
+ unsigned j = 1;
for (int i = 1; i < numplayers; i++) {
- unsigned j = 1;
try {
Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
j++;
} catch (InvalidPersonException e) {
+ cerr << "Invalid Person found in " << name << endl;
}
}
if (visibleloading)
oldenvironment = environment;
if (!stealthloading) {
- int j = objects.numobjects;
- objects.numobjects = 0;
- for (int i = 0; i < j; i++) {
- objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
- if (visibleloading)
- LoadingScreen();
- }
-
+ Object::AddObjectsToTerrain();
terrain.DoShadows();
if (visibleloading)
LoadingScreen();
- objects.DoShadows();
+ Object::DoShadows();
if (visibleloading)
LoadingScreen();
}
firstload = 1;
leveltime = 0;
+ wonleveltime = 0;
visibleloading = 0;
}
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
XYZ temp, temp2;
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
}
}
-void doDebugKeys()
+void doDevKeys()
{
float headprop, bodyprop, armprop, legprop;
- if (!debugmode) {
+ if (!devtools) {
return;
}
/* Grow tree leaves?? */
if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
- for (int i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] == treeleavestype) {
- objects.scale[i] *= .9;
+ for (int i = 0; i < Object::objects.size(); i++) {
+ if (Object::objects[i]->type == treeleavestype) {
+ Object::objects[i]->scale *= .9;
}
}
}
bodyprop = Person::players[closest]->proportionbody.x / 1.1;
armprop = Person::players[closest]->proportionarms.x / 1.1;
legprop = Person::players[closest]->proportionlegs.x / 1.1;
- }
-
- if (Person::players[closest]->creature == rabbittype) {
+ } else {
+ // rabbittype
headprop = Person::players[closest]->proportionhead.x / 1.2;
bodyprop = Person::players[closest]->proportionbody.x / 1.05;
armprop = Person::players[closest]->proportionarms.x / 1.00;
XYZ headspurtdirection;
//int i = Person::players[closest]->skeleton.jointlabels[head];
Joint& headjoint = Person::players[closest]->joint(head);
- for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
+ for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah);
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
}
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
if (!Person::players[closest]->skeleton.free)
flatvelocity2 = Person::players[closest]->velocity;
if (Person::players[closest]->skeleton.free)
Person::players[j]->skeleton.free = 1;
Person::players[j]->skeleton.longdead = 0;
Person::players[j]->RagDoll(0);
- for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
flatvelocity2 = temppos - Person::players[closest]->coords;
if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
int closest = findClosestObject();
- if (closest >= 0)
- objects.position[closest].y -= 500;
+ if (closest >= 0) {
+ Object::objects[closest]->position.y -= 500;
+ }
}
if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (objects.numobjects < max_objects - 1) {
+ if (Object::objects.size() < max_objects - 1) {
XYZ scenecoords;
scenecoords.x = Person::players[0]->coords.x;
scenecoords.z = Person::players[0]->coords.z;
scenecoords.y = Person::players[0]->coords.y - .5;
if (editortype == firetype)
scenecoords.y = Person::players[0]->coords.y - .5;
- //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
float temprotat, temprotat2;
temprotat = editoryaw;
temprotat2 = editorpitch;
if (temprotat2 < 0)
temprotat2 = Random() % 360;
- objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
if (editortype == treetrunktype)
- objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+ Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
}
}
bodyprop = Person::players[0]->proportionbody.x / 1.1;
armprop = Person::players[0]->proportionarms.x / 1.1;
legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
-
- if (Person::players[0]->creature == rabbittype) {
+ } else {
+ // rabbittype
headprop = Person::players[0]->proportionhead.x / 1.2;
bodyprop = Person::players[0]->proportionbody.x / 1.05;
armprop = Person::players[0]->proportionarms.x / 1.00;
if (pathpointselected >= numpathpoints)
pathpointselected = -1;
}
+
if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
pathpointselected--;
if (pathpointselected <= -2)
pathpointselected = numpathpoints - 1;
}
+
if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
if (pathpointselected != -1) {
numpathpoints--;
if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
mapradius += multiplier * 10;
}
+
if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
editorpitch += multiplier * 100;
}
if (editorpitch < -.01)
editorpitch = -.01;
}
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
int closest = findClosestObject();
- if (closest >= 0)
- objects.DeleteObject(closest);
+ if (closest >= 0) {
+ Object::DeleteObject(closest);
+ }
}
}
}
for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
- if (objects.type[i] != rocktype ||
- objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
- objects.position[i].y > Person::players[k]->coords.y) {
+ if (Object::objects[i]->type != rocktype ||
+ Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
+ Object::objects[i]->position.y > Person::players[k]->coords.y) {
lowpoint = Person::players[k]->coords;
if (Person::players[k]->animTarget != jumpupanim &&
Person::players[k]->animTarget != jumpdownanim &&
if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
- if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
flatfacing = lowpoint - Person::players[k]->coords;
Person::players[k]->coords = lowpoint;
Person::players[k]->coords.y -= 1.3;
Person::players[k]->jumpkeydown) {
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
XYZ tempcoords1 = lowpoint;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
Person::players[k]->setAnimation(walljumpleftanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
Person::players[k]->setAnimation(walljumprightanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint + Person::players[k]->facing * 2;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
Person::players[k]->setAnimation(walljumpbackanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint - Person::players[k]->facing * 2;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
Person::players[k]->setAnimation(walljumpfrontanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
}
}
}
- } else if (objects.type[i] == rocktype) {
+ } else if (Object::objects[i]->type == rocktype) {
lowpoint2 = Person::players[k]->coords;
lowpoint = Person::players[k]->coords;
lowpoint.y += 2;
- if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+ if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
Person::players[k]->coords = colpoint;
Person::players[k]->collide = 1;
tempcollide = 1;
int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
lowpoint = Person::players[k]->coords;
lowpoint.y += 1.35;
- if (objects.type[i] != rocktype)
- if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (Object::objects[i]->type != rocktype)
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
if (Person::players[k]->animTarget != jumpupanim &&
Person::players[k]->animTarget != jumpdownanim &&
Person::players[k]->onterrain)
Person::players[k]->animTarget == jumpupanim ||
Person::players[k]->animTarget == jumpdownanim)) {
lowpoint = Person::players[k]->coords;
- objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+ Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
lowpoint = Person::players[k]->coords;
lowpoint.y += .05;
facing = 0;
facing.z = -1;
facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
lowpointtarget = lowpoint + facing * 1.4;
- whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
if (whichhit != -1) {
lowpoint = Person::players[k]->coords;
lowpoint.y += .1;
lowpointtarget6.y += 45 / 13;
lowpointtarget6 += facing * .6;
lowpointtarget7.y += 90 / 13;
- whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (objects.friction[i] > .5)
+ whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (Object::objects[i]->friction > .5)
if (whichhit != -1) {
if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
Person::players[k]->collided = 1;
if (checkcollide(lowpoint7, lowpointtarget7) == -1)
if (checkcollide(lowpoint6, lowpointtarget6) == -1)
- if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
- objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
- objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
- objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
for (int j = 0; j < 45; j++) {
lowpoint = Person::players[k]->coords;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.4;
- if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
- &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
+ if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
+ &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
break;
if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.3;
flatfacing = Person::players[k]->coords;
- Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+ Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
Person::players[k]->coords.y = lowpointtarget.y - .07;
Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
}
emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
terrain.decalalivetime[j] < 2)
terrain.DeleteDecal(j);
}
- for (int l = 0; l < objects.numobjects; l++) {
- if (objects.model[l].type == decalstype)
- for (int j = 0; j < objects.model[l].numdecals; j++) {
- if ((objects.model[l].decaltype[j] == blooddecal ||
- objects.model[l].decaltype[j] == blooddecalslow) &&
- objects.model[l].decalalivetime[j] < 2)
- objects.model[l].DeleteDecal(j);
+ for (int l = 0; l < Object::objects.size(); l++) {
+ if (Object::objects[l]->model.type == decalstype)
+ for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
+ if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
+ Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
+ Object::objects[l]->model.decalalivetime[j] < 2)
+ Object::objects[l]->model.DeleteDecal(j);
}
}
}
terrain.DeleteDecal(j);
}
}
- for (int l = 0; l < objects.numobjects; l++) {
- if (objects.model[l].type == decalstype)
- for (int j = 0; j < objects.model[l].numdecals; j++) {
- if ((objects.model[l].decaltype[j] == blooddecal ||
- objects.model[l].decaltype[j] == blooddecalslow) &&
- objects.model[l].decalalivetime[j] < 2) {
- objects.model[l].DeleteDecal(j);
+ for (int l = 0; l < Object::objects.size(); l++) {
+ if (Object::objects[l]->model.type == decalstype)
+ for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
+ if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
+ Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
+ Object::objects[l]->model.decalalivetime[j] < 2) {
+ Object::objects[l]->model.DeleteDecal(j);
}
}
}
}
Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
- for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
}
- for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
}
XYZ colpoint;
closest = -1;
closestdistance = -1;
- for (int j = 0; j < numpathpoints; j++)
+ for (int j = 0; j < numpathpoints; j++) {
if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
closest = j;
Person::players[i]->finaltarget = pathpoint[j];
}
+ }
Person::players[i]->finalpathfindpoint = closest;
- for (int j = 0; j < numpathpoints; j++)
+ for (int j = 0; j < numpathpoints; j++) {
for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
if (sq(tempdist) < closestdistance)
if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
Person::players[i]->finaltarget = colpoint;
}
}
+ }
Person::players[i]->finalpathfindpoint = closest;
}
static XYZ facing, flatfacing;
static int target;
- for (int i = 0; i < 15; i++) {
- displaytime[i] += multiplier;
- }
-
Input::Tick();
if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
leveltime += multiplier;
//keys
- if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+ if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
freeze = !freeze;
if (freeze) {
OPENAL_SetFrequency(OPENAL_ALL);
}
}
- if (Input::isKeyPressed(consolekey) && debugmode) {
+ if (Input::isKeyPressed(consolekey) && devtools) {
console = !console;
if (console) {
OPENAL_SetFrequency(OPENAL_ALL);
talkdelay -= multiplier;
if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
- for (int i = 0; i < Dialog::dialogs.size(); i++) {
+ for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
Dialog::dialogs[i].tick(i);
}
}
static float hotspotvisual[40];
if (Hotspot::hotspots.size()) {
XYZ hotspotsprite;
- if (editorenabled)
- for (int i = 0; i < Hotspot::hotspots.size(); i++)
+ if (editorenabled) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
hotspotvisual[i] -= multiplier / 320;
+ }
+ }
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
while (hotspotvisual[i] < 0) {
hotspotsprite = 0;
hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
}
}
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
}
Dialog::currentScene().camerayaw = yaw;
Dialog::currentScene().camerapitch = pitch;
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
}
if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
Dialog::currentScene().participantfacing[whichend] = facing;
}
- if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
if (Dialog::dialoguetime > 0.5) {
if (Input::isKeyPressed(attackkey)) {
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
if (Dialog::currentScene().sound == -5) {
}
}
}
- if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
hawkcalldelay = 16 + abs(Random() % 8);
}
- doDebugKeys();
+ doDevKeys();
doAttacks();
(whichlevel != -2 &&
(Input::isKeyDown(SDL_SCANCODE_Z) &&
Input::isKeyDown(SDL_SCANCODE_LGUI) &&
- debugmode) ||
+ devtools) ||
(Input::isKeyDown(jumpkey) &&
!respawnkeydown &&
!oldattackkey &&
Person::players[i]->avoidsomething = 0;
//avoid flaming things
- for (int j = 0; j < objects.numobjects; j++)
- if (objects.onfire[j])
- if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
- if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
+ for (int j = 0; j < Object::objects.size(); j++)
+ if (Object::objects[j]->onfire)
+ if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
+ if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
Person::players[i]->collided = 0;
Person::players[i]->avoidcollided = 1;
if (Person::players[i]->avoidsomething == 0 ||
- distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
- Person::players[i]->avoidwhere = objects.position[j];
+ Person::players[i]->avoidwhere = Object::objects[j]->position;
Person::players[i]->avoidsomething = 1;
}
}
Person::players[i]->victim->skeleton.free = 1;
Person::players[i]->victim->skeleton.broken = 0;
- for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
+ for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
Person::players[i]->victim->skeleton.joints[l].velchange = 0;
Person::players[i]->victim->skeleton.joints[l].locked = 0;
}
Person::players[i]->crouchtogglekeydown = 1;
} else Person::players[i]->velocity.y = 5;
- if (mousejump && i == 0 && debugmode) {
+ if (mousejump && i == 0 && devtools) {
if (!Person::players[i]->isLanding())
Person::players[i]->tempdeltav = deltav;
if (Person::players[i]->tempdeltav < 0)
if (Person::players[i]->animTarget == jumpupanim &&
(((!floatjump &&
!editorenabled) ||
- !debugmode) ||
+ !devtools) ||
Person::players[i]->aitype != playercontrolled)) {
if (Person::players[i]->jumppower > multiplier * 6) {
Person::players[i]->velocity.y += multiplier * 6;
Person::players[i]->jumppower = 0;
}
}
- if (((floatjump || editorenabled) && debugmode) && i == 0)
+ if (((floatjump || editorenabled) && devtools) && i == 0)
Person::players[i]->velocity.y += multiplier * 30;
}
}
//do stuff
- objects.DoStuff();
+ Object::DoStuff();
for (int j = numenvsounds - 1; j >= 0; j--) {
envsoundlife[j] -= multiplier;
if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
}
Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
Person::players[1]->skeleton.joints[i].velocity = 0;
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
}
Hotspot::killhotspot = 2;
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
Hotspot::killhotspot = 0;
winhotspot = false;
- for (int i = 0; i < Hotspot::hotspots.size(); i++)
- if (Hotspot::hotspots[i].type == -1)
- if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ if (Hotspot::hotspots[i].type == -1) {
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
winhotspot = true;
+ }
+ }
+ }
int numalarmed = 0;
- for (unsigned i = 1; i < Person::players.size(); i++)
- if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
numalarmed++;
- if (numalarmed > maxalarmed)
+ }
+ }
+ if (numalarmed > maxalarmed) {
maxalarmed = numalarmed;
+ }
if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
if (Person::players[0]->dead && changedelay <= 0) {
if (changedelay > 0 && !Person::players[0]->dead && !won) {
//high scores, awards, win
if (campaign) {
- accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
+ Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
scoreadded = 1;
} else {
- accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+ wonleveltime = leveltime;
+ Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
}
won = 1;
+ Account::saveFile(Folders::getUserSavePath());
}
}
fireSound(firestartsound);
- Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+ Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
fireSound();
target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
target.y += .1;
if (Person::players[0]->skeleton.free) {
- for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
}
viewer = cameraloc - facing * cameradist;
colviewer = viewer;
coltarget = cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
+ Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
colviewer = viewer;
coltarget = cameraloc;
- if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
+ if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
viewer = col;
}
if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
colviewer = viewer;
- if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
+ if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
viewer = colviewer;
}
}