#include "Input.h"
#include "Animation.h"
#include "Awards.h"
+#include "Menu.h"
#include <algorithm>
using namespace std;
+using namespace Game;
// Added more evilness needed for MSVC
#ifdef _MSC_VER
extern bool debugmode;
static int leveltheme;
extern int mainmenu;
+extern int oldmainmenu;
extern bool visibleloading;
extern XYZ envsound[30];
extern float envsoundvol[30];
extern bool gamestarted;
extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
extern int killhotspot;
extern XYZ hotspot[40];
extern int hotspottype[40];
}
static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
#include "ConsoleCmds.h"
#undef DECLARE_COMMAND
};
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
#include "ConsoleCmds.h"
#undef DECLARE_COMMAND
// added utility functions -sf17k =============================================================
-//TODO: try to hide these variables completely with a better interface
-inline void setAnimation(int playerid,int animation){
- player[playerid].targetanimation=animation;
- player[playerid].targetframe=0;
- player[playerid].target=0;
-}
-
//TODO: this is incorrect but I'm afraid to change it and break something,
//probably causes quirky behavior that I might want to preserve
inline float roughDirection(XYZ vec){
return pitch(end-start);
}
-//change these to a Person method
-inline Joint& playerJoint(int playerid, int bodypart){
- return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
-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;
-static void ch_quit(Game *game, const char *args)
+static void ch_quit(const char *args)
{
- game->tryquit = 1;
+ tryquit = 1;
}
-static void ch_map(Game *game, const char *args)
+static void ch_map(const char *args)
{
- game->Loadlevel(args);
- game->whichlevel = -2;
+ Loadlevel(args);
+ whichlevel = -2;
campaign = 0;
}
-static void ch_save(Game *game, const char *args){
+static void ch_save(const char *args){
char buf[64];
snprintf(buf, 63, ":Data:Maps:%s", args);
}
}
- fpackf(tfile, "Bi", game->numpathpoints);
- for(int j=0;j<game->numpathpoints;j++){
- fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
- for(int k=0;k<game->numpathpointconnect[j];k++)
- fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
+ fpackf(tfile, "Bi", numpathpoints);
+ for(int j=0;j<numpathpoints;j++){
+ fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+ for(int k=0;k<numpathpointconnect[j];k++)
+ fpackf(tfile, "Bi", pathpointconnect[j][k]);
}
- fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+ fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
fclose(tfile);
}
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
{
sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
}
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
{
tintr = atof(args);
}
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
{
tintg = atof(args);
}
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
{
tintb = atof(args);
}
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
{
player[0].speedmult = atof(args);
}
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
{
player[0].power = atof(args);
}
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
{
player[0].power = atof(args);
}
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
{
player[0].scale = atof(args) * .2;
}
return closest;
}
-static void ch_sizenear(Game *game, const char *args)
+static void ch_sizenear(const char *args)
{
int closest = find_closest();
}
}
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
{
set_proportion(0, args);
}
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
{
int closest = find_closest();
if (closest)
player[pnum].protectionlow = low;
}
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
{
set_protection(0, args);
}
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
{
int closest = find_closest();
if (closest)
player[pnum].armorlow = low;
}
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
{
set_armor(0, args);
}
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
{
int closest = find_closest();
if (closest)
set_armor(closest, args);
}
-static void ch_protectionreset(Game *game, const char *args)
+static void ch_protectionreset(const char *args)
{
set_protection(0, "1 1 1");
set_armor(0, "1 1 1");
player[pnum].metallow = low;
}
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
{
set_metal(0, args);
}
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
{
player[pnum].numclothes = 0;
- game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
+ LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
&player[pnum].skeleton.drawmodel.textureptr,1,
&player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
}
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
{
- set_noclothes(0, game, args);
+ set_noclothes(0, args);
}
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
{
int closest = find_closest();
if (closest)
- set_noclothes(closest, game, args);
+ set_noclothes(closest, args);
}
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
{
char buf[64];
snprintf(buf, 63, ":Data:Textures:%s.png", args);
- if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
+ if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
return;
player[pnum].DoMipmaps();
player[pnum].numclothes++;
}
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
{
- set_clothes(0, game, args);
+ set_clothes(0, args);
}
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
{
int closest = find_closest();
if (closest)
- set_clothes(closest, game, args);
+ set_clothes(closest, args);
}
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
{
player[0].skeleton.clothes = !player[0].skeleton.clothes;
}
-static void ch_cellophane(Game *game, const char *args)
+static void ch_cellophane(const char *args)
{
cellophane = !cellophane;
float mul = cellophane ? 0 : 1;
}
}
-static void ch_funnybunny(Game *game, const char *args)
+static void ch_funnybunny(const char *args)
{
player[0].skeleton.id=0;
player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
":Data:Models:Body4.solid",":Data:Models:Body5.solid",
":Data:Models:Body6.solid",":Data:Models:Body7.solid",
":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
player[0].creature=rabbittype;
player[0].scale=.2;
set_proportion(0, "1 1 1 1");
}
-static void ch_wolfie(Game *game, const char *args)
+static void ch_wolfie(const char *args)
{
player[0].skeleton.id=0;
player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
player[0].creature=wolftype;
player[0].damagetolerance=300;
set_proportion(0, "1 1 1 1");
}
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
{
- ch_wolfie(game, args);
+ ch_wolfie(args);
}
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(const char *args)
{
for (int i = 1; i < numplayers; i++)
if (player[i].scale < 0.8 * 0.2)
player[i].scale = 0.8 * 0.2;
}
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
{
tutoriallevel = atoi(args);
}
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
{
hostile = atoi(args);
}
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
{
- game->indemo=1;
+ indemo=1;
hotspot[numhotspots]=player[0].coords;
hotspotsize[numhotspots]=0;
hotspottype[numhotspots]=-111;
numhotspots++;
}
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
{
- game->indemo=0;
+ indemo=0;
numhotspots--;
}
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
{
int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
for (int i = 0; i < n; i++)
}
}
-static void ch_path(Game *game, const char *args)
+static void ch_path(const char *args)
{
int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
for (int i = 0; i < n; i++)
}
}
-static void ch_hs(Game *game, const char *args)
+static void ch_hs(const char *args)
{
hotspot[numhotspots]=player[0].coords;
numhotspots++;
}
-static void ch_dialogue(Game *game, const char *args)
+static void ch_dialogue(const char *args)
{
int dlg;
char buf1[32], buf2[64];
numdialogues++;
}
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
{
char buf1[32], buf2[64];
int whichdi;
ipstream.close();
}
-static void ch_fixtype(Game *game, const char *args)
+static void ch_fixtype(const char *args)
{
int dlg;
sscanf(args, "%d", &dlg);
dialoguetype[0] = dlg;
}
-static void ch_fixrotation(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
{
participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
}
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
{
if (numdialogues)
numdialogues--;
}
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
{
if (numhotspots)
numhotspots--;
}
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
{
player[0].immobile = 1;
}
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
{
for (int i = 1; i < numplayers; i++)
player[i].immobile = 1;
}
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
{
player[0].immobile = 0;
}
-static void ch_default(Game *game, const char *args)
+static void ch_default(const char *args)
{
player[0].armorhead=1;
player[0].armorhigh=1;
}
player[0].numclothes=0;
- game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
+ LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
&player[0].skeleton.skinsize);
player[0].immobile=0;
}
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
{
int dlg;
sscanf(args, "%d", &dlg);
playdialogueboxsound();
}
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
{
maptype = mapkilleveryone;
}
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
{
maptype = mapkillmost;
}
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
{
maptype = mapkillsomeone;
}
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
{
maptype = mapgosomewhere;
}
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
{
viewdistance = atof(args)*100;
}
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
{
fadestart = atof(args);
}
-static void ch_slomo(Game *game, const char *args)
+static void ch_slomo(const char *args)
{
slomospeed = atof(args);
slomo = !slomo;
slomodelay = 1000;
}
-static void ch_slofreq(Game *game, const char *args)
+static void ch_slofreq(const char *args)
{
slomofreq = atof(args);
}
-static void ch_skytint(Game *game, const char *args)
+static void ch_skytint(const char *args)
{
sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
skyboxlightg=skyboxg;
skyboxlightb=skyboxb;
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
{
sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
{
skyboxtexture = !skyboxtexture;
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(const string cmd)
{
int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
for (i = 0; i < n_cmds; i++)
- if (stripfx(cmd, cmd_names[i]))
+ if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
{
- cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
- break;
+ cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl;
+ cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str());
+ 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); // 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:";
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) {
pause_sound(stream_firesound);
scoreadded=0;
- windialogue=0;
+ windialogue=false;
hostiletime=0;
won=0;
if(!firstload)
firstload=1;
+ } else {
+ perror("Problem");
}
leveltime=0;
loadingstuff=0;
weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
else
weapons[0].setType(staff);
-
- //~ weapons.size()++;
break; case 49:
canattack=0;
cananger=0;
weapons[1].position=1000;
weapons[1].tippoint=1000;
- //~ weapons.size()=1;
weapons[0].setType(knife);
- //~ weapons.size()++;
weapons[0].owner=0;
player[1].weaponactive=-1;
player[1].num_weapons=0;
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(closest!=-1){
XYZ headspurtdirection;
//int i = player[closest].skeleton.jointlabels[head];
- Joint& headjoint=playerJoint(closest,head);
+ Joint& headjoint= player[closest].getJointFor(head);
for(int k=0;k<player[closest].skeleton.num_joints; k++){
if(!player[closest].skeleton.free)
flatvelocity2=player[closest].velocity;
flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
+ headspurtdirection=headjoint.position-player[closest].getJointFor(neck).position;
Normalise(&headspurtdirection);
Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
flatvelocity2+=headspurtdirection*8;
XYZ tempcoords1=lowpoint;
whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumpleftanim);
+ player[k].setAnimation(walljumpleftanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)
pause_sound(whooshsound);
lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumprightanim);
+ player[k].setAnimation(walljumprightanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)pause_sound(whooshsound);
lowpointtarget=lowpoint+player[k].facing*2;
whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumpbackanim);
+ player[k].setAnimation(walljumpbackanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)pause_sound(whooshsound);
lowpointtarget=lowpoint-player[k].facing*2;
whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumpfrontanim);
+ player[k].setAnimation(walljumpfrontanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)pause_sound(whooshsound);
player[k].targetframe=1;
//hang ledge (?)
if(j>25){
- setAnimation(k,hanganim);
+ player[k].setAnimation(hanganim);
player[k].jumppower=0;
}
}
//stagger off ledge (?)
if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
player[k].RagDoll(0);
- setAnimation(k,jumpdownanim);
+ player[k].setAnimation(jumpdownanim);
if(!k)
emit_sound_at(whooshsound, player[k].coords, 128.);
player[i].targetanimation==staffhitanim||
player[i].targetanimation==staffspinhitanim)
if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
- setAnimation(k,dodgebackanim);
+ player[k].setAnimation(dodgebackanim);
player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
}
}
if(player[k].targetanimation!=dodgebackanim){
if(k==0)numflipped++;
- setAnimation(k,backhandspringanim);
+ player[k].setAnimation(backhandspringanim);
player[k].targetrotation=-rotation+180;
if(player[k].leftkeydown)
player[k].targetrotation-=45;
if(player[k].targetanimation==crouchstabanim||
player[k].targetanimation==swordgroundstabanim||
player[k].targetanimation==staffgroundsmashanim){
- targetpoint+=(playerJoint(i,abdomen).position+
- playerJoint(i,neck).position)/2*
+ targetpoint+=(player[i].getJointFor(abdomen).position+
+ player[i].getJointFor(neck).position)/2*
player[i].scale;
}
player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
player[k].rabbitkickenabled)||
player[k].jumpkeydown)){
oldattackkey=1;
- setAnimation(k,rabbitkickanim);
+ player[k].setAnimation(rabbitkickanim);
}
//update counts
if(animation[player[k].targetanimation].attack&&k==0){
XYZ tempcoords1=player[i].coords;
XYZ tempcoords2=player[k].coords;
if(!player[i].skeleton.oldfree)
- tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
+ tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale;
if(!player[k].skeleton.oldfree)
- tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
+ tempcoords2.y+=player[k].getJointFor(abdomen).position.y*player[k].scale;
collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
if(player[0].hasvictim)
if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
if(player[k].howactive==typeactive||hostile)
if(player[k].isIdle()){
if(player[k].howactive<typesleeping)
- setAnimation(k,player[k].getStop());
+ player[k].setAnimation(player[k].getStop());
else if(player[k].howactive==typesleeping)
- setAnimation(k,getupfromfrontanim);
+ player[k].setAnimation(getupfromfrontanim);
if(!editorenabled)
player[k].howactive=typeactive;
}
if(player[i].howactive==typeactive||hostile)
if(player[i].isIdle()){
if(player[i].howactive<typesleeping)
- setAnimation(i,player[k].getStop());
+ player[i].setAnimation(player[k].getStop());
else
- setAnimation(i,getupfromfrontanim);
+ player[i].setAnimation(getupfromfrontanim);
if(!editorenabled)
player[i].howactive=typeactive;
}
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(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
if(!player[j].isWallJump()&&-1==checkcollide(
- DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
+ DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)
*player[i].scale+player[i].coords,
- DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
+ DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)
*player[j].scale+player[j].coords)||
(player[j].targetanimation==hanganim&&
normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
if(player[i].aitype!=passivetype){
if(player[i].howactive==typesleeping)
- setAnimation(i,getupfromfrontanim);
+ player[i].setAnimation(getupfromfrontanim);
player[i].howactive=typeactive;
}
}
if(findDistancefast(&player[i].coords,&player[j].coords)<400)
if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
if((-1==checkcollide(
- DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+ DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
player[i].scale+player[i].coords,
- DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
+ DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*
player[j].scale+player[j].coords)&&
!player[j].isWallJump())||
(player[j].targetanimation==hanganim&&
j=checkcollide(test2,test);
if(j==-1){
player[i].velocity=0;
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
player[i].targetrotation+=180;
player[i].stunned=.5;
//player[i].aitype=passivetype;
if(findDistancefast(&player[i].coords,&player[0].coords)<400)
if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
if((checkcollide(
- DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+ DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
player[i].scale+player[i].coords,
- DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
+ DoRotation(player[0].getJointFor(head).position,0,player[0].rotation,0)*
player[0].scale+player[0].coords)==-1)||
(player[0].targetanimation==hanganim&&normaldotproduct(
player[0].facing,player[i].coords-player[0].coords)<0)){
player[i].runninghowlong=0;
//get help from buddies
- if(player[i].aitype==gethelptype){
+ if(player[i].aitype==gethelptype) {
player[i].runninghowlong+=multiplier;
player[i].aiupdatedelay-=multiplier;
- if(player[i].aiupdatedelay<0||player[i].ally==0){
+ if(player[i].aiupdatedelay<0||player[i].ally==0) {
player[i].aiupdatedelay=.2;
//find closest ally
//TODO: factor out closest search somehow
- if(!player[i].ally){
+ if(!player[i].ally) {
int closest=-1;
float closestdist=-1;
- for(int k=0;k<numplayers;k++){
+ for(int k=0;k<numplayers;k++) {
if(k!=i&&k!=0&&!player[k].dead&&
player[k].howactive<typedead1&&
!player[k].skeleton.free&&
- player[k].aitype==passivetype){
+ player[k].aitype==passivetype) {
float distance=findDistancefast(&player[i].coords,&player[k].coords);
- if(closestdist==-1||distance<closestdist){
+ if(closestdist==-1||distance<closestdist) {
closestdist=distance;
closest=k;
}
XYZ facing=player[i].coords;
XYZ flatfacing=player[player[i].ally].coords;
- facing.y+=playerJoint(i,head).position.y*player[i].scale;
- flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
+ facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+ flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
if(-1!=checkcollide(facing,flatfacing))
player[i].lastseentime-=.1;
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);
+ player[i].setAnimation(backhandspringanim);
else
- setAnimation(i,rollanim);
+ player[i].setAnimation(rollanim);
player[i].targetrotation+=90*(abs(Random()%2)*2-1);
player[i].wentforweapon=0;
}
if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
- setAnimation(i,flipanim);
+ player[i].setAnimation(flipanim);
}
}
player[i].forwardkeydown=0;
weapons[i].velocity.x==0&&
weapons[i].velocity.z==0&&
weapons[i].velocity.y==0){
- if(findDistancefast(&player[i].coords,&weapons[k].position)<16){
+ 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].setAnimation(player[i].getStop());
player[i].targetrotation+=180;
player[i].stunned=.5;
player[i].aitype=pathfindtype;
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 (?)
XYZ facing=player[i].coords;
XYZ flatfacing=player[0].coords;
- facing.y+=playerJoint(i,head).position.y*player[i].scale;
- flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
+ facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+ flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
if(player[i].occluded>=2)
if(-1!=checkcollide(facing,flatfacing)){
if(!player[i].pause)
}
}
+
+
+void updateSettingsMenu(){
+ char sbuf[256];
+ if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)
+ sprintf (sbuf, "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
+ else
+ sprintf (sbuf, "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
+ Menu::setText(0,sbuf);
+ if(newdetail==0) Menu::setText(1,"Detail: Low");
+ if(newdetail==1) Menu::setText(1,"Detail: Medium");
+ if(newdetail==2) Menu::setText(1,"Detail: High");
+ if(bloodtoggle==0) Menu::setText(2,"Blood: Off");
+ if(bloodtoggle==1) Menu::setText(2,"Blood: On, low detail");
+ if(bloodtoggle==2) Menu::setText(2,"Blood: On, high detail (slower)");
+ if(difficulty==0) Menu::setText(3,"Difficulty: Easier");
+ if(difficulty==1) Menu::setText(3,"Difficulty: Difficult");
+ if(difficulty==2) Menu::setText(3,"Difficulty: Insane");
+ Menu::setText(4,ismotionblur?"Blur Effects: Enabled (less compatible)":"Blur Effects: Disabled (more compatible)");
+ Menu::setText(5,decals?"Decals: Enabled (slower)":"Decals: Disabled");
+ Menu::setText(6,musictoggle?"Music: Enabled":"Music: Disabled");
+ Menu::setText(9,invertmouse?"Invert mouse: Yes":"Invert mouse: No");
+ sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity*5));
+ Menu::setText(10,sbuf);
+ sprintf (sbuf, "Volume: %d%%", (int)(volume*100));
+ Menu::setText(11,sbuf);
+ Menu::setText(13,showdamagebar?"Damage Bar: On":"Damage Bar: Off");
+ if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)
+ sprintf (sbuf, "Back");
+ else
+ sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
+ Menu::setText(8,sbuf);
+}
+
+void updateStereoConfigMenu(){
+ char sbuf[256];
+ sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+ Menu::setText(0,sbuf);
+ sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
+ Menu::setText(1,sbuf);
+ sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+ Menu::setText(2,sbuf);
+}
+
+void updateControlsMenu(){
+ Menu::setText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey)));
+ Menu::setText(1,(string)"Back: " +(keyselect==1?"_":Input::keyToChar(backkey)));
+ Menu::setText(2,(string)"Left: " +(keyselect==2?"_":Input::keyToChar(leftkey)));
+ Menu::setText(3,(string)"Right: " +(keyselect==3?"_":Input::keyToChar(rightkey)));
+ Menu::setText(4,(string)"Crouch: " +(keyselect==4?"_":Input::keyToChar(crouchkey)));
+ Menu::setText(5,(string)"Jump: " +(keyselect==5?"_":Input::keyToChar(jumpkey)));
+ Menu::setText(6,(string)"Draw: " +(keyselect==6?"_":Input::keyToChar(drawkey)));
+ Menu::setText(7,(string)"Throw: " +(keyselect==7?"_":Input::keyToChar(throwkey)));
+ Menu::setText(8,(string)"Attack: " +(keyselect==8?"_":Input::keyToChar(attackkey)));
+ if(debugmode)
+ Menu::setText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey)));
+}
+
/*
Values of mainmenu :
1 Main menu
11 Same that 9 ??? => unused
18 stereo configuration
*/
-
+
+void Game::LoadMenu(){
+ Menu::clearMenu();
+ switch(mainmenu) {
+ case 1:
+ case 2:
+ Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128);
+ Menu::addButtonImage(1,Mainmenuitems[mainmenu==1?1:5],18,480-152-32,128,32);
+ Menu::addButtonImage(2,Mainmenuitems[2],18,480-228-32,112,32);
+ Menu::addButtonImage(3,Mainmenuitems[mainmenu==1?3:6],18,480-306-32,mainmenu==1?68:132,32);
+ break;
+ case 3:
+ Menu::addButton( 0,"",10+20,440);
+ Menu::addButton( 1,"",10+60,405);
+ Menu::addButton( 2,"",10+70,370);
+ Menu::addButton( 3,"",10+20-1000,335-1000);
+ Menu::addButton( 4,"",10 ,335);
+ Menu::addButton( 5,"",10+60,300);
+ Menu::addButton( 6,"",10+70,265);
+ Menu::addButton( 9,"",10 ,230);
+ Menu::addButton(10,"",20 ,195);
+ Menu::addButton(11,"",10+60,160);
+ Menu::addButton(13,"",30 ,125);
+ Menu::addButton( 7,"-Configure Controls-",10+15, 90);
+ Menu::addButton(12,"-Configure Stereo -",10+15, 55);
+ Menu::addButton(8,"Back",10,10);
+ updateSettingsMenu();
+ break;
+ case 4:
+ Menu::addButton(0,"",10 ,400);
+ Menu::addButton(1,"",10+40,360);
+ Menu::addButton(2,"",10+40,320);
+ Menu::addButton(3,"",10+30,280);
+ Menu::addButton(4,"",10+20,240);
+ Menu::addButton(5,"",10+40,200);
+ Menu::addButton(6,"",10+40,160);
+ Menu::addButton(7,"",10+30,120);
+ Menu::addButton(8,"",10+20,80);
+ if(debugmode)
+ Menu::addButton(9,"",10+10,40);
+ Menu::addButton(debugmode?10:9,"Back",10,10);
+ updateControlsMenu();
+ break;
+ case 5: {
+ LoadCampaign();
+ Menu::addLabel(-1,accountactive->getName(),5,400);
+ Menu::addButton(1,"Tutorial",5,300);
+ Menu::addButton(2,"Challenge",5,240);
+ Menu::addButton(3,"Delete User",400,10);
+ Menu::addButton(4,"Main Menu",5,10);
+ Menu::addButton(5,"Change User",5,180);
+ Menu::addButton(6,"Campaign : "+accountactive->getCurrentCampaign(),200,420);
+
+ //show campaign map
+ //with (2,-5) offset from old code
+ Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400);
+ //show levels
+ int numlevels = accountactive->getCampaignChoicesMade();
+ numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1;
+ for(int i=0;i<numlevels;i++){
+ XYZ midpoint=campaignlevels[i].getCenter();
+ float itemsize=campaignlevels[i].getWidth();
+ const bool active=i>=accountactive->getCampaignChoicesMade();
+ if(!active)
+ itemsize/=2;
+
+ if(i>=1){
+ XYZ start=campaignlevels[i-1].getCenter();
+ Menu::addMapLine(start.x,start.y,midpoint.x-start.x,midpoint.y-start.y,0.5,active?1:0.5,active?1:0.5,0,0);
+ }
+ Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture,
+ midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0);
+
+ if(active){
+ Menu::addMapLabel(-2,campaignlevels[i].description,
+ campaignlevels[i].getStartX()+10,
+ campaignlevels[i].getStartY()-4);
+ }
+ }
+ } break;
+ case 6:
+ Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400);
+ Menu::addButton(1,"Yes",10,360);
+ Menu::addButton(2,"No",10,320);
+ break;
+ case 7:
+ if(Account::getNbAccounts()<8)
+ Menu::addButton(0,"New User",10,400);
+ else
+ Menu::addLabel(0,"No More Users",10,400);
+ Menu::addLabel(-2,"",20,400);
+ Menu::addButton(Account::getNbAccounts()+1,"Back",10,10);
+ for(int i=0;i<Account::getNbAccounts();i++)
+ Menu::addButton(i+1,Account::get(i)->getName(),10,340-20*(i+1));
+ break;
+ case 8:
+ Menu::addButton(0,"Easier",10,400);
+ Menu::addButton(1,"Difficult",10,360);
+ Menu::addButton(2,"Insane",10,320);
+ break;
+ case 9:
+ for(int i=0;i<numchallengelevels;i++){
+ char temp[255];
+ string name="";
+ sprintf (temp, "Level %d",i+1);
+ for(int j=strlen(temp);j<17;j++)
+ strcat(temp," ");
+ name+=temp;
+ sprintf (temp, "%d",(int)accountactive->getHighScore(i));
+ for(int j=strlen(temp);j<(32-17);j++)
+ strcat(temp," ");
+ name+=temp;
+ sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
+ if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
+ name+=temp;
+ sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
+ name+=temp;
+
+ Menu::addButton(i,name,10,400-i*25,i>accountactive->getProgress()?0.5:1,0,0);
+ }
+
+ Menu::addButton(-1," High Score Best Time",10,440);
+ Menu::addButton(numchallengelevels,"Back",10,10);
+ break;
+ case 10: {
+ Menu::addLabel(0,"Congratulations!",220,330);
+ Menu::addLabel(1,"You have avenged your family and",140,300);
+ Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270);
+ Menu::addButton(3,"Back",10,10);
+ char sbuf[256];
+ sprintf(sbuf,"Your score: %d",(int)accountactive->getCampaignScore());
+ Menu::addLabel(4,sbuf,190,200);
+ sprintf(sbuf,"Highest score: %d",(int)accountactive->getCampaignHighScore());
+ Menu::addLabel(5,sbuf,190,180);
+ } break;
+ case 18:
+ Menu::addButton(0,"",70,400);
+ Menu::addButton(1,"",10,360);
+ Menu::addButton(2,"",40,320);
+ Menu::addButton(3,"Back",10,10);
+ updateStereoConfigMenu();
+ break;
+ }
+}
+
void Game::MenuTick(){
//menu buttons
-
+ selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight);
+
// some specific case where we do something even if the left mouse button is not pressed.
if((mainmenu==5) && (endgame==2)) {
accountactive->endGame();
}
if(mainmenu==10)
endgame=2;
- if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
+ if(mainmenu==18 && Input::isKeyPressed(MOUSEBUTTON2) && selected==1){
stereoseparation-=0.001;
-
+ updateStereoConfigMenu();
+ }
+
+ static int oldmainmenu=mainmenu;
+
+ char sbuf[256];
+
if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
switch(mainmenu) {
case 1:
break;
case 6:
musictoggle = !musictoggle;
-
if(musictoggle) {
emit_stream_np(stream_menutheme);
} else {
musicvolume[i]=0;
}
}
-
break;
case 7: // controls
flash();
break;
case 8:
flash();
-
- SaveSettings(*this);
+ SaveSettings();
mainmenu=gameon?2:1;
break;
case 9:
break;
case 10:
usermousesensitivity+=.2;
- if(usermousesensitivity>2) usermousesensitivity=.2;
+ if(usermousesensitivity>2)
+ usermousesensitivity=.2;
break;
case 11:
volume+=.1f;
- if(volume>1.0001f) volume=0;
+ if(volume>1.0001f)
+ volume=0;
OPENAL_SetSFXMasterVolume((int)(volume*255));
break;
case 12:
flash();
-
newstereomode = stereomode;
mainmenu=18;
keyselect=-1;
showdamagebar = !showdamagebar;
break;
}
+ updateSettingsMenu();
break;
case 4:
if(!waiting) {
fireSound();
- if(selected<9 && keyselect==-1)
+ if(selected<(debugmode?10:9) && keyselect==-1)
keyselect=selected;
if(keyselect!=-1)
setKeySelected();
- if(selected==9){
+ if(selected==(debugmode?10:9)){
flash();
-
mainmenu=3;
}
}
+ updateControlsMenu();
break;
case 5:
fireSound();
targetlevel=-1;
if(firstload) {
TickOnceAfter();
- Loadlevel(-1);
} else
LoadStuff();
+ Loadlevel(-1);
mainmenu=0;
gameon=1;
c=campaigns.begin();
accountactive->setCurrentCampaign(*c);
}
- if(Mainmenuitems[7])
- glDeleteTextures(1,&Mainmenuitems[7]); // we delete the world texture so load campaign will reload it
- Mainmenuitems[7] = 0;
- LoadCampaign();
+ LoadMenu();
break;
}
break;
accountactive=Account::get(selected-1);
} else if (selected == Account::getNbAccounts()+1) {
flash();
- mainmenu=5;
+ if(accountactive)
+ mainmenu=5;
+ else
+ mainmenu=1;
for(int j=0;j<255;j++){
displaytext[0][j]=0;
}
loading=2;
loadtime=0;
targetlevel=selected;
- if(firstload)TickOnceAfter();
- if(!firstload)LoadStuff();
- else Loadlevel(selected);
+ if(firstload)
+ TickOnceAfter();
+ else
+ LoadStuff();
+ Loadlevel(selected);
campaign=0;
mainmenu=0;
InitStereo(stereomode);
}
}
+ updateStereoConfigMenu();
break;
}
}
if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
tryquit=1;
if(mainmenu==3) {
- SaveSettings(*this);
+ SaveSettings();
}
}
OPENAL_SetFrequency(channels[stream_menutheme], 22050);
- if(entername) {
+ if(entername){
inputText(displaytext[0],&displayselected,&displaychars[0]);
if(!waiting) { // the input as finished
if(displaychars[0]){ // with enter
displayblink=1-displayblink;
}
}
+
+ if(entername){
+ Menu::setText(0,displaytext[0],20,400,-1,-1);
+ Menu::setText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1);
+ }
+
+ if(oldmainmenu!=mainmenu)
+ LoadMenu();
+ oldmainmenu=mainmenu;
+
}
void Game::Tick(){
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
}
- LoadCampaign();
+ LoadMenu();
}
//escape key pressed
//TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
}
//finished with settings menu
if(mainmenu==3){
- SaveSettings(*this);
+ SaveSettings();
}
//effects
if(mainmenu>=3&&mainmenu!=8){
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]]=' ';
- cmd_dispatch(this, consoletext[0]);
- for(int k=14;k>=1;k--){
+ if(consolechars[0]>0) {
+ consoletext[0][consolechars[0]]='\0';
+ cmd_dispatch(consoletext[0]);
+ 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;
}
if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
tryquit=1;
if(mainmenu==3) {
- SaveSettings(*this);
+ SaveSettings();
}
}
hostile=1;
}
if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
- windialogue=1;
+ windialogue=true;
}
if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
hostile=1;
player[i].isIdle()||
player[i].aitype!=playercontrolled){
player[i].throwtogglekeydown=1;
- setAnimation(i,crouchremoveknifeanim);
+ player[i].setAnimation(crouchremoveknifeanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
player[i].hasvictim=0;
}
player[i].coords.y<weapons[j].position.y){
if(!player[i].isFlip()){
player[i].throwtogglekeydown=1;
- setAnimation(i,removeknifeanim);
+ player[i].setAnimation(removeknifeanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
}
if(player[i].isFlip()){
player[i].throwtogglekeydown=1;
player[i].victim=&player[j];
player[i].hasvictim=1;
- setAnimation(i,crouchremoveknifeanim);
+ player[i].setAnimation(crouchremoveknifeanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
}
if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
player[i].victim->weaponactive=-1;
- playerJoint(player[i].victim,abdomen).velocity+=relative*6;
- playerJoint(player[i].victim,neck).velocity+=relative*6;
- playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
- playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
+ player[i].victim->getJointFor(abdomen).velocity+=relative*6;
+ player[i].victim->getJointFor(neck).velocity+=relative*6;
+ player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
+ player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
}
weapons[k].owner=i;
if(player[i].num_weapons>0){
findDistancefast(&player[i].coords,&player[j].coords)<100&&
findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
!player[j].skeleton.free&&
- -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
+ -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
if(!player[i].isFlip()){
player[i].throwtogglekeydown=1;
player[i].victim=&player[j];
- setAnimation(i,knifethrowanim);
+ player[i].setAnimation(knifethrowanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
}
player[i].victim=&player[j];
XYZ aim;
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);
+ aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(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(player[i].getJointFor(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);
isgood=false;
if(isgood&&player[i].creature!=wolftype){
if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
- setAnimation(i,drawrightanim);
+ player[i].setAnimation(drawrightanim);
player[i].drawtogglekeydown=1;
}
if((player[i].isIdle()||
player[i].isRun()))&&
player[i].num_weapons&&
weapons[player[i].weaponids[0]].getType()==sword){
- setAnimation(i,drawleftanim);
+ player[i].setAnimation(drawleftanim);
player[i].drawtogglekeydown=1;
}
if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
- setAnimation(i,crouchdrawrightanim);
+ player[i].setAnimation(crouchdrawrightanim);
player[i].drawtogglekeydown=1;
}
}
player[i].attackkeydown&&
musictype!=stream_fighttheme) {
if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
- setAnimation(i,crouchstabanim);
+ player[i].setAnimation(crouchstabanim);
if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
- setAnimation(i,swordgroundstabanim);
+ player[i].setAnimation(swordgroundstabanim);
player[i].hasvictim=0;
}
}
player[i].lowreversaldelay=.5;
if(player[i].isIdle()){
- setAnimation(i,player[i].getCrouch());
+ player[i].setAnimation(player[i].getCrouch());
player[i].transspeed=10;
}
if(player[i].isRun()||
player[i].rightkeydown||
player[i].forwardkeydown||
player[i].backkeydown))){
- setAnimation(i,rollanim);
+ player[i].setAnimation(rollanim);
player[i].transspeed=20;
}
}
player[i].currentanimation=player[i].getCrouch();
player[i].currentframe=0;
}
- setAnimation(i,player[i].getIdle());
+ player[i].setAnimation(player[i].getIdle());
player[i].transspeed=10;
}
}
if(player[i].targetanimation==sneakanim){
- setAnimation(i,player[i].getIdle());
+ player[i].setAnimation(player[i].getIdle());
player[i].transspeed=10;
}
}
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
if(player[i].aitype==passivetype)
- setAnimation(i,walkanim);
+ player[i].setAnimation(walkanim);
else
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
player[i].targetframe=0;
}
if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
- setAnimation(i,climbanim);
+ player[i].setAnimation(climbanim);
player[i].targetframe=1;
player[i].jumpclimb=1;
}
player[i].targetframe>0&&
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
player[i].targetframe>0&&
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
player[i].targetframe>0&&
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
((player[i].targetanimation!=rabbitrunninganim&&
player[i].targetanimation!=wolfrunninganim)||i!=0)){
player[i].jumpstart=0;
- setAnimation(i,jumpupanim);
+ player[i].setAnimation(jumpupanim);
player[i].rotation=player[i].targetrotation;
player[i].transspeed=20;
player[i].FootLand(0,1);
emit_sound_at(jumpsound, player[i].coords, 128.);
}
if((player[i].isIdle())&&player[i].jumppower>1){
- setAnimation(i,player[i].getLanding());
+ player[i].setAnimation(player[i].getLanding());
player[i].targetframe=2;
player[i].landhard=0;
player[i].jumpstart=1;
if(!movekey){
if(player[i].isRun()||player[i].targetanimation==walkanim)
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
if(player[i].targetanimation==sneakanim){
player[i].targetanimation=player[i].getCrouch();
if(player[i].currentanimation==sneakanim)
player[i].aitype==searchtype||
(player[i].aitype==passivetype&&
player[i].numwaypoints<=1)))
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
if(player[i].isRun()&&(player[i].aitype==passivetype))
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
}
}
if(player[i].targetanimation==rollanim)
//stop to turn in right direction
if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
- setAnimation(k,player[k].getStop());
+ player[k].setAnimation(player[k].getStop());
if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
player[k].targettilt=0;
killhotspot=0;
- winhotspot=0;
+ winhotspot=false;
for(int i=0;i<numhotspots;i++)
if(hotspottype[i]==-1)
if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
- winhotspot=1;
+ winhotspot=true;
int numalarmed=0;
for(int i=1;i<numplayers;i++)
changedelay=1;
targetlevel=whichlevel;
}
- alldead=1;
- for(int i=1;i<numplayers;i++)
- if(!player[i].dead&&player[i].howactive<typedead1)
- alldead=0;
+ alldead=true;
+ for(int i=1;i<numplayers;i++) {
+ if(!player[i].dead&&player[i].howactive<typedead1) {
+ alldead=false;
+ break;
+ }
+ }
- if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
+ if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
changedelay=1;
targetlevel=whichlevel+1;
if(targetlevel>numchallengelevels-1)targetlevel=0;
}
- if(winhotspot||windialogue){
+ if(winhotspot||windialogue) {
changedelay=0.1;
targetlevel=whichlevel+1;
if(targetlevel>numchallengelevels-1)targetlevel=0;
if(leveltime<1){
loading=0;
changedelay=.1;
- alldead=0;
- winhotspot=0;
+ alldead=false;
+ winhotspot=false;
killhotspot=0;
}
// 0 = load next level
// 1 = go back to level select screen
// 2 = stealthload next level
- if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1){
+ if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
if(campaignlevels[actuallevel].nextlevel.empty())
endgame=1;
} else if(mainmenu==0&&winfreeze) {