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;
LOGFUNC;
LOG(std::string("Loading level...") + name);
+ cout << "Loading level..." << name << endl;
if(!gameon)
visibleloading=1;
gamestarted=1;
numenvsounds=0;
- //visibleloading=1;
+
if(tutoriallevel!=-1)
tutoriallevel=0;
else
if(tutoriallevel==1)
tutorialstage=0;
- if(tutorialstage==0){
+ if(tutorialstage==0) {
tutorialstagetime=0;
tutorialmaxtime=1;
}
int mapvers;
FILE *tfile;
+ char* buff=getcwd(NULL,0);
+ cout << buff << " " << FixedFN << endl;
+ free(buff);
tfile=fopen( FixedFN, "rb" );
- if(tfile){
+ if(tfile) {
+ cout << "existe" << endl;
pause_sound(stream_firesound);
scoreadded=0;
windialogue=0;
emit_sound_np(consolesuccesssound);
freeze=0;
console=false;
+ cout << "console contente" << endl;
}
if(!stealthloading){
if(!firstload)
firstload=1;
+ } else {
+ perror("Soucis");
}
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( 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)
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].targetrotation+=180;
player[i].lastpathfindpoint2=-1;
player[i].lastpathfindpoint3=-1;
player[i].lastpathfindpoint4=-1;
- }else
+ } else
player[i].laststanding=j;
}
//lose sight of player in the air (?)
case 4:
if(!waiting) {
fireSound();
- if(selected<9 && keyselect==-1)
+ if(selected<nummenuitems-1 && keyselect==-1)
keyselect=selected;
if(keyselect!=-1)
setKeySelected();
- if(selected==9){
+ if(selected==nummenuitems-1){
flash();
mainmenu=3;
case 5:
fireSound();
flash();
- if((selected-NB_CAMPAIGN_MENU_ITEM-1 >= accountactive->getCampaignChoicesMade())) {
+ if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
startbonustotal=0;
loading=2;
TickOnceAfter();
else
LoadStuff();
- whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-1-accountactive->getCampaignChoicesMade();
- actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignnextlevel[accountactive->getCampaignChoicesMade()-1][whichchoice]:0);
+ whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+ actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
visibleloading=1;
stillloading=1;
- Loadlevel(campaignmapname[actuallevel]);
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign=1;
mainmenu=0;
gameon=1;
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();
break;
}
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;
if(mainmenu&&endgame==1)
mainmenu=10;
//go to level select after completing a campaign level
- if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[actuallevel]==1) {
+ if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
mainmenu=5;
gameon=0;
winfreeze=0;
if(chatting)
keyboardfrozen=true;
- if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
+ if(Input::isKeyPressed(consolekey)&&debugmode){
console=!console;
if(console){
OPENAL_SetFrequency(OPENAL_ALL, 0.001);
fireSound(firestartsound);
- Loadlevel(campaignmapname[accountactive->getCampaignChoicesMade()]);
+ Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
fireSound();
// 0 = load next level
// 1 = go back to level select screen
// 2 = stealthload next level
- if(mainmenu==0&&winfreeze&&(campaignchoosenext[actuallevel])==1){
- if(campaignnumnext[actuallevel]==0)
+ if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
+ if(campaignlevels[actuallevel].nextlevel.empty())
endgame=1;
} else if(mainmenu==0&&winfreeze) {
- stealthloading = (campaignchoosenext[actuallevel]==2);
+ stealthloading = (campaignlevels[actuallevel].choosenext==2);
if(!stealthloading){
fireSound(firestartsound);
if(!firstload)
LoadStuff();
whichchoice=0;
- actuallevel=campaignnextlevel[actuallevel][0];
+ cout << "from " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
+ actuallevel=campaignlevels[actuallevel].nextlevel.front();
+ cout << "to " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
visibleloading=1;
stillloading=1;
- Loadlevel(campaignmapname[actuallevel]);
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign=1;
mainmenu=0;
gameon=1;