]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Removed unused members of Person class
[lugaru.git] / Source / GameTick.cpp
index 14bcd307bb0a8617fa7933d49c45a0d4c38325fa..893a50ebb9b6961b6581023b10481ce82794c5bc 100644 (file)
@@ -125,7 +125,6 @@ extern float damagedealt;
 extern int maptype;
 extern int editoractive;
 extern int editorpathtype;
-extern ImageRec texture;
 
 extern float hostiletime;
 
@@ -384,49 +383,6 @@ void Game::playdialogueboxsound()
 
 // ================================================================
 
-bool Game::AddClothes(const char *fileName, GLubyte *array)
-{
-    LOGFUNC;
-    //Load Image
-    bool opened = upload_image(fileName);
-
-    float alphanum;
-    //Is it valid?
-    if (opened) {
-        if (tintr > 1) tintr = 1;
-        if (tintg > 1) tintg = 1;
-        if (tintb > 1) tintb = 1;
-
-        if (tintr < 0) tintr = 0;
-        if (tintg < 0) tintg = 0;
-        if (tintb < 0) tintb = 0;
-
-        int bytesPerPixel = texture.bpp / 8;
-
-        int tempnum = 0;
-        alphanum = 255;
-        for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
-            if (bytesPerPixel == 3)
-                alphanum = 255;
-            else if ((i + 1) % 4 == 0)
-                alphanum = texture.data[i];
-            if ((i + 1) % 4 || bytesPerPixel == 3) {
-                if ((i % 4) == 0)
-                    texture.data[i] *= tintr;
-                if ((i % 4) == 1)
-                    texture.data[i] *= tintg;
-                if ((i % 4) == 2)
-                    texture.data[i] *= tintb;
-                array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
-                tempnum++;
-            }
-        }
-        return 1;
-    } else {
-        return 0;
-    }
-}
-
 int Game::findClosestPlayer()
 {
     int closest = -1;
@@ -659,10 +615,6 @@ void Setenvironment(int which)
         terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
         terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
 
-        //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
-
 
         temptexdetail = texdetail;
         if (texdetail > 1)
@@ -698,9 +650,6 @@ void Setenvironment(int which)
         terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
         terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
 
-        //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
 
         temptexdetail = texdetail;
         if (texdetail > 1)
@@ -735,9 +684,6 @@ void Setenvironment(int which)
         terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
         terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
 
-        //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-
-
 
         temptexdetail = texdetail;
         if (texdetail > 1)
@@ -1008,7 +954,6 @@ void Game::Loadlevel(const char *name)
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
         if (stealthloading)
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
-        Person::players[0]->originalcoords = Person::players[0]->coords;
         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
                 Person::players[0]->weaponids[j] = weapons.size();
@@ -1135,11 +1080,9 @@ void Game::Loadlevel(const char *name)
 
             float maxdistance = 0;
             float tempdist;
-            //~ int whichclosest;
             for (int i = 0; i < objects.numobjects; i++) {
                 tempdist = distsq(&objects.center, &objects.position[i]);
                 if (tempdist > maxdistance) {
-                    //~ whichclosest=i;
                     maxdistance = tempdist;
                 }
             }
@@ -1195,7 +1138,6 @@ void Game::Loadlevel(const char *name)
                         }
                     }
                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
-                    //Person::players[i-howmanyremoved]->numwaypoints=10;
                     for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
@@ -1358,15 +1300,7 @@ void Game::Loadlevel(const char *name)
 
             Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
 
-            if (Person::players[i]->numclothes) {
-                for (int j = 0; j < Person::players[i]->numclothes; j++) {
-                    tintr = Person::players[i]->clothestintr[j];
-                    tintg = Person::players[i]->clothestintg[j];
-                    tintb = Person::players[i]->clothestintb[j];
-                    AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
-                }
-                Person::players[i]->DoMipmaps();
-            }
+            Person::players[i]->addClothes();
 
             Person::players[i]->animCurrent = bounceidleanim;
             Person::players[i]->animTarget = bounceidleanim;
@@ -1389,7 +1323,6 @@ void Game::Loadlevel(const char *name)
             Person::players[i]->normalsupdatedelay = 0;
 
             Person::players[i]->aitype = passivetype;
-            Person::players[i]->madskills = 0;
 
             if (i == 0) {
                 Person::players[i]->proportionhead = 1.2;
@@ -1600,7 +1533,6 @@ void doTutorial()
             break;
         case 19:
             tutorialstage = 20;
-            //tutorialmaxtime=500;
             break;
         case 20:
             tutorialmaxtime = 500;
@@ -2055,7 +1987,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
-            cameramode = 1 - cameramode;
+            cameramode = !cameramode;
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2115,15 +2047,7 @@ void doDebugKeys()
                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
-            if (Person::players[closest]->numclothes) {
-                for (int i = 0; i < Person::players[closest]->numclothes; i++) {
-                    tintr = Person::players[closest]->clothestintr[i];
-                    tintg = Person::players[closest]->clothestintg[i];
-                    tintb = Person::players[closest]->clothestintb[i];
-                    AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
-                }
-                Person::players[closest]->DoMipmaps();
-            }
+            Person::players[closest]->addClothes();
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2147,7 +2071,7 @@ void doDebugKeys()
                 if (Person::players[closest]->creature == rabbittype) {
                     Person::players[closest]->skeleton.id = closest;
                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
-                    Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
+                    Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
                     Person::players[closest]->whichskin = 0;
                     Person::players[closest]->creature = wolftype;
 
@@ -2386,7 +2310,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            editorenabled = 1 - editorenabled;
+            editorenabled = !editorenabled;
             if (editorenabled) {
                 Person::players[0]->damagetolerance = 100000;
             } else {
@@ -2549,20 +2473,13 @@ void doDebugKeys()
                 Person::players.back()->immobile = Person::players[0]->immobile;
 
                 Person::players.back()->numclothes = Person::players[0]->numclothes;
-                if (Person::players.back()->numclothes)
-                    for (int i = 0; i < Person::players.back()->numclothes; i++) {
-                        strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
-                        Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
-                        Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
-                        Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
-                        tintr = Person::players.back()->clothestintr[i];
-                        tintg = Person::players.back()->clothestintg[i];
-                        tintb = Person::players.back()->clothestintb[i];
-                        AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
-                    }
-                if (Person::players.back()->numclothes) {
-                    Person::players.back()->DoMipmaps();
+                for (int i = 0; i < Person::players.back()->numclothes; i++) {
+                    strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+                    Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+                    Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+                    Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
                 }
+                Person::players.back()->addClothes();
 
                 Person::players.back()->power = Person::players[0]->power;
                 Person::players.back()->speedmult = Person::players[0]->speedmult;
@@ -2574,7 +2491,6 @@ void doDebugKeys()
                 Person::players.back()->bleeding = 0;
                 Person::players.back()->numwaypoints = 0;
                 Person::players.back()->waypoint = 0;
-                Person::players.back()->jumppath = 0;
                 Person::players.back()->weaponstuck = -1;
                 Person::players.back()->weaponactive = -1;
                 Person::players.back()->num_weapons = 0;
@@ -3197,7 +3113,6 @@ void doAerialAcrobatics()
 
 void doAttacks()
 {
-    static XYZ relative;
     static int randattack;
     static bool playerrealattackkeydown = 0;
 
@@ -3466,8 +3381,7 @@ void doAttacks()
                                             !Person::players[i]->skeleton.free &&
                                             Person::players[i]->animTarget != getupfrombackanim &&
                                             Person::players[i]->animTarget != getupfromfrontanim &&
-                                            (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
-                                             Person::players[i]->surprised > 0 ||
+                                            (Person::players[i]->surprised > 0 ||
                                              Person::players[i]->aitype == passivetype ||
                                              attackweapon && Person::players[i]->stunned > 0) &&
                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
@@ -5493,13 +5407,6 @@ void MenuTick()
         }
     }
 
-    if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
-        tryquit = 1;
-        if (mainmenu == 3) {
-            SaveSettings();
-        }
-    }
-
     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
 
     if (entername) {
@@ -5525,7 +5432,7 @@ void MenuTick()
         displayblinkdelay -= multiplier;
         if (displayblinkdelay <= 0) {
             displayblinkdelay = .3;
-            displayblink = 1 - displayblink;
+            displayblink = !displayblink;
         }
     }
 
@@ -5684,7 +5591,7 @@ void Game::Tick()
 
         //keys
         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
-            freeze = 1 - freeze;
+            freeze = !freeze;
             if (freeze) {
                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
             }
@@ -5718,16 +5625,7 @@ void Game::Tick()
             consoleblinkdelay -= multiplier;
             if (consoleblinkdelay <= 0) {
                 consoleblinkdelay = .3;
-                consoleblink = 1 - consoleblink;
-            }
-        }
-
-
-
-        if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
-            tryquit = 1;
-            if (mainmenu == 3) {
-                SaveSettings();
+                consoleblink = !consoleblink;
             }
         }
 
@@ -6370,12 +6268,7 @@ void Game::Tick()
                                                             if (weapons[j].getType() != staff)
                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
-                                                            weapons[j].owner = Person::players[i]->id;
-                                                            if (Person::players[i]->num_weapons > 0)
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = j;
+                                                            Person::players[i]->takeWeapon(j);
                                                         }
                                             }
                                         } else if ((Person::players[i]->isIdle() ||
@@ -6404,12 +6297,7 @@ void Game::Tick()
                                                                 if (weapons[k].getType() != staff)
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                                Person::players[i]->weaponactive = 0;
-                                                                weapons[k].owner = Person::players[i]->id;
-                                                                if (Person::players[i]->num_weapons > 0)
-                                                                    Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                                Person::players[i]->num_weapons++;
-                                                                Person::players[i]->weaponids[0] = k;
+                                                                Person::players[i]->takeWeapon(k);
                                                             }
                                                 }
                                             }
@@ -6461,7 +6349,6 @@ void Game::Tick()
                                                             if (fleshstuck)
                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
                                                             if (weapons[k].owner != -1) {
                                                                 if (Person::players[i]->victim->num_weapons == 1)
                                                                     Person::players[i]->victim->num_weapons = 0;
@@ -6509,12 +6396,7 @@ void Game::Tick()
                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
                                                             }
-                                                            weapons[k].owner = i;
-                                                            if (Person::players[i]->num_weapons > 0) {
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            }
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = k;
+                                                            Person::players[i]->takeWeapon(k);
                                                         }
                                                     }
                                                 }
@@ -6550,18 +6432,12 @@ void Game::Tick()
                                                                     Person::players[i]->throwtogglekeydown = 1;
                                                                     Person::players[i]->victim = Person::players[j];
                                                                     XYZ aim;
-                                                                    weapons[Person::players[i]->weaponids[0]].owner = -1;
                                                                     aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
                                                                     Normalise(&aim);
 
                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
 
-                                                                    weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].missed = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                                                    weapons[Person::players[i]->weaponids[0]].physics = 0;
+                                                                    weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
                                                                     Person::players[i]->num_weapons--;
                                                                     if (Person::players[i]->num_weapons) {
                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
@@ -6576,15 +6452,10 @@ void Game::Tick()
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->throwtogglekeydown = 1;
-                                weapons[Person::players[i]->weaponids[0]].owner = -1;
-                                weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
-                                if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
-                                    weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
-                                weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
-                                weapons[Person::players[i]->weaponids[0]].missed = 1;
-                                weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                weapons[Person::players[i]->weaponids[0]].physics = 1;
+                                XYZ tempVelocity = Person::players[i]->velocity * .2;
+                                if (tempVelocity.x == 0)
+                                    tempVelocity.x = .1;
+                                weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
                                 Person::players[i]->num_weapons--;
                                 if (Person::players[i]->num_weapons) {
                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];