/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
// 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"
+#include "Tutorial.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.h"
-#include "Awards.h"
-#include "Menu.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 bool mousejump;
extern float viewdistance;
extern bool freeze;
-extern bool keyboardfrozen;
-extern bool loadingstuff;
extern XYZ windvector;
-extern bool debugmode;
-static int leveltheme;
+extern bool devtools;
+int leveltheme;
extern int mainmenu;
extern int oldmainmenu;
extern bool visibleloading;
extern bool ismotionblur;
extern bool showdamagebar; // (des)activate the damage bar
extern bool decals;
-extern float tintr, tintg, tintb;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
extern float fadestart;
extern float slomospeed;
extern float slomofreq;
-extern int tutoriallevel;
extern float smoketex;
-extern float tutorialstagetime;
-extern int tutorialstage;
-extern float tutorialmaxtime;
-extern float tutorialsuccess;
extern bool againbonus;
extern bool reversaltrain;
extern bool canattack;
extern int maptype;
extern int editoractive;
extern int editorpathtype;
-extern TGAImageRec texture;
extern float hostiletime;
extern bool gamestarted;
-extern int numhotspots;
-extern int killhotspot;
-extern XYZ hotspot[40];
-extern int hotspottype[40];
-extern float hotspotsize[40];
-extern char hotspottext[40][256];
-extern int currenthotspot;
-
extern int hostile;
extern bool stillloading;
extern bool campaign;
+extern void toggleFullscreen();
-
-void Loadlevel(int which);
-void Loadlevel(const char *name);
-
-
-
-class CampaignLevel
-{
-private:
- int width;
- struct Position {
- int x, y;
- };
-public:
- std::string mapname;
- std::string description;
- int choosenext;
- /*
- 0 = Immediately load next level at the end of this one.
- 1 = Go back to the world map.
- 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
- */
- //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
- std::vector<int> nextlevel;
- Position location;
- CampaignLevel() : width(10) {
- choosenext = 1;
- location.x = 0;
- location.y = 0;
- }
- int getStartX() {
- return 30 + 120 + location.x * 400 / 512;
- }
- int getStartY() {
- return 30 + 30 + (512 - location.y) * 400 / 512;
- }
- int getEndX() {
- return getStartX() + width;
- }
- int getEndY() {
- return getStartY() + width;
- }
- XYZ getCenter() {
- XYZ center;
- center.x = getStartX() + width / 2;
- center.y = getStartY() + width / 2;
- return center;
- }
- int getWidth() {
- return width;
- }
- istream& operator<< (istream& is) {
- is.ignore(256, ':');
- is.ignore(256, ':');
- is.ignore(256, ' ');
- is >> mapname;
- is.ignore(256, ':');
- is >> description;
- for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
- description.replace(pos, 1, 1, ' ');
- }
- is.ignore(256, ':');
- is >> choosenext;
- is.ignore(256, ':');
- int numnext, next;
- is >> numnext;
- for (int j = 0; j < numnext; j++) {
- is.ignore(256, ':');
- is >> next;
- nextlevel.push_back(next - 1);
- }
- is.ignore(256, ':');
- is >> location.x;
- is.ignore(256, ':');
- is >> location.y;
- return is;
- }
- friend istream& operator>> (istream& is, CampaignLevel& cl) {
- return cl << is;
- }
-};
-
-int indemo = 0;
bool won = false;
-int entername = 0;
-vector<CampaignLevel> campaignlevels;
int whichchoice = 0;
-int actuallevel = 0;
bool winhotspot = false;
bool windialogue = false;
bool realthreat = 0;
float oldmusicvolume[4] = {};
int musicselected = 0;
-
-
-static const char *rabbitskin[] = {
- ":Data:Textures:Fur3.jpg",
- ":Data:Textures:Fur.jpg",
- ":Data:Textures:Fur2.jpg",
- ":Data:Textures:Lynx.jpg",
- ":Data:Textures:Otter.jpg",
- ":Data:Textures:Opal.jpg",
- ":Data:Textures:Sable.jpg",
- ":Data:Textures:Chocolate.jpg",
- ":Data:Textures:BW2.jpg",
- ":Data:Textures:WB2.jpg"
+const char *rabbitskin[] = {
+ "Textures/Fur3.jpg",
+ "Textures/Fur.jpg",
+ "Textures/Fur2.jpg",
+ "Textures/Lynx.jpg",
+ "Textures/Otter.jpg",
+ "Textures/Opal.jpg",
+ "Textures/Sable.jpg",
+ "Textures/Chocolate.jpg",
+ "Textures/BW2.jpg",
+ "Textures/WB2.jpg"
};
-static const char *wolfskin[] = {
- ":Data:Textures:Wolf.jpg",
- ":Data:Textures:Darkwolf.jpg",
- ":Data:Textures:Snowwolf.jpg"
+const char *wolfskin[] = {
+ "Textures/Wolf.jpg",
+ "Textures/DarkWolf.jpg",
+ "Textures/SnowWolf.jpg"
};
+const char **creatureskin[] = {rabbitskin, wolfskin};
+
#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
-static const char **creatureskin[] = {rabbitskin, wolfskin};
-
-/* Return true if PFX is a prefix of STR (case-insensitive). */
-static bool stripfx(const char *str, const char *pfx)
-{
- return !strncasecmp(str, pfx, strlen(pfx));
-}
-
-static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd,
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
-};
-
-typedef void (*console_handler)(const char *args);
-
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
-
-static console_handler cmd_handlers[] = {
-#define DECLARE_COMMAND(cmd) ch_##cmd,
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
-};
-
-
-
// utility functions
// TODO: this is slightly incorrect
return from + by;
}
-void playdialogueboxsound()
+void Game::playdialoguescenesound()
{
XYZ temppos;
- temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
+ temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
temppos = temppos - viewer;
Normalise(&temppos);
temppos += viewer;
int sound = -1;
- switch (dialogueboxsound[whichdialogue][indialogue]) {
+ switch (Dialog::currentScene().sound) {
case -6:
sound = alarmsound;
break;
// ================================================================
-bool AddClothes(const char *fileName, GLubyte *array)
-{
- LOGFUNC;
- //Load Image
- unsigned char fileNamep[256];
- CopyCStringToPascal(fileName, fileNamep);
- bool opened;
- opened = upload_image( fileNamep , 1);
-
- 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];
- //alphanum/=2;
- 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++;
- }
- }
- } else
- return 0;
- return 1;
-}
-
-
-
-static void ch_quit(const char *args)
-{
- tryquit = 1;
-}
-
-static void ch_map(const char *args)
-{
- Loadlevel(args);
- whichlevel = -2;
- campaign = 0;
-}
-
-static void ch_save(const char *args)
-{
- char buf[64];
- snprintf(buf, 63, ":Data:Maps:%s", args);
-
- int mapvers = 12;
-
- FILE *tfile;
- tfile = fopen( ConvertFileName(buf), "wb" );
- fpackf(tfile, "Bi", mapvers);
- fpackf(tfile, "Bi", maptype);
- fpackf(tfile, "Bi", hostile);
- fpackf(tfile, "Bf Bf", viewdistance, fadestart);
- fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
- fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
- fpackf(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 (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
- for (int j = 0; j < Person::players[0]->num_weapons; j++)
- fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
-
- fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
- fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
- fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
- fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
-
- fpackf(tfile, "Bi", Person::players[0]->numclothes);
-
- fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
-
- fpackf(tfile, "Bi", numdialogues);
-
- for (int k = 0; k < numdialogues; k++) {
- fpackf(tfile, "Bi", numdialogueboxes[k]);
- fpackf(tfile, "Bi", dialoguetype[k]);
- for (int l = 0; l < 10; l++) {
- fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
- fpackf(tfile, "Bf", participantyaw[k][l]);
- }
- for (int l = 0; l < numdialogueboxes[k]; l++) {
- fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
- fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
- fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
- fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
- fpackf(tfile, "Bi", dialogueboxsound[k][l]);
-
- int templength = strlen(dialoguetext[k][l]);
- fpackf(tfile, "Bi", (templength));
- for (int m = 0; m < templength; m++) {
- fpackf(tfile, "Bb", dialoguetext[k][l][m]);
- if (dialoguetext[k][l][m] == '\0')
- break;
- }
-
- templength = strlen(dialoguename[k][l]);
- fpackf(tfile, "Bi", templength);
- for (int m = 0; m < templength; m++) {
- fpackf(tfile, "Bb", dialoguename[k][l][m]);
- if (dialoguename[k][l][m] == '\0')
- break;
- }
-
- fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
- fpackf(tfile, "Bi", participantfocus[k][l]);
- fpackf(tfile, "Bi", participantaction[k][l]);
-
- for (int m = 0; m < 10; m++)
- fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
-
- fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
- }
- }
-
- for (int k = 0; k < Person::players[0]->numclothes; k++) {
- int templength = strlen(Person::players[0]->clothes[k]);
- fpackf(tfile, "Bi", templength);
- for (int l = 0; l < templength; l++)
- fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
- fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
- }
-
- fpackf(tfile, "Bi", environment);
-
- fpackf(tfile, "Bi", objects.numobjects);
-
- for (int k = 0; k < objects.numobjects; k++)
- fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
- objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
-
- fpackf(tfile, "Bi", numhotspots);
- for (int i = 0; i < numhotspots; i++) {
- fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
- int templength = strlen(hotspottext[i]);
- fpackf(tfile, "Bi", templength);
- for (int l = 0; l < templength; l++)
- fpackf(tfile, "Bb", hotspottext[i][l]);
- }
-
- fpackf(tfile, "Bi", Person::players.size());
- if (Person::players.size() > maxplayers) {
- cout << "Warning: this level contains more players than allowed" << endl;
- }
- for (int j = 1; j < Person::players.size(); j++) {
- fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
- Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
- Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
- if (Person::players[j]->num_weapons < 5)
- for (int k = 0; k < Person::players[j]->num_weapons; k++)
- fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
- if (Person::players[j]->numwaypoints < 30) {
- fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
- for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
- fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
- fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
- fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
- fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
- }
- fpackf(tfile, "Bi", Person::players[j]->waypoint);
- } else {
- Person::players[j]->numwaypoints = 0;
- Person::players[j]->waypoint = 0;
- fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
- }
-
- fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
- fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
- fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
- fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
-
- float headprop, bodyprop, armprop, legprop;
- if (Person::players[j]->creature == wolftype) {
- headprop = Person::players[j]->proportionhead.x / 1.1;
- bodyprop = Person::players[j]->proportionbody.x / 1.1;
- armprop = Person::players[j]->proportionarms.x / 1.1;
- legprop = Person::players[j]->proportionlegs.x / 1.1;
- } else if (Person::players[j]->creature == rabbittype) {
- headprop = Person::players[j]->proportionhead.x / 1.2;
- bodyprop = Person::players[j]->proportionbody.x / 1.05;
- armprop = Person::players[j]->proportionarms.x / 1.00;
- legprop = Person::players[j]->proportionlegs.x / 1.1;
- }
-
- fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
-
- fpackf(tfile, "Bi", Person::players[j]->numclothes);
- if (Person::players[j]->numclothes)
- for (int k = 0; k < Person::players[j]->numclothes; k++) {
- int templength;
- templength = strlen(Person::players[j]->clothes[k]);
- fpackf(tfile, "Bi", templength);
- for (int l = 0; l < templength; l++)
- fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
- fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[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", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
-
- fclose(tfile);
-}
-
-static void ch_cellar(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_tint(const char *args)
-{
- sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
-}
-
-static void ch_tintr(const char *args)
-{
- tintr = atof(args);
-}
-
-static void ch_tintg(const char *args)
-{
- tintg = atof(args);
-}
-
-static void ch_tintb(const char *args)
-{
- tintb = atof(args);
-}
-
-static void ch_speed(const char *args)
-{
- Person::players[0]->speedmult = atof(args);
-}
-
-static void ch_strength(const char *args)
-{
- Person::players[0]->power = atof(args);
-}
-
-static void ch_power(const char *args)
-{
- Person::players[0]->power = atof(args);
-}
-
-static void ch_size(const char *args)
-{
- Person::players[0]->scale = atof(args) * .2;
-}
-
-static int findClosestPlayer()
+int Game::findClosestPlayer()
{
int closest = -1;
float closestdist = std::numeric_limits<float>::max();
- for (int i = 1; i < Person::players.size(); i++) {
+ for (unsigned i = 1; i < Person::players.size(); i++) {
float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
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;
return closest;
}
-static void ch_sizenear(const char *args)
+static void cmd_dispatch(const string cmd)
{
- int closest = findClosestPlayer();
- if (closest >= 0)
- Person::players[closest]->scale = atof(args) * .2;
+ int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
+
+ for (i = 0; i < n_cmds; i++)
+ if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
+ 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);
}
-static void set_proportion(int pnum, const char *args)
+/********************> Tick() <*****/
+extern bool save_screenshot(const char * fname);
+void Screenshot (void)
{
- float headprop, bodyprop, armprop, legprop;
+ char filename[1024];
+ time_t t = time(NULL);
+ struct tm *tme = localtime(&t);
+ 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);
- sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
-
- if (Person::players[pnum]->creature == wolftype) {
- Person::players[pnum]->proportionhead = 1.1 * headprop;
- Person::players[pnum]->proportionbody = 1.1 * bodyprop;
- Person::players[pnum]->proportionarms = 1.1 * armprop;
- Person::players[pnum]->proportionlegs = 1.1 * legprop;
- } else if (Person::players[pnum]->creature == rabbittype) {
- Person::players[pnum]->proportionhead = 1.2 * headprop;
- Person::players[pnum]->proportionbody = 1.05 * bodyprop;
- Person::players[pnum]->proportionarms = 1.00 * armprop;
- Person::players[pnum]->proportionlegs = 1.1 * legprop;
- Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
- }
+ save_screenshot(filename);
}
-static void ch_proportion(const char *args)
+void Game::SetUpLighting()
{
- set_proportion(0, args);
+ if (environment == snowyenvironment)
+ light.setColors(.65, .65, .7, .4, .4, .44);
+ if (environment == desertenvironment)
+ light.setColors(.95, .95, .95, .4, .35, .3);
+ if (environment == grassyenvironment)
+ light.setColors(.95, .95, 1, .4, .4, .44);
+ if (!skyboxtexture)
+ light.setColors(1, 1, 1, .4, .4, .4);
+ float average;
+ average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
+ light.color[0] *= (skyboxlightr + average) / 2;
+ light.color[1] *= (skyboxlightg + average) / 2;
+ light.color[2] *= (skyboxlightb + average) / 2;
+ light.ambient[0] *= (skyboxlightr + average) / 2;
+ light.ambient[1] *= (skyboxlightg + average) / 2;
+ light.ambient[2] *= (skyboxlightb + average) / 2;
}
-static void ch_proportionnear(const char *args)
+int findPathDist(int start, int end)
{
- int closest = findClosestPlayer();
- if (closest >= 0)
- set_proportion(closest, args);
+ int smallestcount, count, connected;
+ int last, last2, last3, last4;
+ int closest;
+
+ smallestcount = 1000;
+ for (int i = 0; i < 50; i++) {
+ count = 0;
+ last = start;
+ last2 = -1;
+ last3 = -1;
+ last4 = -1;
+ while (last != end && count < 30) {
+ closest = -1;
+ for (int j = 0; j < numpathpoints; j++) {
+ if (j != last && j != last2 && j != last3 && j != last4) {
+ connected = 0;
+ if (numpathpointconnect[j])
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ if (pathpointconnect[j][k] == last)connected = 1;
+ }
+ if (!connected)
+ if (numpathpointconnect[last])
+ for (int k = 0; k < numpathpointconnect[last]; k++) {
+ if (pathpointconnect[last][k] == j)connected = 1;
+ }
+ if (connected)
+ if (closest == -1 || Random() % 2 == 0) {
+ closest = j;
+ }
+ }
+ }
+ last4 = last3;
+ last3 = last2;
+ last2 = last;
+ last = closest;
+ count++;
+ }
+ if (count < smallestcount)
+ smallestcount = count;
+ }
+ return smallestcount;
}
-static void set_protection(int pnum, const char *args)
+void Setenvironment(int which)
{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
+ LOGFUNC;
- Person::players[pnum]->protectionhead = head;
- Person::players[pnum]->protectionhigh = high;
- Person::players[pnum]->protectionlow = low;
-}
+ LOG(" Setting environment...");
-static void ch_protection(const char *args)
-{
- set_protection(0, args);
-}
+ float temptexdetail;
+ environment = which;
-static void ch_protectionnear(const char *args)
-{
- int closest = findClosestPlayer();
- if (closest >= 0)
- set_protection(closest, args);
-}
+ pause_sound(stream_snowtheme);
+ pause_sound(stream_grasstheme);
+ pause_sound(stream_deserttheme);
+ pause_sound(stream_wind);
+ pause_sound(stream_desertambient);
-static void set_armor(int pnum, const char *args)
-{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
- Person::players[pnum]->armorhead = head;
- Person::players[pnum]->armorhigh = high;
- Person::players[pnum]->armorlow = low;
-}
+ if (environment == snowyenvironment) {
+ windvector = 0;
+ windvector.z = 3;
+ if (ambientsound)
+ emit_stream_np(stream_wind);
-static void ch_armor(const char *args)
-{
- set_armor(0, args);
-}
+ 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);
-static void ch_armornear(const char *args)
-{
- int closest = findClosestPlayer();
- if (closest >= 0)
- set_armor(closest, args);
-}
+ footstepsound = footstepsn1;
+ footstepsound2 = footstepsn2;
+ footstepsound3 = footstepst1;
+ footstepsound4 = footstepst2;
-static void ch_protectionreset(const char *args)
-{
- set_protection(0, "1 1 1");
- set_armor(0, "1 1 1");
-}
+ terraintexture.load("Textures/Snow.jpg", 1);
+ terraintexture2.load("Textures/Rock.jpg", 1);
-static void set_metal(int pnum, const char *args)
-{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
- Person::players[pnum]->metalhead = head;
- Person::players[pnum]->metalhigh = high;
- Person::players[pnum]->metallow = low;
-}
-
-static void ch_metal(const char *args)
-{
- set_metal(0, args);
-}
-
-static void set_noclothes(int pnum, const char *args)
-{
- Person::players[pnum]->numclothes = 0;
- Person::players[pnum]->skeleton.drawmodel.textureptr.load(
- creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
- &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
-}
-
-static void ch_noclothes(const char *args)
-{
- set_noclothes(0, args);
-}
-
-static void ch_noclothesnear(const char *args)
-{
- int closest = findClosestPlayer();
- if (closest >= 0)
- set_noclothes(closest, args);
-}
-
-
-static void set_clothes(int pnum, const char *args)
-{
- char buf[64];
- snprintf(buf, 63, ":Data:Textures:%s.png", args);
-
- if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
- return;
-
- Person::players[pnum]->DoMipmaps();
- strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
- Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
- Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
- Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
- Person::players[pnum]->numclothes++;
-}
-
-static void ch_clothes(const char *args)
-{
- set_clothes(0, args);
-}
-
-static void ch_clothesnear(const char *args)
-{
- int closest = findClosestPlayer();
- if (closest >= 0)
- set_clothes(closest, args);
-}
-
-static void ch_belt(const char *args)
-{
- Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
-}
-
-
-static void ch_cellophane(const char *args)
-{
- cellophane = !cellophane;
- float mul = (cellophane ? 0 : 1);
-
- for (auto player : Person::players) {
- player->proportionhead.z = player->proportionhead.x * mul;
- player->proportionbody.z = player->proportionbody.x * mul;
- player->proportionarms.z = player->proportionarms.x * mul;
- player->proportionlegs.z = player->proportionlegs.x * mul;
- }
-}
-
-static void ch_funnybunny(const char *args)
-{
- Person::players[0]->skeleton.id = 0;
- Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
- ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
- ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
- ":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);
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
- Person::players[0]->creature = rabbittype;
- Person::players[0]->scale = .2;
- Person::players[0]->headless = 0;
- Person::players[0]->damagetolerance = 200;
- set_proportion(0, "1 1 1 1");
-}
-
-static void ch_wolfie(const char *args)
-{
- Person::players[0]->skeleton.id = 0;
- Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
- ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
- ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
- ":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);
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
- Person::players[0]->creature = wolftype;
- Person::players[0]->damagetolerance = 300;
- set_proportion(0, "1 1 1 1");
-}
-
-static void ch_wolfieisgod(const char *args)
-{
- ch_wolfie(args);
-}
-
-static void ch_wolf(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_snowwolf(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_darkwolf(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_lizardwolf(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_white(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_brown(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_black(const char *args)
-{
- Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_sizemin(const char *args)
-{
- for (int i = 1; i < Person::players.size(); i++)
- if (Person::players[i]->scale < 0.8 * 0.2)
- Person::players[i]->scale = 0.8 * 0.2;
-}
-
-static void ch_tutorial(const char *args)
-{
- tutoriallevel = atoi(args);
-}
-
-static void ch_hostile(const char *args)
-{
- hostile = atoi(args);
-}
-
-static void ch_indemo(const char *args)
-{
- indemo = 1;
- hotspot[numhotspots] = Person::players[0]->coords;
- hotspotsize[numhotspots] = 0;
- hotspottype[numhotspots] = -111;
- strcpy(hotspottext[numhotspots], "mapname");
- numhotspots++;
-}
-
-static void ch_notindemo(const char *args)
-{
- indemo = 0;
- numhotspots--;
-}
-
-static void ch_type(const char *args)
-{
- int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
- for (int i = 0; i < n; i++)
- if (stripfx(args, editortypenames[i])) {
- editoractive = i;
- break;
- }
-}
-
-static void ch_path(const char *args)
-{
- int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
- for (int i = 0; i < n; i++)
- if (stripfx(args, pathtypenames[i])) {
- editorpathtype = i;
- break;
- }
-}
-
-static void ch_hs(const char *args)
-{
- hotspot[numhotspots] = Person::players[0]->coords;
-
- float size;
- int type, shift;
- sscanf(args, "%f%d %n", &size, &type, &shift);
-
- hotspotsize[numhotspots] = size;
- hotspottype[numhotspots] = type;
-
- strcpy(hotspottext[numhotspots], args + shift);
- strcat(hotspottext[numhotspots], "\n");
-
- numhotspots++;
-}
-
-static void ch_dialogue(const char *args)
-{
- int dlg;
- char buf1[32], buf2[64];
-
- sscanf(args, "%d %31s", &dlg, buf1);
- snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
- dialoguetype[numdialogues] = dlg;
-
- memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
- memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
-
- ifstream ipstream(ConvertFileName(buf2));
- ipstream.ignore(256, ':');
- ipstream >> numdialogueboxes[numdialogues];
- for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
- ipstream.ignore(256, ':');
- ipstream.ignore(256, ':');
- ipstream.ignore(256, ' ');
- ipstream >> dialogueboxlocation[numdialogues][i];
- ipstream.ignore(256, ':');
- ipstream >> dialogueboxcolor[numdialogues][i][0];
- ipstream >> dialogueboxcolor[numdialogues][i][1];
- ipstream >> dialogueboxcolor[numdialogues][i][2];
- ipstream.ignore(256, ':');
- ipstream.getline(dialoguename[numdialogues][i], 64);
- ipstream.ignore(256, ':');
- ipstream.ignore(256, ' ');
- ipstream.getline(dialoguetext[numdialogues][i], 128);
- for (int j = 0; j < 128; j++) {
- if (dialoguetext[numdialogues][i][j] == '\\')
- dialoguetext[numdialogues][i][j] = '\n';
- }
- ipstream.ignore(256, ':');
- ipstream >> dialogueboxsound[numdialogues][i];
- }
-
- for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
- for (int j = 0; j < Person::players.size(); j++) {
- participantfacing[numdialogues][i][j] = Person::players[j]->facing;
- }
- }
- ipstream.close();
-
- directing = 1;
- indialogue = 0;
- whichdialogue = numdialogues;
-
- numdialogues++;
-}
-
-static void ch_fixdialogue(const char *args)
-{
- char buf1[32], buf2[64];
- int whichdi;
-
- sscanf(args, "%d %31s", &whichdi, buf1);
- snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
- memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
- memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
-
- ifstream ipstream(ConvertFileName(buf2));
- ipstream.ignore(256, ':');
- ipstream >> numdialogueboxes[whichdi];
- for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
- ipstream.ignore(256, ':');
- ipstream.ignore(256, ':');
- ipstream.ignore(256, ' ');
- ipstream >> dialogueboxlocation[whichdi][i];
- ipstream.ignore(256, ':');
- ipstream >> dialogueboxcolor[whichdi][i][0];
- ipstream >> dialogueboxcolor[whichdi][i][1];
- ipstream >> dialogueboxcolor[whichdi][i][2];
- ipstream.ignore(256, ':');
- ipstream.getline(dialoguename[whichdi][i], 64);
- ipstream.ignore(256, ':');
- ipstream.ignore(256, ' ');
- ipstream.getline(dialoguetext[whichdi][i], 128);
- for (int j = 0; j < 128; j++) {
- if (dialoguetext[whichdi][i][j] == '\\')
- dialoguetext[whichdi][i][j] = '\n';
- }
- ipstream.ignore(256, ':');
- ipstream >> dialogueboxsound[whichdi][i];
- }
-
- ipstream.close();
-}
-
-static void ch_fixtype(const char *args)
-{
- int dlg;
- sscanf(args, "%d", &dlg);
- dialoguetype[0] = dlg;
-}
-
-static void ch_fixrotation(const char *args)
-{
- participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
-}
-
-static void ch_ddialogue(const char *args)
-{
- if (numdialogues)
- numdialogues--;
-}
-
-static void ch_dhs(const char *args)
-{
- if (numhotspots)
- numhotspots--;
-}
-
-static void ch_immobile(const char *args)
-{
- Person::players[0]->immobile = 1;
-}
-
-static void ch_allimmobile(const char *args)
-{
- for (int i = 1; i < Person::players.size(); i++)
- Person::players[i]->immobile = 1;
-}
-
-static void ch_mobile(const char *args)
-{
- Person::players[0]->immobile = 0;
-}
-
-static void ch_default(const char *args)
-{
- Person::players[0]->armorhead = 1;
- Person::players[0]->armorhigh = 1;
- Person::players[0]->armorlow = 1;
- Person::players[0]->protectionhead = 1;
- Person::players[0]->protectionhigh = 1;
- Person::players[0]->protectionlow = 1;
- Person::players[0]->metalhead = 1;
- Person::players[0]->metalhigh = 1;
- Person::players[0]->metallow = 1;
- Person::players[0]->power = 1;
- Person::players[0]->speedmult = 1;
- Person::players[0]->scale = 1;
-
- if (Person::players[0]->creature == wolftype) {
- Person::players[0]->proportionhead = 1.1;
- Person::players[0]->proportionbody = 1.1;
- Person::players[0]->proportionarms = 1.1;
- Person::players[0]->proportionlegs = 1.1;
- } else if (Person::players[0]->creature == rabbittype) {
- Person::players[0]->proportionhead = 1.2;
- Person::players[0]->proportionbody = 1.05;
- Person::players[0]->proportionarms = 1.00;
- Person::players[0]->proportionlegs = 1.1;
- Person::players[0]->proportionlegs.y = 1.05;
- }
-
- Person::players[0]->numclothes = 0;
- Person::players[0]->skeleton.drawmodel.textureptr.load(
- creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
- &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-
- editoractive = typeactive;
- Person::players[0]->immobile = 0;
-}
-
-static void ch_play(const char *args)
-{
- int dlg;
- sscanf(args, "%d", &dlg);
- whichdialogue = dlg;
-
- if (whichdialogue >= numdialogues)
- return;
-
- for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
- Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
- Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
- Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
- Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
- Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
- Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
- }
-
- directing = 0;
- indialogue = 0;
-
- playdialogueboxsound();
-}
-
-static void ch_mapkilleveryone(const char *args)
-{
- maptype = mapkilleveryone;
-}
-
-static void ch_mapkillmost(const char *args)
-{
- maptype = mapkillmost;
-}
-
-static void ch_mapkillsomeone(const char *args)
-{
- maptype = mapkillsomeone;
-}
-
-static void ch_mapgosomewhere(const char *args)
-{
- maptype = mapgosomewhere;
-}
-
-static void ch_viewdistance(const char *args)
-{
- viewdistance = atof(args) * 100;
-}
-
-static void ch_fadestart(const char *args)
-{
- fadestart = atof(args);
-}
-
-static void ch_slomo(const char *args)
-{
- slomospeed = atof(args);
- slomo = !slomo;
- slomodelay = 1000;
-}
-
-static void ch_slofreq(const char *args)
-{
- slomofreq = atof(args);
-}
-
-static void ch_skytint(const char *args)
-{
- sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
-
- skyboxlightr = skyboxr;
- skyboxlightg = skyboxg;
- skyboxlightb = skyboxb;
-
- SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-static void ch_skylight(const char *args)
-{
- sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-
- SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-static void ch_skybox(const char *args)
-{
- skyboxtexture = !skyboxtexture;
-
- SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-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 (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
- 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);
-}
-
-/********************> Tick() <*****/
-extern bool save_image(const char * fname);
-void Screenshot (void)
-{
- char temp[1024];
- time_t t = time(NULL);
- struct tm *tme = localtime(&t);
- sprintf(temp, "Screenshots/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");
-#else
- mkdir("Screenshots", S_IRWXU);
-#endif
-
- save_image(temp);
-}
-
-void Game::SetUpLighting()
-{
- if (environment == snowyenvironment)
- light.setColors(.65, .65, .7, .4, .4, .44);
- if (environment == desertenvironment)
- light.setColors(.95, .95, .95, .4, .35, .3);
- if (environment == grassyenvironment)
- light.setColors(.95, .95, 1, .4, .4, .44);
- if (!skyboxtexture)
- light.setColors(1, 1, 1, .4, .4, .4);
- float average;
- average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
- light.color[0] *= (skyboxlightr + average) / 2;
- light.color[1] *= (skyboxlightg + average) / 2;
- light.color[2] *= (skyboxlightb + average) / 2;
- light.ambient[0] *= (skyboxlightr + average) / 2;
- light.ambient[1] *= (skyboxlightg + average) / 2;
- light.ambient[2] *= (skyboxlightb + average) / 2;
-}
-
-int findPathDist(int start, int end)
-{
- int smallestcount, count, connected;
- int last, last2, last3, last4;
- int closest;
-
- smallestcount = 1000;
- for (int i = 0; i < 50; i++) {
- count = 0;
- last = start;
- last2 = -1;
- last3 = -1;
- last4 = -1;
- while (last != end && count < 30) {
- closest = -1;
- for (int j = 0; j < numpathpoints; j++) {
- if (j != last && j != last2 && j != last3 && j != last4) {
- connected = 0;
- if (numpathpointconnect[j])
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- if (pathpointconnect[j][k] == last)connected = 1;
- }
- if (!connected)
- if (numpathpointconnect[last])
- for (int k = 0; k < numpathpointconnect[last]; k++) {
- if (pathpointconnect[last][k] == j)connected = 1;
- }
- if (connected)
- if (closest == -1 || Random() % 2 == 0) {
- closest = j;
- }
- }
- }
- last4 = last3;
- last3 = last2;
- last2 = last;
- last = closest;
- count++;
- }
- if (count < smallestcount)
- smallestcount = count;
- }
- return smallestcount;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint)
-{
- static XYZ colpoint, colviewer, coltarget;
- static float minx, minz, maxx, maxz, miny, maxy;
-
- minx = min(startpoint.x, endpoint.x) - 1;
- miny = min(startpoint.y, endpoint.y) - 1;
- minz = min(startpoint.z, endpoint.z) - 1;
- maxx = max(startpoint.x, endpoint.x) + 1;
- 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) {
- colviewer = startpoint;
- coltarget = endpoint;
- if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
- return i;
- }
- }
- }
-
- //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
-
- return -1;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
-{
- static XYZ colpoint, colviewer, coltarget;
- static float minx, minz, maxx, maxz, miny, maxy;
- static int i; //FIXME: see below
-
- minx = min(startpoint.x, endpoint.x) - 1;
- miny = min(startpoint.y, endpoint.y) - 1;
- minz = min(startpoint.z, endpoint.z) - 1;
- maxx = max(startpoint.x, endpoint.x) + 1;
- maxy = max(startpoint.y, endpoint.y) + 1;
- 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) {
- colviewer = startpoint;
- coltarget = endpoint;
- //FIXME: i/what
- if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
- return i;
- }
- }
- }
-
- if (what == 1000)
- if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
- return 1000;
-
- return -1;
-}
-
-void Setenvironment(int which)
-{
- LOGFUNC;
-
- LOG(" Setting environment...");
-
- float temptexdetail;
- environment = which;
-
- pause_sound(stream_snowtheme);
- pause_sound(stream_grasstheme);
- pause_sound(stream_deserttheme);
- pause_sound(stream_wind);
- pause_sound(stream_desertambient);
-
-
- if (environment == snowyenvironment) {
- windvector = 0;
- windvector.z = 3;
- if (ambientsound)
- emit_stream_np(stream_wind);
-
- objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
- objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
- objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
- objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
-
- footstepsound = footstepsn1;
- footstepsound2 = footstepsn2;
- footstepsound3 = footstepst1;
- footstepsound4 = footstepst2;
-
- 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)
- texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
- ":Data:Textures:Skybox(snow):Left.jpg",
- ":Data:Textures:Skybox(snow):Back.jpg",
- ":Data:Textures:Skybox(snow):Right.jpg",
- ":Data:Textures:Skybox(snow):Up.jpg",
- ":Data:Textures:Skybox(snow):Down.jpg");
+ temptexdetail = texdetail;
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( "Textures/Skybox(snow)/Front.jpg",
+ "Textures/Skybox(snow)/Left.jpg",
+ "Textures/Skybox(snow)/Back.jpg",
+ "Textures/Skybox(snow)/Right.jpg",
+ "Textures/Skybox(snow)/Up.jpg",
+ "Textures/Skybox(snow)/Down.jpg");
} else if (environment == desertenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
- objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
- objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
- objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
+ 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)
footstepsound3 = footstepsn1;
footstepsound4 = footstepsn2;
- terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
- terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
-
- //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
+ terraintexture.load("Textures/Sand.jpg", 1);
+ terraintexture2.load("Textures/SandSlope.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
- ":Data:Textures:Skybox(sand):Left.jpg",
- ":Data:Textures:Skybox(sand):Back.jpg",
- ":Data:Textures:Skybox(sand):Right.jpg",
- ":Data:Textures:Skybox(sand):Up.jpg",
- ":Data:Textures:Skybox(sand):Down.jpg");
+ skybox->load( "Textures/Skybox(sand)/Front.jpg",
+ "Textures/Skybox(sand)/Left.jpg",
+ "Textures/Skybox(sand)/Back.jpg",
+ "Textures/Skybox(sand)/Right.jpg",
+ "Textures/Skybox(sand)/Up.jpg",
+ "Textures/Skybox(sand)/Down.jpg");
} else if (environment == grassyenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
- objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
- objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
- objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
+ 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.);
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
- terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
-
- //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-
+ terraintexture.load("Textures/GrassDirt.jpg", 1);
+ terraintexture2.load("Textures/MossRock.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
- ":Data:Textures:Skybox(grass):Left.jpg",
- ":Data:Textures:Skybox(grass):Back.jpg",
- ":Data:Textures:Skybox(grass):Right.jpg",
- ":Data:Textures:Skybox(grass):Up.jpg",
- ":Data:Textures:Skybox(grass):Down.jpg");
+ skybox->load( "Textures/Skybox(grass)/Front.jpg",
+ "Textures/Skybox(grass)/Left.jpg",
+ "Textures/Skybox(grass)/Back.jpg",
+ "Textures/Skybox(grass)/Right.jpg",
+ "Textures/Skybox(grass)/Up.jpg",
+ "Textures/Skybox(grass)/Down.jpg");
}
temptexdetail = texdetail;
texdetail = 1;
- terrain.load(":Data:Textures:heightmap.png");
+ terrain.load("Textures/HeightMap.png");
texdetail = temptexdetail;
}
-void LoadCampaign()
-{
- if (!accountactive)
- return;
- ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
- if (!ipstream.good()) {
- if (accountactive->getCurrentCampaign() == "main") {
- cerr << "Could not found main campaign!" << endl;
- return;
- }
- cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
- accountactive->setCurrentCampaign("main");
- return LoadCampaign();
- }
- ipstream.ignore(256, ':');
- int numlevels;
- ipstream >> numlevels;
- campaignlevels.clear();
- for (int i = 0; i < numlevels; i++) {
- CampaignLevel cl;
- ipstream >> cl;
- campaignlevels.push_back(cl);
- }
- ipstream.close();
-
- ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
- if (test.good()) {
- Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
- } else {
- Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
- }
-
- if (accountactive->getCampaignChoicesMade() == 0) {
- accountactive->setCampaignScore(0);
- accountactive->resetFasttime();
- }
-}
-
-vector<string> ListCampaigns()
-{
- DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
- struct dirent *campaign = NULL;
- if (!campaigns) {
- perror("Problem while loading campaigns");
- cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
- exit(EXIT_FAILURE);
- }
- vector<string> campaignNames;
- while ((campaign = readdir(campaigns)) != NULL) {
- string name(campaign->d_name);
- if (name.length() < 5)
- continue;
- if (!name.compare(name.length() - 4, 4, ".txt")) {
- campaignNames.push_back(name.substr(0, name.length() - 4));
- }
- }
- closedir(campaigns);
- return campaignNames;
-}
-
-void Loadlevel(int which)
+void Game::Loadlevel(int which)
{
stealthloading = 0;
whichlevel = which;
if (which == -1) {
- tutoriallevel = -1;
- Loadlevel("tutorial");
+ Loadlevel("tutorial", true);
} else if (which >= 0 && which <= 15) {
char buf[32];
snprintf(buf, 32, "map%d", which + 1); // challenges
Loadlevel("mapsave");
}
-void Loadlevel(const char *name)
+void Game::Loadlevel(const std::string& name, bool tutorial)
{
+ int indemo; // FIXME this should be removed
int templength;
float lamefloat;
- static const char *pfx = ":Data:Maps:";
- char *buf;
-
- float headprop, legprop, armprop, bodyprop;
LOGFUNC;
numenvsounds = 0;
- if (tutoriallevel != -1)
- tutoriallevel = 0;
- else
- tutoriallevel = 1;
+ Tutorial::active = tutorial;
- if (tutoriallevel == 1)
- tutorialstage = 0;
- if (tutorialstage == 0) {
- tutorialstagetime = 0;
- tutorialmaxtime = 1;
+ if (Tutorial::active) {
+ Tutorial::stage = 0;
+ }
+ if (Tutorial::stage == 0) {
+ Tutorial::stagetime = 0;
+ Tutorial::maxtime = 1;
}
- loadingstuff = 1;
pause_sound(whooshsound);
pause_sound(stream_firesound);
- // Change the map filename into something that is os specific
- buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
- sprintf(buf, "%s%s", pfx, name);
- const char *FixedFN = ConvertFileName(buf);
-
int mapvers;
FILE *tfile;
- //~ char* buff=getcwd(NULL,0);
- //~ cout << buff << " " << FixedFN << endl;
- //~ free(buff);
- tfile = fopen( FixedFN, "rb" );
- if (tfile) {
- pause_sound(stream_firesound);
- scoreadded = 0;
- windialogue = false;
- hostiletime = 0;
- won = 0;
+ errno = 0;
+ tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
- animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
+ pause_sound(stream_firesound);
+ scoreadded = 0;
+ windialogue = false;
+ hostiletime = 0;
+ won = 0;
- numdialogues = 0;
+ //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
- for (int i = 0; i < 20; i++)
- dialoguegonethrough[i] = 0;
+ Dialog::dialogs.clear();
- indialogue = -1;
- cameramode = 0;
+ Dialog::indialogue = -1;
+ cameramode = 0;
- damagedealt = 0;
- damagetaken = 0;
+ damagedealt = 0;
+ damagetaken = 0;
- if (accountactive)
- difficulty = accountactive->getDifficulty();
+ if (Account::hasActive()) {
+ difficulty = Account::active().getDifficulty();
+ }
- numhotspots = 0;
- currenthotspot = -1;
- bonustime = 1;
+ Hotspot::hotspots.clear();
+ Hotspot::current = -1;
+ bonustime = 1;
+
+ skyboxtexture = 1;
+ skyboxr = 1;
+ skyboxg = 1;
+ skyboxb = 1;
+
+ freeze = 0;
+ winfreeze = 0;
+
+ for (int i = 0; i < 100; i++)
+ bonusnum[i] = 0;
+
+ numfalls = 0;
+ numflipfail = 0;
+ numseen = 0;
+ numstaffattack = 0;
+ numswordattack = 0;
+ numknifeattack = 0;
+ numunarmedattack = 0;
+ numescaped = 0;
+ numflipped = 0;
+ numwallflipped = 0;
+ numthrowkill = 0;
+ numafterkill = 0;
+ numreversals = 0;
+ numattacks = 0;
+ maxalarmed = 0;
+ numresponded = 0;
+
+ bonustotal = startbonustotal;
+ bonus = 0;
+ gameon = 1;
+ changedelay = 0;
+ if (console) {
+ emit_sound_np(consolesuccesssound);
+ freeze = 0;
+ console = false;
+ }
+
+ if (!stealthloading) {
+ terrain.numdecals = 0;
+ Sprite::deleteSprites();
+ for (int i = 0; i < subdivision; i++) {
+ for (int j = 0; j < subdivision; j++) {
+ terrain.patchobjectnum[i][j] = 0;
+ }
+ }
+ if (visibleloading)
+ LoadingScreen();
+ }
+
+ weapons.clear();
+ Person::players.resize(1);
+
+ funpackf(tfile, "Bi", &mapvers);
+ if (mapvers < 12) {
+ cerr << name << " has obsolete map version " << mapvers << endl;
+ }
+ if (mapvers >= 15)
+ funpackf(tfile, "Bi", &indemo);
+ else
+ indemo = 0;
+ if (mapvers >= 5)
+ funpackf(tfile, "Bi", &maptype);
+ else
+ maptype = mapkilleveryone;
+ if (mapvers >= 6)
+ funpackf(tfile, "Bi", &hostile);
+ else
+ hostile = 1;
+ if (mapvers >= 4)
+ funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+ else {
+ viewdistance = 100;
+ fadestart = .6;
+ }
+ if (mapvers >= 2)
+ funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
+ else {
skyboxtexture = 1;
skyboxr = 1;
skyboxg = 1;
skyboxb = 1;
-
- freeze = 0;
- winfreeze = 0;
-
- for (int i = 0; i < 100; i++)
- bonusnum[i] = 0;
-
- numfalls = 0;
- numflipfail = 0;
- numseen = 0;
- numstaffattack = 0;
- numswordattack = 0;
- numknifeattack = 0;
- numunarmedattack = 0;
- numescaped = 0;
- numflipped = 0;
- numwallflipped = 0;
- numthrowkill = 0;
- numafterkill = 0;
- numreversals = 0;
- numattacks = 0;
- maxalarmed = 0;
- numresponded = 0;
-
- bonustotal = startbonustotal;
- bonus = 0;
- gameon = 1;
- changedelay = 0;
- if (console) {
- emit_sound_np(consolesuccesssound);
- freeze = 0;
- console = false;
+ }
+ if (mapvers >= 10)
+ funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
+ else {
+ skyboxlightr = skyboxr;
+ skyboxlightg = skyboxg;
+ skyboxlightb = skyboxb;
+ }
+ /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
+ if (stealthloading) {
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+ } else {
+ 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 (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();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type, 0));
}
- 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++)
- terrain.patchobjectnum[i][j] = 0;
- if (visibleloading)
- LoadingScreen();
- }
+ if (visibleloading)
+ LoadingScreen();
- weapons.clear();
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
- funpackf(tfile, "Bi", &mapvers);
- if (mapvers >= 15)
- funpackf(tfile, "Bi", &indemo);
- else
- indemo = 0;
- if (mapvers >= 5)
- funpackf(tfile, "Bi", &maptype);
- else
- maptype = mapkilleveryone;
- if (mapvers >= 6)
- funpackf(tfile, "Bi", &hostile);
- else
- hostile = 1;
- if (mapvers >= 4)
- funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
- else {
- viewdistance = 100;
- fadestart = .6;
- }
- if (mapvers >= 2)
- funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
- else {
- skyboxtexture = 1;
- skyboxr = 1;
- skyboxg = 1;
- skyboxb = 1;
- }
- if (mapvers >= 10)
- funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- else {
- skyboxlightr = skyboxr;
- skyboxlightg = skyboxg;
- skyboxlightb = skyboxb;
- }
- if (!stealthloading)
- 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();
- int type;
- funpackf(tfile, "Bi", &type);
- weapons.push_back(Weapon(type, 0));
- }
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
- if (visibleloading)
- LoadingScreen();
+ if (mapvers >= 9)
+ funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
+ else {
+ Person::players[0]->whichskin = 0;
+ Person::players[0]->creature = rabbittype;
+ }
- funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
- funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
- funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
- funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -1;
- funpackf(tfile, "Bi", &Person::players[0]->numclothes);
+ //dialogues
+ if (mapvers >= 8) {
+ Dialog::loadDialogs(tfile);
+ }
- if (mapvers >= 9)
- funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
- else {
- Person::players[0]->whichskin = 0;
- Person::players[0]->creature = rabbittype;
- }
+ for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ funpackf(tfile, "Bi", &templength);
+ for (int l = 0; l < templength; l++)
+ funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
+ Person::players[0]->clothes[k][templength] = '\0';
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
+ }
- Person::players[0]->lastattack = -1;
- Person::players[0]->lastattack2 = -1;
- Person::players[0]->lastattack3 = -1;
-
- //dialogues
- if (mapvers >= 8) {
- funpackf(tfile, "Bi", &numdialogues);
- for (int k = 0; k < numdialogues; k++) {
- funpackf(tfile, "Bi", &numdialogueboxes[k]);
- funpackf(tfile, "Bi", &dialoguetype[k]);
- for (int l = 0; l < 10; l++) {
- funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
- funpackf(tfile, "Bf", &participantyaw[k][l]);
- }
- for (int l = 0; l < numdialogueboxes[k]; l++) {
- funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
- funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
- funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
- funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
- funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
-
- funpackf(tfile, "Bi", &templength);
- if (templength > 128 || templength <= 0)
- templength = 128;
- int m;
- for (m = 0; m < templength; m++) {
- funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
- if (dialoguetext[k][l][m] == '\0')
- break;
- }
- dialoguetext[k][l][m] = 0;
-
- funpackf(tfile, "Bi", &templength);
- if (templength > 64 || templength <= 0)
- templength = 64;
- for (m = 0; m < templength; m++) {
- funpackf(tfile, "Bb", &dialoguename[k][l][m]);
- if (dialoguename[k][l][m] == '\0')
- break;
- }
- dialoguename[k][l][m] = 0;
- funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
- funpackf(tfile, "Bi", &participantfocus[k][l]);
- funpackf(tfile, "Bi", &participantaction[k][l]);
+ funpackf(tfile, "Bi", &environment);
- for (m = 0; m < 10; m++)
- funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
+ Object::LoadObjectsFromFile(tfile, stealthloading);
- funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
- }
- }
- } else
- numdialogues = 0;
-
- for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ if (mapvers >= 7) {
+ int numhotspots;
+ funpackf(tfile, "Bi", &numhotspots);
+ if (numhotspots < 0) {
+ cerr << "Map " << name << " have an invalid number of hotspots" << endl;
+ numhotspots = 0;
+ }
+ Hotspot::hotspots.resize(numhotspots);
+ 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);
- for (int l = 0; l < templength; l++)
- funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
- Person::players[0]->clothes[k][templength] = '\0';
- funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
+ if (templength)
+ for (int l = 0; l < templength; l++)
+ funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
+ Hotspot::hotspots[i].text[templength] = '\0';
+ if (Hotspot::hotspots[i].type == -111)
+ indemo = 1;
}
+ } else {
+ Hotspot::hotspots.clear();
+ }
- funpackf(tfile, "Bi", &environment);
+ if (visibleloading)
+ LoadingScreen();
- 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];
- }
-
- if (mapvers >= 7) {
- funpackf(tfile, "Bi", &numhotspots);
- for (int i = 0; i < numhotspots; i++) {
- funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
- funpackf(tfile, "Bi", &templength);
- if (templength)
- for (int l = 0; l < templength; l++)
- funpackf(tfile, "Bb", &hotspottext[i][l]);
- hotspottext[i][templength] = '\0';
- if (hotspottype[i] == -111)
- indemo = 1;
- }
- } else
- numhotspots = 0;
+ if (!stealthloading) {
+ Object::ComputeCenter();
if (visibleloading)
LoadingScreen();
- if (!stealthloading) {
- objects.center = 0;
- for (int i = 0; i < objects.numobjects; i++)
- objects.center += objects.position[i];
- objects.center /= objects.numobjects;
-
+ Object::ComputeRadius();
+ }
- if (visibleloading)
- LoadingScreen();
+ if (visibleloading)
+ LoadingScreen();
- 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;
- }
- }
- objects.radius = fast_sqrt(maxdistance);
+ int numplayers;
+ funpackf(tfile, "Bi", &numplayers);
+ if (numplayers > maxplayers) {
+ cout << "Warning: this level contains more players than allowed" << endl;
+ }
+ unsigned j = 1;
+ for (int i = 1; i < numplayers; i++) {
+ 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)
+ LoadingScreen();
- if (visibleloading)
- LoadingScreen();
-
- int numplayers;
- funpackf(tfile, "Bi", &numplayers);
- int howmanyremoved = 0;
- bool removeanother = 0;
- if (numplayers > maxplayers) {
- cout << "Warning: this level contains more players than allowed" << endl;
+ funpackf(tfile, "Bi", &numpathpoints);
+ if (numpathpoints > 30 || numpathpoints < 0)
+ numpathpoints = 0;
+ for (int j = 0; j < numpathpoints; j++) {
+ funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ funpackf(tfile, "Bi", &pathpointconnect[j][k]);
}
- if (numplayers > 1) {
- for (int i = 1; i < numplayers; i++) {
- Person::players.push_back(shared_ptr<Person>(new Person()));
- if (visibleloading)
- LoadingScreen();
- removeanother = 0;
-
- funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
- if (mapvers >= 5)
- funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
- else
- Person::players[i - howmanyremoved]->howactive = typeactive;
- if (mapvers >= 3)
- funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
- else
- Person::players[i - howmanyremoved]->scale = -1;
- if (mapvers >= 11)
- funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
- else
- Person::players[i - howmanyremoved]->immobile = 0;
- if (mapvers >= 12)
- funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
- else
- Person::players[i - howmanyremoved]->yaw = 0;
- Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
- if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
- removeanother = 1;
- howmanyremoved++;
- }
- if (!removeanother) {
- if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
- for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
- Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
- int type;
- funpackf(tfile, "Bi", &type);
- weapons.push_back(Weapon(type, i));
- }
- }
- 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);
- funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
- if (mapvers >= 5)
- funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
- else
- Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
- }
-
- funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
- if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
- Person::players[i - howmanyremoved]->waypoint = 0;
-
- funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
- funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
- funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
- funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
+ }
+ if (visibleloading)
+ LoadingScreen();
- if (mapvers >= 4)
- funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
- else {
- headprop = 1;
- bodyprop = 1;
- armprop = 1;
- legprop = 1;
- }
- if (Person::players[i - howmanyremoved]->creature == wolftype) {
- Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
- Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
- Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
- Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
- }
+ funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
- if (Person::players[i - howmanyremoved]->creature == rabbittype) {
- Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
- Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
- Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
- Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
- Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
- }
+ SetUpLighting();
+ if (environment != oldenvironment)
+ Setenvironment(environment);
+ oldenvironment = environment;
- funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
- if (Person::players[i - howmanyremoved]->numclothes) {
- for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
- int templength;
- funpackf(tfile, "Bi", &templength);
- for (int l = 0; l < templength; l++)
- funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
- Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
- funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
- }
- }
- }
- }
- }
+ if (!stealthloading) {
+ Object::AddObjectsToTerrain();
+ terrain.DoShadows();
if (visibleloading)
LoadingScreen();
-
- numplayers -= howmanyremoved;
- Person::players.resize(numplayers);
-
- funpackf(tfile, "Bi", &numpathpoints);
- if (numpathpoints > 30 || numpathpoints < 0)
- numpathpoints = 0;
- for (int j = 0; j < numpathpoints; j++) {
- funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- funpackf(tfile, "Bi", &pathpointconnect[j][k]);
- }
- }
+ Object::DoShadows();
if (visibleloading)
LoadingScreen();
+ }
- funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
-
- SetUpLighting();
- if (environment != oldenvironment)
- Setenvironment(environment);
- 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();
- }
-
- terrain.DoShadows();
- if (visibleloading)
- LoadingScreen();
- objects.DoShadows();
- if (visibleloading)
- LoadingScreen();
- }
-
- fclose(tfile);
+ fclose(tfile);
- for (int i = 0; i < Person::players.size(); i++) {
- if (visibleloading)
- LoadingScreen();
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (visibleloading)
+ LoadingScreen();
+ if (i == 0) {
Person::players[i]->burnt = 0;
Person::players[i]->bled = 0;
Person::players[i]->onfire = 0;
- if (i == 0 || Person::players[i]->scale < 0)
- Person::players[i]->scale = .2;
- Person::players[i]->skeleton.free = 0;
- Person::players[i]->skeleton.id = i;
- if (i == 0 && mapvers < 9)
+ Person::players[i]->scale = .2;
+ if (mapvers < 9) {
Person::players[i]->creature = rabbittype;
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid", 0);
- } else {
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid", 1);
- Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
- }
- if (Person::players[i]->creature == wolftype) {
- Person::players[i]->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[i]->skeleton.free = 0;
- 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);
+ Person::players[i]->skeletonLoad();
- 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();
+ if (i == 0) {
Person::players[i]->animCurrent = bounceidleanim;
Person::players[i]->animTarget = bounceidleanim;
Person::players[i]->frameCurrent = 0;
Person::players[i]->frameTarget = 1;
Person::players[i]->target = 0;
- Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
- if (difficulty == 0)
- Person::players[i]->speed -= .2;
- if (difficulty == 1)
- Person::players[i]->speed -= .1;
+ }
+ Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
+ if (difficulty == 0)
+ Person::players[i]->speed -= .2;
+ if (difficulty == 1)
+ Person::players[i]->speed -= .1;
+ if (i == 0) {
Person::players[i]->velocity = 0;
Person::players[i]->oldcoords = Person::players[i]->coords;
Person::players[i]->realoldcoords = Person::players[i]->coords;
Person::players[i]->id = i;
- Person::players[i]->skeleton.id = i;
Person::players[i]->updatedelay = 0;
Person::players[i]->normalsupdatedelay = 0;
- Person::players[i]->aitype = passivetype;
- Person::players[i]->madskills = 0;
-
- if (i == 0) {
- Person::players[i]->proportionhead = 1.2;
- Person::players[i]->proportionbody = 1.05;
- Person::players[i]->proportionarms = 1.00;
- Person::players[i]->proportionlegs = 1.1;
- Person::players[i]->proportionlegs.y = 1.05;
- }
+ Person::players[i]->proportionhead = 1.2;
+ Person::players[i]->proportionbody = 1.05;
+ Person::players[i]->proportionarms = 1.00;
+ Person::players[i]->proportionlegs = 1.1;
+ Person::players[i]->proportionlegs.y = 1.05;
Person::players[i]->headless = 0;
Person::players[i]->currentoffset = 0;
Person::players[i]->targetoffset = 0;
-
- Person::players[i]->damagetolerance = 200;
-
if (Person::players[i]->creature == wolftype) {
- if (i == 0 || Person::players[i]->scale < 0)
- Person::players[i]->scale = .23;
+ Person::players[i]->scale = .23;
Person::players[i]->damagetolerance = 300;
+ } else {
+ Person::players[i]->damagetolerance = 200;
}
+ }
- if (visibleloading)
- LoadingScreen();
- if (cellophane) {
- Person::players[i]->proportionhead.z = 0;
- Person::players[i]->proportionbody.z = 0;
- Person::players[i]->proportionarms.z = 0;
- Person::players[i]->proportionlegs.z = 0;
- }
- Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+ if (visibleloading)
+ LoadingScreen();
+
+ if (cellophane) {
+ Person::players[i]->proportionhead.z = 0;
+ Person::players[i]->proportionbody.z = 0;
+ Person::players[i]->proportionarms.z = 0;
+ Person::players[i]->proportionlegs.z = 0;
+ }
+
+ Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
+ if (i == 0) {
Person::players[i]->headmorphness = 0;
Person::players[i]->targetheadmorphness = 1;
Person::players[i]->headmorphstart = 0;
Person::players[i]->hasvictim = 0;
Person::players[i]->wentforweapon = 0;
}
-
- Person::players[0]->aitype = playercontrolled;
- Person::players[0]->weaponactive = -1;
-
- if (difficulty == 1) {
- Person::players[0]->power = 1 / .9;
- Person::players[0]->damagetolerance = 250;
- } else if (difficulty == 0) {
- Person::players[0]->power = 1 / .8;
- Person::players[0]->damagetolerance = 300;
- Person::players[0]->armorhead *= 1.5;
- Person::players[0]->armorhigh *= 1.5;
- Person::players[0]->armorlow *= 1.5;
- }
-
- cameraloc = Person::players[0]->coords;
- cameraloc.y += 5;
- yaw = Person::players[0]->yaw;
-
- hawkcoords = Person::players[0]->coords;
- hawkcoords.y += 30;
-
- if (visibleloading)
- LoadingScreen();
-
- LOG("Starting background music...");
-
- OPENAL_StopSound(OPENAL_ALL);
- if (ambientsound) {
- if (environment == snowyenvironment) {
- emit_stream_np(stream_wind);
- } else if (environment == desertenvironment) {
- emit_stream_np(stream_desertambient);
- } else if (environment == grassyenvironment) {
- emit_stream_np(stream_wind, 100.);
- }
- }
- oldmusicvolume[0] = 0;
- oldmusicvolume[1] = 0;
- oldmusicvolume[2] = 0;
- oldmusicvolume[3] = 0;
-
- if (!firstload)
- firstload = 1;
- } else {
- perror("Problem");
}
- leveltime = 0;
- loadingstuff = 0;
- visibleloading = 0;
-}
-
-void doTutorial()
-{
- if (tutorialstagetime > tutorialmaxtime) {
- tutorialstage++;
- tutorialsuccess = 0;
- if (tutorialstage <= 1) {
- canattack = 0;
- cananger = 0;
- reversaltrain = 0;
- }
- switch (tutorialstage) {
- case 1:
- tutorialmaxtime = 5;
- break;
- case 2:
- tutorialmaxtime = 2;
- break;
- case 3:
- tutorialmaxtime = 600;
- break;
- case 4:
- tutorialmaxtime = 1000;
- break;
- case 5:
- tutorialmaxtime = 600;
- break;
- case 6:
- tutorialmaxtime = 600;
- break;
- case 7:
- tutorialmaxtime = 600;
- break;
- case 8:
- tutorialmaxtime = 600;
- break;
- case 9:
- tutorialmaxtime = 600;
- break;
- case 10:
- tutorialmaxtime = 2;
- break;
- case 11:
- tutorialmaxtime = 1000;
- break;
- case 12:
- tutorialmaxtime = 1000;
- break;
- case 13:
- tutorialmaxtime = 2;
- break;
- case 14: {
- tutorialmaxtime = 3;
-
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Person::players[1]->coords = (temp + temp2) / 2;
-
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
- }
- break;
- case 15:
- tutorialmaxtime = 500;
- break;
- case 16:
- tutorialmaxtime = 500;
- break;
- case 17:
- tutorialmaxtime = 500;
- break;
- case 18:
- tutorialmaxtime = 500;
- break;
- case 19:
- tutorialstage = 20;
- //tutorialmaxtime=500;
- break;
- case 20:
- tutorialmaxtime = 500;
- break;
- case 21:
- tutorialmaxtime = 500;
- if (bonus == cannon) {
- bonus = Slicebonus;
- againbonus = 1;
- } else
- againbonus = 0;
- break;
- case 22:
- tutorialmaxtime = 500;
- break;
- case 23:
- tutorialmaxtime = 500;
- break;
- case 24:
- tutorialmaxtime = 500;
- break;
- case 25:
- tutorialmaxtime = 500;
- break;
- case 26:
- tutorialmaxtime = 2;
- break;
- case 27:
- tutorialmaxtime = 4;
- reversaltrain = 1;
- cananger = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 28:
- tutorialmaxtime = 400;
- break;
- case 29:
- tutorialmaxtime = 400;
- Person::players[0]->escapednum = 0;
- break;
- case 30:
- tutorialmaxtime = 4;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 31:
- tutorialmaxtime = 13;
- break;
- case 32:
- tutorialmaxtime = 8;
- break;
- case 33:
- tutorialmaxtime = 400;
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 34:
- tutorialmaxtime = 400;
- break;
- case 35:
- tutorialmaxtime = 400;
- break;
- case 36:
- tutorialmaxtime = 2;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 37:
- damagedealt = 0;
- damagetaken = 0;
- tutorialmaxtime = 50;
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 38:
- tutorialmaxtime = 4;
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 39: {
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Weapon w(knife, -1);
- w.position = (temp + temp2) / 2;
- w.tippoint = (temp + temp2) / 2;
-
- w.velocity = 0.1;
- w.tipvelocity = 0.1;
- w.missed = 1;
- w.hitsomething = 0;
- w.freetime = 0;
- w.firstfree = 1;
- w.physics = 1;
-
- weapons.push_back(w);
- }
- break;
- case 40:
- tutorialmaxtime = 300;
- break;
- case 41:
- tutorialmaxtime = 300;
- break;
- case 42:
- tutorialmaxtime = 8;
- break;
- case 43:
- tutorialmaxtime = 300;
- break;
- case 44:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
-
- tutorialmaxtime = 300;
- break;
- case 45:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- tutorialmaxtime = 300;
- break;
- case 46:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- weapons[0].setType(sword);
-
- tutorialmaxtime = 300;
- break;
- case 47: {
- tutorialmaxtime = 10;
-
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Weapon w(sword, -1);
- w.position = (temp + temp2) / 2;
- w.tippoint = (temp + temp2) / 2;
-
- w.velocity = 0.1;
- w.tipvelocity = 0.1;
- w.missed = 1;
- w.hitsomething = 0;
- w.freetime = 0;
- w.firstfree = 1;
- w.physics = 1;
-
- weapons.push_back(w);
-
- weapons[0].owner = 1;
- weapons[1].owner = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 1;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- }
- break;
- case 48:
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
-
- tutorialmaxtime = 15;
-
- weapons[0].owner = 1;
- weapons[1].owner = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 1;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- if (Person::players[0]->weaponactive != -1)
- weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
- else
- weapons[0].setType(staff);
- break;
- case 49:
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
-
- tutorialmaxtime = 200;
- weapons[1].position = 1000;
- weapons[1].tippoint = 1000;
+ Person::players[0]->aitype = playercontrolled;
+
+ if (difficulty == 1) {
+ Person::players[0]->power = 1 / .9;
+ Person::players[0]->damagetolerance = 250;
+ } else if (difficulty == 0) {
+ Person::players[0]->power = 1 / .8;
+ Person::players[0]->damagetolerance = 300;
+ Person::players[0]->armorhead *= 1.5;
+ Person::players[0]->armorhigh *= 1.5;
+ Person::players[0]->armorlow *= 1.5;
+ }
- weapons[0].setType(knife);
+ cameraloc = Person::players[0]->coords;
+ cameraloc.y += 5;
+ yaw = Person::players[0]->yaw;
- weapons[0].owner = 0;
- Person::players[1]->weaponactive = -1;
- Person::players[1]->num_weapons = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 0;
+ hawkcoords = Person::players[0]->coords;
+ hawkcoords.y += 30;
- break;
- case 50: {
- tutorialmaxtime = 8;
-
- XYZ temp, temp2;
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
+ if (visibleloading)
+ LoadingScreen();
- Person::players[1]->num_weapons = 0;
- Person::players[1]->weaponstuck = -1;
- Person::players[1]->weaponactive = -1;
+ LOG("Starting background music...");
- weapons.clear();
- }
- break;
- case 51:
- tutorialmaxtime = 80000;
- break;
- default:
- break;
+ OPENAL_StopSound(OPENAL_ALL);
+ if (ambientsound) {
+ if (environment == snowyenvironment) {
+ emit_stream_np(stream_wind);
+ } else if (environment == desertenvironment) {
+ emit_stream_np(stream_desertambient);
+ } else if (environment == grassyenvironment) {
+ emit_stream_np(stream_wind, 100.);
}
- if (tutorialstage <= 51)
- tutorialstagetime = 0;
}
+ oldmusicvolume[0] = 0;
+ oldmusicvolume[1] = 0;
+ oldmusicvolume[2] = 0;
+ oldmusicvolume[3] = 0;
- //Tutorial success
- if (tutorialstagetime < tutorialmaxtime - 3) {
- switch (tutorialstage) {
- case 3:
- if (deltah || deltav)
- tutorialsuccess += multiplier;
- break;
- case 4:
- if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
- tutorialsuccess += multiplier;
- break;
- case 5:
- if (Person::players[0]->jumpkeydown)
- tutorialsuccess = 1;
- break;
- case 6:
- if (Person::players[0]->isCrouch())
- tutorialsuccess = 1;
- break;
- case 7:
- if (Person::players[0]->animTarget == rollanim)
- tutorialsuccess = 1;
- break;
- case 8:
- if (Person::players[0]->animTarget == sneakanim)
- tutorialsuccess += multiplier;
- break;
- case 9:
- if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
- tutorialsuccess += multiplier;
- break;
- case 11:
- if (Person::players[0]->isWallJump())
- tutorialsuccess = 1;
- break;
- case 12:
- if (Person::players[0]->animTarget == flipanim)
- tutorialsuccess = 1;
- break;
- case 15:
- if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
- tutorialsuccess = 1;
- break;
- case 16:
- if (Person::players[0]->animTarget == winduppunchanim)
- tutorialsuccess = 1;
- break;
- case 17:
- if (Person::players[0]->animTarget == spinkickanim)
- tutorialsuccess = 1;
- break;
- case 18:
- if (Person::players[0]->animTarget == sweepanim)
- tutorialsuccess = 1;
- break;
- case 19:
- if (Person::players[0]->animTarget == dropkickanim)
- tutorialsuccess = 1;
- break;
- case 20:
- if (Person::players[0]->animTarget == rabbitkickanim)
- tutorialsuccess = 1;
- break;
- case 21:
- if (bonus == cannon)
- tutorialsuccess = 1;
- break;
- case 22:
- if (bonus == spinecrusher)
- tutorialsuccess = 1;
- break;
- case 23:
- if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
- tutorialsuccess = 1;
- break;
- case 24:
- if (Person::players[0]->animTarget == rabbittacklinganim)
- tutorialsuccess = 1;
- break;
- case 25:
- if (Person::players[0]->animTarget == backhandspringanim)
- tutorialsuccess = 1;
- break;
- case 28:
- if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
- tutorialsuccess = 1;
- break;
- case 29:
- if (Person::players[0]->escapednum == 2) {
- tutorialsuccess = 1;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- }
- break;
- case 33:
- if (animation[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 34:
- if (animation[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 35:
- if (animation[Person::players[0]->animTarget].attack == reversal) {
- tutorialsuccess = 1;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- }
- break;
- case 40:
- if (Person::players[0]->num_weapons > 0)
- tutorialsuccess = 1;
- break;
- case 41:
- if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
- tutorialsuccess = 1;
- break;
- case 43:
- if (Person::players[0]->animTarget == knifeslashstartanim)
- tutorialsuccess = 1;
- break;
- case 44:
- if (animation[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 45:
- if (animation[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 46:
- if (animation[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 49:
- if (Person::players[1]->weaponstuck != -1)
- tutorialsuccess = 1;
- break;
- default:
- break;
- }
- if (tutorialsuccess >= 1)
- tutorialstagetime = tutorialmaxtime - 3;
-
-
- if (tutorialstagetime == tutorialmaxtime - 3) {
- emit_sound_np(consolesuccesssound);
- }
-
- if (tutorialsuccess >= 1) {
- if (tutorialstage == 34 || tutorialstage == 35)
- tutorialstagetime = tutorialmaxtime - 1;
- }
- }
+ if (!firstload)
+ firstload = 1;
- if (tutorialstage < 14 || tutorialstage >= 50) {
- Person::players[1]->coords.y = 300;
- Person::players[1]->velocity = 0;
- }
+ leveltime = 0;
+ wonleveltime = 0;
+ visibleloading = 0;
}
-void doDebugKeys()
+void doDevKeys()
{
float headprop, bodyprop, armprop, legprop;
- if (debugmode) {
+ if (!devtools) {
+ return;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
+ /* Invicible */
if (Input::isKeyPressed(SDL_SCANCODE_H)) {
Person::players[0]->damagetolerance = 200000;
Person::players[0]->damage = 0;
Person::players[0]->superpermanentdamage = 0;
}
+ /* Change environment */
if (Input::isKeyPressed(SDL_SCANCODE_J)) {
environment++;
if (environment > 2)
Setenvironment(environment);
}
+ /* Camera mode */
if (Input::isKeyPressed(SDL_SCANCODE_C)) {
- cameramode = 1 - cameramode;
+ cameramode = !cameramode;
}
- if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (Person::players[0]->num_weapons > 0) {
- if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
- weapons[Person::players[0]->weaponids[0]].setType(staff);
- else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
- weapons[Person::players[0]->weaponids[0]].setType(knife);
- else
- weapons[Person::players[0]->weaponids[0]].setType(sword);
+ /* Toggle Slow motion */
+ if (Input::isKeyPressed(SDL_SCANCODE_B)) {
+ slomo = 1 - slomo;
+ slomodelay = 1000;
+ }
+
+ /* Ragdoll */
+ if (Input::isKeyPressed(SDL_SCANCODE_N)) {
+ Person::players[0]->RagDoll(0);
+
+ emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
+ }
+
+ /* Grow tree leaves?? */
+ if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
+ for (int i = 0; i < Object::objects.size(); i++) {
+ if (Object::objects[i]->type == treeleavestype) {
+ Object::objects[i]->scale *= .9;
+ }
}
}
- if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
+ /* Change (or add) weapon */
+ if (Input::isKeyPressed(SDL_SCANCODE_X)) {
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
+ }
+
if (closest >= 0) {
- if (Person::players[closest]->num_weapons) {
+ if (Person::players[closest]->num_weapons > 0) {
if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
weapons[Person::players[closest]->weaponids[0]].setType(staff);
else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
weapons[Person::players[closest]->weaponids[0]].setType(knife);
else
weapons[Person::players[closest]->weaponids[0]].setType(sword);
- }
- if (!Person::players[closest]->num_weapons) {
+ } else {
Person::players[closest]->weaponids[0] = weapons.size();
weapons.push_back(Weapon(knife, closest));
}
}
+ /* Change yaw? */
if (Input::isKeyDown(SDL_SCANCODE_U)) {
- int closest = findClosestPlayer();
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
+ }
+
if (closest >= 0) {
Person::players[closest]->yaw += multiplier * 50;
Person::players[closest]->targetyaw = Person::players[closest]->yaw;
}
}
+ /* Toggle fire */
+ if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+ Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+ if (Person::players[0]->onfire) {
+ Person::players[0]->CatchFire();
+ }
+ if (!Person::players[0]->onfire) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
+ pause_sound(stream_firesound);
+ }
+ }
+ /* Change skin */
if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
- if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
- closest = 0;
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
+ }
if (closest >= 0) {
Person::players[closest]->whichskin++;
&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();
}
+ /* Change creature type */
if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
+ }
+
if (closest >= 0) {
if (Person::players[closest]->creature == wolftype) {
headprop = Person::players[closest]->proportionhead.x / 1.1;
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;
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]->whichskin = 0;
Person::players[closest]->creature = wolftype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad();
Person::players[closest]->proportionhead = 1.1;
Person::players[closest]->proportionbody = 1.1;
Person::players[closest]->damagetolerance = 300;
} else {
- Person::players[closest]->skeleton.id = closest;
- Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
- Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
- Person::players[closest]->whichskin = 0;
Person::players[closest]->creature = rabbittype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad(true);
Person::players[closest]->proportionhead = 1.2;
Person::players[closest]->proportionbody = 1.05;
}
}
- if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- slomo = 1 - slomo;
- slomodelay = 1000;
- }
-
-
+ /* Decapitate */
if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
int closest = -1;
float closestdist = std::numeric_limits<float>::max();
- for (int i = 1; i < Person::players.size(); i++) {
+ for (unsigned i = 1; i < Person::players.size(); i++) {
float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
if (!Person::players[i]->headless)
if (distance < closestdist) {
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.num_joints; 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)
}
}
+ /* Explode */
if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
int closest = findClosestPlayer();
XYZ flatfacing2, flatvelocity2;
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah);
- for (int i = 0; i < Person::players[closest]->skeleton.num_joints; 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.num_joints; 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.num_joints; 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.num_joints; 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)
}
XYZ temppos;
- for (int j = 0; j < Person::players.size(); j++) {
- if (j != closest) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (int(j) != closest) {
if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
if (Person::players[j]->skeleton.free == 2)
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.num_joints; 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_F)) {
- Person::players[0]->onfire = 1 - Person::players[0]->onfire;
- if (Person::players[0]->onfire) {
- Person::players[0]->CatchFire();
- }
- if (!Person::players[0]->onfire) {
- emit_sound_at(fireendsound, Person::players[0]->coords);
- pause_sound(stream_firesound);
- }
- }
-
- if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
- Person::players[0]->RagDoll(0);
- //Person::players[0]->spurt=1;
- //Person::players[0]->DoDamage(1000);
-
- emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
- }
-
- if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- for (int i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] == treeleavestype) {
- objects.scale[i] *= .9;
- }
- }
- }
-
- if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- editorenabled = 1 - editorenabled;
+ /* Enable editor */
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ editorenabled = !editorenabled;
if (editorenabled) {
Person::players[0]->damagetolerance = 100000;
} else {
Person::players[0]->bloodloss = 0;
Person::players[0]->deathbleeding = 0;
}
+ }
+
+ //skip level
+ if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
+ targetlevel++;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ loading = 1;
+ leveltime = 5;
+ }
- //skip level
- if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
- targetlevel++;
- if (targetlevel > numchallengelevels - 1)
- targetlevel = 0;
- loading = 1;
- leveltime = 5;
+ if (editorenabled) {
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players.erase(Person::players.begin()+closest);
+ }
}
- if (editorenabled) {
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
- if (closest >= 0) {
- Person::players.erase(Person::players.begin()+closest);
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ int closest = findClosestObject();
+ if (closest >= 0) {
+ Object::objects[closest]->position.y -= 500;
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- int closest = findClosestObject();
- if (closest >= 0)
- objects.position[closest].y -= 500;
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ 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 - 3;
+ if (editortype == bushtype)
+ scenecoords.y = Person::players[0]->coords.y - .5;
+ if (editortype == firetype)
+ scenecoords.y = Person::players[0]->coords.y - .5;
+ float temprotat, temprotat2;
+ temprotat = editoryaw;
+ temprotat2 = editorpitch;
+ if (temprotat < 0 || editortype == bushtype)
+ temprotat = Random() % 360;
+ if (temprotat2 < 0)
+ temprotat2 = Random() % 360;
+
+ Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ if (editortype == treetrunktype)
+ Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- //drawmode++;
- //if(drawmode>2)drawmode=0;
- if (objects.numobjects < max_objects - 1) {
- XYZ boxcoords;
- boxcoords.x = Person::players[0]->coords.x;
- boxcoords.z = Person::players[0]->coords.z;
- boxcoords.y = Person::players[0]->coords.y - 3;
- if (editortype == bushtype)
- boxcoords.y = Person::players[0]->coords.y - .5;
- if (editortype == firetype)
- boxcoords.y = Person::players[0]->coords.y - .5;
- //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
- float temprotat, temprotat2;
- temprotat = editoryaw;
- temprotat2 = editorpitch;
- if (temprotat < 0 || editortype == bushtype)
- temprotat = Random() % 360;
- if (temprotat2 < 0)
- temprotat2 = Random() % 360;
-
- objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
- if (editortype == treetrunktype)
- objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ Person::players.push_back(shared_ptr<Person>(new Person()));
+
+ Person::players.back()->id = Person::players.size()-1;
+
+ Person::players.back()->scale = Person::players[0]->scale;
+ Person::players.back()->creature = rabbittype;
+ Person::players.back()->howactive = editoractive;
+
+ int k = abs(Random() % 2) + 1;
+ if (k == 0) {
+ Person::players.back()->whichskin = 0;
+ } else if (k == 1) {
+ Person::players.back()->whichskin = 1;
+ } else {
+ Person::players.back()->whichskin = 2;
}
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- Person::players.push_back(shared_ptr<Person>(new Person()));
-
- Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
- Person::players.back()->creature = rabbittype;
- Person::players.back()->howactive = editoractive;
- Person::players.back()->skeleton.id = Person::players.size()-1;
- Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
-
- int k = abs(Random() % 2) + 1;
- if (k == 0) {
- Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
- Person::players.back()->whichskin = 0;
- } else if (k == 1) {
- Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
- Person::players.back()->whichskin = 1;
- } else {
- Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
- Person::players.back()->whichskin = 2;
- }
+ Person::players.back()->skeletonLoad(true);
- Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
- Person::players.back()->power = 1;
- Person::players.back()->speedmult = 1;
- Person::players.back()->animCurrent = bounceidleanim;
- Person::players.back()->animTarget = bounceidleanim;
- Person::players.back()->frameCurrent = 0;
- Person::players.back()->frameTarget = 1;
- Person::players.back()->target = 0;
- Person::players.back()->bled = 0;
- Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
-
- Person::players.back()->targetyaw = Person::players[0]->targetyaw;
- Person::players.back()->yaw = Person::players[0]->yaw;
-
- Person::players.back()->velocity = 0;
- Person::players.back()->coords = Person::players[0]->coords;
- Person::players.back()->oldcoords = Person::players.back()->coords;
- Person::players.back()->realoldcoords = Person::players.back()->coords;
-
- Person::players.back()->id = Person::players.size()-1;
- Person::players.back()->updatedelay = 0;
- Person::players.back()->normalsupdatedelay = 0;
-
- Person::players.back()->aitype = passivetype;
-
- if (Person::players[0]->creature == wolftype) {
- headprop = Person::players[0]->proportionhead.x / 1.1;
- bodyprop = Person::players[0]->proportionbody.x / 1.1;
- armprop = Person::players[0]->proportionarms.x / 1.1;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
+ Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
+ Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+
+ Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+ Person::players.back()->yaw = Person::players[0]->yaw;
+
+ Person::players.back()->coords = Person::players[0]->coords;
+ Person::players.back()->oldcoords = Person::players.back()->coords;
+ Person::players.back()->realoldcoords = Person::players.back()->coords;
+
+ if (Person::players[0]->creature == wolftype) {
+ headprop = Person::players[0]->proportionhead.x / 1.1;
+ bodyprop = Person::players[0]->proportionbody.x / 1.1;
+ armprop = Person::players[0]->proportionarms.x / 1.1;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ } 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;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ }
+
+ if (Person::players.back()->creature == wolftype) {
+ Person::players.back()->proportionhead = 1.1 * headprop;
+ Person::players.back()->proportionbody = 1.1 * bodyprop;
+ Person::players.back()->proportionarms = 1.1 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ }
- if (Person::players[0]->creature == 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;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
+ if (Person::players.back()->creature == rabbittype) {
+ Person::players.back()->proportionhead = 1.2 * headprop;
+ Person::players.back()->proportionbody = 1.05 * bodyprop;
+ Person::players.back()->proportionarms = 1.00 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ Person::players.back()->proportionlegs.y = 1.05 * legprop;
+ }
- if (Person::players.back()->creature == wolftype) {
- Person::players.back()->proportionhead = 1.1 * headprop;
- Person::players.back()->proportionbody = 1.1 * bodyprop;
- Person::players.back()->proportionarms = 1.1 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- }
+ if (cellophane) {
+ Person::players.back()->proportionhead.z = 0;
+ Person::players.back()->proportionbody.z = 0;
+ Person::players.back()->proportionarms.z = 0;
+ Person::players.back()->proportionlegs.z = 0;
+ }
- if (Person::players.back()->creature == rabbittype) {
- Person::players.back()->proportionhead = 1.2 * headprop;
- Person::players.back()->proportionbody = 1.05 * bodyprop;
- Person::players.back()->proportionarms = 1.00 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- Person::players.back()->proportionlegs.y = 1.05 * legprop;
- }
+ Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
- Person::players.back()->headless = 0;
- Person::players.back()->onfire = 0;
+ Person::players.back()->damagetolerance = 200;
- if (cellophane) {
- Person::players.back()->proportionhead.z = 0;
- Person::players.back()->proportionbody.z = 0;
- Person::players.back()->proportionarms.z = 0;
- Person::players.back()->proportionlegs.z = 0;
- }
+ Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+ Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+ Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+ Person::players.back()->armorhead = Person::players[0]->armorhead;
+ Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+ Person::players.back()->armorlow = Person::players[0]->armorlow;
+ Person::players.back()->metalhead = Person::players[0]->metalhead;
+ Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+ Person::players.back()->metallow = Person::players[0]->metallow;
- Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
-
- Person::players.back()->damagetolerance = 200;
-
- Person::players.back()->protectionhead = Person::players[0]->protectionhead;
- Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
- Person::players.back()->protectionlow = Person::players[0]->protectionlow;
- Person::players.back()->armorhead = Person::players[0]->armorhead;
- Person::players.back()->armorhigh = Person::players[0]->armorhigh;
- Person::players.back()->armorlow = Person::players[0]->armorlow;
- Person::players.back()->metalhead = Person::players[0]->metalhead;
- Person::players.back()->metalhigh = Person::players[0]->metalhigh;
- Person::players.back()->metallow = Person::players[0]->metallow;
-
- 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();
- }
+ Person::players.back()->immobile = Person::players[0]->immobile;
- Person::players.back()->power = Person::players[0]->power;
- Person::players.back()->speedmult = Person::players[0]->speedmult;
-
- Person::players.back()->damage = 0;
- Person::players.back()->permanentdamage = 0;
- Person::players.back()->superpermanentdamage = 0;
- Person::players.back()->deathbleeding = 0;
- 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;
- Person::players.back()->bloodloss = 0;
- Person::players.back()->dead = 0;
-
- Person::players.back()->loaded = 1;
+ Person::players.back()->numclothes = Person::players[0]->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];
}
+ Person::players.back()->addClothes();
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (Person::players.back()->numwaypoints < 90) {
- Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
- Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
- Person::players.back()->numwaypoints++;
- }
+ Person::players.back()->power = Person::players[0]->power;
+ Person::players.back()->speedmult = Person::players[0]->speedmult;
+
+ Person::players.back()->loaded = true;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players.back()->numwaypoints < 90) {
+ Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+ Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+ Person::players.back()->numwaypoints++;
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- if (numpathpoints < 30) {
- bool connected, alreadyconnected;
- connected = 0;
- if (numpathpoints > 1)
- for (int i = 0; i < numpathpoints; i++) {
- if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
- alreadyconnected = 0;
- for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
- if (pathpointconnect[pathpointselected][j] == i)
- alreadyconnected = 1;
- }
- if (!alreadyconnected) {
- numpathpointconnect[pathpointselected]++;
- connected = 1;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (numpathpoints < 30) {
+ bool connected, alreadyconnected;
+ connected = 0;
+ if (numpathpoints > 1)
+ for (int i = 0; i < numpathpoints; i++) {
+ if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
+ alreadyconnected = 0;
+ for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
+ if (pathpointconnect[pathpointselected][j] == i)
+ alreadyconnected = 1;
+ }
+ if (!alreadyconnected) {
+ numpathpointconnect[pathpointselected]++;
+ connected = 1;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
}
}
- if (!connected) {
- numpathpoints++;
- pathpoint[numpathpoints - 1] = Person::players[0]->coords;
- numpathpointconnect[numpathpoints - 1] = 0;
- if (numpathpoints > 1 && pathpointselected != -1) {
- numpathpointconnect[pathpointselected]++;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
- }
- pathpointselected = numpathpoints - 1;
}
+ if (!connected) {
+ numpathpoints++;
+ pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+ numpathpointconnect[numpathpoints - 1] = 0;
+ if (numpathpoints > 1 && pathpointselected != -1) {
+ numpathpointconnect[pathpointselected]++;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
+ }
+ pathpointselected = numpathpoints - 1;
}
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
- pathpointselected++;
- 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--;
- pathpoint[pathpointselected] = pathpoint[numpathpoints];
- numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
- for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
- pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
- }
- for (int i = 0; i < numpathpoints; i++) {
- for (int j = 0; j < numpathpointconnect[i]; j++) {
- if (pathpointconnect[i][j] == pathpointselected) {
- pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
- numpathpointconnect[i]--;
- }
- if (pathpointconnect[i][j] == numpathpoints) {
- pathpointconnect[i][j] = pathpointselected;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
+ pathpointselected++;
+ 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--;
+ pathpoint[pathpointselected] = pathpoint[numpathpoints];
+ numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
+ for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
+ pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
+ }
+ for (int i = 0; i < numpathpoints; i++) {
+ for (int j = 0; j < numpathpointconnect[i]; j++) {
+ if (pathpointconnect[i][j] == pathpointselected) {
+ pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
+ numpathpointconnect[i]--;
+ }
+ if (pathpointconnect[i][j] == numpathpoints) {
+ pathpointconnect[i][j] = pathpointselected;
}
}
- pathpointselected = numpathpoints - 1;
}
+ pathpointselected = numpathpoints - 1;
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype--;
+ if (editortype == treeleavestype || editortype == 10)
editortype--;
- if (editortype == treeleavestype || editortype == 10)
- editortype--;
- if (editortype < 0)
- editortype = firetype;
- }
+ if (editortype < 0)
+ editortype = firetype;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype++;
+ if (editortype == treeleavestype || editortype == 10)
editortype++;
- if (editortype == treeleavestype || editortype == 10)
- editortype++;
- if (editortype > firetype)
- editortype = 0;
- }
+ if (editortype > firetype)
+ editortype = 0;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editoryaw -= multiplier * 100;
- if (editoryaw < -.01)
- editoryaw = -.01;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw -= multiplier * 100;
+ if (editoryaw < -.01)
+ editoryaw = -.01;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editoryaw += multiplier * 100;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw += multiplier * 100;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorsize += multiplier;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize += multiplier;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorsize -= multiplier;
- if (editorsize < .1)
- editorsize = .1;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize -= multiplier;
+ if (editorsize < .1)
+ editorsize = .1;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- mapradius -= multiplier * 10;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius -= multiplier * 10;
+ }
- 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 (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius += multiplier * 10;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_DOWN) && 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)) {
- int closest = findClosestObject();
- if (closest >= 0)
- objects.DeleteObject(closest);
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch += multiplier * 100;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch -= multiplier * 100;
+ if (editorpitch < -.01)
+ editorpitch = -.01;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestObject();
+ if (closest >= 0) {
+ Object::DeleteObject(closest);
}
}
}
void doJumpReversals()
{
- for (int k = 0; k < Person::players.size(); k++)
- for (int i = k; i < Person::players.size(); i++) {
+ for (unsigned k = 0; k < Person::players.size(); k++)
+ for (unsigned i = k; i < Person::players.size(); i++) {
if (i == k)
continue;
if ( Person::players[k]->skeleton.free == 0 &&
Person::players[k]->animTarget == jumpupanim) &&
(Person::players[i]->aitype == playercontrolled ||
Person::players[k]->aitype == playercontrolled) &&
- (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
- Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
+ ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+ (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
//TODO: refactor two huge similar ifs
if (Person::players[i]->animTarget == jumpupanim &&
Person::players[k]->animTarget != getupfrombackanim &&
Person::players[k]->animTarget != getupfromfrontanim &&
- animation[Person::players[k]->animTarget].height == middleheight &&
+ Animation::animations[Person::players[k]->animTarget].height == middleheight &&
normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
- (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
+ ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
Person::players[k]->aitype != playercontrolled)) {
Person::players[i]->victim = Person::players[k];
Person::players[i]->velocity = 0;
if (Person::players[k]->animTarget == jumpupanim &&
Person::players[i]->animTarget != getupfrombackanim &&
Person::players[i]->animTarget != getupfromfrontanim &&
- animation[Person::players[i]->animTarget].height == middleheight &&
+ Animation::animations[Person::players[i]->animTarget].height == middleheight &&
normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
Person::players[i]->aitype != playercontrolled)) {
void doAerialAcrobatics()
{
static XYZ facing, flatfacing;
- for (int k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
Person::players[k]->turnspeed = 500;
if ((Person::players[k]->isRun() &&
Person::players[k]->animTarget == backhandspringanim ||
Person::players[k]->animTarget == dodgebackanim ||
Person::players[k]->animTarget == rollanim ||
- (animation[Person::players[k]->animTarget].attack &&
+ (Animation::animations[Person::players[k]->animTarget].attack &&
Person::players[k]->animTarget != rabbitkickanim &&
(Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
(Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
}
- /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
Person::players[k]->DoStuff();
if (Person::players[k]->immobile && k != 0)
Person::players[k]->coords = Person::players[k]->realoldcoords;
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;
if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
//flipped into a rock
- if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
+ if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
Person::players[k]->RagDoll(0);
if (Person::players[k]->animTarget == jumpupanim) {
Person::players[k]->animTarget = Person::players[k]->getLanding();
emit_sound_at(landsound, Person::players[k]->coords, 128.);
if (k == 0) {
- envsound[numenvsounds] = Person::players[k]->coords;
- envsoundvol[numenvsounds] = 16;
- envsoundlife[numenvsounds] = .4;
- numenvsounds++;
+ addEnvSound(Person::players[k]->coords);
}
-
}
}
}
}
}
- if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
+ if (tempcollide)
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];
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::checkcollide(lowpoint7, lowpointtarget7) == -1)
+ if (Object::checkcollide(lowpoint6, lowpointtarget6) == -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 = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
lowpoint = Person::players[k]->coords;
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;
void doAttacks()
{
- static XYZ relative;
static int randattack;
static bool playerrealattackkeydown = 0;
if (Input::isKeyDown(attackkey) &&
!oldattackkey &&
!Person::players[0]->backkeydown) {
- for (int k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if ((Person::players[k]->animTarget == swordslashanim ||
Person::players[k]->animTarget == staffhitanim ||
Person::players[k]->animTarget == staffspinhitanim) &&
}
}
- if (!hostile || indialogue != -1)
+ if (!hostile || Dialog::inDialog())
Person::players[0]->attackkeydown = 0;
- for (int k = 0; k < Person::players.size(); k++) {
- if (indialogue != -1)
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (Dialog::inDialog())
Person::players[k]->attackkeydown = 0;
if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
if (Person::players[k]->aitype != playercontrolled)
if (Person::players[k]->jumppower <= 1) {
Person::players[k]->jumppower -= 2;
} else {
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (i == k)
continue;
if (Person::players[i]->animTarget == swordslashanim ||
}
}
//attack
- if (!animation[Person::players[k]->animTarget].attack &&
+ if (!Animation::animations[Person::players[k]->animTarget].attack &&
!Person::players[k]->backkeydown &&
(Person::players[k]->isIdle() ||
Person::players[k]->isRun() ||
//normal attacks (?)
Person::players[k]->hasvictim = 0;
if (Person::players.size() > 1)
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (i == k || !(k == 0 || i == 0))
continue;
if (!Person::players[k]->hasvictim)
- if (animation[Person::players[k]->animTarget].attack != reversal) {
+ if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
//choose an attack
const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
if (distance < 4.5 &&
Person::players[k]->animTarget != rabbitkickanim &&
Person::players[i]->animTarget != getupfrombackanim &&
(Person::players[i]->animTarget != staggerbackhighanim &&
- (Person::players[i]->animTarget != staggerbackhardanim ||
- animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
+ (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
Person::players[i]->animTarget != jumpdownanim &&
Person::players[i]->animTarget != jumpupanim &&
Person::players[i]->animTarget != getupfromfrontanim) {
//sweep
if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
Person::players[k]->crouchkeydown &&
- animation[Person::players[i]->animTarget].height != lowheight)
+ Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = sweepanim;
//winduppunch
else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!Person::players[k]->forwardkeydown &&
!Person::players[k]->leftkeydown &&
!Person::players[k]->rightkeydown &&
Person::players[k]->animTarget = winduppunchanim;
//upunch
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!Person::players[k]->forwardkeydown &&
!Person::players[k]->leftkeydown &&
!Person::players[k]->rightkeydown &&
Person::players[k]->animTarget = knifefollowanim;
//knifeslashstart
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!Person::players[k]->forwardkeydown &&
!Person::players[k]->leftkeydown &&
!Person::players[k]->rightkeydown &&
Person::players[k]->animTarget = knifeslashstartanim;
//swordslash
else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!Person::players[k]->crouchkeydown &&
attackweapon == sword &&
Person::players[k]->weaponmissdelay <= 0)
Person::players[k]->animTarget = swordslashanim;
//staffhit
else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!Person::players[k]->crouchkeydown &&
attackweapon == staff &&
Person::players[k]->weaponmissdelay <= 0 &&
Person::players[k]->animTarget = staffhitanim;
//staffspinhit
else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!Person::players[k]->crouchkeydown &&
attackweapon == staff &&
Person::players[k]->weaponmissdelay <= 0)
Person::players[k]->animTarget = staffspinhitanim;
//spinkick
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height != lowheight)
+ Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = spinkickanim;
//lowkick
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height == lowheight &&
- animation[Person::players[k]->animTarget].attack != normalattack)
+ Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+ Animation::animations[Person::players[k]->animTarget].attack != normalattack)
Person::players[k]->animTarget = lowkickanim;
} else { //AI player
if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
randattack = abs(Random() % 5);
if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
//sweep
- if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
+ if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = sweepanim;
//upunch
- else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
+ else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
!attackweapon)
Person::players[k]->animTarget = upunchanim;
//spinkick
- else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
+ else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if (animation[Person::players[i]->animTarget].height == lowheight)
+ else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
Person::players[k]->animTarget = lowkickanim;
}
if (attackweapon) {
//sweep
- if ((tutoriallevel != 1 || !attackweapon) &&
+ if ((!Tutorial::active || !attackweapon) &&
distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack == 0 &&
- animation[Person::players[i]->animTarget].height != lowheight)
+ Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = sweepanim;
//knifeslashstart
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack >= 3)
Person::players[k]->animTarget = staffspinhitanim;
//spinkick
- else if ((tutoriallevel != 1 || !attackweapon) &&
+ else if ((!Tutorial::active || !attackweapon) &&
distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack == 1 &&
- animation[Person::players[i]->animTarget].height != lowheight)
+ Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = spinkickanim;
//lowkick
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- animation[Person::players[i]->animTarget].height == lowheight &&
- animation[Person::players[k]->animTarget].attack != normalattack)
+ Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+ Animation::animations[Person::players[k]->animTarget].attack != normalattack)
Person::players[k]->animTarget = lowkickanim;
}
}
Person::players[k]->animTarget = wolfslapanim;
}
//sneak attacks
- if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+ if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
Person::players[i]->howactive < typedead1 &&
distance < 1.5 * sq(Person::players[k]->scale * 5) &&
!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) {
Person::players[i]->targetyaw = Person::players[i]->yaw;
}
}
- if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
Person::players[k]->victim == Person::players[i] &&
(!Person::players[i]->skeleton.free)) {
oldattackkey = 1;
}
const bool hasstaff = attackweapon == staff;
if (k == 0 && Person::players.size() > 1)
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (i == k)
continue;
if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
- animation[Person::players[k]->animTarget].attack == neutral) {
+ Animation::animations[Person::players[k]->animTarget].attack == neutral) {
const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
if (Person::players[i]->skeleton.free)
distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
Person::players[k]->victim = Person::players[i];
Person::players[k]->hasvictim = 1;
- if (attackweapon && tutoriallevel != 1) {
+ if (attackweapon && !Tutorial::active) {
//crouchstab
if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
Person::players[k]->animTarget = crouchstabanim;
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);
}
}
}
}
}
- if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
Person::players[k]->victim == Person::players[i] &&
(!Person::players[i]->skeleton.free ||
Person::players[k]->animTarget == killanim ||
}
if (!Person::players[k]->hasvictim) {
//find victim
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (i == k || !(i == 0 || k == 0))
continue;
if (!Person::players[i]->skeleton.free) {
!Person::players[k]->victim->skeleton.free &&
Person::players[k]->victim->animTarget != getupfrombackanim &&
Person::players[k]->victim->animTarget != getupfromfrontanim &&
- animation[Person::players[k]->victim->animTarget].height != lowheight &&
+ Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
Person::players[k]->aitype != playercontrolled && //wat???
normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
Person::players[k]->rabbitkickenabled) ||
Person::players[k]->setAnimation(rabbitkickanim);
}
//update counts
- if (animation[Person::players[k]->animTarget].attack && k == 0) {
+ if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
numattacks++;
switch (attackweapon) {
case 0:
static XYZ rotatetarget;
static float collisionradius;
if (Person::players.size() > 1)
- for (int k = 0; k < Person::players.size(); k++)
- for (int i = k + 1; i < Person::players.size(); i++) {
+ for (unsigned k = 0; k < Person::players.size(); k++)
+ for (unsigned i = k + 1; i < Person::players.size(); i++) {
//neither player is part of a reversal
- if ((animation[Person::players[i]->animTarget].attack != reversed &&
- animation[Person::players[i]->animTarget].attack != reversal &&
- animation[Person::players[k]->animTarget].attack != reversed &&
- animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
- if ((animation[Person::players[i]->animCurrent].attack != reversed &&
- animation[Person::players[i]->animCurrent].attack != reversal &&
- animation[Person::players[k]->animCurrent].attack != reversed &&
- animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+ if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
+ Animation::animations[Person::players[i]->animTarget].attack != reversal &&
+ Animation::animations[Person::players[k]->animTarget].attack != reversed &&
+ Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+ if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
+ Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
+ Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
+ Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
//neither is sleeping
if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
(k == 0 ||
- k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
- /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
+ k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
+ /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
(Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
(Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
//If hit by body
if ( (i != 0 || Person::players[i]->skeleton.free) &&
(k != 0 || Person::players[k]->skeleton.free) ||
- (animation[Person::players[i]->animTarget].height == highheight &&
- animation[Person::players[k]->animTarget].height == highheight)) {
- if (tutoriallevel != 1) {
+ (Animation::animations[Person::players[i]->animTarget].height == highheight &&
+ Animation::animations[Person::players[k]->animTarget].height == highheight)) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, Person::players[i]->coords);
}
}
Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
- for (int j = 0; j < Person::players[i]->skeleton.num_joints; 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.num_joints; 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;
}
}
}
- if ( (animation[Person::players[i]->animTarget].attack == neutral ||
- animation[Person::players[i]->animTarget].attack == normalattack) &&
- (animation[Person::players[k]->animTarget].attack == neutral ||
- animation[Person::players[k]->animTarget].attack == normalattack)) {
+ if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
+ Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
+ (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
+ Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
//If bumped
if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
}
}
-void doAI(int i)
+void doAI(unsigned i)
{
static bool connected;
- if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
+ if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
Person::players[i]->jumpclimb = 0;
//disable movement in editor
if (editorenabled)
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;
}
if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
Person::players[i]->jumpkeydown = 1;
- if ((tutoriallevel != 1 || cananger) &&
+ if ((!Tutorial::active || cananger) &&
hostile &&
!Person::players[0]->dead &&
distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
Person::players[i]->occluded < 25) {
if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
- animation[Person::players[0]->animTarget].height != lowheight &&
+ Animation::animations[Person::players[0]->animTarget].height != lowheight &&
!editorenabled &&
(Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
Person::players[i]->aitype = attacktypecutoff;
if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- animation[Person::players[0]->animTarget].height == highheight &&
+ Animation::animations[Person::players[0]->animTarget].height == highheight &&
!editorenabled)
Person::players[i]->aitype = attacktypecutoff;
if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
Person::players[i]->losupdatedelay = .2;
- for (int j = 0; j < Person::players.size(); j++)
+ for (unsigned j = 0; j < Person::players.size(); j++)
if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
- if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
- if (!Person::players[j]->isWallJump() && -1 == checkcollide(
+ if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(
DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
*Person::players[i]->scale + Person::players[i]->coords,
DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
//hearing sounds
if (!editorenabled) {
if (Person::players[i]->howactive <= typesleeping)
- if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
+ if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
for (int j = 0; j < numenvsounds; j++) {
float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
}
if (Person::players[i]->howactive < typesleeping &&
- ((tutoriallevel != 1 || cananger) && hostile) &&
+ ((!Tutorial::active || cananger) && hostile) &&
!Person::players[0]->dead &&
distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
Person::players[i]->occluded < 25) {
if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
- animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
+ Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
Person::players[i]->aitype = attacktypecutoff;
if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
+ Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
Person::players[i]->aitype = attacktypecutoff;
//wolf smell
if (Person::players[i]->creature == wolftype) {
XYZ windsmell;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
float smelldistance = 50;
if (j == 0 && Person::players[j]->num_weapons > 0) {
if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
Person::players[i]->losupdatedelay = .2;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
- if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
- if ((-1 == checkcollide(
+ if ((-1 == Object::checkcollide(
DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
Person::players[i]->scale + Person::players[i]->coords,
DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
(Person::players[j]->animTarget == hanganim &&
normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
Person::players[i]->lastseentime -= .2;
- if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
+ if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
Person::players[i]->lastseentime -= .4;
else
Person::players[i]->lastseentime -= .6;
test2.y += 5;
XYZ test = Person::players[i]->coords + Person::players[i]->facing;
test.y -= 10;
- j = checkcollide(test2, test, Person::players[i]->laststanding);
+ j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
if (j == -1)
- j = checkcollide(test2, test);
+ j = Object::checkcollide(test2, test);
if (j == -1) {
Person::players[i]->velocity = 0;
Person::players[i]->setAnimation(Person::players[i]->getStop());
if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
Person::players[i]->jumpkeydown = 1;
- if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
+ if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
for (int k = 0; k < numenvsounds; k++) {
if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
Person::players[i]->aitype = attacktypecutoff;
Person::players[i]->losupdatedelay < 0 &&
!editorenabled &&
Person::players[i]->occluded < 2 &&
- ((tutoriallevel != 1 || cananger) && hostile)) {
+ ((!Tutorial::active || cananger) && hostile)) {
Person::players[i]->losupdatedelay = .2;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
Person::players[i]->aitype = attacktypecutoff;
Person::players[i]->lastseentime = 1;
}
- if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
+ if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
//TODO: factor out canSeePlayer()
if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
- if ((checkcollide(
+ if ((Object::checkcollide(
DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
Person::players[i]->scale + Person::players[i]->coords,
DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
if (!Person::players[i]->ally) {
int closest = -1;
float closestdist = -1;
- for (int k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (k != i && k != 0 && !Person::players[k]->dead &&
Person::players[k]->howactive < typedead1 &&
!Person::players[k]->skeleton.free &&
XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
- if (-1 != checkcollide(facing, flatfacing))
+ if (-1 != Object::checkcollide(facing, flatfacing))
Person::players[i]->lastseentime -= .1;
//no available ally, run back to player
if (Person::players[i]->ally < 0) {
int closest = -1;
float closestdist = -1;
- for (int k = 0; k < weapons.size(); k++)
+ for (unsigned k = 0; k < weapons.size(); k++)
if (weapons[k].owner == -1) {
float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
if (closestdist == -1 || distance < closestdist) {
Person::players[i]->lastseentime = 12;
- if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
+ if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
Person::players[i]->aitype = attacktypecutoff;
Person::players[i]->lastseentime = 1;
if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
- if (abs(Random() % 2 == 0))
+ if (abs(Random() % 2) == 0)
Person::players[i]->setAnimation(backhandspringanim);
else
Person::players[i]->setAnimation(rollanim);
}
//go for weapon on the ground
if (Person::players[i]->wentforweapon < 3)
- for (int k = 0; k < weapons.size(); k++)
+ for (unsigned k = 0; k < weapons.size(); k++)
if (Person::players[i]->creature != wolftype)
if (Person::players[i]->num_weapons == 0 &&
weapons[k].owner == -1 &&
}
//dodge/reverse walljump kicks
if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
- if (animation[Person::players[i]->animTarget].height != highheight)
+ if (Animation::animations[Person::players[i]->animTarget].height != highheight)
if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
((Person::players[0]->animTarget == walljumprightkickanim ||
Person::players[0]->animTarget == walljumpleftkickanim) &&
test2.y += 5;
XYZ test = Person::players[i]->coords + Person::players[i]->facing;
test.y -= 10;
- j = checkcollide(test2, test, Person::players[i]->laststanding);
+ j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
if (j == -1)
- j = checkcollide(test2, test);
+ j = Object::checkcollide(test2, test);
if (j == -1) {
Person::players[i]->velocity = 0;
Person::players[i]->setAnimation(Person::players[i]->getStop());
}
//lose sight of player in the air (?)
if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
- animation[Person::players[0]->animTarget].height != highheight &&
+ Animation::animations[Person::players[0]->animTarget].height != highheight &&
!Person::players[0]->onterrain) {
Person::players[i]->aitype = pathfindtype;
Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
}
//it's time to think (?)
if (Person::players[i]->aiupdatedelay < 0 &&
- !animation[Person::players[i]->animTarget].attack &&
+ !Animation::animations[Person::players[i]->animTarget].attack &&
Person::players[i]->animTarget != staggerbackhighanim &&
Person::players[i]->animTarget != staggerbackhardanim &&
Person::players[i]->animTarget != backhandspringanim &&
Person::players[i]->isCrouch() ||
Person::players[i]->isRun())) {
int target = -2;
- for (int j = 0; j < Person::players.size(); j++)
+ for (unsigned j = 0; j < Person::players.size(); j++)
if (j != i && !Person::players[j]->skeleton.free &&
Person::players[j]->hasvictim &&
- (tutoriallevel == 1 && reversaltrain ||
+ (Tutorial::active && reversaltrain ||
Random() % 2 == 0 && difficulty == 2 ||
Random() % 4 == 0 && difficulty == 1 ||
Random() % 8 == 0 && difficulty == 0 ||
if (Person::players[i]->jumpkeydown)
Person::players[i]->attackkeydown = 0;
- if (tutoriallevel == 1)
+ if (Tutorial::active)
if (!canattack)
Person::players[i]->attackkeydown = 0;
facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
if (Person::players[i]->occluded >= 2)
- if (-1 != checkcollide(facing, flatfacing)) {
+ if (-1 != Object::checkcollide(facing, flatfacing)) {
if (!Person::players[i]->pause)
Person::players[i]->lastseentime -= .2;
if (Person::players[i]->lastseentime <= 0 &&
Person::players[i]->lastseentime = 1;
}
}
- if (animation[Person::players[0]->animTarget].height == highheight &&
+ if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
(Person::players[i]->aitype == attacktypecutoff ||
Person::players[i]->aitype == searchtype))
if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
XYZ test = Person::players[0]->coords;
test.y -= 40;
- if (-1 == checkcollide(Person::players[0]->coords, test))
+ if (-1 == Object::checkcollide(Person::players[0]->coords, test))
Person::players[i]->stunned = 1;
}
//stunned
}
}
-
-
-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
-2 Menu pause (resume/end game)
-3 Option menu
-4 Controls configuration menu
-5 Main game menu (choose level or challenge)
-6 Deleting user menu
-7 User managment menu (select/add)
-8 Choose difficulty menu
-9 Challenge level selection menu
-10 End of the campaign congratulation (is that really a menu?)
-11 Same that 9 ??? => unused
-18 stereo configuration
-*/
-
-void Game::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;
- }
-}
-
-extern set<pair<int,int>> resolutions;
-
-void 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();
- endgame = 0;
- }
- if (mainmenu == 10)
- endgame = 2;
- 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
- set<pair<int,int>>::iterator newscreenresolution;
- switch (mainmenu) {
- case 1:
- case 2:
- switch (selected) {
- case 1:
- if (gameon) { //resume
- mainmenu = 0;
- pause_sound(stream_menutheme);
- resume_stream(leveltheme);
- } else { //new game
- fireSound(firestartsound);
- flash();
- mainmenu = (accountactive ? 5 : 7);
- selected = -1;
- }
- break;
- case 2: //options
- fireSound();
- flash();
- mainmenu = 3;
- if (newdetail > 2)
- newdetail = detail;
- if (newdetail < 0)
- newdetail = detail;
- if (newscreenwidth > 3000)
- newscreenwidth = screenwidth;
- if (newscreenwidth < 0)
- newscreenwidth = screenwidth;
- if (newscreenheight > 3000)
- newscreenheight = screenheight;
- if (newscreenheight < 0)
- newscreenheight = screenheight;
- break;
- case 3:
- fireSound();
- flash();
- if (gameon) { //end game
- gameon = 0;
- mainmenu = 1;
- } else { //quit
- tryquit = 1;
- pause_sound(stream_menutheme);
- }
- break;
- }
- break;
- case 3:
- fireSound();
- switch (selected) {
- case 0:
- newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
- /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
- newscreenresolution++;
- if (newscreenresolution == resolutions.end()) {
- /* It was the last one (or not found), go back to the beginning */
- newscreenresolution = resolutions.begin();
- }
- newscreenwidth = newscreenresolution->first;
- newscreenheight = newscreenresolution->second;
- break;
- case 1:
- newdetail++;
- if (newdetail > 2)
- newdetail = 0;
- break;
- case 2:
- bloodtoggle++;
- if (bloodtoggle > 2)
- bloodtoggle = 0;
- break;
- case 3:
- difficulty++;
- if (difficulty > 2)
- difficulty = 0;
- break;
- case 4:
- ismotionblur = !ismotionblur;
- break;
- case 5:
- decals = !decals;
- break;
- case 6:
- musictoggle = !musictoggle;
- if (musictoggle) {
- emit_stream_np(stream_menutheme);
- } else {
- pause_sound(leveltheme);
- pause_sound(stream_fighttheme);
- pause_sound(stream_menutheme);
-
- for (int i = 0; i < 4; i++) {
- oldmusicvolume[i] = 0;
- musicvolume[i] = 0;
- }
- }
- break;
- case 7: // controls
- flash();
- mainmenu = 4;
- selected = -1;
- keyselect = -1;
- break;
- case 8:
- flash();
- SaveSettings();
- mainmenu = gameon ? 2 : 1;
- break;
- case 9:
- invertmouse = !invertmouse;
- break;
- case 10:
- usermousesensitivity += .2;
- if (usermousesensitivity > 2)
- usermousesensitivity = .2;
- break;
- case 11:
- volume += .1f;
- if (volume > 1.0001f)
- volume = 0;
- OPENAL_SetSFXMasterVolume((int)(volume * 255));
- break;
- case 12:
- flash();
- newstereomode = stereomode;
- mainmenu = 18;
- keyselect = -1;
- break;
- case 13:
- showdamagebar = !showdamagebar;
- break;
- }
- updateSettingsMenu();
- break;
- case 4:
- if (!waiting) {
- fireSound();
- if (selected < (debugmode ? 10 : 9) && keyselect == -1)
- keyselect = selected;
- if (keyselect != -1)
- setKeySelected();
- if (selected == (debugmode ? 10 : 9)) {
- flash();
- mainmenu = 3;
- }
- }
- updateControlsMenu();
- break;
- case 5:
- fireSound();
- flash();
- if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
- startbonustotal = 0;
-
- loading = 2;
- loadtime = 0;
- targetlevel = 7;
- if (firstload)
- TickOnceAfter();
- else
- LoadStuff();
- whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
- actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
- visibleloading = 1;
- stillloading = 1;
- Loadlevel(campaignlevels[actuallevel].mapname.c_str());
- campaign = 1;
- mainmenu = 0;
- gameon = 1;
- pause_sound(stream_menutheme);
- }
- switch (selected) {
- case 1:
- startbonustotal = 0;
-
- loading = 2;
- loadtime = 0;
- targetlevel = -1;
- if (firstload) {
- TickOnceAfter();
- } else
- LoadStuff();
- Loadlevel(-1);
-
- mainmenu = 0;
- gameon = 1;
- pause_sound(stream_menutheme);
- break;
- case 2:
- mainmenu = 9;
- break;
- case 3:
- mainmenu = 6;
- break;
- case 4:
- mainmenu = (gameon ? 2 : 1);
- break;
- case 5:
- mainmenu = 7;
- break;
- case 6:
- vector<string> campaigns = ListCampaigns();
- vector<string>::iterator c;
- if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
- if (!campaigns.empty())
- accountactive->setCurrentCampaign(campaigns.front());
- } else {
- c++;
- if (c == campaigns.end())
- c = campaigns.begin();
- accountactive->setCurrentCampaign(*c);
- }
- LoadMenu();
- break;
- }
- break;
- case 6:
- fireSound();
- if (selected == 1) {
- flash();
- accountactive = Account::destroy(accountactive);
- mainmenu = 7;
- } else if (selected == 2) {
- flash();
- mainmenu = 5;
- }
- break;
- case 7:
- fireSound();
- if (selected == 0 && Account::getNbAccounts() < 8) {
- entername = 1;
- } else if (selected < Account::getNbAccounts() + 1) {
- flash();
- mainmenu = 5;
- accountactive = Account::get(selected - 1);
- } else if (selected == Account::getNbAccounts() + 1) {
- flash();
- if (accountactive)
- mainmenu = 5;
- else
- mainmenu = 1;
- displaytext[0].clear();
- displayselected = 0;
- entername = 0;
- }
- break;
- case 8:
- fireSound();
- flash();
- if (selected <= 2)
- accountactive->setDifficulty(selected);
- mainmenu = 5;
- break;
- case 9:
- if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
- fireSound();
- flash();
-
- startbonustotal = 0;
-
- loading = 2;
- loadtime = 0;
- targetlevel = selected;
- if (firstload)
- TickOnceAfter();
- else
- LoadStuff();
- Loadlevel(selected);
- campaign = 0;
-
- mainmenu = 0;
- gameon = 1;
- pause_sound(stream_menutheme);
- }
- if (selected == numchallengelevels) {
- fireSound();
- flash();
- mainmenu = 5;
- }
- break;
- case 10:
- if (selected == 3) {
- fireSound();
- flash();
- mainmenu = 5;
- }
- break;
- case 18:
- if (selected == 1)
- stereoseparation += 0.001;
- else {
- fireSound();
- if (selected == 0) {
- newstereomode = (StereoMode)(newstereomode + 1);
- while (!CanInitStereo(newstereomode)) {
- printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
- newstereomode = (StereoMode)(newstereomode + 1);
- if (newstereomode >= stereoCount)
- newstereomode = stereoNone;
- }
- } else if (selected == 2) {
- stereoreverse = !stereoreverse;
- } else if (selected == 3) {
- flash();
- mainmenu = 3;
-
- stereomode = newstereomode;
- InitStereo(stereomode);
- }
- }
- updateStereoConfigMenu();
- break;
- }
- }
-
- 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) {
- inputText(displaytext[0], &displayselected);
- if (!waiting) { // the input as finished
- if (!displaytext[0].empty()) { // with enter
- accountactive = Account::add(string(displaytext[0]));
-
- mainmenu = 8;
-
- flash();
-
- fireSound(firestartsound);
-
- displaytext[0].clear();
-
- displayselected = 0;
- }
- entername = 0;
- LoadMenu();
- }
-
- displayblinkdelay -= multiplier;
- if (displayblinkdelay <= 0) {
- displayblinkdelay = .3;
- 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()
{
static XYZ facing, flatfacing;
static int target;
- for (int i = 0; i < 15; i++) {
- displaytime[i] += multiplier;
- }
-
- keyboardfrozen = false;
Input::Tick();
if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
}
- if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
- if (tutorialstage != 51)
- tutorialstagetime = tutorialmaxtime;
+ if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
+ if (Tutorial::stage != 51) {
+ Tutorial::stagetime = Tutorial::maxtime;
+ }
emit_sound_np(consolefailsound, 128.);
}
fireSound();
flash();
if (musictoggle) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ OPENAL_SetFrequency(OPENAL_ALL);
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
}
- LoadMenu();
+ Menu::Load();
}
//escape key pressed
if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
- (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
+ (gameon || mainmenu == 0)) {
selected = -1;
if (mainmenu == 0 && !winfreeze)
mainmenu = 2; //pause
}
//play menu theme
if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ OPENAL_SetFrequency(OPENAL_ALL);
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
}
pause_sound(stream_menutheme);
resume_stream(leveltheme);
}
- //finished with settings menu
- if (mainmenu == 3) {
- SaveSettings();
- }
- //effects
- if (mainmenu >= 3 && mainmenu != 8) {
- fireSound();
- flash();
- }
- //go back
- switch (mainmenu) {
- case 3:
- case 5:
- mainmenu = gameon ? 2 : 1;
- break;
- case 4:
- case 18:
- mainmenu = 3;
- break;
- case 6:
- case 7:
- case 9:
- case 10:
- mainmenu = 5;
- break;
- }
}
}
if (mainmenu) {
- MenuTick();
+ Menu::Tick();
}
if (!mainmenu) {
leveltime += multiplier;
//keys
- if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
- freeze = 1 - freeze;
+ if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
+ freeze = !freeze;
if (freeze) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ OPENAL_SetFrequency(OPENAL_ALL);
}
}
- if (Input::isKeyPressed(consolekey) && debugmode) {
+ if (Input::isKeyPressed(consolekey) && devtools) {
console = !console;
if (console) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ OPENAL_SetFrequency(OPENAL_ALL);
} else {
freeze = 0;
waiting = false;
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;
}
}
static int oldwinfreeze;
if (winfreeze && !oldwinfreeze) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ OPENAL_SetFrequency(OPENAL_ALL);
emit_sound_np(consolesuccesssound);
}
if (winfreeze == 0)
//dialogues
static float talkdelay = 0;
- if (indialogue != -1)
+ if (Dialog::inDialog())
talkdelay = 1;
talkdelay -= multiplier;
- if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
- for (int i = 0; i < numdialogues; i++) {
- int realdialoguetype;
- bool special;
- if (dialoguetype[i] > 49) {
- realdialoguetype = dialoguetype[i] - 50;
- special = 1;
- } else if (dialoguetype[i] > 39) {
- realdialoguetype = dialoguetype[i] - 40;
- special = 1;
- } else if (dialoguetype[i] > 29) {
- realdialoguetype = dialoguetype[i] - 30;
- special = 1;
- } else if (dialoguetype[i] > 19) {
- realdialoguetype = dialoguetype[i] - 20;
- special = 1;
- } else if (dialoguetype[i] > 9) {
- realdialoguetype = dialoguetype[i] - 10;
- special = 1;
- } else {
- realdialoguetype = dialoguetype[i];
- special = 0;
- }
- if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
- realdialoguetype < Person::players.size() &&
- realdialoguetype > 0 &&
- (dialoguegonethrough[i] == 0 || !special) &&
- (special || Input::isKeyPressed(attackkey))) {
- if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
- Person::players[realdialoguetype]->howactive >= typedead1 ||
- dialoguetype[i] > 40 && dialoguetype[i] < 50) {
- whichdialogue = i;
- for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
- Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
- Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
- Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
- Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
- Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
- Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
- }
- directing = 0;
- indialogue = 0;
- dialoguetime = 0;
- dialoguegonethrough[i]++;
- if (dialogueboxsound[whichdialogue][indialogue] != 0) {
- playdialogueboxsound();
- }
- }
- }
+ if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
+ for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
+ Dialog::dialogs[i].tick(i);
}
+ }
windvar += multiplier;
smoketex += multiplier;
- tutorialstagetime += multiplier;
+ Tutorial::stagetime += multiplier;
//hotspots
static float hotspotvisual[40];
- if (numhotspots) {
+ if (Hotspot::hotspots.size()) {
XYZ hotspotsprite;
- if (editorenabled)
- for (int i = 0; i < numhotspots; i++)
+ if (editorenabled) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
hotspotvisual[i] -= multiplier / 320;
+ }
+ }
- for (int i = 0; i < numhotspots; i++) {
- //if(hotspottype[i]<=10)
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
while (hotspotvisual[i] < 0) {
hotspotsprite = 0;
- hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
+ hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
- hotspotsprite += hotspot[i];
+ hotspotsprite += Hotspot::hotspots[i].position;
Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
- hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
+ hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
}
}
- for (int i = 0; i < numhotspots; i++) {
- if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
- hotspot[i] = Person::players[hotspottype[i]]->coords;
+ 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;
}
}
}
//Tutorial
- if (tutoriallevel) {
- doTutorial();
+ if (Tutorial::active) {
+ Tutorial::Do(multiplier);
}
//bonuses
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (bonustime == 0 &&
bonus != solidhit &&
bonus != spinecrusher &&
bonusnum[bonus]++;
else
bonusnum[bonus] += 0.15;
- if (tutoriallevel)
+ if (Tutorial::active)
bonusvalue = 0;
bonusvalue /= bonusnum[bonus];
bonustotal += bonusvalue;
static XYZ oldviewer;
//control keys
- if (indialogue == -1) {
+ if (!Dialog::inDialog()) {
Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
Person::players[0]->backkeydown = Input::isKeyDown(backkey);
Person::players[0]->jumpclimb = 0;
- if (indialogue != -1) {
+ if (Dialog::inDialog()) {
cameramode = 1;
- if (directing) {
+ if (Dialog::directing) {
facing = 0;
facing.z = -1;
if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
whichend = -1;
if (whichend != -1) {
- participantfocus[whichdialogue][indialogue] = whichend;
- participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
- participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
+ Dialog::currentScene().participantfocus = whichend;
+ Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
+ Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
}
if (whichend == -1) {
- participantfocus[whichdialogue][indialogue] = -1;
+ Dialog::currentScene().participantfocus = -1;
}
- if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
- indialogue = -1;
- directing = 0;
+ /* FIXME: potentially accessing -1 in Person::players! */
+ if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
cameramode = 0;
}
- dialoguecamera[whichdialogue][indialogue] = viewer;
- dialoguecamerayaw[whichdialogue][indialogue] = yaw;
- dialoguecamerapitch[whichdialogue][indialogue] = pitch;
- indialogue++;
- if (indialogue < numdialogueboxes[whichdialogue]) {
- if (dialogueboxsound[whichdialogue][indialogue] != 0) {
- playdialogueboxsound();
+ Dialog::currentScene().camera = viewer;
+ Dialog::currentScene().camerayaw = yaw;
+ Dialog::currentScene().camerapitch = pitch;
+ Dialog::indialogue++;
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
+ if (Dialog::currentScene().sound != 0) {
+ playdialoguescenesound();
}
}
- for (int j = 0; j < Person::players.size(); j++) {
- participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
}
}
//TODO: should these be KeyDown or KeyPressed?
if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
- participantfacing[whichdialogue][indialogue][whichend] = facing;
+ Dialog::currentScene().participantfacing[whichend] = facing;
}
- if (indialogue >= numdialogueboxes[whichdialogue]) {
- indialogue = -1;
- directing = 0;
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
cameramode = 0;
}
}
- if (!directing) {
+ if (!Dialog::directing) {
pause_sound(whooshsound);
- viewer = dialoguecamera[whichdialogue][indialogue];
+ viewer = Dialog::currentScene().camera;
viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
- yaw = dialoguecamerayaw[whichdialogue][indialogue];
- pitch = dialoguecamerapitch[whichdialogue][indialogue];
- if (dialoguetime > 0.5)
- if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
- Input::isKeyPressed(SDL_SCANCODE_2) ||
- Input::isKeyPressed(SDL_SCANCODE_3) ||
- Input::isKeyPressed(SDL_SCANCODE_4) ||
- Input::isKeyPressed(SDL_SCANCODE_5) ||
- Input::isKeyPressed(SDL_SCANCODE_6) ||
- Input::isKeyPressed(SDL_SCANCODE_7) ||
- Input::isKeyPressed(SDL_SCANCODE_8) ||
- Input::isKeyPressed(SDL_SCANCODE_9) ||
- Input::isKeyPressed(SDL_SCANCODE_0) ||
- Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
- Input::isKeyPressed(attackkey)) {
- indialogue++;
- if (indialogue < numdialogueboxes[whichdialogue]) {
- if (dialogueboxsound[whichdialogue][indialogue] != 0) {
- playdialogueboxsound();
- if (dialogueboxsound[whichdialogue][indialogue] == -5) {
- hotspot[numhotspots] = Person::players[0]->coords;
- hotspotsize[numhotspots] = 10;
- hotspottype[numhotspots] = -1;
-
- numhotspots++;
+ yaw = Dialog::currentScene().camerayaw;
+ pitch = Dialog::currentScene().camerapitch;
+ if (Dialog::dialoguetime > 0.5) {
+ if (Input::isKeyPressed(attackkey)) {
+ Dialog::indialogue++;
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
+ if (Dialog::currentScene().sound != 0) {
+ playdialoguescenesound();
+ if (Dialog::currentScene().sound == -5) {
+ Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
}
- if (dialogueboxsound[whichdialogue][indialogue] == -6) {
+ if (Dialog::currentScene().sound == -6) {
hostile = 1;
}
- if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
- indialogue = -1;
- directing = 0;
+ if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
cameramode = 0;
}
}
}
}
- if (indialogue >= numdialogueboxes[whichdialogue]) {
- indialogue = -1;
- directing = 0;
+ }
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
cameramode = 0;
- if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
+ if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
hostile = 1;
}
- if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
+ if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
windialogue = true;
}
- if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
+ if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
hostile = 1;
- for (int i = 1; i < Person::players.size(); i++) {
+ for (unsigned i = 1; i < Person::players.size(); i++) {
Person::players[i]->aitype = attacktypecutoff;
}
}
Person::players[0]->jumptogglekeydown = 1;
- dialoguetime += multiplier;
+ Dialog::dialoguetime += multiplier;
hawkyaw += multiplier * 25;
realhawkcoords = 0;
realhawkcoords.x = 25;
hawkcalldelay = 16 + abs(Random() % 8);
}
- doDebugKeys();
+ doDevKeys();
doAttacks();
doJumpReversals();
- for (int k = 0; k < Person::players.size(); k++)
+ for (unsigned k = 0; k < Person::players.size(); k++)
if (k != 0 && Person::players[k]->immobile)
Person::players[k]->coords = Person::players[k]->realoldcoords;
- for (int k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
Person::players[k]->DoDamage(1000);
(whichlevel != -2 &&
(Input::isKeyDown(SDL_SCANCODE_Z) &&
Input::isKeyDown(SDL_SCANCODE_LGUI) &&
- debugmode) ||
+ devtools) ||
(Input::isKeyDown(jumpkey) &&
!respawnkeydown &&
!oldattackkey &&
loading = 1;
leveltime = 5;
}
- if (!Input::isKeyDown(jumpkey))
- respawnkeydown = 0;
- if (Input::isKeyDown(jumpkey))
- respawnkeydown = 1;
-
-
+ respawnkeydown = Input::isKeyDown(jumpkey);
static bool movekey;
//?
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
static float oldtargetyaw;
if (!Person::players[i]->skeleton.free) {
oldtargetyaw = Person::players[i]->targetyaw;
- if (i == 0 && indialogue == -1) {
+ if (i == 0 && !Dialog::inDialog()) {
//TODO: refactor repetitive code
- if (!animation[Person::players[0]->animTarget].attack &&
+ if (!Animation::animations[Person::players[0]->animTarget].attack &&
Person::players[0]->animTarget != staggerbackhighanim &&
Person::players[0]->animTarget != staggerbackhardanim &&
Person::players[0]->animTarget != crouchremoveknifeanim &&
Person::players[i]->targetheadyaw = yaw;
Person::players[i]->targetheadpitch = pitch;
}
- if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
- if (!animation[Person::players[i]->animTarget].attack &&
+ if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
+ if (!Animation::animations[Person::players[i]->animTarget].attack &&
Person::players[i]->animTarget != staggerbackhighanim &&
Person::players[i]->animTarget != staggerbackhardanim &&
Person::players[i]->animTarget != crouchremoveknifeanim &&
Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
}
- if (indialogue != -1) {
- Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
- Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
+ if (Dialog::inDialog()) {
+ Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
+ Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
}
if (leveltime < .5)
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;
}
}
//avoid flaming players
- for (int j = 0; j < Person::players.size(); j++)
+ for (unsigned j = 0; j < Person::players.size(); j++)
if (Person::players[j]->onfire)
if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
doAI(i);
- if (animation[Person::players[i]->animTarget].attack == reversed) {
+ if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
//Person::players[i]->targetyaw=Person::players[i]->yaw;
Person::players[i]->forwardkeydown = 0;
Person::players[i]->leftkeydown = 0;
Person::players[i]->throwkeydown = 0;
}
- if (indialogue != -1) {
+ if (Dialog::inDialog()) {
Person::players[i]->forwardkeydown = 0;
Person::players[i]->leftkeydown = 0;
Person::players[i]->backkeydown = 0;
Person::players[i]->aitype == attacktypecutoff &&
!Person::players[i]->dead &&
!Person::players[i]->skeleton.free &&
- animation[Person::players[i]->animTarget].attack == neutral)
+ Animation::animations[Person::players[i]->animTarget].attack == neutral)
numresponded = 1;
if (!Person::players[i]->throwkeydown)
Person::players[i]->animTarget == rollanim ||
Person::players[i]->animTarget == backhandspringanim ||
Person::players[i]->isFlip() ||
- Person::players[i]->isFlip() ||
Person::players[i]->aitype != playercontrolled)) {
- for (int j = 0; j < weapons.size(); j++) {
+ for (unsigned j = 0; j < weapons.size(); j++) {
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 &&
Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 ||
Person::players[i]->victim &&
- weapons[j].owner == Person::players[i]->victim->id)
+ weapons[j].owner == int(Person::players[i]->victim->id))
if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
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() ||
Person::players[i]->throwtogglekeydown = 1;
Person::players[i]->hasvictim = 0;
- for (int k = 0; k < weapons.size(); k++) {
+ for (unsigned k = 0; k < weapons.size(); k++) {
if (Person::players[i]->weaponactive == -1)
if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
Person::players[i]->aitype == playercontrolled) &&
weapons[k].owner == -1 ||
Person::players[i]->victim &&
- weapons[k].owner == Person::players[i]->victim->id)
+ weapons[k].owner == int(Person::players[i]->victim->id))
if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
Person::players[i]->weaponactive == -1) {
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);
}
}
}
Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
Person::players[i]->animTarget == backhandspringanim) {
if (Person::players.size() > 1)
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (Person::players[i]->weaponactive == -1)
if (j != i)
if (Person::players[j]->num_weapons &&
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;
Person::players[i]->victim->skeleton.free = 1;
Person::players[i]->victim->skeleton.broken = 0;
- for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; 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]->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);
}
}
}
Person::players[i]->animTarget == sneakanim ||
Person::players[i]->isFlip())
if (Person::players.size() > 1)
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (i != j)
- if (tutoriallevel != 1 || tutorialstage == 49)
+ if (!Tutorial::active || Tutorial::stage == 49)
if (hostile)
if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
!Person::players[j]->skeleton.free &&
- -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+ -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
if (!Person::players[i]->isFlip()) {
Person::players[i]->throwtogglekeydown = 1;
Person::players[i]->victim = Person::players[j];
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];
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];
}
Person::players[i]->weaponactive = -1;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
} else
absflatfacing = flatfacing;
- if (indialogue != -1) {
+ if (Dialog::inDialog()) {
Person::players[i]->forwardkeydown = 0;
Person::players[i]->leftkeydown = 0;
Person::players[i]->backkeydown = 0;
}
movekey = 0;
//Do controls
- if (!animation[Person::players[i]->animTarget].attack &&
+ if (!Animation::animations[Person::players[i]->animTarget].attack &&
Person::players[i]->animTarget != staggerbackhighanim &&
Person::players[i]->animTarget != staggerbackhardanim &&
Person::players[i]->animTarget != backhandspringanim &&
if (i == 0) {
Person::players[i]->superruntoggle = 1;
if (Person::players.size() > 1)
- for (int j = 0; j < Person::players.size(); j++)
+ for (unsigned j = 0; j < Person::players.size(); j++)
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
Person::players[i]->superruntoggle = 0;
}
if (Person::players.size() > 1)
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
Person::players[j]->victim == Person::players[i] &&
target = -2;
if (Person::players[i]->isCrouch()) {
if (Person::players.size() > 1)
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i &&
!Person::players[j]->skeleton.free &&
Person::players[j]->victim &&
Person::players[i]->setAnimation(jumpupanim);
Person::players[i]->yaw = Person::players[i]->targetyaw;
Person::players[i]->transspeed = 20;
- Person::players[i]->FootLand(0, 1);
- Person::players[i]->FootLand(1, 1);
+ Person::players[i]->FootLand(leftfoot, 1);
+ Person::players[i]->FootLand(rightfoot, 1);
facing = 0;
facing.z = -1;
//Dodge sweep?
target = -2;
if (Person::players.size() > 1)
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
(Person::players[j]->victim == Person::players[i]) &&
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;
}
}
//Rotation
- for (int k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
if (Person::players[k]->yaw > Person::players[k]->targetyaw)
Person::players[k]->yaw -= 360;
}
//do animations
- for (int k = 0; k < Person::players.size(); k++) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
Person::players[k]->DoAnimations();
Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
}
//do stuff
- objects.DoStuff();
+ Object::DoStuff();
for (int j = numenvsounds - 1; j >= 0; j--) {
envsoundlife[j] -= multiplier;
envsound[j] = envsound[numenvsounds];
}
}
- if (slomo)
- OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
- else
- OPENAL_SetFrequency(OPENAL_ALL, 22050);
-
- if (tutoriallevel == 1) {
- XYZ temp;
- XYZ temp2;
- XYZ temp3;
- XYZ oldtemp;
- XYZ oldtemp2;
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
- temp3.x = 1038;
- temp3.y = 76;
- temp3.z = 453;
- oldtemp = temp;
- oldtemp2 = temp2;
- if (tutorialstage >= 51)
- if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
- OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-
- emit_stream_np(stream_menutheme);
-
- gameon = 0;
- mainmenu = 5;
-
- fireSound();
-
- flash();
- }
- if (tutorialstage < 51)
- if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
- emit_sound_at(fireendsound, Person::players[0]->coords);
-
- Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
-
- flash();
- }
- if (tutorialstage >= 14 && tutorialstage < 50)
- 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.num_joints; i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
+ OPENAL_SetFrequency(OPENAL_ALL, slomo);
- Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
- for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
- Person::players[1]->skeleton.joints[i].velocity = 0;
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
- }
+ if (Tutorial::active) {
+ Tutorial::DoStuff(multiplier);
}
void Game::TickOnce()
{
- if (mainmenu)
+ if (mainmenu) {
yaw += multiplier * 5;
- else if (directing || indialogue == -1) {
+ } else if (Dialog::directing || !Dialog::inDialog()) {
yaw += deltah * .7;
- if (!invertmouse)
- pitch += deltav * .7;
- if (invertmouse)
+ if (invertmouse) {
pitch -= deltav * .7;
+ } else {
+ pitch += deltav * .7;
+ }
if (pitch > 90)
pitch = 90;
if (pitch < -70)
realthreat = 0;
musictype = leveltheme;
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if ((Person::players[i]->aitype == attacktypecutoff ||
Person::players[i]->aitype == getweapontype ||
Person::players[i]->aitype == gethelptype ||
}
}
- killhotspot = 2;
- for (int i = 0; i < numhotspots; i++) {
- if (hotspottype[i] > 10 && hotspottype[i] < 20) {
- if (Person::players[hotspottype[i] - 10]->dead == 0)
- killhotspot = 0;
- else if (killhotspot == 2)
- killhotspot = 1;
+ Hotspot::killhotspot = 2;
+ 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;
+ else if (Hotspot::killhotspot == 2)
+ Hotspot::killhotspot = 1;
}
}
- if (killhotspot == 2)
- killhotspot = 0;
+ if (Hotspot::killhotspot == 2)
+ Hotspot::killhotspot = 0;
winhotspot = false;
- for (int i = 0; i < numhotspots; i++)
- if (hotspottype[i] == -1)
- if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
+ 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 (int 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 (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
if (Person::players[0]->dead && changedelay <= 0) {
changedelay = 1;
targetlevel = whichlevel;
}
alldead = true;
- for (int i = 1; i < Person::players.size(); i++) {
+ for (unsigned i = 1; i < Person::players.size(); i++) {
if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
alldead = false;
break;
}
- if (killhotspot) {
+ if (Hotspot::killhotspot) {
changedelay = 1;
targetlevel = whichlevel + 1;
if (targetlevel > numchallengelevels - 1)
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());
}
}
changedelay = .1;
alldead = false;
winhotspot = false;
- killhotspot = 0;
+ Hotspot::killhotspot = 0;
}
if (!editorenabled && gameon && !mainmenu) {
fireSound(firestartsound);
- Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+ Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
fireSound();
(Person::players[0]->dead ||
(alldead && maptype == mapkilleveryone) ||
(winhotspot) ||
- (killhotspot)))
+ (Hotspot::killhotspot)))
loading = 1;
if ((Person::players[0]->dead ||
(alldead && maptype == mapkilleveryone) ||
(winhotspot) ||
(windialogue) ||
- (killhotspot)) &&
+ (Hotspot::killhotspot)) &&
changedelay <= 0) {
if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
winfreeze = true;
viewerfacing = facing;
if (!cameramode) {
- if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
+ if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
target = Person::players[0]->coords + 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;
else
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.num_joints; 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;
}
target.y += .1;
}
- if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
+ if (Person::players[0]->skeleton.free != 2) {
cameraspeed = 20;
if (findLengthfast(&Person::players[0]->velocity) > 400) {
cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
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;
}
}
cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
}
}
- /*
- //what did autocam do?
- if(Person::players[0]->skeleton.free!=2&&autocam){
- cameraspeed=20;
- if(findLengthfast(&Person::players[0]->velocity)>400){
- cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
- }
- if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
- cameradist+=multiplier*5;
- if(cameradist>3.3)cameradist=3.3;
- coltarget=target-cameraloc;
- if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
- else if(findLengthfast(&coltarget)>1)
- {
- Normalise(&coltarget);
- if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
- else cameraloc=cameraloc+coltarget*multiplier*8;
- }
- if(editorenabled)cameraloc=target;
- viewer=cameraloc;
- colviewer=viewer;
- coltarget=cameraloc;
- objects.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)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){
- viewer=colviewer;
- }
- }
- cameradist=findDistance(&viewer,&target);
- viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
- if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
- cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
- }
- }
- */
if (camerashake > .8)
camerashake = .8;
- //if(woozy>10)woozy=10;
- //woozy+=multiplier;
woozy += multiplier;
if (Person::players[0]->dead)
camerashake = 0;
woozy = 0;
camerashake -= multiplier * 2;
blackout -= multiplier * 2;
- //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
if (camerashake < 0)
camerashake = 0;
if (blackout < 0)
blackout = 0;
- //if(woozy<0)woozy=0;
if (camerashake) {
viewer.x += (float)(Random() % 100) * .0005 * camerashake;
viewer.y += (float)(Random() % 100) * .0005 * camerashake;