X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=047c5f133feb8077a0d790bb01e0c808740afb09;hb=e4c69ab5c1d15cdb4a909de8ba8f2057fe6f095d;hp=b1f3ecc93e9496b582877b3b2a37a4c2fe81fc79;hpb=710fa624080c2f2db7923832e2fd9945f4dd8254;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index b1f3ecc..047c5f1 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -225,7 +225,7 @@ inline Joint& playerJoint(int playerid, int bodypart){ inline Joint& playerJoint(Person* pplayer, int bodypart){ return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; } -inline float sq(float n){ return n*n; } +inline float sq(float n) { return n*n; } inline float stepTowardf(float from, float to, float by){ if(fabs(from-to)0&&player[0].num_weapons<5) for(int j=0;j=15) @@ -1592,10 +1598,10 @@ void Game::Loadlevel(const char *name){ player[0].originalcoords=player[0].coords; if(player[0].num_weapons>0&&player[0].num_weapons<5) for(int j=0;j0&&player[i-howmanyremoved].num_weapons<5){ for(int j=0;j0){ - if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff; - else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife; - else weapons.type[player[0].weaponids[0]]=sword; - if(weapons.type[player[0].weaponids[0]]==sword){ - weapons.mass[player[0].weaponids[0]]=1.5; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=.8; - } - if(weapons.type[player[0].weaponids[0]]==staff){ - weapons.mass[player[0].weaponids[0]]=2; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=1.5; - } - - if(weapons.type[player[0].weaponids[0]]==knife){ - weapons.mass[player[0].weaponids[0]]=1; - weapons.tipmass[player[0].weaponids[0]]=1.2; - weapons.length[player[0].weaponids[0]]=.25; - } + if(weapons[player[0].weaponids[0]].getType()==sword) + weapons[player[0].weaponids[0]].setType(staff); + else if(weapons[player[0].weaponids[0]].getType()==staff) + weapons[player[0].weaponids[0]].setType(knife); + else + weapons[player[0].weaponids[0]].setType(sword); } } @@ -2570,44 +2521,19 @@ void Game::doDebugKeys(){ } if(closest!=-1){ if(player[closest].num_weapons){ - if(weapons.type[player[closest].weaponids[0]]==sword) - weapons.type[player[closest].weaponids[0]]=staff; - else if(weapons.type[player[closest].weaponids[0]]==staff) - weapons.type[player[closest].weaponids[0]]=knife; - else weapons.type[player[closest].weaponids[0]]=sword; - if(weapons.type[player[closest].weaponids[0]]==sword){ - weapons.mass[player[closest].weaponids[0]]=1.5; - weapons.tipmass[player[closest].weaponids[0]]=1; - weapons.length[player[closest].weaponids[0]]=.8; - } - if(weapons.type[player[0].weaponids[0]]==staff){ - weapons.mass[player[0].weaponids[0]]=2; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=1.5; - } - if(weapons.type[player[closest].weaponids[0]]==knife){ - weapons.mass[player[closest].weaponids[0]]=1; - weapons.tipmass[player[closest].weaponids[0]]=1.2; - weapons.length[player[closest].weaponids[0]]=.25; - } + if(weapons[player[closest].weaponids[0]].getType()==sword) + weapons[player[closest].weaponids[0]].setType(staff); + else if(weapons[player[closest].weaponids[0]].getType()==staff) + weapons[player[closest].weaponids[0]].setType(knife); + else + weapons[player[closest].weaponids[0]].setType(sword); } if(!player[closest].num_weapons){ - player[closest].weaponids[0]=weapons.numweapons; - weapons.owner[weapons.numweapons]=closest; - weapons.type[weapons.numweapons]=knife; - weapons.damage[weapons.numweapons]=0; - weapons.numweapons++; + player[closest].weaponids[0]=weapons.size(); + + weapons.push_back(Weapon(knife,closest)); + player[closest].num_weapons=1; - if(weapons.type[player[closest].weaponids[0]]==sword){ - weapons.mass[player[closest].weaponids[0]]=1.5; - weapons.tipmass[player[closest].weaponids[0]]=1; - weapons.length[player[closest].weaponids[0]]=.8; - } - if(weapons.type[player[closest].weaponids[0]]==knife){ - weapons.mass[player[closest].weaponids[0]]=1; - weapons.tipmass[player[closest].weaponids[0]]=1.2; - weapons.length[player[closest].weaponids[0]]=.25; - } } } } @@ -3860,7 +3786,7 @@ void Game::doAttacks(){ player[k].targetanimation==walkanim|| player[k].targetanimation==sneakanim|| player[k].isCrouch())){ - const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]]; + const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType(); //normal attacks (?) player[k].hasvictim=0; if(numplayers>1) @@ -4632,7 +4558,7 @@ void Game::doAI(int i){ if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)< findDistancefastflat(&player[i].coords,&player[i].finaltarget)|| findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)|| - player[i].lastpathfindpoint==player[i].finalpathfindpoint){ + player[i].lastpathfindpoint==player[i].finalpathfindpoint) { player[i].aitype=passivetype; } @@ -4644,7 +4570,7 @@ void Game::doAI(int i){ player[i].attackkeydown=0; player[i].throwkeydown=0; - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8) + if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8) player[i].targetrotation+=90*(player[i].whichdirection*2-1); if(player[i].collided<1||player[i].targetanimation!=jumpupanim) @@ -4794,10 +4720,10 @@ void Game::doAI(int i){ if(j==0||(player[j].dead&&player[j].bloodloss>0)){ float smelldistance=50; if(j==0&&player[j].num_weapons>0){ - if(weapons.bloody[player[j].weaponids[0]]) + if(weapons[player[j].weaponids[0]].bloody) smelldistance=100; if(player[j].num_weapons==2) - if(weapons.bloody[player[j].weaponids[1]]) + if(weapons[player[j].weaponids[1]].bloody) smelldistance=100; } if(j!=0) @@ -5100,9 +5026,9 @@ void Game::doAI(int i){ if(player[i].ally<0){ int closest=-1; float closestdist=-1; - for(int k=0;k=0){ - if(weapons.owner[player[i].ally]!=-1|| - findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){ + if(weapons[player[i].ally].owner!=-1|| + findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){ player[i].aitype=attacktypecutoff; player[i].lastseentime=1; } //TODO: factor these out as moveToward() - player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]); + player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position); player[i].lookrotation=player[i].targetrotation; player[i].aiupdatedelay=.05; player[i].forwardkeydown=1; @@ -5185,7 +5111,7 @@ void Game::doAI(int i){ if(player[i].isIdle()) player[i].crouchkeydown=1; if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){ - if(weapons.type[player[0].weaponids[0]]==knife){ + if(weapons[player[0].weaponids[0]].getType()==knife){ if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){ if(abs(Random()%2==0)) setAnimation(i,backhandspringanim); @@ -5212,14 +5138,14 @@ void Game::doAI(int i){ } //go for weapon on the ground if(player[i].wentforweapon<3) - for(int k=0;k= accountactive->getCampaignChoicesMade())) { + if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { startbonustotal=0; loading=2; @@ -5689,10 +5615,11 @@ void Game::MenuTick(){ TickOnceAfter(); else LoadStuff(); - whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-1-accountactive->getCampaignChoicesMade(); + whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade(); + actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0); visibleloading=1; stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[whichchoice]]); + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); campaign=1; mainmenu=0; gameon=1; @@ -5707,9 +5634,9 @@ void Game::MenuTick(){ targetlevel=-1; if(firstload) { TickOnceAfter(); - Loadlevel(-1); } else LoadStuff(); + Loadlevel(-1); mainmenu=0; gameon=1; @@ -5739,9 +5666,6 @@ void Game::MenuTick(){ c=campaigns.begin(); accountactive->setCurrentCampaign(*c); } - if(Mainmenuitems[7]) - glDeleteTextures(1,&Mainmenuitems[7]); // we delete the world texture so load campaign will reload it - Mainmenuitems[7] = 0; LoadCampaign(); break; } @@ -5793,9 +5717,11 @@ void Game::MenuTick(){ loading=2; loadtime=0; targetlevel=selected; - if(firstload)TickOnceAfter(); - if(!firstload)LoadStuff(); - else Loadlevel(selected); + if(firstload) + TickOnceAfter(); + else + LoadStuff(); + Loadlevel(selected); campaign=0; mainmenu=0; @@ -5948,13 +5874,13 @@ void Game::Tick(){ if(mainmenu&&endgame==1) mainmenu=10; //go to level select after completing a campaign level - if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1) { + if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) { mainmenu=5; gameon=0; winfreeze=0; fireSound(); flash(); - if(musictoggle){ + if(musictoggle) { OPENAL_SetFrequency(OPENAL_ALL, 0.001); emit_stream_np(stream_menutheme); pause_sound(leveltheme); @@ -6706,13 +6632,13 @@ void Game::Tick(){ player[i].isFlip()|| player[i].isFlip()|| player[i].aitype!=playercontrolled)){ - for(int j=0;jid) - if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1) - if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){ - if(weapons.type[j]!=staff) + weapons[j].owner==player[i].victim->id) + if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1) + if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){ + if(weapons[j].getType()!=staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); player[i].weaponactive=0; - weapons.owner[j]=player[i].id; + weapons[j].owner=player[i].id; if(player[i].num_weapons>0) player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; player[i].num_weapons++; @@ -6748,31 +6674,31 @@ void Game::Tick(){ }else if((player[i].isIdle()|| player[i].isFlip()|| player[i].aitype!=playercontrolled)&& - findDistancefast(&player[i].coords,&weapons.position[j])<5&& - player[i].coords.yid) - if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&& + weapons[k].owner==player[i].victim->id) + if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&& player[i].weaponactive==-1){ - if(weapons.type[k]!=staff) + if(weapons[k].getType()!=staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); player[i].weaponactive=0; - weapons.owner[k]=player[i].id; + weapons[k].owner=player[i].id; if(player[i].num_weapons>0) player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; player[i].num_weapons++; @@ -6822,14 +6748,14 @@ void Game::Tick(){ } } if(!fleshstuck){ - if(weapons.type[k]!=staff) + if(weapons[k].getType()!=staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); } if(fleshstuck) emit_sound_at(fleshstabremovesound, player[i].coords, 128.); player[i].weaponactive=0; - if(weapons.owner[k]!=-1){ + if(weapons[k].owner!=-1){ if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0; else player[i].victim->num_weapons=1; @@ -6848,12 +6774,12 @@ void Game::Tick(){ Normalise(&relative); XYZ footvel,footpoint; footvel=0; - footpoint=weapons.position[k]; + footpoint=weapons[k].position; if(player[i].victim->weaponstuck!=-1){ if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons.bloody[k]=2; - weapons.blooddrip[k]=5; + weapons[k].bloody=2; + weapons[k].blooddrip=5; player[i].victim->weaponstuck=-1; player[i].victim->bloodloss+=2000; player[i].victim->DoDamage(2000); @@ -6872,7 +6798,7 @@ void Game::Tick(){ playerJoint(player[i].victim,rightshoulder).velocity+=relative*6; playerJoint(player[i].victim,leftshoulder).velocity+=relative*6; } - weapons.owner[k]=i; + weapons[k].owner=i; if(player[i].num_weapons>0){ player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; } @@ -6885,7 +6811,7 @@ void Game::Tick(){ } } if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(weapons.type[player[i].weaponids[0]]==knife){ + if(weapons[player[i].weaponids[0]].getType()==knife){ if(player[i].isIdle()|| player[i].isRun()|| player[i].isCrouch()|| @@ -6913,18 +6839,18 @@ void Game::Tick(){ player[i].throwtogglekeydown=1; player[i].victim=&player[j]; XYZ aim; - weapons.owner[player[i].weaponids[0]]=-1; + weapons[player[i].weaponids[0]].owner=-1; aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale); Normalise(&aim); aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0); - weapons.velocity[player[i].weaponids[0]]=aim*50; - weapons.tipvelocity[player[i].weaponids[0]]=aim*50; - weapons.missed[player[i].weaponids[0]]=0; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=0; + weapons[player[i].weaponids[0]].velocity=aim*50; + weapons[player[i].weaponids[0]].tipvelocity=aim*50; + weapons[player[i].weaponids[0]].missed=0; + weapons[player[i].weaponids[0]].freetime=0; + weapons[player[i].weaponids[0]].firstfree=1; + weapons[player[i].weaponids[0]].physics=0; player[i].num_weapons--; if(player[i].num_weapons){ player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; @@ -6939,14 +6865,14 @@ void Game::Tick(){ if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ if(player[i].isCrouch()||player[i].targetanimation==sneakanim){ player[i].throwtogglekeydown=1; - weapons.owner[player[i].weaponids[0]]=-1; - weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2; - if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1; - weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]]; - weapons.missed[player[i].weaponids[0]]=1; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=1; + weapons[player[i].weaponids[0]].owner=-1; + weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2; + if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1; + weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity; + weapons[player[i].weaponids[0]].missed=1; + weapons[player[i].weaponids[0]].freetime=0; + weapons[player[i].weaponids[0]].firstfree=1; + weapons[player[i].weaponids[0]].physics=1; player[i].num_weapons--; if(player[i].num_weapons){ player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; @@ -6963,20 +6889,20 @@ void Game::Tick(){ } //draw weapon - if(i==0||!player[0].dead||player[i].weaponactive!=-1) + if(i==0||!player[0].dead||player[i].weaponactive!=-1) { if(player[i].drawkeydown&&!player[i].drawtogglekeydown|| player[i].num_weapons==2&& player[i].weaponactive==-1&& player[i].isIdle()|| player[0].dead&& player[i].weaponactive!=-1&& - i!=0){ - bool isgood=1; + i!=0) { + bool isgood=true; if(player[i].weaponactive!=-1) - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff) - isgood=0; + if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff) + isgood=false; if(isgood&&player[i].creature!=wolftype){ - if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ + if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){ setAnimation(i,drawrightanim); player[i].drawtogglekeydown=1; } @@ -6985,47 +6911,46 @@ void Game::Tick(){ player[0].weaponactive!=-1&& player[i].isRun()))&& player[i].num_weapons&& - weapons.type[player[i].weaponids[0]]==sword){ + weapons[player[i].weaponids[0]].getType()==sword){ setAnimation(i,drawleftanim); player[i].drawtogglekeydown=1; } - if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ + if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){ setAnimation(i,crouchdrawrightanim); player[i].drawtogglekeydown=1; } } } - //clean weapon - if(player[i].isCrouch()&& - weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - bloodtoggle&& - player[i].onterrain&& - player[i].num_weapons&& - player[i].weaponactive!=-1&& - player[i].attackkeydown){ - if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - player[i].onterrain&& - bloodtoggle&&musictype!=stream_fighttheme){ - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife) - setAnimation(i,crouchstabanim); - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword) - setAnimation(i,swordgroundstabanim); - player[i].hasvictim=0; - //player[i].attacktogglekeydown=1; - } } + + //clean weapon + if(player[i].weaponactive!=-1) { + if (player[i].isCrouch()&& + weapons[player[i].weaponids[player[i].weaponactive]].bloody&& + bloodtoggle&& + player[i].onterrain&& + player[i].num_weapons&& + player[i].attackkeydown&& + musictype!=stream_fighttheme) { + if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife) + setAnimation(i,crouchstabanim); + if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword) + setAnimation(i,swordgroundstabanim); + player[i].hasvictim=0; + } + } if(!player[i].drawkeydown) player[i].drawtogglekeydown=0; XYZ absflatfacing; - if(i==0){ + if(i==0) { absflatfacing=0; absflatfacing.z=-1; absflatfacing=DoRotation(absflatfacing,0,-rotation,0); - } - else absflatfacing=flatfacing; + } else + absflatfacing=flatfacing; if(indialogue!=-1){ player[i].forwardkeydown=0; @@ -7777,7 +7702,7 @@ void Game::TickOnceAfter(){ fireSound(firestartsound); - Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]); + Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); fireSound(); @@ -7811,11 +7736,11 @@ void Game::TickOnceAfter(){ // 0 = load next level // 1 = go back to level select screen // 2 = stealthload next level - if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){ - if(campaignnumnext[campaignchoicewhich[whichchoice]]==0) + if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) { + if(campaignlevels[actuallevel].nextlevel.empty()) endgame=1; } else if(mainmenu==0&&winfreeze) { - stealthloading = (campaignchoosenext[campaignchoicewhich[whichchoice]]==2); + stealthloading = (campaignlevels[actuallevel].choosenext==2); if(!stealthloading){ fireSound(firestartsound); @@ -7833,9 +7758,12 @@ void Game::TickOnceAfter(){ if(!firstload) LoadStuff(); whichchoice=0; + cout << "from " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl; + actuallevel=campaignlevels[actuallevel].nextlevel.front(); + cout << "to " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl; visibleloading=1; stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[0]]); + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); campaign=1; mainmenu=0; gameon=1;