X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=1b865f13c9b2b63a77d8478b0d6a21bccf986a42;hb=e08372a2095837a0b951ccb68c3499ef67c1a827;hp=e5c89d97349e517e749ae8ad1f76e4a08f0c6fc7;hpb=cc92cb7b7f9b87cb791c504bf930d622d74db368;p=lugaru.git
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp
index e5c89d9..1b865f1 100644
--- a/Source/GameTick.cpp
+++ b/Source/GameTick.cpp
@@ -38,11 +38,14 @@ along with Lugaru. If not, see .
#include "openal_wrapper.h"
#include "Settings.h"
#include "Input.h"
-#include "Animation.h"
+#include "Animation/Animation.h"
#include "Awards.h"
#include "Menu.h"
#include "ConsoleCmds.h"
#include "Dialog.h"
+#include "Utils/Folders.h"
+#include "Hotspot.h"
+#include "Campaign.h"
#include
#include
@@ -87,8 +90,8 @@ extern bool mousejump;
extern float viewdistance;
extern bool freeze;
extern XYZ windvector;
-extern bool debugmode;
-static int leveltheme;
+extern bool devtools;
+int leveltheme;
extern int mainmenu;
extern int oldmainmenu;
extern bool visibleloading;
@@ -129,14 +132,6 @@ 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;
@@ -146,87 +141,8 @@ extern bool campaign;
extern void toggleFullscreen();
-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 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;
- }
-};
-
bool won = false;
-int entername = 0;
-vector campaignlevels;
int whichchoice = 0;
-int actuallevel = 0;
bool winhotspot = false;
bool windialogue = false;
bool realthreat = 0;
@@ -239,22 +155,22 @@ float oldmusicvolume[4] = {};
int musicselected = 0;
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"
+ "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"
};
const char *wolfskin[] = {
- ":Data:Textures:Wolf.jpg",
- ":Data:Textures:Darkwolf.jpg",
- ":Data:Textures:Snowwolf.jpg"
+ "Textures/Wolf.jpg",
+ "Textures/DarkWolf.jpg",
+ "Textures/SnowWolf.jpg"
};
const char **creatureskin[] = {rabbitskin, wolfskin};
@@ -601,29 +517,29 @@ void Setenvironment(int which)
if (ambientsound)
emit_stream_np(stream_wind);
- objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
- objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
- objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
- objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
+ objects.treetextureptr.load("Textures/SnowTree.png", 0);
+ objects.bushtextureptr.load("Textures/BushSnow.png", 0);
+ objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+ objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- terraintexture.load(":Data:Textures:snow.jpg", 1);
- terraintexture2.load(":Data:Textures:rock.jpg", 1);
+ terraintexture.load("Textures/Snow.jpg", 1);
+ terraintexture2.load("Textures/Rock.jpg", 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");
+ 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");
@@ -632,10 +548,10 @@ void Setenvironment(int which)
} else if (environment == desertenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
- objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
- objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
- objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
+ objects.treetextureptr.load("Textures/DesertTree.png", 0);
+ objects.bushtextureptr.load("Textures/BushDesert.png", 0);
+ objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+ objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
if (ambientsound)
@@ -646,19 +562,19 @@ void Setenvironment(int which)
footstepsound3 = footstepsn1;
footstepsound4 = footstepsn2;
- terraintexture.load(":Data:Textures:sand.jpg", 1);
- terraintexture2.load(":Data:Textures:sandslope.jpg", 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");
@@ -667,10 +583,10 @@ void Setenvironment(int which)
} else if (environment == grassyenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load(":Data:Textures:tree.png", 0);
- objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
- objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
- objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
+ objects.treetextureptr.load("Textures/Tree.png", 0);
+ objects.bushtextureptr.load("Textures/Bush.png", 0);
+ objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
+ objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
if (ambientsound)
emit_stream_np(stream_wind, 100.);
@@ -680,19 +596,19 @@ void Setenvironment(int which)
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
- terraintexture2.load(":Data:Textures:mossrock.jpg", 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");
@@ -700,71 +616,11 @@ void Setenvironment(int which)
}
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);
- } else {
- Mainmenuitems[7].load(":Data:Textures:World.png", 0);
- }
-
- if (accountactive->getCampaignChoicesMade() == 0) {
- accountactive->setCampaignScore(0);
- accountactive->resetFasttime();
- }
-}
-
-vector 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 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 Game::Loadlevel(int which)
{
stealthloading = 0;
@@ -781,13 +637,11 @@ void Game::Loadlevel(int which)
Loadlevel("mapsave");
}
-void Game::Loadlevel(const char *name)
+void Game::Loadlevel(const std::string& name)
{
int indemo; // FIXME this should be removed
int templength;
float lamefloat;
- static const char *pfx = ":Data:Maps:";
- char *buf;
LOGFUNC;
@@ -817,400 +671,364 @@ void Game::Loadlevel(const char *name)
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;
- 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);
-
- Dialog::dialogs.clear();
+ pause_sound(stream_firesound);
+ scoreadded = 0;
+ windialogue = false;
+ hostiletime = 0;
+ won = 0;
- Dialog::indialogue = -1;
- cameramode = 0;
+ //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
- damagedealt = 0;
- damagetaken = 0;
+ Dialog::dialogs.clear();
- if (accountactive)
- difficulty = accountactive->getDifficulty();
+ Dialog::indialogue = -1;
+ cameramode = 0;
- numhotspots = 0;
- currenthotspot = -1;
- bonustime = 1;
+ damagedealt = 0;
+ damagetaken = 0;
- skyboxtexture = 1;
- skyboxr = 1;
- skyboxg = 1;
- skyboxb = 1;
+ if (Account::hasActive()) {
+ difficulty = Account::active().getDifficulty();
+ }
+ 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;
- 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;
- }
+ console = false;
+ }
- 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();
- }
+ if (!stealthloading) {
+ terrain.numdecals = 0;
+ Sprite::deleteSprites();
+ for (int i = 0; i < objects.numobjects; i++)
+ objects.model[i].numdecals = 0;
- for (int i = 0; i < subdivision; i++)
- for (int j = 0; j < subdivision; j++)
- terrain.patchobjectnum[i][j] = 0;
+ int j = objects.numobjects;
+ for (int i = 0; i < j; i++) {
+ objects.DeleteObject(0);
if (visibleloading)
LoadingScreen();
}
- weapons.clear();
- Person::players.resize(1);
-
- 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);
- 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));
- }
-
+ for (int i = 0; i < subdivision; i++)
+ for (int j = 0; j < subdivision; j++)
+ terrain.patchobjectnum[i][j] = 0;
if (visibleloading)
LoadingScreen();
+ }
- 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", &Person::players[0]->numclothes);
+ weapons.clear();
+ Person::players.resize(1);
- 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, "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;
+ }
+ 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));
}
- Person::players[0]->lastattack = -1;
- Person::players[0]->lastattack2 = -1;
- Person::players[0]->lastattack3 = -1;
+ if (visibleloading)
+ LoadingScreen();
- //dialogues
- if (mapvers >= 8) {
- Dialog::loadDialogs(tfile);
- }
+ 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);
- 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]);
- }
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
- funpackf(tfile, "Bi", &environment);
+ 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, "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];
- }
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -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 (visibleloading)
- LoadingScreen();
+ //dialogues
+ if (mapvers >= 8) {
+ Dialog::loadDialogs(tfile);
+ }
- if (!stealthloading) {
- objects.center = 0;
- for (int i = 0; i < objects.numobjects; i++)
- objects.center += objects.position[i];
- objects.center /= objects.numobjects;
+ 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]);
+ }
+ 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];
+ }
- float maxdistance = 0;
- float tempdist;
- for (int i = 0; i < objects.numobjects; i++) {
- tempdist = distsq(&objects.center, &objects.position[i]);
- if (tempdist > maxdistance) {
- maxdistance = tempdist;
- }
- }
- objects.radius = fast_sqrt(maxdistance);
+ 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 (int 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);
+ 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();
+ }
+
+ 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;
+
if (visibleloading)
LoadingScreen();
- int numplayers;
- funpackf(tfile, "Bi", &numplayers);
- if (numplayers > maxplayers) {
- cout << "Warning: this level contains more players than allowed" << endl;
- }
- for (int i = 1; i < numplayers; i++) {
- unsigned j = 1;
- try {
- Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j)));
- j++;
- } catch (InvalidPersonException e) {
+ float maxdistance = 0;
+ float tempdist;
+ for (int i = 0; i < objects.numobjects; i++) {
+ tempdist = distsq(&objects.center, &objects.position[i]);
+ if (tempdist > maxdistance) {
+ maxdistance = tempdist;
}
}
- if (visibleloading)
- LoadingScreen();
+ objects.radius = fast_sqrt(maxdistance);
+ }
- 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 (visibleloading)
+ LoadingScreen();
+
+ 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(new Person(tfile, mapvers, j)));
+ j++;
+ } catch (InvalidPersonException e) {
+ cerr << "Invalid Person found in " << name << endl;
}
- if (visibleloading)
- LoadingScreen();
+ }
+ if (visibleloading)
+ LoadingScreen();
+
+ 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 (visibleloading)
+ LoadingScreen();
- funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
+ 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();
- }
+ SetUpLighting();
+ if (environment != oldenvironment)
+ Setenvironment(environment);
+ oldenvironment = environment;
- terrain.DoShadows();
- if (visibleloading)
- LoadingScreen();
- objects.DoShadows();
+ 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();
}
- fclose(tfile);
+ terrain.DoShadows();
+ if (visibleloading)
+ LoadingScreen();
+ objects.DoShadows();
+ if (visibleloading)
+ LoadingScreen();
+ }
+
+ fclose(tfile);
- for (unsigned 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);
- }
- 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();
- Person::players[i]->addClothes();
+ 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;
-
- 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;
@@ -1243,54 +1061,53 @@ void Game::Loadlevel(const char *name)
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;
- }
+ 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;
+ }
- cameraloc = Person::players[0]->coords;
- cameraloc.y += 5;
- yaw = Person::players[0]->yaw;
+ cameraloc = Person::players[0]->coords;
+ cameraloc.y += 5;
+ yaw = Person::players[0]->yaw;
- hawkcoords = Person::players[0]->coords;
- hawkcoords.y += 30;
+ hawkcoords = Person::players[0]->coords;
+ hawkcoords.y += 30;
- if (visibleloading)
- LoadingScreen();
+ if (visibleloading)
+ LoadingScreen();
- LOG("Starting background music...");
+ 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.);
- }
+ 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");
}
+ oldmusicvolume[0] = 0;
+ oldmusicvolume[1] = 0;
+ oldmusicvolume[2] = 0;
+ oldmusicvolume[3] = 0;
+
+ if (!firstload)
+ firstload = 1;
+
leveltime = 0;
+ wonleveltime = 0;
visibleloading = 0;
}
@@ -1360,7 +1177,7 @@ void doTutorial()
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
@@ -1630,7 +1447,7 @@ void doTutorial()
XYZ temp, temp2;
emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
@@ -1745,7 +1562,7 @@ void doTutorial()
tutorialsuccess = 1;
break;
case 28:
- if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
tutorialsuccess = 1;
break;
case 29:
@@ -1757,15 +1574,15 @@ void doTutorial()
}
break;
case 33:
- if (animation[Person::players[0]->animTarget].attack == reversal)
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 34:
- if (animation[Person::players[0]->animTarget].attack == reversal)
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 35:
- if (animation[Person::players[0]->animTarget].attack == reversal) {
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
tutorialsuccess = 1;
reversaltrain = 0;
cananger = 0;
@@ -1785,15 +1602,15 @@ void doTutorial()
tutorialsuccess = 1;
break;
case 44:
- if (animation[Person::players[0]->animTarget].attack == reversal)
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 45:
- if (animation[Person::players[0]->animTarget].attack == reversal)
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 46:
- if (animation[Person::players[0]->animTarget].attack == reversal)
+ if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 49:
@@ -1823,10 +1640,15 @@ void doTutorial()
}
}
-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;
@@ -1835,6 +1657,7 @@ void doDebugKeys()
Person::players[0]->superpermanentdamage = 0;
}
+ /* Change environment */
if (Input::isKeyPressed(SDL_SCANCODE_J)) {
environment++;
if (environment > 2)
@@ -1842,33 +1665,49 @@ void doDebugKeys()
Setenvironment(environment);
}
+ /* Camera mode */
if (Input::isKeyPressed(SDL_SCANCODE_C)) {
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 < objects.numobjects; i++) {
+ if (objects.type[i] == treeleavestype) {
+ objects.scale[i] *= .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));
@@ -1878,19 +1717,37 @@ void doDebugKeys()
}
}
+ /* 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++;
@@ -1906,8 +1763,13 @@ void doDebugKeys()
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;
@@ -1925,11 +1787,9 @@ void doDebugKeys()
if (Person::players[closest]->creature == rabbittype) {
- Person::players[closest]->skeleton.id = closest;
- Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
- Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &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;
@@ -1940,11 +1800,9 @@ void doDebugKeys()
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;
@@ -1974,12 +1832,7 @@ void doDebugKeys()
}
}
- 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::max();
@@ -2000,7 +1853,7 @@ void doDebugKeys()
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 (int 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)
@@ -2034,6 +1887,7 @@ void doDebugKeys()
}
}
+ /* Explode */
if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
int closest = findClosestPlayer();
XYZ flatfacing2, flatvelocity2;
@@ -2043,7 +1897,7 @@ void doDebugKeys()
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah);
- for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ for (int 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)
@@ -2060,7 +1914,7 @@ void doDebugKeys()
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
}
- for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ for (int 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)
@@ -2076,7 +1930,7 @@ void doDebugKeys()
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ for (int 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)
@@ -2092,7 +1946,7 @@ void doDebugKeys()
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ for (int 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)
@@ -2117,7 +1971,7 @@ void doDebugKeys()
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 (int 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;
@@ -2140,32 +1994,8 @@ void doDebugKeys()
}
}
- 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)) {
- Person::players[0]->RagDoll(0);
-
- 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)) {
+ /* Enable editor */
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
editorenabled = !editorenabled;
if (editorenabled) {
Person::players[0]->damagetolerance = 100000;
@@ -2178,315 +2008,283 @@ void doDebugKeys()
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)
- objects.position[closest].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 (objects.numobjects < 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;
- //objects.MakeObject(abs(Random()%3),scenecoords,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, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
- if (editortype == treetrunktype)
- objects.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)) {
+ if (objects.numobjects < 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;
+ //objects.MakeObject(abs(Random()%3),scenecoords,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, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ if (editortype == treetrunktype)
+ objects.MakeObject(treeleavestype, scenecoords, 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(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()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 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;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ Person::players.push_back(shared_ptr(new Person()));
- 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;
- }
+ Person::players.back()->id = Person::players.size()-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;
- }
+ Person::players.back()->scale = Person::players[0]->scale;
+ Person::players.back()->creature = rabbittype;
+ Person::players.back()->howactive = editoractive;
- 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;
- }
+ 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;
+ }
- Person::players.back()->headless = 0;
- Person::players.back()->onfire = 0;
+ Person::players.back()->skeletonLoad(true);
- 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()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
+ Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
- Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
+ Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+ Person::players.back()->yaw = Person::players[0]->yaw;
- Person::players.back()->damagetolerance = 200;
+ 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()->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;
+ 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()->immobile = Person::players[0]->immobile;
+ 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;
+ }
- 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();
-
- 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()->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;
+ 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 (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 (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 (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 (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 (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
- pathpointselected++;
- if (pathpointselected >= numpathpoints)
- pathpointselected = -1;
+ Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
+
+ 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;
+ 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];
}
- if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- pathpointselected--;
- if (pathpointselected <= -2)
- pathpointselected = numpathpoints - 1;
+ Person::players.back()->addClothes();
+
+ 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_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];
- }
+ }
+
+ 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++) {
- for (int j = 0; j < numpathpointconnect[i]; j++) {
- if (pathpointconnect[i][j] == pathpointselected) {
- pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
- numpathpointconnect[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 (pathpointconnect[i][j] == numpathpoints) {
- pathpointconnect[i][j] = pathpointselected;
+ 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 (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editortype--;
- if (editortype == treeleavestype || editortype == 10)
- editortype--;
- if (editortype < 0)
- editortype = firetype;
+ 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;
}
+ }
+
+ 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 < 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_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) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestObject();
- if (closest >= 0)
- objects.DeleteObject(closest);
- }
+ 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);
}
}
}
@@ -2511,7 +2309,7 @@ void doJumpReversals()
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)) {
@@ -2550,7 +2348,7 @@ void doJumpReversals()
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)) {
@@ -2618,7 +2416,7 @@ void doAerialAcrobatics()
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))) {
@@ -2769,7 +2567,7 @@ void doAerialAcrobatics()
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) {
@@ -3047,7 +2845,7 @@ void doAttacks()
}
}
//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() ||
@@ -3062,7 +2860,7 @@ void doAttacks()
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 &&
@@ -3074,8 +2872,7 @@ void doAttacks()
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) {
@@ -3085,11 +2882,11 @@ void doAttacks()
//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 &&
@@ -3099,7 +2896,7 @@ void doAttacks()
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 &&
@@ -3114,7 +2911,7 @@ void doAttacks()
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 &&
@@ -3124,14 +2921,14 @@ void doAttacks()
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 &&
@@ -3141,36 +2938,36 @@ void doAttacks()
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) {
@@ -3178,7 +2975,7 @@ void doAttacks()
if ((tutoriallevel != 1 || !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) &&
@@ -3212,12 +3009,12 @@ void doAttacks()
else if ((tutoriallevel != 1 || !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;
}
}
@@ -3282,7 +3079,7 @@ void doAttacks()
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;
@@ -3332,7 +3129,7 @@ void doAttacks()
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)
@@ -3411,7 +3208,7 @@ void doAttacks()
}
}
}
- 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 ||
@@ -3479,7 +3276,7 @@ void doAttacks()
!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) ||
@@ -3488,7 +3285,7 @@ void doAttacks()
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:
@@ -3519,14 +3316,14 @@ void doPlayerCollisions()
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)
@@ -3606,16 +3403,16 @@ void doPlayerCollisions()
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)) {
+ (Animation::animations[Person::players[i]->animTarget].height == highheight &&
+ Animation::animations[Person::players[k]->animTarget].height == highheight)) {
if (tutoriallevel != 1) {
emit_sound_at(heavyimpactsound, Person::players[i]->coords);
}
@@ -3631,19 +3428,19 @@ void doPlayerCollisions()
}
Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
- for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
+ for (int 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 (int 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)) {
@@ -3864,12 +3661,12 @@ void doAI(unsigned i)
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;
@@ -3877,7 +3674,7 @@ void doAI(unsigned i)
Person::players[i]->losupdatedelay = .2;
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)
@@ -3987,10 +3784,10 @@ void doAI(unsigned i)
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
@@ -4021,7 +3818,7 @@ void doAI(unsigned i)
Person::players[i]->losupdatedelay = .2;
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(
@@ -4033,7 +3830,7 @@ void doAI(unsigned i)
(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;
@@ -4155,11 +3952,11 @@ void doAI(unsigned i)
Person::players[i]->occluded < 2 &&
((tutoriallevel != 1 || 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)
@@ -4437,7 +4234,7 @@ void doAI(unsigned i)
}
//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) &&
@@ -4475,7 +4272,7 @@ void doAI(unsigned i)
}
//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];
@@ -4488,7 +4285,7 @@ void doAI(unsigned i)
}
//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 &&
@@ -4637,7 +4434,7 @@ void doAI(unsigned i)
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) {
@@ -4692,613 +4489,6 @@ void doAI(unsigned i)
}
}
-
-
-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);
- Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
- 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(14, "", 10 + 400, 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> 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;
-
- if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
- set>::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;
- case 14:
- toggleFullscreen();
- 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 campaigns = ListCampaigns();
- vector::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;
- }
- }
-
- OPENAL_SetFrequency(channels[stream_menutheme]);
-
- 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 = !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;
@@ -5377,11 +4567,11 @@ void Game::Tick()
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
@@ -5399,37 +4589,11 @@ void Game::Tick()
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) {
@@ -5441,14 +4605,14 @@ void Game::Tick()
leveltime += multiplier;
//keys
- if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+ if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
freeze = !freeze;
if (freeze) {
OPENAL_SetFrequency(OPENAL_ALL);
}
}
- if (Input::isKeyPressed(consolekey) && debugmode) {
+ if (Input::isKeyPressed(consolekey) && devtools) {
console = !console;
if (console) {
OPENAL_SetFrequency(OPENAL_ALL);
@@ -5514,7 +4678,7 @@ void Game::Tick()
talkdelay = 1;
talkdelay -= multiplier;
- if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
+ if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
for (int i = 0; i < Dialog::dialogs.size(); i++) {
Dialog::dialogs[i].tick(i);
}
@@ -5526,27 +4690,27 @@ void Game::Tick()
//hotspots
static float hotspotvisual[40];
- if (numhotspots) {
+ if (Hotspot::hotspots.size()) {
XYZ hotspotsprite;
if (editorenabled)
- for (int i = 0; i < numhotspots; i++)
+ for (int i = 0; i < Hotspot::hotspots.size(); i++)
hotspotvisual[i] -= multiplier / 320;
- for (int i = 0; i < numhotspots; i++) {
+ for (int 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 (int 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;
}
}
}
@@ -5749,28 +4913,13 @@ void Game::Tick()
yaw = Dialog::currentScene().camerayaw;
pitch = Dialog::currentScene().camerapitch;
if (Dialog::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)) {
+ if (Input::isKeyPressed(attackkey)) {
Dialog::indialogue++;
if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
if (Dialog::currentScene().sound == -5) {
- hotspot[numhotspots] = Person::players[0]->coords;
- hotspotsize[numhotspots] = 10;
- hotspottype[numhotspots] = -1;
-
- numhotspots++;
+ Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
}
if (Dialog::currentScene().sound == -6) {
hostile = 1;
@@ -5828,7 +4977,7 @@ void Game::Tick()
hawkcalldelay = 16 + abs(Random() % 8);
}
- doDebugKeys();
+ doDevKeys();
doAttacks();
@@ -5854,7 +5003,7 @@ void Game::Tick()
(whichlevel != -2 &&
(Input::isKeyDown(SDL_SCANCODE_Z) &&
Input::isKeyDown(SDL_SCANCODE_LGUI) &&
- debugmode) ||
+ devtools) ||
(Input::isKeyDown(jumpkey) &&
!respawnkeydown &&
!oldattackkey &&
@@ -5863,12 +5012,7 @@ void Game::Tick()
loading = 1;
leveltime = 5;
}
- if (!Input::isKeyDown(jumpkey))
- respawnkeydown = 0;
- if (Input::isKeyDown(jumpkey))
- respawnkeydown = 1;
-
-
+ respawnkeydown = Input::isKeyDown(jumpkey);
static bool movekey;
@@ -5880,7 +5024,7 @@ void Game::Tick()
oldtargetyaw = Person::players[i]->targetyaw;
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 &&
@@ -5912,7 +5056,7 @@ void Game::Tick()
Person::players[i]->targetheadpitch = pitch;
}
if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
- 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 != crouchremoveknifeanim &&
@@ -5982,7 +5126,7 @@ void Game::Tick()
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;
@@ -6027,7 +5171,7 @@ void Game::Tick()
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)
@@ -6166,7 +5310,7 @@ void Game::Tick()
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 (int 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;
}
@@ -6355,7 +5499,7 @@ void Game::Tick()
}
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 &&
@@ -6629,7 +5773,7 @@ void Game::Tick()
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)
@@ -6654,7 +5798,7 @@ void Game::Tick()
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;
@@ -6665,7 +5809,7 @@ void Game::Tick()
Person::players[i]->jumppower = 0;
}
}
- if (((floatjump || editorenabled) && debugmode) && i == 0)
+ if (((floatjump || editorenabled) && devtools) && i == 0)
Person::players[i]->velocity.y += multiplier * 30;
}
@@ -6793,7 +5937,7 @@ void Game::Tick()
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++) {
+ for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
@@ -6808,7 +5952,7 @@ void Game::Tick()
}
Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
- for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
Person::players[1]->skeleton.joints[i].velocity = 0;
if (Random() % 2 == 0) {
if (!Person::players[1]->skeleton.free)
@@ -7010,23 +6154,23 @@ void Game::TickOnceAfter()
}
}
- 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 (int 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 (int 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;
@@ -7064,7 +6208,7 @@ void Game::TickOnceAfter()
}
- if (killhotspot) {
+ if (Hotspot::killhotspot) {
changedelay = 1;
targetlevel = whichlevel + 1;
if (targetlevel > numchallengelevels - 1)
@@ -7074,10 +6218,11 @@ void Game::TickOnceAfter()
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;
}
@@ -7090,7 +6235,7 @@ void Game::TickOnceAfter()
changedelay = .1;
alldead = false;
winhotspot = false;
- killhotspot = 0;
+ Hotspot::killhotspot = 0;
}
if (!editorenabled && gameon && !mainmenu) {
@@ -7120,7 +6265,7 @@ void Game::TickOnceAfter()
fireSound(firestartsound);
- Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+ Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
fireSound();
@@ -7132,13 +6277,13 @@ void Game::TickOnceAfter()
(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;
@@ -7205,13 +6350,13 @@ void Game::TickOnceAfter()
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 (int 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;
}