X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=3522f20d6194b8d55ba8e524b1053f08a2b972aa;hb=26debbd380c6922e5a0b60d99567c6374a4fef9a;hp=ee3ddea78f1d5bd032e38034d633747b971b29a2;hpb=f7f3989db89536a13751c11625168948a08e03e0;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index ee3ddea..3522f20 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -27,15 +27,21 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #endif +#include #include +#include #include "Game.h" #include "openal_wrapper.h" #include "Settings.h" #include "Input.h" #include "Animation.h" #include "Awards.h" +#include "Menu.h" + +#include using namespace std; +using namespace Game; // Added more evilness needed for MSVC #ifdef _MSC_VER @@ -77,8 +83,9 @@ extern bool keyboardfrozen; extern bool loadingstuff; extern XYZ windvector; extern bool debugmode; -static int music1; +static int leveltheme; extern int mainmenu; +extern int oldmainmenu; extern bool visibleloading; extern XYZ envsound[30]; extern float envsoundvol[30]; @@ -113,14 +120,13 @@ extern float damagedealt; extern int maptype; extern int editoractive; extern int editorpathtype; +extern TGAImageRec texture; extern float hostiletime; extern bool gamestarted; extern int numhotspots; -extern int winhotspot; -extern int windialogue; extern int killhotspot; extern XYZ hotspot[40]; extern int hotspottype[40]; @@ -135,6 +141,95 @@ extern bool winfreeze; extern bool campaign; + + +void Loadlevel(int which); +void Loadlevel(const char *name); + + + +class CampaignLevel { +private: + int width; + struct Position { int x,y; }; +public: + std::string mapname; + std::string description; + int choosenext; + /* + 0 = Immediately load next level at the end of this one. + 1 = Go back to the world map. + 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. + */ + //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. + std::vector 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(int 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> next; + nextlevel.push_back(next-1); + } + is.ignore(256,':'); + is >> location.x; + is.ignore(256,':'); + is >> location.y; + return is; + } + friend istream& operator>> (istream& is, CampaignLevel& cl) { + return cl << is; + } +}; + +int indemo = 0; +bool won = false; +int entername = 0; +vector campaignlevels; +int whichchoice = 0; +int actuallevel = 0; +bool winhotspot = false; +bool windialogue = false; +bool realthreat = 0; +XYZ cameraloc; +float cameradist = 0; +bool oldattackkey = 0; +int whichlevel = 0; +float musicvolume[4] = {}; +float oldmusicvolume[4] = {}; +int musicselected = 0; + + + static const char *rabbitskin[] = { ":Data:Textures:Fur3.jpg", ":Data:Textures:Fur.jpg", @@ -166,14 +261,14 @@ static bool stripfx(const char *str, const char *pfx) } static const char *cmd_names[] = { -#define DECLARE_COMMAND(cmd) #cmd " ", +#define DECLARE_COMMAND(cmd) #cmd, #include "ConsoleCmds.h" #undef DECLARE_COMMAND }; -typedef void (*console_handler)(Game *game, const char *args); +typedef void (*console_handler)(const char *args); -#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args); +#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args); #include "ConsoleCmds.h" #undef DECLARE_COMMAND @@ -185,17 +280,9 @@ static console_handler cmd_handlers[] = { -// added utility functions -sf17k ============================================================= +// utility functions -//TODO: try to hide these variables completely with a better interface -inline void setAnimation(int playerid,int animation){ - player[playerid].targetanimation=animation; - player[playerid].targetframe=0; - player[playerid].target=0; -} - -//TODO: this is incorrect but I'm afraid to change it and break something, -//probably causes quirky behavior that I might want to preserve +// TODO: this is slightly incorrect inline float roughDirection(XYZ vec){ Normalise(&vec); float angle=-asin(-vec.x)*180/M_PI; @@ -206,24 +293,14 @@ inline float roughDirection(XYZ vec){ inline float roughDirectionTo(XYZ start, XYZ end){ return roughDirection(end-start); } - -//TODO: gotta be a better way -inline float pitch(XYZ vec){ +inline float pitchOf(XYZ vec){ Normalise(&vec); return -asin(vec.y)*180/M_PI; } inline float pitchTo(XYZ start, XYZ end){ - return pitch(end-start); + return pitchOf(end-start); } - -//change these to a Person method -inline Joint& playerJoint(int playerid, int bodypart){ - return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; } -inline Joint& playerJoint(Person* pplayer, int bodypart){ - return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; } - -inline float sq(float n){ return n*n; } - +inline float sq(float n) { return n*n; } inline float stepTowardf(float from, float to, float by){ if(fabs(from-to)to) return from-by; @@ -266,23 +343,63 @@ void playdialogueboxsound(){ emit_sound_at(sound, temppos); } -// end added utility functions ================================================================ +// ================================================================ +bool AddClothes(const char *fileName, GLubyte *array) { + LOGFUNC; + //Load Image + unsigned char fileNamep[256]; + CopyCStringToPascal(fileName,fileNamep); + bool opened; + opened=upload_image( fileNamep ,1); + + float alphanum; + //Is it valid? + if(opened){ + if(tintr>1)tintr=1; + if(tintg>1)tintg=1; + if(tintb>1)tintb=1; + + if(tintr<0)tintr=0; + if(tintg<0)tintg=0; + if(tintb<0)tintb=0; + + int bytesPerPixel=texture.bpp/8; + + int tempnum=0; + alphanum=255; + for(int i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){ + if(bytesPerPixel==3)alphanum=255; + else if((i+1)%4==0)alphanum=texture.data[i]; + //alphanum/=2; + if((i+1)%4||bytesPerPixel==3){ + if((i%4)==0)texture.data[i]*=tintr; + if((i%4)==1)texture.data[i]*=tintg; + if((i%4)==2)texture.data[i]*=tintb; + array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255); + tempnum++; + } + } + } + else return 0; + return 1; +} -static void ch_quit(Game *game, const char *args) + +static void ch_quit(const char *args) { - game->tryquit = 1; + tryquit = 1; } -static void ch_map(Game *game, const char *args) +static void ch_map(const char *args) { - game->Loadlevel(args); - game->whichlevel = -2; + Loadlevel(args); + whichlevel = -2; campaign = 0; } -static void ch_save(Game *game, const char *args){ +static void ch_save(const char *args){ char buf[64]; snprintf(buf, 63, ":Data:Maps:%s", args); @@ -297,10 +414,10 @@ static void ch_save(Game *game, const char *args){ fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb); fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb); fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, - player[0].rotation, player[0].targetrotation, player[0].num_weapons); + player[0].yaw, player[0].targetyaw, player[0].num_weapons); if(player[0].num_weapons>0&&player[0].num_weapons<5) for(int j=0;jnumpathpoints); - for(int j=0;jnumpathpoints;j++){ - fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]); - for(int k=0;knumpathpointconnect[j];k++) - fpackf(tfile, "Bi", game->pathpointconnect[j][k]); + fpackf(tfile, "Bi", numpathpoints); + for(int j=0;jmapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius); + fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius); fclose(tfile); } -static void ch_cellar(Game *game, const char *args) +static void ch_cellar(const char *args) { - game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_tint(Game *game, const char *args) +static void ch_tint(const char *args) { sscanf(args, "%f%f%f", &tintr, &tintg, &tintb); } -static void ch_tintr(Game *game, const char *args) +static void ch_tintr(const char *args) { tintr = atof(args); } -static void ch_tintg(Game *game, const char *args) +static void ch_tintg(const char *args) { tintg = atof(args); } -static void ch_tintb(Game *game, const char *args) +static void ch_tintb(const char *args) { tintb = atof(args); } -static void ch_speed(Game *game, const char *args) +static void ch_speed(const char *args) { player[0].speedmult = atof(args); } -static void ch_strength(Game *game, const char *args) +static void ch_strength(const char *args) { player[0].power = atof(args); } -static void ch_power(Game *game, const char *args) +static void ch_power(const char *args) { player[0].power = atof(args); } -static void ch_size(Game *game, const char *args) +static void ch_size(const char *args) { player[0].scale = atof(args) * .2; } -static int find_closest() -{ - int closest = 0; - float closestdist = 1.0/0.0; - - for (int i = 1; i < numplayers; i++) { - float distance; - distance = findDistancefast(&player[i].coords,&player[0].coords); - if (distance < closestdist) { - closestdist = distance; - closest = i; +static int findClosestPlayer(){ + int closest = -1; + float closestdist = std::numeric_limits::max(); + + for(int i=1; i::max(); - if (closest) + for(int i=0; i=0) player[closest].scale = atof(args) * .2; } @@ -536,15 +664,15 @@ static void set_proportion(int pnum, const char *args) } } -static void ch_proportion(Game *game, const char *args) +static void ch_proportion(const char *args) { set_proportion(0, args); } -static void ch_proportionnear(Game *game, const char *args) +static void ch_proportionnear(const char *args) { - int closest = find_closest(); - if (closest) + int closest = findClosestPlayer(); + if(closest>=0) set_proportion(closest, args); } @@ -558,15 +686,15 @@ static void set_protection(int pnum, const char *args) player[pnum].protectionlow = low; } -static void ch_protection(Game *game, const char *args) +static void ch_protection(const char *args) { set_protection(0, args); } -static void ch_protectionnear(Game *game, const char *args) +static void ch_protectionnear(const char *args) { - int closest = find_closest(); - if (closest) + int closest = findClosestPlayer(); + if(closest>=0) set_protection(closest, args); } @@ -580,19 +708,19 @@ static void set_armor(int pnum, const char *args) player[pnum].armorlow = low; } -static void ch_armor(Game *game, const char *args) +static void ch_armor(const char *args) { set_armor(0, args); } -static void ch_armornear(Game *game, const char *args) +static void ch_armornear(const char *args) { - int closest = find_closest(); - if (closest) + int closest = findClosestPlayer(); + if(closest>=0) set_armor(closest, args); } -static void ch_protectionreset(Game *game, const char *args) +static void ch_protectionreset(const char *args) { set_protection(0, "1 1 1"); set_armor(0, "1 1 1"); @@ -608,38 +736,38 @@ static void set_metal(int pnum, const char *args) player[pnum].metallow = low; } -static void ch_metal(Game *game, const char *args) +static void ch_metal(const char *args) { set_metal(0, args); } -static void set_noclothes(int pnum, Game *game, const char *args) +static void set_noclothes(int pnum, const char *args) { player[pnum].numclothes = 0; - game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin], - &player[pnum].skeleton.drawmodel.textureptr,1, - &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize); + player[pnum].skeleton.drawmodel.textureptr.load( + creatureskin[player[pnum].creature][player[pnum].whichskin],1, + &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize); } -static void ch_noclothes(Game *game, const char *args) +static void ch_noclothes(const char *args) { - set_noclothes(0, game, args); + set_noclothes(0, args); } -static void ch_noclothesnear(Game *game, const char *args) +static void ch_noclothesnear(const char *args) { - int closest = find_closest(); - if (closest) - set_noclothes(closest, game, args); + int closest = findClosestPlayer(); + if(closest>=0) + set_noclothes(closest, args); } -static void set_clothes(int pnum, Game *game, const char *args) +static void set_clothes(int pnum, const char *args) { char buf[64]; snprintf(buf, 63, ":Data:Textures:%s.png", args); - if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum])) + if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum])) return; player[pnum].DoMipmaps(); @@ -650,25 +778,25 @@ static void set_clothes(int pnum, Game *game, const char *args) player[pnum].numclothes++; } -static void ch_clothes(Game *game, const char *args) +static void ch_clothes(const char *args) { - set_clothes(0, game, args); + set_clothes(0, args); } -static void ch_clothesnear(Game *game, const char *args) +static void ch_clothesnear(const char *args) { - int closest = find_closest(); - if (closest) - set_clothes(closest, game, args); + int closest = findClosestPlayer(); + if(closest>=0) + set_clothes(closest, args); } -static void ch_belt(Game *game, const char *args) +static void ch_belt(const char *args) { player[0].skeleton.clothes = !player[0].skeleton.clothes; } -static void ch_cellophane(Game *game, const char *args) +static void ch_cellophane(const char *args) { cellophane = !cellophane; float mul = cellophane ? 0 : 1; @@ -681,7 +809,7 @@ static void ch_cellophane(Game *game, const char *args) } } -static void ch_funnybunny(Game *game, const char *args) +static void ch_funnybunny(const char *args) { player[0].skeleton.id=0; player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow", @@ -690,8 +818,7 @@ static void ch_funnybunny(Game *game, const char *args) ":Data:Models:Body4.solid",":Data:Models:Body5.solid", ":Data:Models:Body6.solid",":Data:Models:Body7.solid", ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1); - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); player[0].creature=rabbittype; player[0].scale=.2; player[0].headless=0; @@ -699,7 +826,7 @@ static void ch_funnybunny(Game *game, const char *args) set_proportion(0, "1 1 1 1"); } -static void ch_wolfie(Game *game, const char *args) +static void ch_wolfie(const char *args) { player[0].skeleton.id=0; player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low", @@ -708,80 +835,72 @@ static void ch_wolfie(Game *game, const char *args) ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid", ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid", ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0); - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); player[0].creature=wolftype; player[0].damagetolerance=300; set_proportion(0, "1 1 1 1"); } -static void ch_wolfieisgod(Game *game, const char *args) +static void ch_wolfieisgod(const char *args) { - ch_wolfie(game, args); + ch_wolfie(args); } -static void ch_wolf(Game *game, const char *args) +static void ch_wolf(const char *args) { - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_snowwolf(Game *game, const char *args) +static void ch_snowwolf(const char *args) { - game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_darkwolf(Game *game, const char *args) +static void ch_darkwolf(const char *args) { - game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_lizardwolf(Game *game, const char *args) +static void ch_lizardwolf(const char *args) { - game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_white(Game *game, const char *args) +static void ch_white(const char *args) { - game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_brown(Game *game, const char *args) +static void ch_brown(const char *args) { - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_black(Game *game, const char *args) +static void ch_black(const char *args) { - game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); } -static void ch_sizemin(Game *game, const char *args) +static void ch_sizemin(const char *args) { for (int i = 1; i < numplayers; i++) if (player[i].scale < 0.8 * 0.2) player[i].scale = 0.8 * 0.2; } -static void ch_tutorial(Game *game, const char *args) +static void ch_tutorial(const char *args) { tutoriallevel = atoi(args); } -static void ch_hostile(Game *game, const char *args) +static void ch_hostile(const char *args) { hostile = atoi(args); } -static void ch_indemo(Game *game, const char *args) +static void ch_indemo(const char *args) { - game->indemo=1; + indemo=1; hotspot[numhotspots]=player[0].coords; hotspotsize[numhotspots]=0; hotspottype[numhotspots]=-111; @@ -789,13 +908,13 @@ static void ch_indemo(Game *game, const char *args) numhotspots++; } -static void ch_notindemo(Game *game, const char *args) +static void ch_notindemo(const char *args) { - game->indemo=0; + indemo=0; numhotspots--; } -static void ch_type(Game *game, const char *args) +static void ch_type(const char *args) { int n = sizeof(editortypenames) / sizeof(editortypenames[0]); for (int i = 0; i < n; i++) @@ -805,7 +924,7 @@ static void ch_type(Game *game, const char *args) } } -static void ch_path(Game *game, const char *args) +static void ch_path(const char *args) { int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); for (int i = 0; i < n; i++) @@ -815,7 +934,7 @@ static void ch_path(Game *game, const char *args) } } -static void ch_hs(Game *game, const char *args) +static void ch_hs(const char *args) { hotspot[numhotspots]=player[0].coords; @@ -832,7 +951,7 @@ static void ch_hs(Game *game, const char *args) numhotspots++; } -static void ch_dialogue(Game *game, const char *args) +static void ch_dialogue(const char *args) { int dlg; char buf1[32], buf2[64]; @@ -883,7 +1002,7 @@ static void ch_dialogue(Game *game, const char *args) numdialogues++; } -static void ch_fixdialogue(Game *game, const char *args) +static void ch_fixdialogue(const char *args) { char buf1[32], buf2[64]; int whichdi; @@ -921,47 +1040,47 @@ static void ch_fixdialogue(Game *game, const char *args) ipstream.close(); } -static void ch_fixtype(Game *game, const char *args) +static void ch_fixtype(const char *args) { int dlg; sscanf(args, "%d", &dlg); dialoguetype[0] = dlg; } -static void ch_fixrotation(Game *game, const char *args) +static void ch_fixrotation(const char *args) { - participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation; + participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].yaw; } -static void ch_ddialogue(Game *game, const char *args) +static void ch_ddialogue(const char *args) { if (numdialogues) numdialogues--; } -static void ch_dhs(Game *game, const char *args) +static void ch_dhs(const char *args) { if (numhotspots) numhotspots--; } -static void ch_immobile(Game *game, const char *args) +static void ch_immobile(const char *args) { player[0].immobile = 1; } -static void ch_allimmobile(Game *game, const char *args) +static void ch_allimmobile(const char *args) { for (int i = 1; i < numplayers; i++) player[i].immobile = 1; } -static void ch_mobile(Game *game, const char *args) +static void ch_mobile(const char *args) { player[0].immobile = 0; } -static void ch_default(Game *game, const char *args) +static void ch_default(const char *args) { player[0].armorhead=1; player[0].armorhigh=1; @@ -990,15 +1109,15 @@ static void ch_default(Game *game, const char *args) } player[0].numclothes=0; - game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin], - &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0], - &player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load( + creatureskin[player[0].creature][player[0].whichskin],1, + &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); editoractive=typeactive; player[0].immobile=0; } -static void ch_play(Game *game, const char *args) +static void ch_play(const char *args) { int dlg; sscanf(args, "%d", &dlg); @@ -1009,8 +1128,8 @@ static void ch_play(Game *game, const char *args) for(int i=0;iSetUpLighting(); + SetUpLighting(); terrain.DoShadows(); objects.DoShadows(); } -static void ch_skylight(Game *game, const char *args) +static void ch_skylight(const char *args) { sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - game->SetUpLighting(); + SetUpLighting(); terrain.DoShadows(); objects.DoShadows(); } -static void ch_skybox(Game *game, const char *args) +static void ch_skybox(const char *args) { skyboxtexture = !skyboxtexture; - game->SetUpLighting(); + SetUpLighting(); terrain.DoShadows(); objects.DoShadows(); } -static void cmd_dispatch(Game *game, const char *cmd) +static void cmd_dispatch(const string cmd) { int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); for (i = 0; i < n_cmds; i++) - if (stripfx(cmd, cmd_names[i])) + if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i])) { - cmd_handlers[i](game, cmd + strlen(cmd_names[i])); - break; + cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl; + cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str()); + break; } emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); } @@ -1129,8 +1249,6 @@ void Screenshot (void) save_image(temp); } - - void Game::SetUpLighting(){ if(environment==snowyenvironment) light.setColors(.65,.65,.7,.4,.4,.44); @@ -1150,7 +1268,7 @@ void Game::SetUpLighting(){ light.ambient[2]*=(skyboxlightb+average)/2; } -int Game::findPathDist(int start,int end){ +int findPathDist(int start,int end){ int smallestcount,count,connected; int last,last2,last3,last4; int closest; @@ -1217,7 +1335,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint){ objects.type[i]!=firetype){ colviewer=startpoint; coltarget=endpoint; - if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i; + if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.yaw[i])!=-1)return i; } } } @@ -1252,7 +1370,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){ colviewer=startpoint; coltarget=endpoint; //FIXME: i/what - if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i; + if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.yaw[what])!=-1)return i; } } } @@ -1262,7 +1380,7 @@ int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){ return -1; } -void Game::Setenvironment(int which) +void Setenvironment(int which) { LOGFUNC; @@ -1271,9 +1389,9 @@ void Game::Setenvironment(int which) float temptexdetail; environment=which; - pause_sound(stream_music1snow); - pause_sound(stream_music1grass); - pause_sound(stream_music1desert); + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); pause_sound(stream_wind); pause_sound(stream_desertambient); @@ -1284,19 +1402,18 @@ void Game::Setenvironment(int which) if(ambientsound) emit_stream_np(stream_wind); - LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0); + objects.treetextureptr.load(":Data:Textures:snowtree.png",0,1); + objects.bushtextureptr.load(":Data:Textures:bushsnow.png",0,1); + objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg",1,0); + objects.boxtextureptr.load(":Data:Textures:snowbox.jpg",1,0); footstepsound = footstepsn1; footstepsound2 = footstepsn2; footstepsound3 = footstepst1; footstepsound4 = footstepst2; - LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0); + terraintexture.load(":Data:Textures:snow.jpg",1,0); + terraintexture2.load(":Data:Textures:rock.jpg",1,0); //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); @@ -1305,7 +1422,7 @@ void Game::Setenvironment(int which) temptexdetail=texdetail; if(texdetail>1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(snow):Front.jpg", + 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", @@ -1316,14 +1433,13 @@ void Game::Setenvironment(int which) texdetail=temptexdetail; - } - if(environment==desertenvironment){ + } else if(environment==desertenvironment){ windvector=0; windvector.z=2; - LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0); + objects.treetextureptr.load(":Data:Textures:deserttree.png",0,1); + objects.bushtextureptr.load(":Data:Textures:bushdesert.png",0,1); + objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg",1,0); + objects.boxtextureptr.load(":Data:Textures:desertbox.jpg",1,0); if(ambientsound) @@ -1334,9 +1450,8 @@ void Game::Setenvironment(int which) footstepsound3 = footstepsn1; footstepsound4 = footstepsn2; - LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0); + terraintexture.load(":Data:Textures:sand.jpg",1,0); + terraintexture2.load(":Data:Textures:sandslope.jpg",1,0); //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); @@ -1344,7 +1459,7 @@ void Game::Setenvironment(int which) temptexdetail=texdetail; if(texdetail>1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(sand):Front.jpg", + 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", @@ -1355,14 +1470,13 @@ void Game::Setenvironment(int which) texdetail=temptexdetail; - } - if(environment==grassyenvironment){ + } else if(environment==grassyenvironment){ windvector=0; windvector.z=2; - LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0); + objects.treetextureptr.load(":Data:Textures:tree.png",0,1); + objects.bushtextureptr.load(":Data:Textures:bush.png",0,1); + objects.rocktextureptr.load(":Data:Textures:boulder.jpg",1,0); + objects.boxtextureptr.load(":Data:Textures:grassbox.jpg",1,0); if(ambientsound) emit_stream_np(stream_wind, 100.); @@ -1372,9 +1486,8 @@ void Game::Setenvironment(int which) footstepsound3 = footstepst1; footstepsound4 = footstepst2; - LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0); + terraintexture.load(":Data:Textures:grassdirt.jpg",1,0); + terraintexture2.load(":Data:Textures:mossrock.jpg",1,0); //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); @@ -1382,7 +1495,7 @@ void Game::Setenvironment(int which) temptexdetail=texdetail; if(texdetail>1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(grass):Front.jpg", + 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", @@ -1400,27 +1513,73 @@ void Game::Setenvironment(int which) texdetail=temptexdetail; } +void LoadCampaign() { + if(!accountactive) + return; + ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str())); + ipstream.ignore(256,':'); + int numlevels; + ipstream >> numlevels; + campaignlevels.clear(); + for(int i=0;i> cl; + campaignlevels.push_back(cl); + } + ipstream.close(); + + ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str())); + if(test.good()) { + Mainmenuitems[7].load((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),0,0); + } else { + Mainmenuitems[7].load(":Data:Textures:World.png",0,0); + } + + if(accountactive->getCampaignChoicesMade()==0) { + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + } +} + +vector 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){ +void Loadlevel(int which) { stealthloading=0; whichlevel=which; - if (which == -1) { + if(which == -1) { tutoriallevel = -1; Loadlevel("tutorial"); - } else if (which >= 0 && which <= 15) { + } else if(which >= 0 && which <= 15) { char buf[32]; - snprintf(buf, 32, "map%d", which + 1); + snprintf(buf, 32, "map%d", which + 1); // challenges Loadlevel(buf); } else Loadlevel("mapsave"); } -void Game::Loadlevel(const char *name){ - static int oldlevel; +void Loadlevel(const char *name) { int templength; float lamefloat; - int lameint; static const char *pfx = ":Data:Maps:"; char *buf; @@ -1439,7 +1598,7 @@ void Game::Loadlevel(const char *name){ gamestarted=1; numenvsounds=0; - //visibleloading=1; + if(tutoriallevel!=-1) tutoriallevel=0; else @@ -1447,13 +1606,11 @@ void Game::Loadlevel(const char *name){ if(tutoriallevel==1) tutorialstage=0; - if(tutorialstage==0){ + if(tutorialstage==0) { tutorialstagetime=0; tutorialmaxtime=1; } loadingstuff=1; - if(!firstload) - oldlevel=50; pause_sound(whooshsound); pause_sound(stream_firesound); @@ -1464,11 +1621,14 @@ void Game::Loadlevel(const char *name){ int mapvers; FILE *tfile; + //~ char* buff=getcwd(NULL,0); + //~ cout << buff << " " << FixedFN << endl; + //~ free(buff); tfile=fopen( FixedFN, "rb" ); - if(tfile){ + if(tfile) { pause_sound(stream_firesound); scoreadded=0; - windialogue=0; + windialogue=false; hostiletime=0; won=0; @@ -1488,11 +1648,6 @@ void Game::Loadlevel(const char *name){ if(accountactive) difficulty=accountactive->getDifficulty(); - if(difficulty!=2) - minimap=1; - else - minimap=0; - numhotspots=0; currenthotspot=-1; bonustime=1; @@ -1532,7 +1687,7 @@ void Game::Loadlevel(const char *name){ if(console){ emit_sound_np(consolesuccesssound); freeze=0; - console=0; + console=false; } if(!stealthloading){ @@ -1555,7 +1710,7 @@ void Game::Loadlevel(const char *name){ LoadingScreen(); } - weapons.numweapons=0; + weapons.clear(); funpackf(tfile, "Bi", &mapvers); if(mapvers>=15) @@ -1592,16 +1747,16 @@ void Game::Loadlevel(const char *name){ skyboxlightb=skyboxb; } if(!stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons); + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].yaw,&player[0].targetyaw, &player[0].num_weapons); if(stealthloading) funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons); player[0].originalcoords=player[0].coords; if(player[0].num_weapons>0&&player[0].num_weapons<5) for(int j=0;j128||templength<=0) templength=128; @@ -1670,7 +1823,7 @@ void Game::Loadlevel(const char *name){ for(m=0;m<10;m++) funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z); - funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]); + funpackf(tfile, "Bf Bf",&dialoguecamerayaw[k][l],&dialoguecamerapitch[k][l]); } } }else @@ -1688,7 +1841,7 @@ void Game::Loadlevel(const char *name){ funpackf(tfile, "Bi", &objects.numobjects); for(int i=0;imaxdistance){ - whichclosest=i; + //~ whichclosest=i; maxdistance=tempdist; } } @@ -1762,10 +1915,10 @@ void Game::Loadlevel(const char *name){ else player[i-howmanyremoved].immobile=0; if(mapvers>=12) - funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation); + funpackf(tfile, "Bf",&player[i-howmanyremoved].yaw); else - player[i-howmanyremoved].rotation=0; - player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation; + player[i-howmanyremoved].yaw=0; + player[i-howmanyremoved].targetyaw=player[i-howmanyremoved].yaw; if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){ removeanother=1; howmanyremoved++; @@ -1773,10 +1926,10 @@ void Game::Loadlevel(const char *name){ if(!removeanother){ if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){ for(int j=0;jmaxplayers-1) numplayers=maxplayers-1; for(int i=0;i2)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; - } - - if(Input::MouseClicked()&&selected==3){ - fireSound(); - flash(); - if(!gameon){ - //quit - tryquit=1; - pause_sound(stream_music3); - }else{ - //end game - gameon=0; - mainmenu=1; - } - } - } - if(mainmenu==3){ - if(Input::MouseClicked()){ - - if(selected!=-1) - fireSound(); - - switch(selected){ - case 0: { - extern SDL_Rect **resolutions; - bool isCustomResolution = true; - bool found = false; - for(int i = 0; (!found) && (resolutions[i]); i++){ - if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) - isCustomResolution = false; - - if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){ - i++; - if(resolutions[i] != NULL){ - newscreenwidth = (int) resolutions[i]->w; - newscreenheight = (int) resolutions[i]->h; - }else if(isCustomResolution){ - if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){ - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - }else{ - newscreenwidth = screenwidth; - newscreenheight = screenheight; - } - }else{ - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - found = true; - } - } - - if(!found){ - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - } 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=1-ismotionblur; - break; - case 5: - decals=1-decals; - break; - case 6: - musictoggle=1-musictoggle; - - if(!musictoggle){ - pause_sound(music1); - pause_sound(stream_music2); - pause_sound(stream_music3); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - if(musictoggle) - emit_stream_np(stream_music3); - break; - case 7: - flash(); - //options - mainmenu=4; - selected=-1; - keyselect=-1; - break; - case 8: - flash(); - - if(newdetail>2)newdetail=detail; - if(newdetail<0)newdetail=detail; - if(newscreenwidth<0)newscreenwidth=screenwidth; - if(newscreenheight<0)newscreenheight=screenheight; - - SaveSettings(*this); - if(mainmenu==3&&gameon)mainmenu=2; - if(mainmenu==3&&!gameon)mainmenu=1; - break; - case 9: - invertmouse=1-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; - } - } - } - if(mainmenu==4){ - if(Input::MouseClicked()&&selected!=-1&&!waiting){ - fireSound(); - if(selected<9&&keyselect==-1) - keyselect=selected; - if(keyselect!=-1) - setKeySelected(); - if(selected==9){ - 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; - } - } - } - - if(mainmenu==5){ - - if(endgame==2){ - accountactive->endGame(); - endgame=0; - } - - if(Input::MouseClicked()){ - if((selected-7>=accountactive->getCampaignChoicesMade())){ - fireSound(); - flash(); - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=7; - if(firstload) TickOnceAfter(); - else LoadStuff(); - whichchoice=selected-7-accountactive->getCampaignChoicesMade(); - visibleloading=1; - stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]); - //Loadlevel(campaignmapname[levelorder[selected-7]]); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_music3); - } - if(selected>=1 && selected<=5){ - fireSound(); - flash(); - } - switch(selected){ - case 1: - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=-1; - if(firstload)TickOnceAfter(); - if(!firstload)LoadStuff(); - else { - Loadlevel(-1); - } - - mainmenu=0; - gameon=1; - pause_sound(stream_music3); - break; - case 2: - mainmenu=9; - break; - case 3: - mainmenu=6; - break; - case 4: - if(mainmenu==5&&gameon)mainmenu=2; - if(mainmenu==5&&!gameon)mainmenu=1; - break; - case 5: - mainmenu=7; - break; - } - } - } - else if(mainmenu==9){ - if(Input::MouseClicked()&&selected=0&&selected<=accountactive->getProgress()){ - fireSound(); - flash(); - - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=selected; - if(firstload)TickOnceAfter(); - if(!firstload)LoadStuff(); - else { - Loadlevel(selected); - } - campaign=0; - - mainmenu=0; - gameon=1; - pause_sound(stream_music3); - } - if(Input::MouseClicked()&&selected==numchallengelevels){ - fireSound(); - flash(); - mainmenu=5; - } - } - if(mainmenu==10){ - endgame=2; - if(Input::MouseClicked()&&selected==3){ - fireSound(); - flash(); - mainmenu=5; - } - } - - if(mainmenu==6){ - if(Input::MouseClicked()) { - if(selected>-1){ - fireSound(); - if(selected==1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu=7; - } else if(selected==2) { - flash(); - mainmenu=5; - } - } - } - } - if(mainmenu==7){ - if(Input::MouseClicked()) { - if(selected!=-1){ - fireSound(); - if(selected==0&&Account::getNbAccounts()<8){ - entername=1; - } else if (selected-1){ - fireSound(); - flash(); - if(selected<=2) - accountactive->setDifficulty(selected); - mainmenu=5; - } - } - if (mainmenu==18) { - if(Input::MouseClicked()&&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; - } - } - } - - if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1) - stereoseparation+=0.001; - if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1) - stereoseparation-=0.001; - - if(Input::MouseClicked()&&selected==2) { - stereoreverse =! stereoreverse; - } - - if(Input::MouseClicked()&&selected==3) { - flash(); - - stereomode = newstereomode; - InitStereo(stereomode); - - mainmenu=3; - } - } - - if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3){ - if(newdetail>2)newdetail=detail; - if(newdetail<0)newdetail=detail; - if(newscreenwidth<0)newscreenwidth=screenwidth; - if(newscreenheight<0)newscreenheight=screenheight; - - SaveSettings(*this); - } - } - - if(mainmenu==1||mainmenu==2){ - if(loaddistrib>4)transition+=multiplier/8; - if(transition>1){ - transition=0; - anim++; - if(anim>4)anim=0; - loaddistrib=0; - } - } - OPENAL_SetFrequency(channels[stream_music3], 22050); - - if(entername) { - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { // the input as finished - if(displaychars[0]){ // with enter - accountactive = Account::add(string(displaytext[0])); - - mainmenu=8; - - flash(); - - fireSound(firestartsound); - - for(int i=0;i<255;i++){ - displaytext[0][i]=' '; - } - displaychars[0]=0; - - displayselected=0; - } - entername=0; - } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; - } - } -} - -void Game::doTutorial(){ +void doTutorial(){ if(tutorialstagetime>tutorialmaxtime){ tutorialstage++; tutorialsuccess=0; @@ -2609,7 +2311,7 @@ void Game::doTutorial(){ if(Random()%2==0){ if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2; if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2; - if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords; + if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords; if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords; Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1); } @@ -2700,25 +2402,19 @@ void Game::doTutorial(){ temp2.y=75; temp2.z=447; + Weapon w(knife,-1); + w.position=(temp+temp2)/2; + w.tippoint=(temp+temp2)/2; - weapons.owner[weapons.numweapons]=-1; - weapons.type[weapons.numweapons]=knife; - weapons.damage[weapons.numweapons]=0; - weapons.mass[weapons.numweapons]=1; - weapons.tipmass[weapons.numweapons]=1.2; - weapons.length[weapons.numweapons]=.25; - weapons.position[weapons.numweapons]=(temp+temp2)/2; - weapons.tippoint[weapons.numweapons]=(temp+temp2)/2; - - weapons.velocity[weapons.numweapons]=0.1; - weapons.tipvelocity[weapons.numweapons]=0.1; - weapons.missed[weapons.numweapons]=1; - weapons.hitsomething[weapons.numweapons]=0; - weapons.freetime[weapons.numweapons]=0; - weapons.firstfree[weapons.numweapons]=1; - weapons.physics[weapons.numweapons]=1; - - weapons.numweapons++; + w.velocity=0.1; + w.tipvelocity=0.1; + w.missed=1; + w.hitsomething=0; + w.freetime=0; + w.firstfree=1; + w.physics=1; + + weapons.push_back(w); } break; case 40: tutorialmaxtime=300; @@ -2729,7 +2425,7 @@ void Game::doTutorial(){ break; case 43: tutorialmaxtime=300; break; case 44: - weapons.owner[0]=1; + weapons[0].owner=1; player[0].weaponactive=-1; player[0].num_weapons=0; player[1].weaponactive=0; @@ -2742,7 +2438,7 @@ void Game::doTutorial(){ tutorialmaxtime=300; break; case 45: - weapons.owner[0]=1; + weapons[0].owner=1; player[0].weaponactive=-1; player[0].num_weapons=0; player[1].weaponactive=0; @@ -2751,14 +2447,14 @@ void Game::doTutorial(){ tutorialmaxtime=300; break; case 46: - weapons.owner[0]=1; + weapons[0].owner=1; player[0].weaponactive=-1; player[0].num_weapons=0; player[1].weaponactive=0; player[1].num_weapons=1; player[1].weaponids[0]=0; - weapons.type[0]=sword; + weapons[0].setType(sword); tutorialmaxtime=300; break; case 47: { @@ -2773,25 +2469,22 @@ void Game::doTutorial(){ temp2.y=75; temp2.z=447; - weapons.owner[weapons.numweapons]=-1; - weapons.type[weapons.numweapons]=sword; - weapons.damage[weapons.numweapons]=0; - weapons.mass[weapons.numweapons]=1; - weapons.tipmass[weapons.numweapons]=1.2; - weapons.length[weapons.numweapons]=.25; - weapons.position[weapons.numweapons]=(temp+temp2)/2; - weapons.tippoint[weapons.numweapons]=(temp+temp2)/2; - - weapons.velocity[weapons.numweapons]=0.1; - weapons.tipvelocity[weapons.numweapons]=0.1; - weapons.missed[weapons.numweapons]=1; - weapons.hitsomething[weapons.numweapons]=0; - weapons.freetime[weapons.numweapons]=0; - weapons.firstfree[weapons.numweapons]=1; - weapons.physics[weapons.numweapons]=1; - - weapons.owner[0]=1; - weapons.owner[1]=0; + Weapon w(sword,-1); + w.position=(temp+temp2)/2; + w.tippoint=(temp+temp2)/2; + + w.velocity=0.1; + w.tipvelocity=0.1; + w.missed=1; + w.hitsomething=0; + w.freetime=0; + w.firstfree=1; + w.physics=1; + + weapons.push_back(w); + + weapons[0].owner=1; + weapons[1].owner=0; player[0].weaponactive=0; player[0].num_weapons=1; player[0].weaponids[0]=1; @@ -2799,7 +2492,6 @@ void Game::doTutorial(){ player[1].num_weapons=1; player[1].weaponids[0]=0; - weapons.numweapons++; } break; case 48: canattack=0; @@ -2808,8 +2500,8 @@ void Game::doTutorial(){ tutorialmaxtime=15; - weapons.owner[0]=1; - weapons.owner[1]=0; + weapons[0].owner=1; + weapons[1].owner=0; player[0].weaponactive=0; player[0].num_weapons=1; player[0].weaponids[0]=1; @@ -2817,10 +2509,10 @@ void Game::doTutorial(){ player[1].num_weapons=1; player[1].weaponids[0]=0; - if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff; - else weapons.type[0]=staff; - - weapons.numweapons++; + if(player[0].weaponactive!=-1) + weapons[player[0].weaponids[player[0].weaponactive]].setType(staff); + else + weapons[0].setType(staff); break; case 49: canattack=0; cananger=0; @@ -2828,20 +2520,18 @@ void Game::doTutorial(){ tutorialmaxtime=200; - weapons.position[1]=1000; - weapons.tippoint[1]=1000; + weapons[1].position=1000; + weapons[1].tippoint=1000; - weapons.numweapons=1; - weapons.owner[0]=0; + weapons[0].setType(knife); + + weapons[0].owner=0; player[1].weaponactive=-1; player[1].num_weapons=0; player[0].weaponactive=0; player[0].num_weapons=1; player[0].weaponids[0]=0; - weapons.type[0]=knife; - - weapons.numweapons++; break; case 50: { tutorialmaxtime=8; @@ -2852,7 +2542,7 @@ void Game::doTutorial(){ if(Random()%2==0){ if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2; if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2; - if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords; + if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords; if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords; Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1); } @@ -2862,16 +2552,7 @@ void Game::doTutorial(){ player[1].weaponstuck=-1; player[1].weaponactive=-1; - weapons.numweapons=0; - - weapons.owner[0]=-1; - weapons.velocity[0]=0.1; - weapons.tipvelocity[0]=-0.1; - weapons.missed[0]=1; - weapons.hitsomething[0]=0; - weapons.freetime[0]=0; - weapons.firstfree[0]=1; - weapons.physics[0]=1; + weapons.clear(); } break; case 51: tutorialmaxtime=80000; @@ -2905,7 +2586,7 @@ void Game::doTutorial(){ break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1; break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1; break; case 29: - if(player[0].escapednum==2){ + if(player[0].escapednum==2) { tutorialsuccess=1; reversaltrain=0; cananger=0; @@ -2948,60 +2629,9 @@ void Game::doTutorial(){ } } - - -void Game::doDebugKeys(){ +void doDebugKeys(){ float headprop,bodyprop,armprop,legprop; if(debugmode){ - if(Input::isKeyPressed(SDLK_v)){ - freeze=1-freeze; - if(freeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } - } - - if(Input::isKeyPressed(SDLK_BACKQUOTE)){ - console=1-console; - if(console){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } else { - freeze=0; - waiting=false; - } - } - - if(console) - freeze=1; - if(console&&!Input::isKeyDown(SDLK_LMETA)){ - inputText(consoletext[0],&consoleselected,&consolechars[0]); - if(!waiting) { - archiveselected=0; - cmd_dispatch(this, consoletext[0]); - if(consolechars[0]>0){ - - for(int k=14;k>=1;k--){ - for(int j=0;j<255;j++){ - consoletext[k][j]=consoletext[k-1][j]; - } - consolechars[k]=consolechars[k-1]; - } - for(int j=0;j<255;j++){ - consoletext[0][j]=' '; - } - consolechars[0]=0; - consoleselected=0; - } - } - - consoleblinkdelay-=multiplier; - if(consoleblinkdelay<=0){ - consoleblinkdelay=.3; - consoleblink=1-consoleblink; - } - } - - - if(Input::isKeyPressed(SDLK_h)){ player[0].damagetolerance=200000; player[0].damage=0; @@ -3023,124 +2653,59 @@ void Game::doDebugKeys(){ if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){ if(player[0].num_weapons>0){ - if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff; - else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife; - else weapons.type[player[0].weaponids[0]]=sword; - if(weapons.type[player[0].weaponids[0]]==sword){ - weapons.mass[player[0].weaponids[0]]=1.5; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=.8; - } - if(weapons.type[player[0].weaponids[0]]==staff){ - weapons.mass[player[0].weaponids[0]]=2; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=1.5; - } - - if(weapons.type[player[0].weaponids[0]]==knife){ - weapons.mass[player[0].weaponids[0]]=1; - weapons.tipmass[player[0].weaponids[0]]=1.2; - weapons.length[player[0].weaponids[0]]=.25; - } + if(weapons[player[0].weaponids[0]].getType()==sword) + weapons[player[0].weaponids[0]].setType(staff); + else if(weapons[player[0].weaponids[0]].getType()==staff) + weapons[player[0].weaponids[0]].setType(knife); + else + weapons[player[0].weaponids[0]].setType(sword); } } if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i=0){ if(player[closest].num_weapons){ - if(weapons.type[player[closest].weaponids[0]]==sword) - weapons.type[player[closest].weaponids[0]]=staff; - else if(weapons.type[player[closest].weaponids[0]]==staff) - weapons.type[player[closest].weaponids[0]]=knife; - else weapons.type[player[closest].weaponids[0]]=sword; - if(weapons.type[player[closest].weaponids[0]]==sword){ - weapons.mass[player[closest].weaponids[0]]=1.5; - weapons.tipmass[player[closest].weaponids[0]]=1; - weapons.length[player[closest].weaponids[0]]=.8; - } - if(weapons.type[player[0].weaponids[0]]==staff){ - weapons.mass[player[0].weaponids[0]]=2; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=1.5; - } - if(weapons.type[player[closest].weaponids[0]]==knife){ - weapons.mass[player[closest].weaponids[0]]=1; - weapons.tipmass[player[closest].weaponids[0]]=1.2; - weapons.length[player[closest].weaponids[0]]=.25; - } + if(weapons[player[closest].weaponids[0]].getType()==sword) + weapons[player[closest].weaponids[0]].setType(staff); + else if(weapons[player[closest].weaponids[0]].getType()==staff) + weapons[player[closest].weaponids[0]].setType(knife); + else + weapons[player[closest].weaponids[0]].setType(sword); } if(!player[closest].num_weapons){ - player[closest].weaponids[0]=weapons.numweapons; - weapons.owner[weapons.numweapons]=closest; - weapons.type[weapons.numweapons]=knife; - weapons.damage[weapons.numweapons]=0; - weapons.numweapons++; + player[closest].weaponids[0]=weapons.size(); + + weapons.push_back(Weapon(knife,closest)); + player[closest].num_weapons=1; - if(weapons.type[player[closest].weaponids[0]]==sword){ - weapons.mass[player[closest].weaponids[0]]=1.5; - weapons.tipmass[player[closest].weaponids[0]]=1; - weapons.length[player[closest].weaponids[0]]=.8; - } - if(weapons.type[player[closest].weaponids[0]]==knife){ - weapons.mass[player[closest].weaponids[0]]=1; - weapons.tipmass[player[closest].weaponids[0]]=1.2; - weapons.length[player[closest].weaponids[0]]=.25; - } } } } if(Input::isKeyDown(SDLK_u)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i=0){ + player[closest].yaw+=multiplier*50; + player[closest].targetyaw=player[closest].yaw; + } } if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i=0){ player[closest].whichskin++; if(player[closest].whichskin>9) player[closest].whichskin=0; if(player[closest].whichskin>2&&player[closest].creature==wolftype) player[closest].whichskin=0; - LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin], - &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); + player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin],1, + &player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); } if(player[closest].numclothes){ @@ -3155,18 +2720,8 @@ void Game::doDebugKeys(){ } if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i=0){ if(player[closest].creature==wolftype){ headprop=player[closest].proportionhead.x/1.1; bodyprop=player[closest].proportionbody.x/1.1; @@ -3185,7 +2740,7 @@ void Game::doDebugKeys(){ if(player[closest].creature==rabbittype){ player[closest].skeleton.id=closest; player[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); - LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize); + player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize); player[closest].whichskin=0; player[closest].creature=wolftype; @@ -3202,7 +2757,7 @@ void Game::doDebugKeys(){ { player[closest].skeleton.id=closest; player[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); - LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); + player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); player[closest].whichskin=0; player[closest].creature=rabbittype; @@ -3241,39 +2796,38 @@ void Game::doDebugKeys(){ if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){ - int closest=-1; - float closestdist=-1; - float distance; + int closest = -1; + float closestdist = std::numeric_limits::max(); + + for(int i=1; i1) - for(int i=1;i1) - for(int i=1;i=0 && findDistancefast(&player[closest].coords,&player[0].coords)<144){ + blah=player[closest].coords; emit_sound_at(splattersound, blah); - emit_sound_at(breaksound2, blah); for(int i=0;i1) - for(int i=1;i0&&closest>=0){ + int closest=findClosestPlayer(); + if(closest>=0){ //player[closest]=player[numplayers-1]; //player[closest].skeleton=player[numplayers-1].skeleton; numplayers--; @@ -3472,20 +3000,9 @@ void Game::doDebugKeys(){ } if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){ - int closest=-1; - float closestdist=-1; - float distance; - if(max_objects>1) - for(int i=1;i0&&closest>=0){ + int closest=findClosestObject(); + if(closest>=0) objects.position[closest].y-=500; - } } if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){ @@ -3500,14 +3017,14 @@ void Game::doDebugKeys(){ if(editortype==firetype)boxcoords.y=player[0].coords.y-.5; //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360); float temprotat,temprotat2; - temprotat=editorrotation; - temprotat2=editorrotation2; + temprotat=editoryaw; + temprotat2=editorpitch; if(temprotat<0||editortype==bushtype)temprotat=Random()%360; if(temprotat2<0)temprotat2=Random()%360; objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize); if(editortype==treetrunktype) - objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize); + objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editoryaw-((int)editoryaw)%30,editorpitch,editorsize); } } @@ -3525,19 +3042,19 @@ void Game::doDebugKeys(){ int k=abs(Random()%2)+1; if(k==0){ - LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize); + player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize); player[numplayers].whichskin=0; } else if(k==1){ - LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize); + player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize); player[numplayers].whichskin=1; } else { - LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize); + player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize); player[numplayers].whichskin=2; } - LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1); + player[numplayers].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1); player[numplayers].power=1; player[numplayers].speedmult=1; player[numplayers].currentanimation=bounceidleanim; @@ -3548,8 +3065,8 @@ void Game::doDebugKeys(){ player[numplayers].bled=0; player[numplayers].speed=1+(float)(Random()%100)/1000; - player[numplayers].targetrotation=player[0].targetrotation; - player[numplayers].rotation=player[0].rotation; + player[numplayers].targetyaw=player[0].targetyaw; + player[numplayers].yaw=player[0].yaw; player[numplayers].velocity=0; player[numplayers].coords=player[0].coords; @@ -3742,12 +3259,12 @@ void Game::doDebugKeys(){ } if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorrotation-=multiplier*100; - if(editorrotation<-.01)editorrotation=-.01; + editoryaw-=multiplier*100; + if(editoryaw<-.01)editoryaw=-.01; } if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorrotation+=multiplier*100; + editoryaw+=multiplier*100; } if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){ @@ -3768,33 +3285,23 @@ void Game::doDebugKeys(){ mapradius+=multiplier*10; } if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){ - editorrotation2+=multiplier*100; + editorpitch+=multiplier*100; } if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){ - editorrotation2-=multiplier*100; - if(editorrotation2<-.01)editorrotation2=-.01; + editorpitch-=multiplier*100; + if(editorpitch<-.01)editorpitch=-.01; } if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - for(int i=0;i0&&closest>=0)objects.DeleteObject(closest); + int closest=findClosestObject(); + if(closest>=0) + objects.DeleteObject(closest); } } } } - - -void Game::doJumpReversals(){ +void doJumpReversals(){ for(int k=0;kterrain.getHeight(player[k].coords.x,player[k].coords.z)-.1) player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z); - if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){ + if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i])!=-1){ flatfacing=lowpoint-player[k].coords; player[k].coords=lowpoint; player[k].coords.y-=1.3; @@ -3983,19 +3490,19 @@ void Game::doAerialAcrobatics(){ player[k].jumpkeydown){ lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5; XYZ tempcoords1=lowpoint; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); + whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpleftanim); + player[k].setAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, player[k].coords); if(k==0) pause_sound(whooshsound); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; + lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); + player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; if(lowpointtarget.z<0) - player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + player[k].yaw=180-player[k].yaw; + player[k].targetyaw=player[k].yaw; + player[k].lowyaw=player[k].yaw; if(k==0) numwallflipped++; } @@ -4003,52 +3510,52 @@ void Game::doAerialAcrobatics(){ { lowpoint=tempcoords1; lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); + whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumprightanim); + player[k].setAnimation(walljumprightanim); emit_sound_at(movewhooshsound, player[k].coords); if(k==0)pause_sound(whooshsound); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); + player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; + if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw; + player[k].targetyaw=player[k].yaw; + player[k].lowyaw=player[k].yaw; if(k==0)numwallflipped++; } else { lowpoint=tempcoords1; lowpointtarget=lowpoint+player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); + whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpbackanim); + player[k].setAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, player[k].coords); if(k==0)pause_sound(whooshsound); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); + player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; + if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw; + player[k].targetyaw=player[k].yaw; + player[k].lowyaw=player[k].yaw; if(k==0)numwallflipped++; } else { lowpoint=tempcoords1; lowpointtarget=lowpoint-player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); + whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpfrontanim); + player[k].setAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, player[k].coords); if(k==0)pause_sound(whooshsound); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].rotation+=180; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); + player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; + if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw; + player[k].yaw+=180; + player[k].targetyaw=player[k].yaw; + player[k].lowyaw=player[k].yaw; if(k==0)numwallflipped++; } } @@ -4061,7 +3568,7 @@ void Game::doAerialAcrobatics(){ lowpoint2=player[k].coords; lowpoint=player[k].coords; lowpoint.y+=2; - if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){ + if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.yaw[i])!=-1){ player[k].coords=colpoint; player[k].collide=1; tempcollide=1; @@ -4109,7 +3616,7 @@ void Game::doAerialAcrobatics(){ lowpoint=player[k].coords; lowpoint.y+=1.35; if(objects.type[i]!=rocktype) - if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){ + if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.yaw[i],&objects.model[i])!=-1){ if(player[k].targetanimation!=jumpupanim&& player[k].targetanimation!=jumpdownanim&& player[k].onterrain) @@ -4125,14 +3632,14 @@ void Game::doAerialAcrobatics(){ player[k].targetanimation==jumpupanim|| player[k].targetanimation==jumpdownanim)){ lowpoint=player[k].coords; - objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]); + objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); lowpoint=player[k].coords; lowpoint.y+=.05; facing=0; facing.z=-1; - facing=DoRotation(facing,0,player[k].targetrotation+180,0); + facing=DoRotation(facing,0,player[k].targetyaw+180,0); lowpointtarget=lowpoint+facing*1.4; - whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); + whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(whichhit!=-1){ lowpoint=player[k].coords; lowpoint.y+=.1; @@ -4161,7 +3668,7 @@ void Game::doAerialAcrobatics(){ lowpointtarget6.y+=45/13; lowpointtarget6+=facing*.6; lowpointtarget7.y+=90/13; - whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); + whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(objects.friction[i]>.5) if(whichhit!=-1){ if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim) @@ -4169,28 +3676,28 @@ void Game::doAerialAcrobatics(){ if(checkcollide(lowpoint7,lowpointtarget7)==-1) if(checkcollide(lowpoint6,lowpointtarget6)==-1) if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& + &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& + &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& + &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1) + &colpoint,&objects.position[i],&objects.yaw[i])!=-1) for(int j=0;j<45;j++){ lowpoint=player[k].coords; lowpoint.y+=(float)j/13; lowpointtarget=lowpoint+facing*1.4; if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget, - &colpoint2,&objects.position[i],&objects.rotation[i])==-1){ + &colpoint2,&objects.position[i],&objects.yaw[i])==-1){ if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim) break; if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){ - lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0); + lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0); lowpoint=player[k].coords; lowpoint.y+=(float)j/13; lowpointtarget=lowpoint+facing*1.3; flatfacing=player[k].coords; - player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01; + player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0)*.01; player[k].coords.y=lowpointtarget.y-.07; player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale; @@ -4201,12 +3708,12 @@ void Game::doAerialAcrobatics(){ } emit_sound_at(jumpsound, player[k].coords, 128.); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; + lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); + player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; if(lowpointtarget.z<0) - player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + player[k].yaw=180-player[k].yaw; + player[k].targetyaw=player[k].yaw; + player[k].lowyaw=player[k].yaw; //player[k].velocity=lowpointtarget*.03; player[k].velocity=0; @@ -4222,7 +3729,7 @@ void Game::doAerialAcrobatics(){ player[k].targetframe=1; //hang ledge (?) if(j>25){ - setAnimation(k,hanganim); + player[k].setAnimation(hanganim); player[k].jumppower=0; } } @@ -4253,7 +3760,7 @@ void Game::doAerialAcrobatics(){ //stagger off ledge (?) if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim) player[k].RagDoll(0); - setAnimation(k,jumpdownanim); + player[k].setAnimation(jumpdownanim); if(!k) emit_sound_at(whooshsound, player[k].coords, 128.); @@ -4267,7 +3774,7 @@ void Game::doAerialAcrobatics(){ } } -void Game::doAttacks(){ +void doAttacks(){ static XYZ relative; static int randattack; static bool playerrealattackkeydown=0; @@ -4328,20 +3835,20 @@ void Game::doAttacks(){ player[i].targetanimation==staffhitanim|| player[i].targetanimation==staffspinhitanim) if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){ - setAnimation(k,dodgebackanim); - player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords); + player[k].setAnimation(dodgebackanim); + player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); } } if(player[k].targetanimation!=dodgebackanim){ if(k==0)numflipped++; - setAnimation(k,backhandspringanim); - player[k].targetrotation=-rotation+180; + player[k].setAnimation(backhandspringanim); + player[k].targetyaw=-yaw+180; if(player[k].leftkeydown) - player[k].targetrotation-=45; + player[k].targetyaw-=45; if(player[k].rightkeydown) - player[k].targetrotation+=45; - player[k].rotation=player[k].targetrotation; + player[k].targetyaw+=45; + player[k].yaw=player[k].targetyaw; player[k].jumppower-=2; } } @@ -4354,7 +3861,7 @@ void Game::doAttacks(){ player[k].targetanimation==walkanim|| player[k].targetanimation==sneakanim|| player[k].isCrouch())){ - const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]]; + const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType(); //normal attacks (?) player[k].hasvictim=0; if(numplayers>1) @@ -4577,9 +4084,9 @@ void Game::doAttacks(){ player[k].targetframe=player[i].targetframe; player[k].target=player[i].target; player[k].velocity=0; - player[k].targetrotation=player[i].rotation; - player[k].rotation=player[i].rotation; - player[i].targetrotation=player[i].rotation; + player[k].targetyaw=player[i].yaw; + player[k].yaw=player[i].yaw; + player[i].targetyaw=player[i].yaw; } } if(animation[player[k].targetanimation].attack==normalattack&& @@ -4589,7 +4096,7 @@ void Game::doAttacks(){ player[k].targetframe=0; player[k].target=0; - player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords); + player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); player[k].lastattack3=player[k].lastattack2; player[k].lastattack2=player[k].lastattack; @@ -4598,7 +4105,7 @@ void Game::doAttacks(){ if(player[k].targetanimation==knifefollowanim&& player[k].victim==&player[i]){ oldattackkey=1; - player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords); + player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); player[k].victim=&player[i]; player[k].hasvictim=1; @@ -4619,10 +4126,10 @@ void Game::doAttacks(){ player[k].velocity=0; player[k].oldcoords=player[k].coords; player[i].coords=player[k].coords; - player[i].targetrotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; - player[k].rotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; + player[i].targetyaw=player[k].targetyaw; + player[i].yaw=player[k].targetyaw; + player[k].yaw=player[k].targetyaw; + player[i].yaw=player[k].targetyaw; } } } @@ -4690,7 +4197,7 @@ void Game::doAttacks(){ player[i].skeleton.longdead<300&& player[k].lastattack!=spinkickanim&& player[i].skeleton.free)&& - (!player[i].dead||musictype!=stream_music2)){ + (!player[i].dead||musictype!=stream_fighttheme)){ player[k].targetanimation=dropkickanim; for(int j=0;j1) @@ -4847,9 +4354,9 @@ void Game::doPlayerCollisions(){ XYZ tempcoords1=player[i].coords; XYZ tempcoords2=player[k].coords; if(!player[i].skeleton.oldfree) - tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale; + tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale; if(!player[k].skeleton.oldfree) - tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale; + tempcoords2.y+=player[k].getJointFor(abdomen).position.y*player[k].scale; collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5); if(player[0].hasvictim) if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free) @@ -4872,7 +4379,7 @@ void Game::doPlayerCollisions(){ player[0].coords.y=player[l].coords.y; player[l].velocity=player[0].velocity; player[l].skeleton.free=0; - player[l].rotation=0; + player[l].yaw=0; player[l].RagDoll(0); player[l].DoDamage(20); camerashake+=.3; @@ -4943,18 +4450,18 @@ void Game::doPlayerCollisions(){ if(player[k].howactive==typeactive||hostile) if(player[k].isIdle()){ if(player[k].howactive.8&&!player[i].jumpkeydown&&player[i].collided<.8) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); + if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8) + player[i].targetyaw+=90*(player[i].whichdirection*2-1); if(player[i].collided<1||player[i].targetanimation!=jumpupanim) player[i].jumpkeydown=0; @@ -5172,9 +4677,9 @@ void Game::doAI(int i){ if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0) if(player[j].coords.y1&&player[i].howactive==typeactive&&player[i].pausetime<=0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]); - player[i].lookrotation=player[i].targetrotation; + player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]); + player[i].lookyaw=player[i].targetyaw; player[i].aiupdatedelay=.05; if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){ @@ -5232,7 +4737,7 @@ void Game::doAI(int i){ if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); + player[i].targetyaw+=90*(player[i].whichdirection*2-1); else{ XYZ leftpos,rightpos; float leftdist,rightdist; @@ -5241,9 +4746,9 @@ void Game::doAI(int i){ leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); if(leftdist0)){ float smelldistance=50; if(j==0&&player[j].num_weapons>0){ - if(weapons.bloody[player[j].weaponids[0]]) + if(weapons[player[j].weaponids[0]].bloody) smelldistance=100; if(player[j].num_weapons==2) - if(weapons.bloody[player[j].weaponids[1]]) + if(weapons[player[j].weaponids[1]].bloody) smelldistance=100; } if(j!=0) @@ -5315,9 +4820,9 @@ void Game::doAI(int i){ if(findDistancefast(&player[i].coords,&player[j].coords)<400) if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0) if((-1==checkcollide( - DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)* + DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)* player[i].scale+player[i].coords, - DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)* + DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)* player[j].scale+player[j].coords)&& !player[j].isWallJump())|| (player[j].targetanimation==hanganim&& @@ -5372,8 +4877,8 @@ void Game::doAI(int i){ j=checkcollide(test2,test); if(j==-1){ player[i].velocity=0; - setAnimation(i,player[i].getStop()); - player[i].targetrotation+=180; + player[i].setAnimation(player[i].getStop()); + player[i].targetyaw+=180; player[i].stunned=.5; //player[i].aitype=passivetype; player[i].aitype=pathfindtype; @@ -5390,8 +4895,8 @@ void Game::doAI(int i){ } //check out last seen location if(player[i].aiupdatedelay<0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen); - player[i].lookrotation=player[i].targetrotation; + player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].lastseen); + player[i].lookyaw=player[i].targetyaw; player[i].aiupdatedelay=.05; player[i].forwardkeydown=1; @@ -5411,7 +4916,7 @@ void Game::doAI(int i){ player[i].throwkeydown=0; if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1); + if(!player[i].avoidsomething)player[i].targetyaw+=90*(player[i].whichdirection*2-1); else{ XYZ leftpos,rightpos; float leftdist,rightdist; @@ -5419,8 +4924,8 @@ void Game::doAI(int i){ rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdist0) if((checkcollide( - DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)* + DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)* player[i].scale+player[i].coords, - DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)* + DoRotation(player[0].getJointFor(head).position,0,player[0].yaw,0)* player[0].scale+player[0].coords)==-1)|| (player[0].targetanimation==hanganim&&normaldotproduct( player[0].facing,player[i].coords-player[0].coords)<0)){ @@ -5484,25 +4989,25 @@ void Game::doAI(int i){ player[i].runninghowlong=0; //get help from buddies - if(player[i].aitype==gethelptype){ + if(player[i].aitype==gethelptype) { player[i].runninghowlong+=multiplier; player[i].aiupdatedelay-=multiplier; - if(player[i].aiupdatedelay<0||player[i].ally==0){ + if(player[i].aiupdatedelay<0||player[i].ally==0) { player[i].aiupdatedelay=.2; //find closest ally //TODO: factor out closest search somehow - if(!player[i].ally){ + if(!player[i].ally) { int closest=-1; float closestdist=-1; - for(int k=0;k0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords); - player[i].lookrotation=player[i].targetrotation; + player[i].targetyaw=roughDirectionTo(player[i].coords,player[player[i].ally].coords); + player[i].lookyaw=player[i].targetyaw; player[i].aiupdatedelay=.05; player[i].forwardkeydown=1; @@ -5556,7 +5061,7 @@ void Game::doAI(int i){ if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); + player[i].targetyaw+=90*(player[i].whichdirection*2-1); else{ XYZ leftpos,rightpos; float leftdist,rightdist; @@ -5565,9 +5070,9 @@ void Game::doAI(int i){ leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); if(leftdist=0){ - if(weapons.owner[player[i].ally]!=-1|| - findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){ + if(weapons[player[i].ally].owner!=-1|| + findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){ player[i].aitype=attacktypecutoff; player[i].lastseentime=1; } //TODO: factor these out as moveToward() - player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]); - player[i].lookrotation=player[i].targetrotation; + player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[player[i].ally].position); + player[i].lookyaw=player[i].targetyaw; player[i].aiupdatedelay=.05; player[i].forwardkeydown=1; if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); + player[i].targetyaw+=90*(player[i].whichdirection*2-1); else{ XYZ leftpos,rightpos; float leftdist,rightdist; @@ -5643,9 +5148,9 @@ void Game::doAI(int i){ leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); if(leftdist5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1)) @@ -5830,7 +5335,7 @@ void Game::doAI(int i){ player[i].throwkeydown=0; if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); + player[i].targetyaw+=90*(player[i].whichdirection*2-1); //attack!!! if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype) player[i].attackkeydown=1; @@ -5906,8 +5411,8 @@ void Game::doAI(int i){ XYZ facing=player[i].coords; XYZ flatfacing=player[0].coords; - facing.y+=playerJoint(i,head).position.y*player[i].scale; - flatfacing.y+=playerJoint(0,head).position.y*player[0].scale; + facing.y+=player[i].getJointFor(head).position.y*player[i].scale; + flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale; if(player[i].occluded>=2) if(-1!=checkcollide(facing,flatfacing)){ if(!player[i].pause) @@ -5939,7 +5444,7 @@ void Game::doAI(int i){ player[i].pause&&player[i].damage>player[i].superpermanentdamage){ if(player[i].pause) player[i].lastseentime=1; - player[i].targetrotation=player[i].rotation; + player[i].targetyaw=player[i].yaw; player[i].forwardkeydown=0; player[i].leftkeydown=0; player[i].backkeydown=0; @@ -5955,15 +5460,15 @@ void Game::doAI(int i){ facing=0; facing.z=-1; - XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0); + XYZ flatfacing=DoRotation(facing,0,player[i].yaw+180,0); facing=flatfacing; if(player[i].aitype==attacktypecutoff){ - player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords); - player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords); + player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[0].coords); + player[i].targetheadpitch=pitchTo(player[i].coords,player[0].coords); }else if(player[i].howactive>=typesleeping){ - player[i].targetheadrotation=player[i].targetrotation; - player[i].targetheadrotation2=0; + player[i].targetheadyaw=player[i].targetyaw; + player[i].targetheadpitch=0; }else{ if(player[i].interestdelay<=0){ player[i].interestdelay=.7+(float)(abs(Random()%100))/100; @@ -5973,25 +5478,643 @@ void Game::doAI(int i){ player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300; player[i].headtarget+=player[i].facing*1.5; } - player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget); - player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget); + player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[i].headtarget); + player[i].targetheadpitch=pitchTo(player[i].coords,player[i].headtarget); } } } +void updateSettingsMenu(){ + char sbuf[256]; + if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59) + sprintf (sbuf, "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight); + else + sprintf (sbuf, "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight); + Menu::setText(0,sbuf); + if(newdetail==0) Menu::setText(1,"Detail: Low"); + if(newdetail==1) Menu::setText(1,"Detail: Medium"); + if(newdetail==2) Menu::setText(1,"Detail: High"); + if(bloodtoggle==0) Menu::setText(2,"Blood: Off"); + if(bloodtoggle==1) Menu::setText(2,"Blood: On, low detail"); + if(bloodtoggle==2) Menu::setText(2,"Blood: On, high detail (slower)"); + if(difficulty==0) Menu::setText(3,"Difficulty: Easier"); + if(difficulty==1) Menu::setText(3,"Difficulty: Difficult"); + if(difficulty==2) Menu::setText(3,"Difficulty: Insane"); + Menu::setText(4,ismotionblur?"Blur Effects: Enabled (less compatible)":"Blur Effects: Disabled (more compatible)"); + Menu::setText(5,decals?"Decals: Enabled (slower)":"Decals: Disabled"); + Menu::setText(6,musictoggle?"Music: Enabled":"Music: Disabled"); + Menu::setText(9,invertmouse?"Invert mouse: Yes":"Invert mouse: No"); + sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity*5)); + Menu::setText(10,sbuf); + sprintf (sbuf, "Volume: %d%%", (int)(volume*100)); + Menu::setText(11,sbuf); + Menu::setText(13,showdamagebar?"Damage Bar: On":"Damage Bar: Off"); + if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth) + sprintf (sbuf, "Back"); + else + sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)"); + Menu::setText(8,sbuf); +} + +void updateStereoConfigMenu(){ + char sbuf[256]; + sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); + Menu::setText(0,sbuf); + sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); + Menu::setText(1,sbuf); + sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); + Menu::setText(2,sbuf); +} + +void updateControlsMenu(){ + Menu::setText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey))); + Menu::setText(1,(string)"Back: " +(keyselect==1?"_":Input::keyToChar(backkey))); + Menu::setText(2,(string)"Left: " +(keyselect==2?"_":Input::keyToChar(leftkey))); + Menu::setText(3,(string)"Right: " +(keyselect==3?"_":Input::keyToChar(rightkey))); + Menu::setText(4,(string)"Crouch: " +(keyselect==4?"_":Input::keyToChar(crouchkey))); + Menu::setText(5,(string)"Jump: " +(keyselect==5?"_":Input::keyToChar(jumpkey))); + Menu::setText(6,(string)"Draw: " +(keyselect==6?"_":Input::keyToChar(drawkey))); + Menu::setText(7,(string)"Throw: " +(keyselect==7?"_":Input::keyToChar(throwkey))); + Menu::setText(8,(string)"Attack: " +(keyselect==8?"_":Input::keyToChar(attackkey))); + if(debugmode) + Menu::setText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey))); +} + +/* +Values of mainmenu : +1 Main menu +2 Menu pause (resume/end game) +3 Option menu +4 Controls configuration menu +5 Main game menu (choose level or challenge) +6 Deleting user menu +7 User managment menu (select/add) +8 Choose difficulty menu +9 Challenge level selection menu +10 End of the campaign congratulation (is that really a menu?) +11 Same that 9 ??? => unused +18 stereo configuration +*/ + +void Game::LoadMenu(){ + Menu::clearMenu(); + switch(mainmenu) { + case 1: + case 2: + Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128); + Menu::addButtonImage(1,Mainmenuitems[mainmenu==1?1:5],18,480-152-32,128,32); + Menu::addButtonImage(2,Mainmenuitems[2],18,480-228-32,112,32); + Menu::addButtonImage(3,Mainmenuitems[mainmenu==1?3:6],18,480-306-32,mainmenu==1?68:132,32); + break; + case 3: + Menu::addButton( 0,"",10+20,440); + Menu::addButton( 1,"",10+60,405); + Menu::addButton( 2,"",10+70,370); + Menu::addButton( 3,"",10+20-1000,335-1000); + Menu::addButton( 4,"",10 ,335); + Menu::addButton( 5,"",10+60,300); + Menu::addButton( 6,"",10+70,265); + Menu::addButton( 9,"",10 ,230); + Menu::addButton(10,"",20 ,195); + Menu::addButton(11,"",10+60,160); + Menu::addButton(13,"",30 ,125); + Menu::addButton( 7,"-Configure Controls-",10+15, 90); + Menu::addButton(12,"-Configure Stereo -",10+15, 55); + Menu::addButton(8,"Back",10,10); + updateSettingsMenu(); + break; + case 4: + Menu::addButton(0,"",10 ,400); + Menu::addButton(1,"",10+40,360); + Menu::addButton(2,"",10+40,320); + Menu::addButton(3,"",10+30,280); + Menu::addButton(4,"",10+20,240); + Menu::addButton(5,"",10+40,200); + Menu::addButton(6,"",10+40,160); + Menu::addButton(7,"",10+30,120); + Menu::addButton(8,"",10+20,80); + if(debugmode) + Menu::addButton(9,"",10+10,40); + Menu::addButton(debugmode?10:9,"Back",10,10); + updateControlsMenu(); + break; + case 5: { + LoadCampaign(); + Menu::addLabel(-1,accountactive->getName(),5,400); + Menu::addButton(1,"Tutorial",5,300); + Menu::addButton(2,"Challenge",5,240); + Menu::addButton(3,"Delete User",400,10); + Menu::addButton(4,"Main Menu",5,10); + Menu::addButton(5,"Change User",5,180); + Menu::addButton(6,"Campaign : "+accountactive->getCurrentCampaign(),200,420); + + //show campaign map + //with (2,-5) offset from old code + Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400); + //show levels + int numlevels = accountactive->getCampaignChoicesMade(); + numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1; + for(int i=0;i=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;igetName(),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;igetHighScore(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 SDL_Rect **resolutions; + +void MenuTick(){ + //menu buttons + selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight); + + // some specific case where we do something even if the left mouse button is not pressed. + if((mainmenu==5) && (endgame==2)) { + accountactive->endGame(); + endgame=0; + } + if(mainmenu==10) + endgame=2; + if(mainmenu==18 && Input::isKeyPressed(MOUSEBUTTON2) && selected==1){ + stereoseparation-=0.001; + updateStereoConfigMenu(); + } + + static int oldmainmenu=mainmenu; + + char sbuf[256]; + + if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus + 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(); + bool isCustomResolution,found; + switch(selected){ + case 0: + isCustomResolution = true; + found = false; + for(int i = 0; (!found) && (resolutions[i]); i++) { + if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) + isCustomResolution = false; + + if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { + i++; + if(resolutions[i] != NULL) { + newscreenwidth = (int) resolutions[i]->w; + newscreenheight = (int) resolutions[i]->h; + } else if(isCustomResolution){ + if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } else { + newscreenwidth = screenwidth; + newscreenheight = screenheight; + } + } else { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } + found = true; + } + } + + if(!found) { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } + break; + case 1: + newdetail++; + if(newdetail>2) newdetail=0; + break; + case 2: + bloodtoggle++; + if(bloodtoggle>2) bloodtoggle=0; + break; + case 3: + difficulty++; + if(difficulty>2) difficulty=0; + break; + case 4: + ismotionblur = !ismotionblur; + break; + case 5: + decals = !decals; + break; + case 6: + musictoggle = !musictoggle; + if(musictoggle) { + emit_stream_np(stream_menutheme); + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for(int i=0;i<4;i++){ + oldmusicvolume[i]=0; + musicvolume[i]=0; + } + } + break; + case 7: // controls + flash(); + mainmenu=4; + selected=-1; + keyselect=-1; + break; + case 8: + flash(); + SaveSettings(); + mainmenu=gameon?2:1; + break; + case 9: + invertmouse = !invertmouse; + break; + case 10: + usermousesensitivity+=.2; + if(usermousesensitivity>2) + usermousesensitivity=.2; + break; + case 11: + volume+=.1f; + if(volume>1.0001f) + volume=0; + OPENAL_SetSFXMasterVolume((int)(volume*255)); + break; + case 12: + flash(); + newstereomode = stereomode; + mainmenu=18; + keyselect=-1; + break; + case 13: + showdamagebar = !showdamagebar; + break; + } + updateSettingsMenu(); + break; + case 4: + if(!waiting) { + fireSound(); + if(selected<(debugmode?10:9) && keyselect==-1) + keyselect=selected; + if(keyselect!=-1) + setKeySelected(); + if(selected==(debugmode?10:9)){ + flash(); + mainmenu=3; + } + } + updateControlsMenu(); + break; + case 5: + fireSound(); + flash(); + if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { + startbonustotal=0; + + loading=2; + loadtime=0; + targetlevel=7; + if(firstload) + TickOnceAfter(); + else + LoadStuff(); + whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade(); + actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0); + visibleloading=1; + stillloading=1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign=1; + mainmenu=0; + gameon=1; + pause_sound(stream_menutheme); + } + switch(selected){ + case 1: + startbonustotal=0; + + loading=2; + loadtime=0; + targetlevel=-1; + if(firstload) { + TickOnceAfter(); + } else + LoadStuff(); + Loadlevel(-1); + + mainmenu=0; + gameon=1; + pause_sound(stream_menutheme); + break; + case 2: + mainmenu=9; + break; + case 3: + mainmenu=6; + break; + case 4: + mainmenu=(gameon?2:1); + break; + case 5: + mainmenu=7; + break; + case 6: + vector 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; + for(int j=0;j<255;j++){ + displaytext[0][j]=0; + } + displaychars[0]=0; + displayselected=0; + entername=0; + } + break; + case 8: + fireSound(); + flash(); + if(selected<=2) + accountactive->setDifficulty(selected); + mainmenu=5; + break; + case 9: + if(selectedgetProgress()){ + fireSound(); + flash(); + + startbonustotal=0; + + loading=2; + loadtime=0; + targetlevel=selected; + if(firstload) + TickOnceAfter(); + else + LoadStuff(); + Loadlevel(selected); + campaign=0; + + mainmenu=0; + gameon=1; + pause_sound(stream_menutheme); + } + if(selected==numchallengelevels){ + fireSound(); + flash(); + mainmenu=5; + } + break; + case 10: + if(selected==3){ + fireSound(); + flash(); + mainmenu=5; + } + break; + case 18: + if(selected==1) + stereoseparation+=0.001; + else { + fireSound(); + if(selected==0){ + newstereomode = (StereoMode)(newstereomode + 1); + while(!CanInitStereo(newstereomode)){ + printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); + newstereomode = (StereoMode)(newstereomode + 1); + if(newstereomode >= stereoCount) + newstereomode = stereoNone; + } + } else if(selected==2) { + stereoreverse = !stereoreverse; + } else if(selected==3) { + flash(); + mainmenu=3; + + stereomode = newstereomode; + InitStereo(stereomode); + } + } + updateStereoConfigMenu(); + break; + } + } + + if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){ + tryquit=1; + if(mainmenu==3) { + SaveSettings(); + } + } + + OPENAL_SetFrequency(channels[stream_menutheme], 22050); + + if(entername){ + inputText(displaytext[0],&displayselected,&displaychars[0]); + if(!waiting) { // the input as finished + if(displaychars[0]){ // with enter + accountactive = Account::add(string(displaytext[0])); + + mainmenu=8; + + flash(); + + fireSound(firestartsound); + + for(int i=0;i<255;i++){ + displaytext[0][i]=0; + } + displaychars[0]=0; + + displayselected=0; + } + entername=0; + LoadMenu(); + } + + displayblinkdelay-=multiplier; + if(displayblinkdelay<=0){ + displayblinkdelay=.3; + displayblink=1-displayblink; + } + } + + if(entername){ + Menu::setText(0,displaytext[0],20,400,-1,-1); + Menu::setText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1); + } + + if(oldmainmenu!=mainmenu) + LoadMenu(); + oldmainmenu=mainmenu; + +} + void Game::Tick(){ static XYZ facing,flatfacing; static int target; - int templength; - for(int i=0;i<15;i++){ displaytime[i]+=multiplier; } - keyboardfrozen=0; + keyboardfrozen=false; Input::Tick(); if(Input::isKeyPressed(SDLK_F6)){ @@ -6029,78 +6152,96 @@ void Game::Tick(){ emit_sound_np(consolefailsound, 128.); } - if(!console){ - if(mainmenu&&endgame==1)mainmenu=10; - // menu back - if( (Input::isKeyPressed(SDLK_ESCAPE) - ||(mainmenu==0 - &&((Input::isKeyPressed(jumpkey) - ||Input::isKeyPressed(SDLK_SPACE) - ||(campaign))) - &&campaign - &&winfreeze)) - && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){ + /* + 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 + */ + + if(!console) { + //campaign over? + if(mainmenu&&endgame==1) + mainmenu=10; + //go to level select after completing a campaign level + if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) { + mainmenu=5; + gameon=0; + winfreeze=0; + fireSound(); + flash(); + if(musictoggle) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + emit_stream_np(stream_menutheme); + pause_sound(leveltheme); + } + LoadMenu(); + } + //escape key pressed + if(Input::isKeyPressed(SDLK_ESCAPE)&& + (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) { selected=-1; - if(mainmenu==1||mainmenu==2||mainmenu==0){ - if(mainmenu==0&&!winfreeze)mainmenu=2; - else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100; - else if(mainmenu==0&&winfreeze){ } - else if(mainmenu==1||mainmenu==2)mainmenu=0; - if(mainmenu&&musictoggle){ - if(mainmenu==1||mainmenu==2||mainmenu==100){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - emit_stream_np(stream_music3); - pause_sound(music1); - } - } - if(!mainmenu){ - pause_sound(stream_music3); - resume_stream(music1); - } - } + if(mainmenu==0&&!winfreeze) + mainmenu=2; //pause + else if(mainmenu==1||mainmenu==2){ + mainmenu=0; //unpause + } + //play menu theme + if(musictoggle&&(mainmenu==1||mainmenu==2)){ + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + emit_stream_np(stream_menutheme); + pause_sound(leveltheme); + } + //on resume, play level music + if(!mainmenu){ + pause_sound(stream_menutheme); + resume_stream(leveltheme); + } + //finished with settings menu if(mainmenu==3){ - if(newdetail>2)newdetail=detail; - if(newdetail<0)newdetail=detail; - if(newscreenwidth<0)newscreenwidth=screenwidth; - if(newscreenheight<0)newscreenheight=screenheight; - SaveSettings(*this); + SaveSettings(); } - if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){ + //effects + if(mainmenu>=3&&mainmenu!=8){ fireSound(); flash(); } - if(mainmenu==3&&gameon)mainmenu=2; - if(mainmenu==3&&!gameon)mainmenu=1; - if(mainmenu==5&&gameon)mainmenu=2; - if(mainmenu==5&&!gameon)mainmenu=1; - if(mainmenu==4)mainmenu=3; - if(mainmenu==6)mainmenu=5; - if(mainmenu==7)mainmenu=1; - if(mainmenu==9)mainmenu=5; - if(mainmenu==10)mainmenu=5; - if(mainmenu==100){ - mainmenu=5; - gameon=0; - winfreeze=0; - } + //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){ + if(mainmenu) { MenuTick(); } - if(!mainmenu){ + if(!mainmenu) { if(hostile==1)hostiletime+=multiplier; else hostiletime=0; if(!winfreeze)leveltime+=multiplier; //keys - if(Input::isKeyDown(SDLK_ESCAPE)){ - chatting=0; - console=0; - freeze=0; - displaychars[0]=0; + if(Input::isKeyPressed(SDLK_v)&&debugmode){ + freeze=1-freeze; + if(freeze){ + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + } } if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode) @@ -6110,9 +6251,8 @@ void Game::Tick(){ inputText(displaytext[0],&displayselected,&displaychars[0]); if(!waiting) { if(displaychars[0]){ - for(int j=0;j<255;j++){ - displaytext[0][j]=' '; - } + for(int j=0;j<255;j++) + displaytext[0][j]=0; displaychars[0]=0; displayselected=0; } @@ -6126,17 +6266,51 @@ void Game::Tick(){ } } if(chatting) - keyboardfrozen=1; + keyboardfrozen=true; + + if(Input::isKeyPressed(consolekey)&&debugmode) { + console=!console; + if(console) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + } else { + freeze=0; + waiting=false; + } + } + + if(console) + freeze=1; + if(console&&!Input::isKeyDown(SDLK_LMETA)) { + inputText(consoletext[0],&consoleselected,&consolechars[0]); + if(!waiting) { + if(consolechars[0]>0) { + consoletext[0][consolechars[0]]='\0'; + cmd_dispatch(consoletext[0]); + for(int k=14;k>=1;k--) { + for(int j=0;j<255;j++) + consoletext[k][j]=consoletext[k-1][j]; + consolechars[k]=consolechars[k-1]; + } + for(int j=0;j<255;j++) + consoletext[0][j]=0; + consolechars[0]=0; + consoleselected=0; + } + } + + consoleblinkdelay-=multiplier; + if(consoleblinkdelay<=0) { + consoleblinkdelay=.3; + consoleblink=1-consoleblink; + } + } + + if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){ tryquit=1; - if(mainmenu==3){ - if(newdetail>2)newdetail=detail; - if(newdetail<0)newdetail=detail; - if(newscreenwidth<0)newscreenwidth=screenwidth; - if(newscreenheight<0)newscreenheight=screenheight; - - SaveSettings(*this); + if(mainmenu==3) { + SaveSettings(); } } @@ -6153,17 +6327,23 @@ void Game::Tick(){ if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign) if(winfreeze) winfreeze=0; - if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon) - if(winfreeze){ + if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){ + if(console){ + console=false; + freeze=0; + } else if(winfreeze) { mainmenu=9; gameon=0; } + } + - //TODO: what is this test? if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){ //dialogues + static float talkdelay = 0; + if(indialogue!=-1) talkdelay=1; talkdelay-=multiplier; @@ -6207,8 +6387,8 @@ void Game::Tick(){ whichdialogue=i; for(int j=0;j0.5) if( Input::isKeyPressed(SDLK_1)|| Input::isKeyPressed(SDLK_2)|| @@ -6498,7 +6678,7 @@ void Game::Tick(){ hostile=1; } if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){ - windialogue=1; + windialogue=true; } if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){ hostile=1; @@ -6510,8 +6690,6 @@ void Game::Tick(){ } } - static float keyrefreshdelay=0,bigrefreshdelay=0; - if(!player[0].jumpkeydown){ player[0].jumptogglekeydown=0; } @@ -6523,10 +6701,10 @@ void Game::Tick(){ dialoguetime+=multiplier; - hawkrotation+=multiplier*25; + hawkyaw+=multiplier*25; realhawkcoords=0; realhawkcoords.x=25; - realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords; + realhawkcoords=DoRotation(realhawkcoords,0,hawkyaw,0)+hawkcoords; hawkcalldelay-=multiplier/2; if(hawkcalldelay<=0){ @@ -6534,8 +6712,6 @@ void Game::Tick(){ hawkcalldelay=16+abs(Random()%8); } - static float temptexdetail; - doDebugKeys(); @@ -6584,9 +6760,9 @@ void Game::Tick(){ //? for(int i=0;iid) - if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1) - if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){ - if(weapons.type[j]!=staff) + weapons[j].owner==player[i].victim->id) + if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1) + if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){ + if(weapons[j].getType()!=staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); player[i].weaponactive=0; - weapons.owner[j]=player[i].id; + weapons[j].owner=player[i].id; if(player[i].num_weapons>0) player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; player[i].num_weapons++; @@ -6798,31 +6972,31 @@ void Game::Tick(){ }else if((player[i].isIdle()|| player[i].isFlip()|| player[i].aitype!=playercontrolled)&& - findDistancefast(&player[i].coords,&weapons.position[j])<5&& - player[i].coords.yid) - if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&& + weapons[k].owner==player[i].victim->id) + if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&& player[i].weaponactive==-1){ - if(weapons.type[k]!=staff) + if(weapons[k].getType()!=staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); player[i].weaponactive=0; - weapons.owner[k]=player[i].id; + weapons[k].owner=player[i].id; if(player[i].num_weapons>0) player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; player[i].num_weapons++; @@ -6855,8 +7029,8 @@ void Game::Tick(){ player[i].throwtogglekeydown=1; player[i].victim=&player[j]; player[i].hasvictim=1; - setAnimation(i,crouchremoveknifeanim); - player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords); + player[i].setAnimation(crouchremoveknifeanim); + player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords); } if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){ player[i].throwtogglekeydown=1; @@ -6872,14 +7046,14 @@ void Game::Tick(){ } } if(!fleshstuck){ - if(weapons.type[k]!=staff) + if(weapons[k].getType()!=staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); } if(fleshstuck) emit_sound_at(fleshstabremovesound, player[i].coords, 128.); player[i].weaponactive=0; - if(weapons.owner[k]!=-1){ + if(weapons[k].owner!=-1){ if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0; else player[i].victim->num_weapons=1; @@ -6898,12 +7072,12 @@ void Game::Tick(){ Normalise(&relative); XYZ footvel,footpoint; footvel=0; - footpoint=weapons.position[k]; + footpoint=weapons[k].position; if(player[i].victim->weaponstuck!=-1){ if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons.bloody[k]=2; - weapons.blooddrip[k]=5; + weapons[k].bloody=2; + weapons[k].blooddrip=5; player[i].victim->weaponstuck=-1; player[i].victim->bloodloss+=2000; player[i].victim->DoDamage(2000); @@ -6917,12 +7091,12 @@ void Game::Tick(){ player[i].victim->weaponactive=-1; - playerJoint(player[i].victim,abdomen).velocity+=relative*6; - playerJoint(player[i].victim,neck).velocity+=relative*6; - playerJoint(player[i].victim,rightshoulder).velocity+=relative*6; - playerJoint(player[i].victim,leftshoulder).velocity+=relative*6; + player[i].victim->getJointFor(abdomen).velocity+=relative*6; + player[i].victim->getJointFor(neck).velocity+=relative*6; + player[i].victim->getJointFor(rightshoulder).velocity+=relative*6; + player[i].victim->getJointFor(leftshoulder).velocity+=relative*6; } - weapons.owner[k]=i; + weapons[k].owner=i; if(player[i].num_weapons>0){ player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; } @@ -6935,7 +7109,7 @@ void Game::Tick(){ } } if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(weapons.type[player[i].weaponids[0]]==knife){ + if(weapons[player[i].weaponids[0]].getType()==knife){ if(player[i].isIdle()|| player[i].isRun()|| player[i].isCrouch()|| @@ -6950,12 +7124,12 @@ void Game::Tick(){ findDistancefast(&player[i].coords,&player[j].coords)<100&& findDistancefast(&player[i].coords,&player[j].coords)>1.5&& !player[j].skeleton.free&& - -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){ + -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*player[i].scale+player[i].coords)){ if(!player[i].isFlip()){ player[i].throwtogglekeydown=1; player[i].victim=&player[j]; - setAnimation(i,knifethrowanim); - player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords); + player[i].setAnimation(knifethrowanim); + player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords); player[i].targettilt2=pitchTo(player[i].coords,player[j].coords); } if(player[i].isFlip()){ @@ -6963,18 +7137,18 @@ void Game::Tick(){ player[i].throwtogglekeydown=1; player[i].victim=&player[j]; XYZ aim; - weapons.owner[player[i].weaponids[0]]=-1; - aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale); + weapons[player[i].weaponids[0]].owner=-1; + aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->yaw,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].yaw,0)*player[i].scale); Normalise(&aim); aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0); - weapons.velocity[player[i].weaponids[0]]=aim*50; - weapons.tipvelocity[player[i].weaponids[0]]=aim*50; - weapons.missed[player[i].weaponids[0]]=0; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=0; + weapons[player[i].weaponids[0]].velocity=aim*50; + weapons[player[i].weaponids[0]].tipvelocity=aim*50; + weapons[player[i].weaponids[0]].missed=0; + weapons[player[i].weaponids[0]].freetime=0; + weapons[player[i].weaponids[0]].firstfree=1; + weapons[player[i].weaponids[0]].physics=0; player[i].num_weapons--; if(player[i].num_weapons){ player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; @@ -6989,14 +7163,14 @@ void Game::Tick(){ if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ if(player[i].isCrouch()||player[i].targetanimation==sneakanim){ player[i].throwtogglekeydown=1; - weapons.owner[player[i].weaponids[0]]=-1; - weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2; - if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1; - weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]]; - weapons.missed[player[i].weaponids[0]]=1; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=1; + weapons[player[i].weaponids[0]].owner=-1; + weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2; + if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1; + weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity; + weapons[player[i].weaponids[0]].missed=1; + weapons[player[i].weaponids[0]].freetime=0; + weapons[player[i].weaponids[0]].firstfree=1; + weapons[player[i].weaponids[0]].physics=1; player[i].num_weapons--; if(player[i].num_weapons){ player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; @@ -7013,21 +7187,21 @@ void Game::Tick(){ } //draw weapon - if(i==0||!player[0].dead||player[i].weaponactive!=-1) + if(i==0||!player[0].dead||player[i].weaponactive!=-1) { if(player[i].drawkeydown&&!player[i].drawtogglekeydown|| player[i].num_weapons==2&& player[i].weaponactive==-1&& player[i].isIdle()|| player[0].dead&& player[i].weaponactive!=-1&& - i!=0){ - bool isgood=1; + i!=0) { + bool isgood=true; if(player[i].weaponactive!=-1) - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff) - isgood=0; + if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff) + isgood=false; if(isgood&&player[i].creature!=wolftype){ - if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ - setAnimation(i,drawrightanim); + if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){ + player[i].setAnimation(drawrightanim); player[i].drawtogglekeydown=1; } if((player[i].isIdle()|| @@ -7035,47 +7209,46 @@ void Game::Tick(){ player[0].weaponactive!=-1&& player[i].isRun()))&& player[i].num_weapons&& - weapons.type[player[i].weaponids[0]]==sword){ - setAnimation(i,drawleftanim); + weapons[player[i].weaponids[0]].getType()==sword){ + player[i].setAnimation(drawleftanim); player[i].drawtogglekeydown=1; } - if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ - setAnimation(i,crouchdrawrightanim); + if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){ + player[i].setAnimation(crouchdrawrightanim); player[i].drawtogglekeydown=1; } } } - //clean weapon - if(player[i].isCrouch()&& - weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - bloodtoggle&& - player[i].onterrain&& - player[i].num_weapons&& - player[i].weaponactive!=-1&& - player[i].attackkeydown){ - if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - player[i].onterrain&& - bloodtoggle&&musictype!=stream_music2){ - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife) - setAnimation(i,crouchstabanim); - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword) - setAnimation(i,swordgroundstabanim); - player[i].hasvictim=0; - //player[i].attacktogglekeydown=1; - } } + + //clean weapon + if(player[i].weaponactive!=-1) { + if (player[i].isCrouch()&& + weapons[player[i].weaponids[player[i].weaponactive]].bloody&& + bloodtoggle&& + player[i].onterrain&& + player[i].num_weapons&& + player[i].attackkeydown&& + musictype!=stream_fighttheme) { + if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife) + player[i].setAnimation(crouchstabanim); + if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword) + player[i].setAnimation(swordgroundstabanim); + player[i].hasvictim=0; + } + } if(!player[i].drawkeydown) player[i].drawtogglekeydown=0; XYZ absflatfacing; - if(i==0){ + if(i==0) { absflatfacing=0; absflatfacing.z=-1; - absflatfacing=DoRotation(absflatfacing,0,-rotation,0); - } - else absflatfacing=flatfacing; + absflatfacing=DoRotation(absflatfacing,0,-yaw,0); + } else + absflatfacing=flatfacing; if(indialogue!=-1){ player[i].forwardkeydown=0; @@ -7133,7 +7306,7 @@ void Game::Tick(){ player[i].lowreversaldelay=.5; if(player[i].isIdle()){ - setAnimation(i,player[i].getCrouch()); + player[i].setAnimation(player[i].getCrouch()); player[i].transspeed=10; } if(player[i].isRun()|| @@ -7142,7 +7315,7 @@ void Game::Tick(){ player[i].rightkeydown|| player[i].forwardkeydown|| player[i].backkeydown))){ - setAnimation(i,rollanim); + player[i].setAnimation(rollanim); player[i].transspeed=20; } } @@ -7177,19 +7350,19 @@ void Game::Tick(){ player[i].currentanimation=player[i].getCrouch(); player[i].currentframe=0; } - setAnimation(i,player[i].getIdle()); + player[i].setAnimation(player[i].getIdle()); player[i].transspeed=10; } } if(player[i].targetanimation==sneakanim){ - setAnimation(i,player[i].getIdle()); + player[i].setAnimation(player[i].getIdle()); player[i].transspeed=10; } } if(player[i].forwardkeydown){ if(player[i].isIdle()|| (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| + player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& player[i].targetframe>0&& !player[i].jumpkeydown)|| @@ -7198,9 +7371,9 @@ void Game::Tick(){ !player[i].jumpkeydown&& player[i].crouchkeydown)){ if(player[i].aitype==passivetype) - setAnimation(i,walkanim); + player[i].setAnimation(walkanim); else - setAnimation(i,player[i].getRun()); + player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ player[i].targetanimation=sneakanim; @@ -7209,7 +7382,7 @@ void Game::Tick(){ player[i].targetframe=0; } if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ - setAnimation(i,climbanim); + player[i].setAnimation(climbanim); player[i].targetframe=1; player[i].jumpclimb=1; } @@ -7222,7 +7395,7 @@ void Game::Tick(){ if (player[i].rightkeydown){ if(player[i].isIdle()|| (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| + player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& player[i].targetframe>0&& !player[i].jumpkeydown)|| @@ -7230,7 +7403,7 @@ void Game::Tick(){ player[i].targetframe>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ - setAnimation(i,player[i].getRun()); + player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ player[i].targetanimation=sneakanim; @@ -7241,15 +7414,15 @@ void Game::Tick(){ if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0); } - player[i].targetrotation-=90; - if(player[i].forwardkeydown)player[i].targetrotation+=45; - if(player[i].backkeydown)player[i].targetrotation-=45; + player[i].targetyaw-=90; + if(player[i].forwardkeydown)player[i].targetyaw+=45; + if(player[i].backkeydown)player[i].targetyaw-=45; movekey=1; } if ( player[i].leftkeydown){ if(player[i].isIdle()|| (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| + player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& player[i].targetframe>0&& !player[i].jumpkeydown)|| @@ -7257,7 +7430,7 @@ void Game::Tick(){ player[i].targetframe>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ - setAnimation(i,player[i].getRun()); + player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ player[i].targetanimation=sneakanim; @@ -7268,15 +7441,15 @@ void Game::Tick(){ if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0); } - player[i].targetrotation+=90; - if(player[i].forwardkeydown)player[i].targetrotation-=45; - if(player[i].backkeydown)player[i].targetrotation+=45; + player[i].targetyaw+=90; + if(player[i].forwardkeydown)player[i].targetyaw-=45; + if(player[i].backkeydown)player[i].targetyaw+=45; movekey=1; } if(player[i].backkeydown){ if(player[i].isIdle()|| (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| + player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& player[i].targetframe>0&& !player[i].jumpkeydown)|| @@ -7284,7 +7457,7 @@ void Game::Tick(){ player[i].targetframe>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ - setAnimation(i,player[i].getRun()); + player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ player[i].targetanimation=sneakanim; @@ -7307,7 +7480,7 @@ void Game::Tick(){ player[i].grabdelay=1; } if ( !player[i].leftkeydown&&!player[i].rightkeydown) - player[i].targetrotation+=180; + player[i].targetyaw+=180; movekey=1; } if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){ @@ -7320,15 +7493,15 @@ void Game::Tick(){ ((player[i].targetanimation!=rabbitrunninganim&& player[i].targetanimation!=wolfrunninganim)||i!=0)){ player[i].jumpstart=0; - setAnimation(i,jumpupanim); - player[i].rotation=player[i].targetrotation; + player[i].setAnimation(jumpupanim); + player[i].yaw=player[i].targetyaw; player[i].transspeed=20; player[i].FootLand(0,1); player[i].FootLand(1,1); facing=0; facing.z=-1; - flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0); + flatfacing=DoRotation(facing,0,player[i].targetyaw+180,0); if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale; if(!movekey)player[i].velocity=0; @@ -7367,7 +7540,7 @@ void Game::Tick(){ emit_sound_at(jumpsound, player[i].coords, 128.); } if((player[i].isIdle())&&player[i].jumppower>1){ - setAnimation(i,player[i].getLanding()); + player[i].setAnimation(player[i].getLanding()); player[i].targetframe=2; player[i].landhard=0; player[i].jumpstart=1; @@ -7392,7 +7565,7 @@ void Game::Tick(){ if(!movekey){ if(player[i].isRun()||player[i].targetanimation==walkanim) - setAnimation(i,player[i].getStop()); + player[i].setAnimation(player[i].getStop()); if(player[i].targetanimation==sneakanim){ player[i].targetanimation=player[i].getCrouch(); if(player[i].currentanimation==sneakanim) @@ -7405,27 +7578,27 @@ void Game::Tick(){ player[i].aitype==searchtype|| (player[i].aitype==passivetype&& player[i].numwaypoints<=1))) - setAnimation(i,player[i].getStop()); + player[i].setAnimation(player[i].getStop()); if(player[i].isRun()&&(player[i].aitype==passivetype)) - setAnimation(i,player[i].getStop()); + player[i].setAnimation(player[i].getStop()); } } if(player[i].targetanimation==rollanim) - player[i].targetrotation=oldtargetrotation; + player[i].targetyaw=oldtargetyaw; } //Rotation for(int k=0;k180){ - if(player[k].rotation>player[k].targetrotation) - player[k].rotation-=360; + if(fabs(player[k].yaw-player[k].targetyaw)>180){ + if(player[k].yaw>player[k].targetyaw) + player[k].yaw-=360; else - player[k].rotation+=360; + player[k].yaw+=360; } //stop to turn in right direction - if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)) - setAnimation(k,player[k].getStop()); + if(fabs(player[k].yaw-player[k].targetyaw)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)) + player[k].setAnimation(player[k].getStop()); if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim) player[k].targettilt=0; @@ -7445,7 +7618,7 @@ void Game::Tick(){ } if(player[k].isRun()) - player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4; + player[k].targettilt=(player[k].yaw-player[k].targetyaw)/4; player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150); player[k].grabdelay-=multiplier; @@ -7496,7 +7669,7 @@ void Game::Tick(){ OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu... OPENAL_SetFrequency(OPENAL_ALL, 0.001); - emit_stream_np(stream_music3); + emit_stream_np(stream_menutheme); gameon=0; mainmenu=5; @@ -7521,7 +7694,7 @@ void Game::Tick(){ if(Random()%2==0){ if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2; if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2; - if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords; + if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords; if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords; Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1); } @@ -7533,7 +7706,7 @@ void Game::Tick(){ if(Random()%2==0){ if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2; if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2; - if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords; + if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].yaw,0)*player[1].scale+player[1].coords; if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords; Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1); } @@ -7557,14 +7730,14 @@ void Game::Tick(){ upvector=0; upvector.z=-1; - upvector=DoRotation(upvector,-rotation2+90,0,0); - upvector=DoRotation(upvector,0,0-rotation,0); + upvector=DoRotation(upvector,-pitch+90,0,0); + upvector=DoRotation(upvector,0,0-yaw,0); facing=0; facing.z=-1; - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); + facing=DoRotation(facing,-pitch,0,0); + facing=DoRotation(facing,0,0-yaw,0); static float ori[6]; @@ -7586,31 +7759,28 @@ void Game::Tick(){ Screenshot(); } - - -void Game::TickOnce(){ +void Game::TickOnce(){ if(mainmenu) - rotation+=multiplier*5; + yaw+=multiplier*5; else if(directing||indialogue==-1) { - rotation+=deltah*.7; + yaw+=deltah*.7; if(!invertmouse) - rotation2+=deltav*.7; + pitch+=deltav*.7; if(invertmouse) - rotation2-=deltav*.7; - if(rotation2>90) - rotation2=90; - if(rotation2<-70) - rotation2=-70; + pitch-=deltav*.7; + if(pitch>90) + pitch=90; + if(pitch<-70) + pitch=-70; } } -void Game::TickOnceAfter(){ +void Game::TickOnceAfter(){ static XYZ colviewer; static XYZ coltarget; static XYZ target; static XYZ col; - static float brotate; static XYZ facing; static float changedelay; static bool alldead; @@ -7618,17 +7788,18 @@ void Game::TickOnceAfter(){ static float cameraspeed; if(!mainmenu){ + static int oldmusictype=musictype; if(environment==snowyenvironment) - music1=stream_music1snow; + leveltheme=stream_snowtheme; if(environment==grassyenvironment) - music1=stream_music1grass; + leveltheme=stream_grasstheme; if(environment==desertenvironment) - music1=stream_music1desert; + leveltheme=stream_deserttheme; realthreat=0; - musictype=music1; + musictype=leveltheme; for(int i=0;i0) - musictype=stream_music2; + musictype=stream_fighttheme; } if(loading==2){ - musictype=stream_music3; + musictype=stream_menutheme; musicvolume[2]=512; musicvolume[0]=0; musicvolume[1]=0; @@ -7665,19 +7836,19 @@ void Game::TickOnceAfter(){ } if(musictoggle) - if(musictype!=oldmusictype&&musictype==stream_music2) + if(musictype!=oldmusictype&&musictype==stream_fighttheme) emit_sound_np(alarmsound); musicselected=musictype; - if(musicselected==music1) + if(musicselected==leveltheme) musicvolume[0]+=multiplier*450; else musicvolume[0]-=multiplier*450; - if(musicselected==stream_music2) + if(musicselected==stream_fighttheme) musicvolume[1]+=multiplier*450; else musicvolume[1]-=multiplier*450; - if(musicselected==stream_music3) + if(musicselected==stream_menutheme) musicvolume[2]+=multiplier*450; else musicvolume[2]-=multiplier*450; @@ -7694,31 +7865,31 @@ void Game::TickOnceAfter(){ if(musictoggle){ if(musicvolume[0]>0&&oldmusicvolume[0]<=0) - emit_stream_np(music1, musicvolume[0]); + emit_stream_np(leveltheme, musicvolume[0]); if(musicvolume[1]>0&&oldmusicvolume[1]<=0) - emit_stream_np(stream_music2, musicvolume[1]); + emit_stream_np(stream_fighttheme, musicvolume[1]); if(musicvolume[2]>0&&oldmusicvolume[2]<=0) - emit_stream_np(stream_music3, musicvolume[2]); + emit_stream_np(stream_menutheme, musicvolume[2]); if(musicvolume[0]<=0&&oldmusicvolume[0]>0) - pause_sound(music1); + pause_sound(leveltheme); if(musicvolume[1]<=0&&oldmusicvolume[1]>0) - pause_sound(stream_music2); + pause_sound(stream_fighttheme); if(musicvolume[2]<=0&&oldmusicvolume[2]>0) - pause_sound(stream_music3); + pause_sound(stream_menutheme); if(musicvolume[0]!=oldmusicvolume[0]) - OPENAL_SetVolume(channels[music1], musicvolume[0]); + OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); if(musicvolume[1]!=oldmusicvolume[1]) - OPENAL_SetVolume(channels[stream_music2], musicvolume[1]); + OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); if(musicvolume[2]!=oldmusicvolume[2]) - OPENAL_SetVolume(channels[stream_music3], musicvolume[2]); + OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); for(int i=0;i<3;i++) oldmusicvolume[i]=musicvolume[i]; } else { - pause_sound(music1); - pause_sound(stream_music2); - pause_sound(stream_music3); + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); for(int i=0;i<4;i++){ oldmusicvolume[i]=0; @@ -7739,11 +7910,11 @@ void Game::TickOnceAfter(){ killhotspot=0; - winhotspot=0; + winhotspot=false; for(int i=0;inumchallengelevels-1)targetlevel=0; } - if(winhotspot||windialogue){ + if(winhotspot||windialogue) { changedelay=0.1; targetlevel=whichlevel+1; if(targetlevel>numchallengelevels-1)targetlevel=0; @@ -7781,12 +7955,12 @@ void Game::TickOnceAfter(){ if(targetlevel>numchallengelevels-1)targetlevel=0; } - if(changedelay>0&&!player[0].dead&&!won){ + if(changedelay>0&&!player[0].dead&&!won) { //high scores, awards, win - if(campaign){ + if(campaign) { accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); scoreadded=1; - }else{ + } else { accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime); } won=1; @@ -7798,12 +7972,12 @@ void Game::TickOnceAfter(){ if(leveltime<1){ loading=0; changedelay=.1; - alldead=0; - winhotspot=0; + alldead=false; + winhotspot=false; killhotspot=0; } - if(!editorenabled&&gameon&&!mainmenu){ + if(!editorenabled&&gameon&&!mainmenu) { if(changedelay!=-999) changedelay-=multiplier/7; if(player[0].dead) @@ -7830,7 +8004,7 @@ void Game::TickOnceAfter(){ fireSound(firestartsound); - Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]); + Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); fireSound(); @@ -7842,17 +8016,16 @@ void Game::TickOnceAfter(){ (player[0].dead|| (alldead&&maptype==mapkilleveryone)|| (winhotspot)|| - (killhotspot))&& - !winfreeze) + (killhotspot))) loading=1; if((player[0].dead|| (alldead&&maptype==mapkilleveryone)|| (winhotspot)|| (windialogue)|| (killhotspot))&& - changedelay<=0){ - if(whichlevel!=-2&&!loading&&!player[0].dead){ - winfreeze=1; + changedelay<=0) { + if(whichlevel!=-2&&!loading&&!player[0].dead) { + winfreeze=true; changedelay=-999; } if(player[0].dead) @@ -7860,19 +8033,18 @@ void Game::TickOnceAfter(){ } } - if(campaign) - if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1) - if(campaignnumnext[campaignchoicewhich[whichchoice]]==0) + if(campaign) { + // campaignchoosenext determines what to do when the level is complete: + // 0 = load next level + // 1 = go back to level select screen + // 2 = stealthload next level + if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) { + if(campaignlevels[actuallevel].nextlevel.empty()) endgame=1; - else if(mainmenu==0&&winfreeze){ - if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2) - stealthloading=1; - else - stealthloading=0; + } else if(mainmenu==0&&winfreeze) { + stealthloading = (campaignlevels[actuallevel].choosenext==2); if(!stealthloading){ - float gLoc[3]={0,0,0}; - float vel[3]={0,0,0}; fireSound(firestartsound); flash(); @@ -7880,83 +8052,26 @@ void Game::TickOnceAfter(){ startbonustotal=0; - ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt")); - ipstream.ignore(256,':'); - ipstream >> campaignnumlevels; - for(int i=0;i> campaignmapname[i]; - ipstream.ignore(256,':'); - ipstream >> campaigndescription[i]; - for(int j=0;j<256;j++){ - if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' '; - } - ipstream.ignore(256,':'); - ipstream >> campaignchoosenext[i]; - ipstream.ignore(256,':'); - ipstream >> campaignnumnext[i]; - for(int j=0;j> campaignnextlevel[i][j]; - campaignnextlevel[i][j]-=1; - } - ipstream.ignore(256,':'); - ipstream >> campaignlocationx[i]; - ipstream.ignore(256,':'); - ipstream >> campaignlocationy[i]; - } - ipstream.close(); - - for(int i=0;igetCampaignChoicesMade();i++){ - levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)]; - levelvisible[levelorder[i+1]]=1; - } - int whichlevelstart; - whichlevelstart=accountactive->getCampaignChoicesMade()-1; - if(whichlevelstart<0){ - campaignchoicenum=1; - campaignchoicewhich[0]=0; - } - else - { - campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]]; - for(int i=0;i400){ cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; @@ -8010,13 +8124,13 @@ void Game::TickOnceAfter(){ int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j]; colviewer=viewer; coltarget=cameraloc; - if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col; + if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col; } if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) for(int j=0;j400){ @@ -8052,13 +8168,13 @@ void Game::TickOnceAfter(){ int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j]; colviewer=viewer; coltarget=cameraloc; - if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col; + if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col; } if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) for(int j=0;j.8)camerashake=.8; //if(woozy>10)woozy=10; //woozy+=multiplier;