X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=921058bae09c0a07bea69e30345d4bb296d6b53b;hb=c7cbb15bebcd754e70d6e4578a1feb22d0528dcb;hp=c693e1c3fdf9afa040a5d088461f3ed41d823dd9;hpb=1a6d35fbcc13894dda92a395eaea992efbf18e3f;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index c693e1c..921058b 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1,5 +1,6 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. @@ -20,6 +21,20 @@ along with Lugaru. If not, see . // Enable full math definitions #define _USE_MATH_DEFINES +#include "Game.hpp" + +#include "Animation/Animation.hpp" +#include "Audio/openal_wrapper.hpp" +#include "Devtools/ConsoleCmds.hpp" +#include "Level/Awards.hpp" +#include "Level/Campaign.hpp" +#include "Level/Dialog.hpp" +#include "Level/Hotspot.hpp" +#include "Menu/Menu.hpp" +#include "User/Settings.hpp" +#include "Utils/Folders.hpp" +#include "Utils/Input.hpp" + #if PLATFORM_UNIX #include #include @@ -28,20 +43,11 @@ along with Lugaru. If not, see . #include #endif - -#include -#include +#include #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 +#include #include using namespace std; @@ -83,11 +89,9 @@ extern bool ambientsound; extern bool mousejump; extern float viewdistance; extern bool freeze; -extern bool keyboardfrozen; -extern bool loadingstuff; extern XYZ windvector; -extern bool debugmode; -static int leveltheme; +extern bool devtools; +int leveltheme; extern int mainmenu; extern int oldmainmenu; extern bool visibleloading; @@ -99,7 +103,6 @@ extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar extern bool decals; -extern float tintr, tintg, tintb; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -124,20 +127,11 @@ 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 killhotspot; -extern XYZ hotspot[40]; -extern int hotspottype[40]; -extern float hotspotsize[40]; -extern char hotspottext[40][256]; -extern int currenthotspot; - extern int hostile; extern bool stillloading; @@ -145,96 +139,10 @@ extern bool winfreeze; extern bool campaign; - extern void toggleFullscreen(); - -void Loadlevel(int which); -void Loadlevel(const char *name); - - -class CampaignLevel -{ -private: - int width; - struct Position { - int x, y; - }; -public: - std::string mapname; - std::string description; - int choosenext; - /* - 0 = Immediately load next level at the end of this one. - 1 = Go back to the world map. - 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. - */ - //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. - std::vector nextlevel; - Position location; - CampaignLevel() : width(10) { - choosenext = 1; - location.x = 0; - location.y = 0; - } - int getStartX() { - return 30 + 120 + location.x * 400 / 512; - } - int getStartY() { - return 30 + 30 + (512 - location.y) * 400 / 512; - } - int getEndX() { - return getStartX() + width; - } - int getEndY() { - return getStartY() + width; - } - XYZ getCenter() { - XYZ center; - center.x = getStartX() + width / 2; - center.y = getStartY() + width / 2; - return center; - } - int getWidth() { - return width; - } - istream& operator<< (istream& is) { - is.ignore(256, ':'); - is.ignore(256, ':'); - is.ignore(256, ' '); - is >> mapname; - is.ignore(256, ':'); - is >> description; - for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { - description.replace(pos, 1, 1, ' '); - } - is.ignore(256, ':'); - is >> choosenext; - is.ignore(256, ':'); - int numnext, next; - is >> numnext; - for (int j = 0; j < numnext; j++) { - is.ignore(256, ':'); - is >> next; - nextlevel.push_back(next - 1); - } - is.ignore(256, ':'); - is >> location.x; - is.ignore(256, ':'); - is >> location.y; - return is; - } - friend istream& operator>> (istream& is, CampaignLevel& cl) { - return cl << is; - } -}; - -int indemo = 0; bool won = false; -int entername = 0; -vector campaignlevels; int whichchoice = 0; -int actuallevel = 0; bool winhotspot = false; bool windialogue = false; bool realthreat = 0; @@ -246,58 +154,30 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; - - -static const char *rabbitskin[] = { - ":Data:Textures:Fur3.jpg", - ":Data:Textures:Fur.jpg", - ":Data:Textures:Fur2.jpg", - ":Data:Textures:Lynx.jpg", - ":Data:Textures:Otter.jpg", - ":Data:Textures:Opal.jpg", - ":Data:Textures:Sable.jpg", - ":Data:Textures:Chocolate.jpg", - ":Data:Textures:BW2.jpg", - ":Data:Textures:WB2.jpg" +const char *rabbitskin[] = { + "Textures/Fur3.jpg", + "Textures/Fur.jpg", + "Textures/Fur2.jpg", + "Textures/Lynx.jpg", + "Textures/Otter.jpg", + "Textures/Opal.jpg", + "Textures/Sable.jpg", + "Textures/Chocolate.jpg", + "Textures/BW2.jpg", + "Textures/WB2.jpg" }; -static const char *wolfskin[] = { - ":Data:Textures:Wolf.jpg", - ":Data:Textures:Darkwolf.jpg", - ":Data:Textures:Snowwolf.jpg" +const char *wolfskin[] = { + "Textures/Wolf.jpg", + "Textures/DarkWolf.jpg", + "Textures/SnowWolf.jpg" }; +const char **creatureskin[] = {rabbitskin, wolfskin}; + #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; STATIC_ASSERT (rabbittype == 0 && wolftype == 1) -static const char **creatureskin[] = {rabbitskin, wolfskin}; - -/* Return true if PFX is a prefix of STR (case-insensitive). */ -static bool stripfx(const char *str, const char *pfx) -{ - return !strncasecmp(str, pfx, strlen(pfx)); -} - -static const char *cmd_names[] = { -#define DECLARE_COMMAND(cmd) #cmd, -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND -}; - -typedef void (*console_handler)(const char *args); - -#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args); -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND - -static console_handler cmd_handlers[] = { -#define DECLARE_COMMAND(cmd) ch_##cmd, -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND -}; - - - // utility functions // TODO: this is slightly incorrect @@ -336,16 +216,16 @@ inline float stepTowardf(float from, float to, float by) return from + by; } -void playdialogueboxsound() +void Game::playdialoguescenesound() { XYZ temppos; - temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords; + temppos = Person::players[Dialog::currentScene().participantfocus]->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; int sound = -1; - switch (dialogueboxsound[whichdialogue][indialogue]) { + switch (Dialog::currentScene().sound) { case -6: sound = alarmsound; break; @@ -418,280 +298,7 @@ void playdialogueboxsound() // ================================================================ -bool AddClothes(const char *fileName, GLubyte *array) -{ - LOGFUNC; - //Load Image - unsigned char fileNamep[256]; - CopyCStringToPascal(fileName, fileNamep); - bool opened; - opened = upload_image( fileNamep , 1); - - float alphanum; - //Is it valid? - if (opened) { - if (tintr > 1) tintr = 1; - if (tintg > 1) tintg = 1; - if (tintb > 1) tintb = 1; - - if (tintr < 0) tintr = 0; - if (tintg < 0) tintg = 0; - if (tintb < 0) tintb = 0; - - int bytesPerPixel = texture.bpp / 8; - - int tempnum = 0; - alphanum = 255; - for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) { - if (bytesPerPixel == 3) - alphanum = 255; - else if ((i + 1) % 4 == 0) - alphanum = texture.data[i]; - //alphanum/=2; - if ((i + 1) % 4 || bytesPerPixel == 3) { - if ((i % 4) == 0) - texture.data[i] *= tintr; - if ((i % 4) == 1) - texture.data[i] *= tintg; - if ((i % 4) == 2) - texture.data[i] *= tintb; - array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255); - tempnum++; - } - } - } else - return 0; - return 1; -} - - - -static void ch_quit(const char *args) -{ - tryquit = 1; -} - -static void ch_map(const char *args) -{ - Loadlevel(args); - whichlevel = -2; - campaign = 0; -} - -static void ch_save(const char *args) -{ - char buf[64]; - snprintf(buf, 63, ":Data:Maps:%s", args); - - int mapvers = 12; - - FILE *tfile; - tfile = fopen( ConvertFileName(buf), "wb" ); - fpackf(tfile, "Bi", mapvers); - fpackf(tfile, "Bi", maptype); - fpackf(tfile, "Bi", hostile); - fpackf(tfile, "Bf Bf", viewdistance, fadestart); - fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb); - fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb); - fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z, - Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons); - if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) - for (int j = 0; j < Person::players[0]->num_weapons; j++) - fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType()); - - fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow); - fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow); - fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow); - fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult); - - fpackf(tfile, "Bi", Person::players[0]->numclothes); - - fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature); - - fpackf(tfile, "Bi", numdialogues); - - for (int k = 0; k < numdialogues; k++) { - fpackf(tfile, "Bi", numdialogueboxes[k]); - fpackf(tfile, "Bi", dialoguetype[k]); - for (int l = 0; l < 10; l++) { - fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z); - fpackf(tfile, "Bf", participantyaw[k][l]); - } - for (int l = 0; l < numdialogueboxes[k]; l++) { - fpackf(tfile, "Bi", dialogueboxlocation[k][l]); - fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]); - fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]); - fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]); - fpackf(tfile, "Bi", dialogueboxsound[k][l]); - - int templength = strlen(dialoguetext[k][l]); - fpackf(tfile, "Bi", (templength)); - for (int m = 0; m < templength; m++) { - fpackf(tfile, "Bb", dialoguetext[k][l][m]); - if (dialoguetext[k][l][m] == '\0') - break; - } - - templength = strlen(dialoguename[k][l]); - fpackf(tfile, "Bi", templength); - for (int m = 0; m < templength; m++) { - fpackf(tfile, "Bb", dialoguename[k][l][m]); - if (dialoguename[k][l][m] == '\0') - break; - } - - fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z); - fpackf(tfile, "Bi", participantfocus[k][l]); - fpackf(tfile, "Bi", participantaction[k][l]); - - for (int m = 0; m < 10; m++) - fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z); - - fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]); - } - } - - for (int k = 0; k < Person::players[0]->numclothes; k++) { - int templength = strlen(Person::players[0]->clothes[k]); - fpackf(tfile, "Bi", templength); - for (int l = 0; l < templength; l++) - fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]); - fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]); - } - - fpackf(tfile, "Bi", environment); - - fpackf(tfile, "Bi", objects.numobjects); - - for (int k = 0; k < objects.numobjects; k++) - fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k], - objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]); - - fpackf(tfile, "Bi", numhotspots); - for (int i = 0; i < numhotspots; i++) { - fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z); - int templength = strlen(hotspottext[i]); - fpackf(tfile, "Bi", templength); - for (int l = 0; l < templength; l++) - fpackf(tfile, "Bb", hotspottext[i][l]); - } - - fpackf(tfile, "Bi", Person::players.size()); - if (Person::players.size() > maxplayers) { - cout << "Warning: this level contains more players than allowed" << endl; - } - for (unsigned j = 1; j < Person::players.size(); j++) { - fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature, - Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z, - Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw); - if (Person::players[j]->num_weapons < 5) - for (int k = 0; k < Person::players[j]->num_weapons; k++) - fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType()); - if (Person::players[j]->numwaypoints < 30) { - fpackf(tfile, "Bi", Person::players[j]->numwaypoints); - for (int k = 0; k < Person::players[j]->numwaypoints; k++) { - fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x); - fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y); - fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z); - fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]); - } - fpackf(tfile, "Bi", Person::players[j]->waypoint); - } else { - Person::players[j]->numwaypoints = 0; - Person::players[j]->waypoint = 0; - fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint); - } - - fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow); - fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow); - fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow); - fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult); - - float headprop, bodyprop, armprop, legprop; - if (Person::players[j]->creature == wolftype) { - headprop = Person::players[j]->proportionhead.x / 1.1; - bodyprop = Person::players[j]->proportionbody.x / 1.1; - armprop = Person::players[j]->proportionarms.x / 1.1; - legprop = Person::players[j]->proportionlegs.x / 1.1; - } else if (Person::players[j]->creature == rabbittype) { - headprop = Person::players[j]->proportionhead.x / 1.2; - bodyprop = Person::players[j]->proportionbody.x / 1.05; - armprop = Person::players[j]->proportionarms.x / 1.00; - legprop = Person::players[j]->proportionlegs.x / 1.1; - } - - fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop); - - fpackf(tfile, "Bi", Person::players[j]->numclothes); - if (Person::players[j]->numclothes) - for (int k = 0; k < Person::players[j]->numclothes; k++) { - int templength; - templength = strlen(Person::players[j]->clothes[k]); - fpackf(tfile, "Bi", templength); - for (int l = 0; l < templength; l++) - fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]); - fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]); - } - } - - fpackf(tfile, "Bi", numpathpoints); - for (int j = 0; j < numpathpoints; j++) { - fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]); - for (int k = 0; k < numpathpointconnect[j]; k++) - fpackf(tfile, "Bi", pathpointconnect[j][k]); - } - - fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius); - - fclose(tfile); -} - -static void ch_cellar(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_tint(const char *args) -{ - sscanf(args, "%f%f%f", &tintr, &tintg, &tintb); -} - -static void ch_tintr(const char *args) -{ - tintr = atof(args); -} - -static void ch_tintg(const char *args) -{ - tintg = atof(args); -} - -static void ch_tintb(const char *args) -{ - tintb = atof(args); -} - -static void ch_speed(const char *args) -{ - Person::players[0]->speedmult = atof(args); -} - -static void ch_strength(const char *args) -{ - Person::players[0]->power = atof(args); -} - -static void ch_power(const char *args) -{ - Person::players[0]->power = atof(args); -} - -static void ch_size(const char *args) -{ - Person::players[0]->scale = atof(args) * .2; -} - -static int findClosestPlayer() +int Game::findClosestPlayer() { int closest = -1; float closestdist = std::numeric_limits::max(); @@ -721,588 +328,6 @@ static int findClosestObject() return closest; } -static void ch_sizenear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - Person::players[closest]->scale = atof(args) * .2; -} - -static void set_proportion(int pnum, const char *args) -{ - float headprop, bodyprop, armprop, legprop; - - sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); - - if (Person::players[pnum]->creature == wolftype) { - Person::players[pnum]->proportionhead = 1.1 * headprop; - Person::players[pnum]->proportionbody = 1.1 * bodyprop; - Person::players[pnum]->proportionarms = 1.1 * armprop; - Person::players[pnum]->proportionlegs = 1.1 * legprop; - } else if (Person::players[pnum]->creature == rabbittype) { - Person::players[pnum]->proportionhead = 1.2 * headprop; - Person::players[pnum]->proportionbody = 1.05 * bodyprop; - Person::players[pnum]->proportionarms = 1.00 * armprop; - Person::players[pnum]->proportionlegs = 1.1 * legprop; - Person::players[pnum]->proportionlegs.y = 1.05 * legprop; - } -} - -static void ch_proportion(const char *args) -{ - set_proportion(0, args); -} - -static void ch_proportionnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_proportion(closest, args); -} - -static void set_protection(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - Person::players[pnum]->protectionhead = head; - Person::players[pnum]->protectionhigh = high; - Person::players[pnum]->protectionlow = low; -} - -static void ch_protection(const char *args) -{ - set_protection(0, args); -} - -static void ch_protectionnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_protection(closest, args); -} - -static void set_armor(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - Person::players[pnum]->armorhead = head; - Person::players[pnum]->armorhigh = high; - Person::players[pnum]->armorlow = low; -} - -static void ch_armor(const char *args) -{ - set_armor(0, args); -} - -static void ch_armornear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_armor(closest, args); -} - -static void ch_protectionreset(const char *args) -{ - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); -} - -static void set_metal(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - Person::players[pnum]->metalhead = head; - Person::players[pnum]->metalhigh = high; - Person::players[pnum]->metallow = low; -} - -static void ch_metal(const char *args) -{ - set_metal(0, args); -} - -static void set_noclothes(int pnum, const char *args) -{ - Person::players[pnum]->numclothes = 0; - Person::players[pnum]->skeleton.drawmodel.textureptr.load( - creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1, - &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize); -} - -static void ch_noclothes(const char *args) -{ - set_noclothes(0, args); -} - -static void ch_noclothesnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_noclothes(closest, args); -} - - -static void set_clothes(int pnum, const char *args) -{ - char buf[64]; - snprintf(buf, 63, ":Data:Textures:%s.png", args); - - if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum])) - return; - - Person::players[pnum]->DoMipmaps(); - strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf); - Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr; - Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg; - Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb; - Person::players[pnum]->numclothes++; -} - -static void ch_clothes(const char *args) -{ - set_clothes(0, args); -} - -static void ch_clothesnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_clothes(closest, args); -} - -static void ch_belt(const char *args) -{ - Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes; -} - - -static void ch_cellophane(const char *args) -{ - cellophane = !cellophane; - float mul = (cellophane ? 0 : 1); - - for (auto player : Person::players) { - player->proportionhead.z = player->proportionhead.x * mul; - player->proportionbody.z = player->proportionbody.x * mul; - player->proportionarms.z = player->proportionarms.x * mul; - player->proportionlegs.z = player->proportionlegs.x * mul; - } -} - -static void ch_funnybunny(const char *args) -{ - Person::players[0]->skeleton.id = 0; - Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow", - ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid", - ":Data:Models:Body2.solid", ":Data:Models:Body3.solid", - ":Data:Models:Body4.solid", ":Data:Models:Body5.solid", - ":Data:Models:Body6.solid", ":Data:Models:Body7.solid", - ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1); - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); - Person::players[0]->creature = rabbittype; - Person::players[0]->scale = .2; - Person::players[0]->headless = 0; - Person::players[0]->damagetolerance = 200; - set_proportion(0, "1 1 1 1"); -} - -static void ch_wolfie(const char *args) -{ - Person::players[0]->skeleton.id = 0; - Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low", - ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid", - ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid", - ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid", - ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid", - ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0); - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); - Person::players[0]->creature = wolftype; - Person::players[0]->damagetolerance = 300; - set_proportion(0, "1 1 1 1"); -} - -static void ch_wolfieisgod(const char *args) -{ - ch_wolfie(args); -} - -static void ch_wolf(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_snowwolf(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_darkwolf(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_lizardwolf(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_white(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_brown(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_black(const char *args) -{ - Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); -} - -static void ch_sizemin(const char *args) -{ - for (unsigned i = 1; i < Person::players.size(); i++) - if (Person::players[i]->scale < 0.8 * 0.2) - Person::players[i]->scale = 0.8 * 0.2; -} - -static void ch_tutorial(const char *args) -{ - tutoriallevel = atoi(args); -} - -static void ch_hostile(const char *args) -{ - hostile = atoi(args); -} - -static void ch_indemo(const char *args) -{ - indemo = 1; - hotspot[numhotspots] = Person::players[0]->coords; - hotspotsize[numhotspots] = 0; - hotspottype[numhotspots] = -111; - strcpy(hotspottext[numhotspots], "mapname"); - numhotspots++; -} - -static void ch_notindemo(const char *args) -{ - indemo = 0; - numhotspots--; -} - -static void ch_type(const char *args) -{ - int n = sizeof(editortypenames) / sizeof(editortypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, editortypenames[i])) { - editoractive = i; - break; - } -} - -static void ch_path(const char *args) -{ - int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, pathtypenames[i])) { - editorpathtype = i; - break; - } -} - -static void ch_hs(const char *args) -{ - hotspot[numhotspots] = Person::players[0]->coords; - - float size; - int type, shift; - sscanf(args, "%f%d %n", &size, &type, &shift); - - hotspotsize[numhotspots] = size; - hotspottype[numhotspots] = type; - - strcpy(hotspottext[numhotspots], args + shift); - strcat(hotspottext[numhotspots], "\n"); - - numhotspots++; -} - -static void ch_dialogue(const char *args) -{ - int dlg; - char buf1[32], buf2[64]; - - sscanf(args, "%d %31s", &dlg, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - dialoguetype[numdialogues] = dlg; - - memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); - memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256, ':'); - ipstream >> numdialogueboxes[numdialogues]; - for (int i = 0; i < numdialogueboxes[numdialogues]; i++) { - ipstream.ignore(256, ':'); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream >> dialogueboxlocation[numdialogues][i]; - ipstream.ignore(256, ':'); - ipstream >> dialogueboxcolor[numdialogues][i][0]; - ipstream >> dialogueboxcolor[numdialogues][i][1]; - ipstream >> dialogueboxcolor[numdialogues][i][2]; - ipstream.ignore(256, ':'); - ipstream.getline(dialoguename[numdialogues][i], 64); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream.getline(dialoguetext[numdialogues][i], 128); - for (int j = 0; j < 128; j++) { - if (dialoguetext[numdialogues][i][j] == '\\') - dialoguetext[numdialogues][i][j] = '\n'; - } - ipstream.ignore(256, ':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } - - for (int i = 0; i < numdialogueboxes[numdialogues]; i++) { - for (unsigned j = 0; j < Person::players.size(); j++) { - participantfacing[numdialogues][i][j] = Person::players[j]->facing; - } - } - ipstream.close(); - - directing = 1; - indialogue = 0; - whichdialogue = numdialogues; - - numdialogues++; -} - -static void ch_fixdialogue(const char *args) -{ - char buf1[32], buf2[64]; - int whichdi; - - sscanf(args, "%d %31s", &whichdi, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi])); - memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256, ':'); - ipstream >> numdialogueboxes[whichdi]; - for (int i = 0; i < numdialogueboxes[whichdi]; i++) { - ipstream.ignore(256, ':'); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream >> dialogueboxlocation[whichdi][i]; - ipstream.ignore(256, ':'); - ipstream >> dialogueboxcolor[whichdi][i][0]; - ipstream >> dialogueboxcolor[whichdi][i][1]; - ipstream >> dialogueboxcolor[whichdi][i][2]; - ipstream.ignore(256, ':'); - ipstream.getline(dialoguename[whichdi][i], 64); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream.getline(dialoguetext[whichdi][i], 128); - for (int j = 0; j < 128; j++) { - if (dialoguetext[whichdi][i][j] == '\\') - dialoguetext[whichdi][i][j] = '\n'; - } - ipstream.ignore(256, ':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - - ipstream.close(); -} - -static void ch_fixtype(const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; -} - -static void ch_fixrotation(const char *args) -{ - participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw; -} - -static void ch_ddialogue(const char *args) -{ - if (numdialogues) - numdialogues--; -} - -static void ch_dhs(const char *args) -{ - if (numhotspots) - numhotspots--; -} - -static void ch_immobile(const char *args) -{ - Person::players[0]->immobile = 1; -} - -static void ch_allimmobile(const char *args) -{ - for (unsigned i = 1; i < Person::players.size(); i++) - Person::players[i]->immobile = 1; -} - -static void ch_mobile(const char *args) -{ - Person::players[0]->immobile = 0; -} - -static void ch_default(const char *args) -{ - Person::players[0]->armorhead = 1; - Person::players[0]->armorhigh = 1; - Person::players[0]->armorlow = 1; - Person::players[0]->protectionhead = 1; - Person::players[0]->protectionhigh = 1; - Person::players[0]->protectionlow = 1; - Person::players[0]->metalhead = 1; - Person::players[0]->metalhigh = 1; - Person::players[0]->metallow = 1; - Person::players[0]->power = 1; - Person::players[0]->speedmult = 1; - Person::players[0]->scale = 1; - - if (Person::players[0]->creature == wolftype) { - Person::players[0]->proportionhead = 1.1; - Person::players[0]->proportionbody = 1.1; - Person::players[0]->proportionarms = 1.1; - Person::players[0]->proportionlegs = 1.1; - } else if (Person::players[0]->creature == rabbittype) { - Person::players[0]->proportionhead = 1.2; - Person::players[0]->proportionbody = 1.05; - Person::players[0]->proportionarms = 1.00; - Person::players[0]->proportionlegs = 1.1; - Person::players[0]->proportionlegs.y = 1.05; - } - - Person::players[0]->numclothes = 0; - Person::players[0]->skeleton.drawmodel.textureptr.load( - creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1, - &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize); - - editoractive = typeactive; - Person::players[0]->immobile = 0; -} - -static void ch_play(const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) { - Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]]; - Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; - Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; - Person::players[participantfocus[whichdialogue][i]]->velocity = 0; - Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle(); - Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0; - } - - directing = 0; - indialogue = 0; - - playdialogueboxsound(); -} - -static void ch_mapkilleveryone(const char *args) -{ - maptype = mapkilleveryone; -} - -static void ch_mapkillmost(const char *args) -{ - maptype = mapkillmost; -} - -static void ch_mapkillsomeone(const char *args) -{ - maptype = mapkillsomeone; -} - -static void ch_mapgosomewhere(const char *args) -{ - maptype = mapgosomewhere; -} - -static void ch_viewdistance(const char *args) -{ - viewdistance = atof(args) * 100; -} - -static void ch_fadestart(const char *args) -{ - fadestart = atof(args); -} - -static void ch_slomo(const char *args) -{ - slomospeed = atof(args); - slomo = !slomo; - slomodelay = 1000; -} - -static void ch_slofreq(const char *args) -{ - slomofreq = atof(args); -} - -static void ch_skytint(const char *args) -{ - sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); - - skyboxlightr = skyboxr; - skyboxlightg = skyboxg; - skyboxlightb = skyboxb; - - SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skylight(const char *args) -{ - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - - SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skybox(const char *args) -{ - skyboxtexture = !skyboxtexture; - - SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - static void cmd_dispatch(const string cmd) { int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); @@ -1317,7 +342,7 @@ static void cmd_dispatch(const string cmd) } /********************> Tick() <*****/ -extern bool save_image(const char * fname); +extern bool save_screenshot(const char * fname); void Screenshot (void) { char filename[1024]; @@ -1330,7 +355,7 @@ void Screenshot (void) mkdir("Screenshots"); #endif - save_image(filename); + save_screenshot(filename); } void Game::SetUpLighting() @@ -1428,8 +453,6 @@ int Game::checkcollide(XYZ startpoint, XYZ endpoint) } } - //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; - return -1; } @@ -1494,33 +517,29 @@ void Setenvironment(int which) if (ambientsound) emit_stream_np(stream_wind); - objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1); - objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1); - objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0); - objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0); + objects.treetextureptr.load("Textures/SnowTree.png", 0); + objects.bushtextureptr.load("Textures/BushSnow.png", 0); + objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); footstepsound = footstepsn1; footstepsound2 = footstepsn2; footstepsound3 = footstepst1; footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:snow.jpg", 1, 0); - terraintexture2.load(":Data:Textures:rock.jpg", 1, 0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - - + terraintexture.load("Textures/Snow.jpg", 1); + terraintexture2.load("Textures/Rock.jpg", 1); temptexdetail = texdetail; if (texdetail > 1) texdetail = 4; - skybox->load( ":Data:Textures:Skybox(snow):Front.jpg", - ":Data:Textures:Skybox(snow):Left.jpg", - ":Data:Textures:Skybox(snow):Back.jpg", - ":Data:Textures:Skybox(snow):Right.jpg", - ":Data:Textures:Skybox(snow):Up.jpg", - ":Data:Textures:Skybox(snow):Down.jpg"); + skybox->load( "Textures/Skybox(snow)/Front.jpg", + "Textures/Skybox(snow)/Left.jpg", + "Textures/Skybox(snow)/Back.jpg", + "Textures/Skybox(snow)/Right.jpg", + "Textures/Skybox(snow)/Up.jpg", + "Textures/Skybox(snow)/Down.jpg"); @@ -1529,10 +548,10 @@ void Setenvironment(int which) } else if (environment == desertenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1); - objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1); - objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0); - objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0); + objects.treetextureptr.load("Textures/DesertTree.png", 0); + objects.bushtextureptr.load("Textures/BushDesert.png", 0); + objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); if (ambientsound) @@ -1543,22 +562,19 @@ void Setenvironment(int which) footstepsound3 = footstepsn1; footstepsound4 = footstepsn2; - terraintexture.load(":Data:Textures:sand.jpg", 1, 0); - terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - + terraintexture.load("Textures/Sand.jpg", 1); + terraintexture2.load("Textures/SandSlope.jpg", 1); temptexdetail = texdetail; if (texdetail > 1) texdetail = 4; - skybox->load( ":Data:Textures:Skybox(sand):Front.jpg", - ":Data:Textures:Skybox(sand):Left.jpg", - ":Data:Textures:Skybox(sand):Back.jpg", - ":Data:Textures:Skybox(sand):Right.jpg", - ":Data:Textures:Skybox(sand):Up.jpg", - ":Data:Textures:Skybox(sand):Down.jpg"); + skybox->load( "Textures/Skybox(sand)/Front.jpg", + "Textures/Skybox(sand)/Left.jpg", + "Textures/Skybox(sand)/Back.jpg", + "Textures/Skybox(sand)/Right.jpg", + "Textures/Skybox(sand)/Up.jpg", + "Textures/Skybox(sand)/Down.jpg"); @@ -1567,10 +583,10 @@ void Setenvironment(int which) } else if (environment == grassyenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1); - objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1); - objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0); - objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0); + objects.treetextureptr.load("Textures/Tree.png", 0); + objects.bushtextureptr.load("Textures/Bush.png", 0); + objects.rocktextureptr.load("Textures/Boulder.jpg", 1); + objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); if (ambientsound) emit_stream_np(stream_wind, 100.); @@ -1580,22 +596,19 @@ void Setenvironment(int which) footstepsound3 = footstepst1; footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0); - terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0); - - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); - + terraintexture.load("Textures/GrassDirt.jpg", 1); + terraintexture2.load("Textures/MossRock.jpg", 1); temptexdetail = texdetail; if (texdetail > 1) texdetail = 4; - skybox->load( ":Data:Textures:Skybox(grass):Front.jpg", - ":Data:Textures:Skybox(grass):Left.jpg", - ":Data:Textures:Skybox(grass):Back.jpg", - ":Data:Textures:Skybox(grass):Right.jpg", - ":Data:Textures:Skybox(grass):Up.jpg", - ":Data:Textures:Skybox(grass):Down.jpg"); + skybox->load( "Textures/Skybox(grass)/Front.jpg", + "Textures/Skybox(grass)/Left.jpg", + "Textures/Skybox(grass)/Back.jpg", + "Textures/Skybox(grass)/Right.jpg", + "Textures/Skybox(grass)/Up.jpg", + "Textures/Skybox(grass)/Down.jpg"); @@ -1603,72 +616,12 @@ void Setenvironment(int which) } temptexdetail = texdetail; texdetail = 1; - terrain.load(":Data:Textures:heightmap.png"); + terrain.load("Textures/HeightMap.png"); texdetail = temptexdetail; } -void LoadCampaign() -{ - if (!accountactive) - return; - ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str())); - if (!ipstream.good()) { - if (accountactive->getCurrentCampaign() == "main") { - cerr << "Could not found main campaign!" << endl; - return; - } - cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl; - accountactive->setCurrentCampaign("main"); - return LoadCampaign(); - } - ipstream.ignore(256, ':'); - int numlevels; - ipstream >> numlevels; - campaignlevels.clear(); - for (int i = 0; i < numlevels; i++) { - CampaignLevel cl; - ipstream >> cl; - campaignlevels.push_back(cl); - } - ipstream.close(); - - ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str())); - if (test.good()) { - Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 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 Loadlevel(int which) +void Game::Loadlevel(int which) { stealthloading = 0; whichlevel = which; @@ -1684,14 +637,11 @@ void Loadlevel(int which) Loadlevel("mapsave"); } -void Loadlevel(const char *name) +void Game::Loadlevel(const std::string& name) { + int indemo; // FIXME this should be removed int templength; float lamefloat; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop, legprop, armprop, bodyprop; LOGFUNC; @@ -1718,559 +668,367 @@ void Loadlevel(const char *name) tutorialstagetime = 0; tutorialmaxtime = 1; } - loadingstuff = 1; pause_sound(whooshsound); pause_sound(stream_firesound); - // Change the map filename into something that is os specific - buf = (char*) alloca(strlen(pfx) + strlen(name) + 1); - sprintf(buf, "%s%s", pfx, name); - const char *FixedFN = ConvertFileName(buf); - int mapvers; FILE *tfile; - //~ char* buff=getcwd(NULL,0); - //~ cout << buff << " " << FixedFN << endl; - //~ free(buff); - tfile = fopen( FixedFN, "rb" ); - if (tfile) { - pause_sound(stream_firesound); - scoreadded = 0; - windialogue = false; - hostiletime = 0; - won = 0; - - animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral); - - numdialogues = 0; + errno = 0; + tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); - for (int i = 0; i < 20; i++) - dialoguegonethrough[i] = 0; - - indialogue = -1; - cameramode = 0; + pause_sound(stream_firesound); + scoreadded = 0; + windialogue = false; + hostiletime = 0; + won = 0; - damagedealt = 0; - damagetaken = 0; + //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral); - if (accountactive) - difficulty = accountactive->getDifficulty(); + Dialog::dialogs.clear(); - numhotspots = 0; - currenthotspot = -1; - bonustime = 1; + Dialog::indialogue = -1; + cameramode = 0; - skyboxtexture = 1; - skyboxr = 1; - skyboxg = 1; - skyboxb = 1; + damagedealt = 0; + damagetaken = 0; + if (Account::hasActive()) { + difficulty = Account::active().getDifficulty(); + } + + Hotspot::hotspots.clear(); + Hotspot::current = -1; + bonustime = 1; + + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + + freeze = 0; + winfreeze = 0; + + for (int i = 0; i < 100; i++) + bonusnum[i] = 0; + + numfalls = 0; + numflipfail = 0; + numseen = 0; + numstaffattack = 0; + numswordattack = 0; + numknifeattack = 0; + numunarmedattack = 0; + numescaped = 0; + numflipped = 0; + numwallflipped = 0; + numthrowkill = 0; + numafterkill = 0; + numreversals = 0; + numattacks = 0; + maxalarmed = 0; + numresponded = 0; + + bonustotal = startbonustotal; + bonus = 0; + gameon = 1; + changedelay = 0; + if (console) { + emit_sound_np(consolesuccesssound); freeze = 0; - winfreeze = 0; - - for (int i = 0; i < 100; i++) - bonusnum[i] = 0; - - numfalls = 0; - numflipfail = 0; - numseen = 0; - numstaffattack = 0; - numswordattack = 0; - numknifeattack = 0; - numunarmedattack = 0; - numescaped = 0; - numflipped = 0; - numwallflipped = 0; - numthrowkill = 0; - numafterkill = 0; - numreversals = 0; - numattacks = 0; - maxalarmed = 0; - numresponded = 0; - - bonustotal = startbonustotal; - bonus = 0; - gameon = 1; - changedelay = 0; - if (console) { - emit_sound_np(consolesuccesssound); - freeze = 0; - console = false; - } + console = false; + } - if (!stealthloading) { - terrain.numdecals = 0; - Sprite::deleteSprites(); - for (int i = 0; i < objects.numobjects; i++) - objects.model[i].numdecals = 0; - - int j = objects.numobjects; - for (int i = 0; i < j; i++) { - objects.DeleteObject(0); - if (visibleloading) - LoadingScreen(); - } + if (!stealthloading) { + terrain.numdecals = 0; + Sprite::deleteSprites(); + for (int i = 0; i < objects.numobjects; i++) + objects.model[i].numdecals = 0; - for (int i = 0; i < subdivision; i++) - for (int j = 0; j < subdivision; j++) - terrain.patchobjectnum[i][j] = 0; + int j = objects.numobjects; + for (int i = 0; i < j; i++) { + objects.DeleteObject(0); if (visibleloading) LoadingScreen(); } - weapons.clear(); - - funpackf(tfile, "Bi", &mapvers); - if (mapvers >= 15) - funpackf(tfile, "Bi", &indemo); - else - indemo = 0; - if (mapvers >= 5) - funpackf(tfile, "Bi", &maptype); - else - maptype = mapkilleveryone; - if (mapvers >= 6) - funpackf(tfile, "Bi", &hostile); - else - hostile = 1; - if (mapvers >= 4) - funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); - else { - viewdistance = 100; - fadestart = .6; - } - if (mapvers >= 2) - funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); - else { - skyboxtexture = 1; - skyboxr = 1; - skyboxg = 1; - skyboxb = 1; - } - if (mapvers >= 10) - funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); - else { - skyboxlightr = skyboxr; - skyboxlightg = skyboxg; - skyboxlightb = skyboxb; - } - if (!stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons); - if (stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons); - Person::players[0]->originalcoords = Person::players[0]->coords; - if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) - for (int j = 0; j < Person::players[0]->num_weapons; j++) { - Person::players[0]->weaponids[j] = weapons.size(); - int type; - funpackf(tfile, "Bi", &type); - weapons.push_back(Weapon(type, 0)); - } - + for (int i = 0; i < subdivision; i++) + for (int j = 0; j < subdivision; j++) + terrain.patchobjectnum[i][j] = 0; if (visibleloading) LoadingScreen(); + } - funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow); - funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow); - funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow); - funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult); - - funpackf(tfile, "Bi", &Person::players[0]->numclothes); + weapons.clear(); + Person::players.resize(1); - if (mapvers >= 9) - funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature); - else { - Person::players[0]->whichskin = 0; - Person::players[0]->creature = rabbittype; + funpackf(tfile, "Bi", &mapvers); + if (mapvers < 12) { + cerr << name << " has obsolete map version " << mapvers << endl; + } + if (mapvers >= 15) + funpackf(tfile, "Bi", &indemo); + else + indemo = 0; + if (mapvers >= 5) + funpackf(tfile, "Bi", &maptype); + else + maptype = mapkilleveryone; + if (mapvers >= 6) + funpackf(tfile, "Bi", &hostile); + else + hostile = 1; + if (mapvers >= 4) + funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); + else { + viewdistance = 100; + fadestart = .6; + } + if (mapvers >= 2) + funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); + else { + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + } + if (mapvers >= 10) + funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); + else { + skyboxlightr = skyboxr; + skyboxlightg = skyboxg; + skyboxlightb = skyboxb; + } + /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */ + if (stealthloading) { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons); + } else { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons); + } + if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) + for (int j = 0; j < Person::players[0]->num_weapons; j++) { + Person::players[0]->weaponids[j] = weapons.size(); + int type; + funpackf(tfile, "Bi", &type); + weapons.push_back(Weapon(type, 0)); } - Person::players[0]->lastattack = -1; - Person::players[0]->lastattack2 = -1; - Person::players[0]->lastattack3 = -1; - - //dialogues - if (mapvers >= 8) { - funpackf(tfile, "Bi", &numdialogues); - for (int k = 0; k < numdialogues; k++) { - funpackf(tfile, "Bi", &numdialogueboxes[k]); - funpackf(tfile, "Bi", &dialoguetype[k]); - for (int l = 0; l < 10; l++) { - funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z); - funpackf(tfile, "Bf", &participantyaw[k][l]); - } - for (int l = 0; l < numdialogueboxes[k]; l++) { - funpackf(tfile, "Bi", &dialogueboxlocation[k][l]); - funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]); - funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]); - funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]); - funpackf(tfile, "Bi", &dialogueboxsound[k][l]); - - funpackf(tfile, "Bi", &templength); - if (templength > 128 || templength <= 0) - templength = 128; - int m; - for (m = 0; m < templength; m++) { - funpackf(tfile, "Bb", &dialoguetext[k][l][m]); - if (dialoguetext[k][l][m] == '\0') - break; - } - dialoguetext[k][l][m] = 0; - - funpackf(tfile, "Bi", &templength); - if (templength > 64 || templength <= 0) - templength = 64; - for (m = 0; m < templength; m++) { - funpackf(tfile, "Bb", &dialoguename[k][l][m]); - if (dialoguename[k][l][m] == '\0') - break; - } - dialoguename[k][l][m] = 0; - funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z); - funpackf(tfile, "Bi", &participantfocus[k][l]); - funpackf(tfile, "Bi", &participantaction[k][l]); - - 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", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]); - } - } - } else - numdialogues = 0; + if (visibleloading) + LoadingScreen(); - for (int k = 0; k < Person::players[0]->numclothes; k++) { - funpackf(tfile, "Bi", &templength); - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]); - Person::players[0]->clothes[k][templength] = '\0'; - funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]); - } + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow); + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow); + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow); + funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult); - funpackf(tfile, "Bi", &environment); + funpackf(tfile, "Bi", &Person::players[0]->numclothes); - funpackf(tfile, "Bi", &objects.numobjects); - for (int i = 0; i < objects.numobjects; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); - if (objects.type[i] == treeleavestype) - objects.scale[i] = objects.scale[i - 1]; - } + if (mapvers >= 9) + funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature); + else { + Person::players[0]->whichskin = 0; + Person::players[0]->creature = rabbittype; + } - if (mapvers >= 7) { - funpackf(tfile, "Bi", &numhotspots); - for (int i = 0; i < numhotspots; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); - funpackf(tfile, "Bi", &templength); - if (templength) - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &hotspottext[i][l]); - hotspottext[i][templength] = '\0'; - if (hotspottype[i] == -111) - indemo = 1; - } - } else - numhotspots = 0; + Person::players[0]->lastattack = -1; + Person::players[0]->lastattack2 = -1; + Person::players[0]->lastattack3 = -1; - if (visibleloading) - LoadingScreen(); + //dialogues + if (mapvers >= 8) { + Dialog::loadDialogs(tfile); + } - if (!stealthloading) { - objects.center = 0; - for (int i = 0; i < objects.numobjects; i++) - objects.center += objects.position[i]; - objects.center /= objects.numobjects; + for (int k = 0; k < Person::players[0]->numclothes; k++) { + funpackf(tfile, "Bi", &templength); + for (int l = 0; l < templength; l++) + funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]); + Person::players[0]->clothes[k][templength] = '\0'; + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]); + } + funpackf(tfile, "Bi", &environment); - if (visibleloading) - LoadingScreen(); + funpackf(tfile, "Bi", &objects.numobjects); + for (int i = 0; i < objects.numobjects; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); + if (objects.type[i] == treeleavestype) + objects.scale[i] = objects.scale[i - 1]; + } - float maxdistance = 0; - float tempdist; - //~ int whichclosest; - for (int i = 0; i < objects.numobjects; i++) { - tempdist = distsq(&objects.center, &objects.position[i]); - if (tempdist > maxdistance) { - //~ whichclosest=i; - maxdistance = tempdist; - } - } - objects.radius = fast_sqrt(maxdistance); + if (mapvers >= 7) { + int numhotspots; + funpackf(tfile, "Bi", &numhotspots); + if (numhotspots < 0) { + cerr << "Map " << name << " have an invalid number of hotspots" << endl; + numhotspots = 0; } - - if (visibleloading) - LoadingScreen(); - - int numplayers; - funpackf(tfile, "Bi", &numplayers); - int howmanyremoved = 0; - bool removeanother = 0; - if (numplayers > maxplayers) { - cout << "Warning: this level contains more players than allowed" << endl; + Hotspot::hotspots.resize(numhotspots); + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z); + funpackf(tfile, "Bi", &templength); + if (templength) + for (int l = 0; l < templength; l++) + funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]); + Hotspot::hotspots[i].text[templength] = '\0'; + if (Hotspot::hotspots[i].type == -111) + indemo = 1; } - if (numplayers > 1) { - for (int i = 1; i < numplayers; i++) { - Person::players.push_back(shared_ptr(new Person())); - if (visibleloading) - LoadingScreen(); - removeanother = 0; - - funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons); - if (mapvers >= 5) - funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive); - else - Person::players[i - howmanyremoved]->howactive = typeactive; - if (mapvers >= 3) - funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale); - else - Person::players[i - howmanyremoved]->scale = -1; - if (mapvers >= 11) - funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile); - else - Person::players[i - howmanyremoved]->immobile = 0; - if (mapvers >= 12) - funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw); - else - Person::players[i - howmanyremoved]->yaw = 0; - Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw; - if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) { - removeanother = 1; - howmanyremoved++; - } - if (!removeanother) { - if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) { - for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) { - Person::players[i - howmanyremoved]->weaponids[j] = weapons.size(); - int type; - funpackf(tfile, "Bi", &type); - weapons.push_back(Weapon(type, i)); - } - } - funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints); - //Person::players[i-howmanyremoved]->numwaypoints=10; - for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) { - funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x); - funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y); - funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z); - if (mapvers >= 5) - funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]); - else - Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking; - } + } else { + Hotspot::hotspots.clear(); + } - funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint); - if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1) - Person::players[i - howmanyremoved]->waypoint = 0; + if (visibleloading) + LoadingScreen(); - funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow); - funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow); - funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow); - funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult); + if (!stealthloading) { + objects.center = 0; + for (int i = 0; i < objects.numobjects; i++) + objects.center += objects.position[i]; + objects.center /= objects.numobjects; - if (mapvers >= 4) - funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop); - else { - headprop = 1; - bodyprop = 1; - armprop = 1; - legprop = 1; - } - if (Person::players[i - howmanyremoved]->creature == wolftype) { - Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop; - Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop; - Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop; - Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop; - } - if (Person::players[i - howmanyremoved]->creature == rabbittype) { - Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop; - Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop; - Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop; - Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop; - Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop; - } + if (visibleloading) + LoadingScreen(); - funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes); - if (Person::players[i - howmanyremoved]->numclothes) { - for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) { - int templength; - funpackf(tfile, "Bi", &templength); - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]); - Person::players[i - howmanyremoved]->clothes[k][templength] = '\0'; - funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]); - } - } - } + float maxdistance = 0; + float tempdist; + for (int i = 0; i < objects.numobjects; i++) { + tempdist = distsq(&objects.center, &objects.position[i]); + if (tempdist > maxdistance) { + maxdistance = tempdist; } } - if (visibleloading) - LoadingScreen(); + objects.radius = fast_sqrt(maxdistance); + } - numplayers -= howmanyremoved; - Person::players.resize(numplayers); + if (visibleloading) + LoadingScreen(); - funpackf(tfile, "Bi", &numpathpoints); - if (numpathpoints > 30 || numpathpoints < 0) - numpathpoints = 0; - for (int j = 0; j < numpathpoints; j++) { - funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); - for (int k = 0; k < numpathpointconnect[j]; k++) { - funpackf(tfile, "Bi", &pathpointconnect[j][k]); - } + int numplayers; + funpackf(tfile, "Bi", &numplayers); + if (numplayers > maxplayers) { + cout << "Warning: this level contains more players than allowed" << endl; + } + unsigned j = 1; + for (int i = 1; i < numplayers; i++) { + try { + Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); + j++; + } catch (InvalidPersonException e) { + cerr << "Invalid Person found in " << name << endl; } - if (visibleloading) - LoadingScreen(); + } + if (visibleloading) + LoadingScreen(); - funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); + funpackf(tfile, "Bi", &numpathpoints); + if (numpathpoints > 30 || numpathpoints < 0) + numpathpoints = 0; + for (int j = 0; j < numpathpoints; j++) { + funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); + for (int k = 0; k < numpathpointconnect[j]; k++) { + funpackf(tfile, "Bi", &pathpointconnect[j][k]); + } + } + if (visibleloading) + LoadingScreen(); - SetUpLighting(); - if (environment != oldenvironment) - Setenvironment(environment); - oldenvironment = environment; - - if (!stealthloading) { - int j = objects.numobjects; - objects.numobjects = 0; - for (int i = 0; i < j; i++) { - objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]); - if (visibleloading) - LoadingScreen(); - } + funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); - terrain.DoShadows(); - if (visibleloading) - LoadingScreen(); - objects.DoShadows(); + SetUpLighting(); + if (environment != oldenvironment) + Setenvironment(environment); + oldenvironment = environment; + + if (!stealthloading) { + int j = objects.numobjects; + objects.numobjects = 0; + for (int i = 0; i < j; i++) { + objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]); if (visibleloading) LoadingScreen(); } - fclose(tfile); + terrain.DoShadows(); + if (visibleloading) + LoadingScreen(); + objects.DoShadows(); + if (visibleloading) + LoadingScreen(); + } - for (unsigned i = 0; i < Person::players.size(); i++) { - if (visibleloading) - LoadingScreen(); + fclose(tfile); + + for (unsigned i = 0; i < Person::players.size(); i++) { + if (visibleloading) + LoadingScreen(); + if (i == 0) { Person::players[i]->burnt = 0; Person::players[i]->bled = 0; Person::players[i]->onfire = 0; - if (i == 0 || Person::players[i]->scale < 0) - Person::players[i]->scale = .2; - Person::players[i]->skeleton.free = 0; - Person::players[i]->skeleton.id = i; - if (i == 0 && mapvers < 9) + Person::players[i]->scale = .2; + if (mapvers < 9) { Person::players[i]->creature = rabbittype; - if (Person::players[i]->creature != wolftype) { - Person::players[i]->skeleton.Load( - (char *)":Data:Skeleton:Basic Figure", - (char *)":Data:Skeleton:Basic Figurelow", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Body.solid", - (char *)":Data:Models:Body2.solid", - (char *)":Data:Models:Body3.solid", - (char *)":Data:Models:Body4.solid", - (char *)":Data:Models:Body5.solid", - (char *)":Data:Models:Body6.solid", - (char *)":Data:Models:Body7.solid", - (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid", 0); - } else { - if (Person::players[i]->creature != wolftype) { - Person::players[i]->skeleton.Load( - (char *)":Data:Skeleton:Basic Figure", - (char *)":Data:Skeleton:Basic Figurelow", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Body.solid", - (char *)":Data:Models:Body2.solid", - (char *)":Data:Models:Body3.solid", - (char *)":Data:Models:Body4.solid", - (char *)":Data:Models:Body5.solid", - (char *)":Data:Models:Body6.solid", - (char *)":Data:Models:Body7.solid", - (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid", 1); - Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1); - } - if (Person::players[i]->creature == wolftype) { - Person::players[i]->skeleton.Load( - (char *)":Data:Skeleton:Basic Figure Wolf", - (char *)":Data:Skeleton:Basic Figure Wolf Low", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Wolf.solid", - (char *)":Data:Models:Wolf2.solid", - (char *)":Data:Models:Wolf3.solid", - (char *)":Data:Models:Wolf4.solid", - (char *)":Data:Models:Wolf5.solid", - (char *)":Data:Models:Wolf6.solid", - (char *)":Data:Models:Wolf7.solid", - (char *)":Data:Models:Wolflow.solid", - (char *)":Data:Models:Belt.solid", 0); - } } + } + Person::players[i]->skeleton.free = 0; - Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize); + Person::players[i]->skeletonLoad(); - if (Person::players[i]->numclothes) { - for (int j = 0; j < Person::players[i]->numclothes; j++) { - tintr = Person::players[i]->clothestintr[j]; - tintg = Person::players[i]->clothestintg[j]; - tintb = Person::players[i]->clothestintb[j]; - AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]); - } - Person::players[i]->DoMipmaps(); - } + Person::players[i]->addClothes(); + if (i == 0) { Person::players[i]->animCurrent = bounceidleanim; Person::players[i]->animTarget = bounceidleanim; Person::players[i]->frameCurrent = 0; Person::players[i]->frameTarget = 1; Person::players[i]->target = 0; - Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000; - if (difficulty == 0) - Person::players[i]->speed -= .2; - if (difficulty == 1) - Person::players[i]->speed -= .1; + } + Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000; + if (difficulty == 0) + Person::players[i]->speed -= .2; + if (difficulty == 1) + Person::players[i]->speed -= .1; + if (i == 0) { Person::players[i]->velocity = 0; Person::players[i]->oldcoords = Person::players[i]->coords; Person::players[i]->realoldcoords = Person::players[i]->coords; Person::players[i]->id = i; - Person::players[i]->skeleton.id = i; Person::players[i]->updatedelay = 0; Person::players[i]->normalsupdatedelay = 0; - Person::players[i]->aitype = passivetype; - Person::players[i]->madskills = 0; - - if (i == 0) { - Person::players[i]->proportionhead = 1.2; - Person::players[i]->proportionbody = 1.05; - Person::players[i]->proportionarms = 1.00; - Person::players[i]->proportionlegs = 1.1; - Person::players[i]->proportionlegs.y = 1.05; - } + Person::players[i]->proportionhead = 1.2; + Person::players[i]->proportionbody = 1.05; + Person::players[i]->proportionarms = 1.00; + Person::players[i]->proportionlegs = 1.1; + Person::players[i]->proportionlegs.y = 1.05; Person::players[i]->headless = 0; Person::players[i]->currentoffset = 0; Person::players[i]->targetoffset = 0; - - Person::players[i]->damagetolerance = 200; - if (Person::players[i]->creature == wolftype) { - if (i == 0 || Person::players[i]->scale < 0) - Person::players[i]->scale = .23; + Person::players[i]->scale = .23; Person::players[i]->damagetolerance = 300; + } else { + Person::players[i]->damagetolerance = 200; } + } - if (visibleloading) - LoadingScreen(); - if (cellophane) { - Person::players[i]->proportionhead.z = 0; - Person::players[i]->proportionbody.z = 0; - Person::players[i]->proportionarms.z = 0; - Person::players[i]->proportionlegs.z = 0; - } - Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0); + if (visibleloading) + LoadingScreen(); + + if (cellophane) { + Person::players[i]->proportionhead.z = 0; + Person::players[i]->proportionbody.z = 0; + Person::players[i]->proportionarms.z = 0; + Person::players[i]->proportionlegs.z = 0; + } + Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral); + + if (i == 0) { Person::players[i]->headmorphness = 0; Person::players[i]->targetheadmorphness = 1; Person::players[i]->headmorphstart = 0; @@ -2303,55 +1061,53 @@ void Loadlevel(const char *name) Person::players[i]->hasvictim = 0; Person::players[i]->wentforweapon = 0; } + } - Person::players[0]->aitype = playercontrolled; - Person::players[0]->weaponactive = -1; - - if (difficulty == 1) { - Person::players[0]->power = 1 / .9; - Person::players[0]->damagetolerance = 250; - } else if (difficulty == 0) { - Person::players[0]->power = 1 / .8; - Person::players[0]->damagetolerance = 300; - Person::players[0]->armorhead *= 1.5; - Person::players[0]->armorhigh *= 1.5; - Person::players[0]->armorlow *= 1.5; - } + Person::players[0]->aitype = playercontrolled; + + if (difficulty == 1) { + Person::players[0]->power = 1 / .9; + Person::players[0]->damagetolerance = 250; + } else if (difficulty == 0) { + Person::players[0]->power = 1 / .8; + Person::players[0]->damagetolerance = 300; + Person::players[0]->armorhead *= 1.5; + Person::players[0]->armorhigh *= 1.5; + Person::players[0]->armorlow *= 1.5; + } - cameraloc = Person::players[0]->coords; - cameraloc.y += 5; - yaw = Person::players[0]->yaw; + cameraloc = Person::players[0]->coords; + cameraloc.y += 5; + yaw = Person::players[0]->yaw; - hawkcoords = Person::players[0]->coords; - hawkcoords.y += 30; + hawkcoords = Person::players[0]->coords; + hawkcoords.y += 30; - if (visibleloading) - LoadingScreen(); + if (visibleloading) + LoadingScreen(); - LOG("Starting background music..."); + LOG("Starting background music..."); - OPENAL_StopSound(OPENAL_ALL); - if (ambientsound) { - if (environment == snowyenvironment) { - emit_stream_np(stream_wind); - } else if (environment == desertenvironment) { - emit_stream_np(stream_desertambient); - } else if (environment == grassyenvironment) { - emit_stream_np(stream_wind, 100.); - } + OPENAL_StopSound(OPENAL_ALL); + if (ambientsound) { + if (environment == snowyenvironment) { + emit_stream_np(stream_wind); + } else if (environment == desertenvironment) { + emit_stream_np(stream_desertambient); + } else if (environment == grassyenvironment) { + emit_stream_np(stream_wind, 100.); } - oldmusicvolume[0] = 0; - oldmusicvolume[1] = 0; - oldmusicvolume[2] = 0; - oldmusicvolume[3] = 0; - - if (!firstload) - firstload = 1; - } else { - perror("Problem"); } + oldmusicvolume[0] = 0; + oldmusicvolume[1] = 0; + oldmusicvolume[2] = 0; + oldmusicvolume[3] = 0; + + if (!firstload) + firstload = 1; + leveltime = 0; - loadingstuff = 0; + wonleveltime = 0; visibleloading = 0; } @@ -2421,7 +1177,7 @@ void doTutorial() emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -2450,7 +1206,6 @@ void doTutorial() break; case 19: tutorialstage = 20; - //tutorialmaxtime=500; break; case 20: tutorialmaxtime = 500; @@ -2692,7 +1447,7 @@ void doTutorial() XYZ temp, temp2; emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -2807,7 +1562,7 @@ void doTutorial() tutorialsuccess = 1; break; case 28: - if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) + if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) tutorialsuccess = 1; break; case 29: @@ -2819,15 +1574,15 @@ void doTutorial() } break; case 33: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 34: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 35: - if (animation[Person::players[0]->animTarget].attack == reversal) { + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) { tutorialsuccess = 1; reversaltrain = 0; cananger = 0; @@ -2847,15 +1602,15 @@ void doTutorial() tutorialsuccess = 1; break; case 44: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 45: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 46: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 49: @@ -2885,10 +1640,15 @@ void doTutorial() } } -void doDebugKeys() +void doDevKeys() { float headprop, bodyprop, armprop, legprop; - if (debugmode) { + if (!devtools) { + return; + } + + if (Input::isKeyDown(SDL_SCANCODE_LALT)) { + /* Invicible */ if (Input::isKeyPressed(SDL_SCANCODE_H)) { Person::players[0]->damagetolerance = 200000; Person::players[0]->damage = 0; @@ -2897,6 +1657,7 @@ void doDebugKeys() Person::players[0]->superpermanentdamage = 0; } + /* Change environment */ if (Input::isKeyPressed(SDL_SCANCODE_J)) { environment++; if (environment > 2) @@ -2904,33 +1665,49 @@ void doDebugKeys() Setenvironment(environment); } + /* Camera mode */ if (Input::isKeyPressed(SDL_SCANCODE_C)) { - cameramode = 1 - cameramode; + cameramode = !cameramode; } - if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players[0]->num_weapons > 0) { - if (weapons[Person::players[0]->weaponids[0]].getType() == sword) - weapons[Person::players[0]->weaponids[0]].setType(staff); - else if (weapons[Person::players[0]->weaponids[0]].getType() == staff) - weapons[Person::players[0]->weaponids[0]].setType(knife); - else - weapons[Person::players[0]->weaponids[0]].setType(sword); + /* Toggle Slow motion */ + if (Input::isKeyPressed(SDL_SCANCODE_B)) { + slomo = 1 - slomo; + slomodelay = 1000; + } + + /* Ragdoll */ + if (Input::isKeyPressed(SDL_SCANCODE_N)) { + Person::players[0]->RagDoll(0); + + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); + } + + /* Grow tree leaves?? */ + if (Input::isKeyPressed(SDL_SCANCODE_Y)) { + for (int i = 0; i < objects.numobjects; i++) { + if (objects.type[i] == treeleavestype) { + objects.scale[i] *= .9; + } } } - if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); + /* Change (or add) weapon */ + if (Input::isKeyPressed(SDL_SCANCODE_X)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { - if (Person::players[closest]->num_weapons) { + if (Person::players[closest]->num_weapons > 0) { if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) weapons[Person::players[closest]->weaponids[0]].setType(staff); else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) weapons[Person::players[closest]->weaponids[0]].setType(knife); else weapons[Person::players[closest]->weaponids[0]].setType(sword); - } - if (!Person::players[closest]->num_weapons) { + } else { Person::players[closest]->weaponids[0] = weapons.size(); weapons.push_back(Weapon(knife, closest)); @@ -2940,19 +1717,37 @@ void doDebugKeys() } } + /* Change yaw? */ if (Input::isKeyDown(SDL_SCANCODE_U)) { - int closest = findClosestPlayer(); + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { Person::players[closest]->yaw += multiplier * 50; Person::players[closest]->targetyaw = Person::players[closest]->yaw; } } + /* Toggle fire */ + if (Input::isKeyPressed(SDL_SCANCODE_F)) { + Person::players[0]->onfire = 1 - Person::players[0]->onfire; + if (Person::players[0]->onfire) { + Person::players[0]->CatchFire(); + } + if (!Person::players[0]->onfire) { + emit_sound_at(fireendsound, Person::players[0]->coords); + pause_sound(stream_firesound); + } + } + /* Change skin */ if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (Input::isKeyDown(SDL_SCANCODE_LCTRL)) - closest = 0; + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } if (closest >= 0) { Person::players[closest]->whichskin++; @@ -2965,28 +1760,24 @@ void doDebugKeys() &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } - if (Person::players[closest]->numclothes) { - for (int i = 0; i < Person::players[closest]->numclothes; i++) { - tintr = Person::players[closest]->clothestintr[i]; - tintg = Person::players[closest]->clothestintg[i]; - tintb = Person::players[closest]->clothestintb[i]; - AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]); - } - Person::players[closest]->DoMipmaps(); - } + Person::players[closest]->addClothes(); } + /* Change creature type */ if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { if (Person::players[closest]->creature == wolftype) { headprop = Person::players[closest]->proportionhead.x / 1.1; bodyprop = Person::players[closest]->proportionbody.x / 1.1; armprop = Person::players[closest]->proportionarms.x / 1.1; legprop = Person::players[closest]->proportionlegs.x / 1.1; - } - - if (Person::players[closest]->creature == rabbittype) { + } else { + // rabbittype headprop = Person::players[closest]->proportionhead.x / 1.2; bodyprop = Person::players[closest]->proportionbody.x / 1.05; armprop = Person::players[closest]->proportionarms.x / 1.00; @@ -2995,11 +1786,9 @@ void doDebugKeys() if (Person::players[closest]->creature == rabbittype) { - Person::players[closest]->skeleton.id = closest; - Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0); - Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize); - Person::players[closest]->whichskin = 0; Person::players[closest]->creature = wolftype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(); Person::players[closest]->proportionhead = 1.1; Person::players[closest]->proportionbody = 1.1; @@ -3010,11 +1799,9 @@ void doDebugKeys() Person::players[closest]->damagetolerance = 300; } else { - Person::players[closest]->skeleton.id = closest; - Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1); - Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); - Person::players[closest]->whichskin = 0; Person::players[closest]->creature = rabbittype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(true); Person::players[closest]->proportionhead = 1.2; Person::players[closest]->proportionbody = 1.05; @@ -3044,12 +1831,7 @@ void doDebugKeys() } } - if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - slomo = 1 - slomo; - slomodelay = 1000; - } - - + /* Decapitate */ if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { int closest = -1; float closestdist = std::numeric_limits::max(); @@ -3070,7 +1852,7 @@ void doDebugKeys() XYZ headspurtdirection; //int i = Person::players[closest]->skeleton.jointlabels[head]; Joint& headjoint = Person::players[closest]->joint(head); - for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) { + for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -3104,6 +1886,7 @@ void doDebugKeys() } } + /* Explode */ if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { int closest = findClosestPlayer(); XYZ flatfacing2, flatvelocity2; @@ -3113,7 +1896,7 @@ void doDebugKeys() emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -3130,7 +1913,7 @@ void doDebugKeys() Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -3146,7 +1929,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -3162,7 +1945,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -3187,7 +1970,7 @@ void doDebugKeys() Person::players[j]->skeleton.free = 1; Person::players[j]->skeleton.longdead = 0; Person::players[j]->RagDoll(0); - for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; if (distsq(&temppos, &Person::players[closest]->coords) < 25) { flatvelocity2 = temppos - Person::players[closest]->coords; @@ -3210,36 +1993,9 @@ void doDebugKeys() } } - if (Input::isKeyPressed(SDL_SCANCODE_F)) { - Person::players[0]->onfire = 1 - Person::players[0]->onfire; - if (Person::players[0]->onfire) { - Person::players[0]->CatchFire(); - } - if (!Person::players[0]->onfire) { - emit_sound_at(fireendsound, Person::players[0]->coords); - pause_sound(stream_firesound); - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500; - Person::players[0]->RagDoll(0); - //Person::players[0]->spurt=1; - //Person::players[0]->DoDamage(1000); - - emit_sound_at(whooshsound, Person::players[0]->coords, 128.); - } - - if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; - } - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - editorenabled = 1 - editorenabled; + /* Enable editor */ + if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + editorenabled = !editorenabled; if (editorenabled) { Person::players[0]->damagetolerance = 100000; } else { @@ -3251,325 +2007,282 @@ void doDebugKeys() Person::players[0]->bloodloss = 0; Person::players[0]->deathbleeding = 0; } + } + + //skip level + if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { + targetlevel++; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + loading = 1; + leveltime = 5; + } + + if (editorenabled) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + Person::players.erase(Person::players.begin()+closest); + } + } + + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.position[closest].y -= 500; + } - //skip level - if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { - targetlevel++; - if (targetlevel > numchallengelevels - 1) - targetlevel = 0; - loading = 1; - leveltime = 5; + if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (objects.numobjects < max_objects - 1) { + XYZ scenecoords; + scenecoords.x = Person::players[0]->coords.x; + scenecoords.z = Person::players[0]->coords.z; + scenecoords.y = Person::players[0]->coords.y - 3; + if (editortype == bushtype) + scenecoords.y = Person::players[0]->coords.y - .5; + if (editortype == firetype) + scenecoords.y = Person::players[0]->coords.y - .5; + //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); + float temprotat, temprotat2; + temprotat = editoryaw; + temprotat2 = editorpitch; + if (temprotat < 0 || editortype == bushtype) + temprotat = Random() % 360; + if (temprotat2 < 0) + temprotat2 = Random() % 360; + + objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + if (editortype == treetrunktype) + objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); + } } - if (editorenabled) { - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - Person::players.erase(Person::players.begin()+closest); - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + Person::players.push_back(shared_ptr(new Person())); + + Person::players.back()->id = Person::players.size()-1; + + Person::players.back()->scale = Person::players[0]->scale; + Person::players.back()->creature = rabbittype; + Person::players.back()->howactive = editoractive; + + int k = abs(Random() % 2) + 1; + if (k == 0) { + Person::players.back()->whichskin = 0; + } else if (k == 1) { + Person::players.back()->whichskin = 1; + } else { + Person::players.back()->whichskin = 2; + } + + Person::players.back()->skeletonLoad(true); + + Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); + Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; + + Person::players.back()->targetyaw = Person::players[0]->targetyaw; + Person::players.back()->yaw = Person::players[0]->yaw; + + Person::players.back()->coords = Person::players[0]->coords; + Person::players.back()->oldcoords = Person::players.back()->coords; + Person::players.back()->realoldcoords = Person::players.back()->coords; + + if (Person::players[0]->creature == wolftype) { + headprop = Person::players[0]->proportionhead.x / 1.1; + bodyprop = Person::players[0]->proportionbody.x / 1.1; + armprop = Person::players[0]->proportionarms.x / 1.1; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } else { + // rabbittype + headprop = Person::players[0]->proportionhead.x / 1.2; + bodyprop = Person::players[0]->proportionbody.x / 1.05; + armprop = Person::players[0]->proportionarms.x / 1.00; + legprop = Person::players[0]->proportionlegs.x / 1.1; } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; + if (Person::players.back()->creature == wolftype) { + Person::players.back()->proportionhead = 1.1 * headprop; + Person::players.back()->proportionbody = 1.1 * bodyprop; + Person::players.back()->proportionarms = 1.1 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; } - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - //drawmode++; - //if(drawmode>2)drawmode=0; - if (objects.numobjects < max_objects - 1) { - XYZ boxcoords; - boxcoords.x = Person::players[0]->coords.x; - boxcoords.z = Person::players[0]->coords.z; - boxcoords.y = Person::players[0]->coords.y - 3; - if (editortype == bushtype) - boxcoords.y = Person::players[0]->coords.y - .5; - if (editortype == firetype) - boxcoords.y = Person::players[0]->coords.y - .5; - //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360); - float temprotat, temprotat2; - temprotat = editoryaw; - temprotat2 = editorpitch; - if (temprotat < 0 || editortype == bushtype) - temprotat = Random() % 360; - if (temprotat2 < 0) - temprotat2 = Random() % 360; - - objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); - if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); - } + if (Person::players.back()->creature == rabbittype) { + Person::players.back()->proportionhead = 1.2 * headprop; + Person::players.back()->proportionbody = 1.05 * bodyprop; + Person::players.back()->proportionarms = 1.00 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + Person::players.back()->proportionlegs.y = 1.05 * legprop; } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - Person::players.push_back(shared_ptr(new Person())); - - Person::players.back()->scale = .2 * 5 * Person::players[0]->scale; - Person::players.back()->creature = rabbittype; - Person::players.back()->howactive = editoractive; - Person::players.back()->skeleton.id = Person::players.size()-1; - Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1); - - int k = abs(Random() % 2) + 1; - if (k == 0) { - Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); - Person::players.back()->whichskin = 0; - } else if (k == 1) { - Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); - Person::players.back()->whichskin = 1; - } else { - Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); - Person::players.back()->whichskin = 2; - } - - Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1); - Person::players.back()->power = 1; - Person::players.back()->speedmult = 1; - Person::players.back()->animCurrent = bounceidleanim; - Person::players.back()->animTarget = bounceidleanim; - Person::players.back()->frameCurrent = 0; - Person::players.back()->frameTarget = 1; - Person::players.back()->target = 0; - Person::players.back()->bled = 0; - Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; - - Person::players.back()->targetyaw = Person::players[0]->targetyaw; - Person::players.back()->yaw = Person::players[0]->yaw; - - Person::players.back()->velocity = 0; - Person::players.back()->coords = Person::players[0]->coords; - Person::players.back()->oldcoords = Person::players.back()->coords; - Person::players.back()->realoldcoords = Person::players.back()->coords; - - Person::players.back()->id = Person::players.size()-1; - Person::players.back()->updatedelay = 0; - Person::players.back()->normalsupdatedelay = 0; - - Person::players.back()->aitype = passivetype; - - if (Person::players[0]->creature == wolftype) { - headprop = Person::players[0]->proportionhead.x / 1.1; - bodyprop = Person::players[0]->proportionbody.x / 1.1; - armprop = Person::players[0]->proportionarms.x / 1.1; - legprop = Person::players[0]->proportionlegs.x / 1.1; - } + if (cellophane) { + Person::players.back()->proportionhead.z = 0; + Person::players.back()->proportionbody.z = 0; + Person::players.back()->proportionarms.z = 0; + Person::players.back()->proportionlegs.z = 0; + } - if (Person::players[0]->creature == rabbittype) { - headprop = Person::players[0]->proportionhead.x / 1.2; - bodyprop = Person::players[0]->proportionbody.x / 1.05; - armprop = Person::players[0]->proportionarms.x / 1.00; - legprop = Person::players[0]->proportionlegs.x / 1.1; - } + Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral); - if (Person::players.back()->creature == wolftype) { - Person::players.back()->proportionhead = 1.1 * headprop; - Person::players.back()->proportionbody = 1.1 * bodyprop; - Person::players.back()->proportionarms = 1.1 * armprop; - Person::players.back()->proportionlegs = 1.1 * legprop; - } + Person::players.back()->damagetolerance = 200; - if (Person::players.back()->creature == rabbittype) { - Person::players.back()->proportionhead = 1.2 * headprop; - Person::players.back()->proportionbody = 1.05 * bodyprop; - Person::players.back()->proportionarms = 1.00 * armprop; - Person::players.back()->proportionlegs = 1.1 * legprop; - Person::players.back()->proportionlegs.y = 1.05 * legprop; - } + Person::players.back()->protectionhead = Person::players[0]->protectionhead; + Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; + Person::players.back()->protectionlow = Person::players[0]->protectionlow; + Person::players.back()->armorhead = Person::players[0]->armorhead; + Person::players.back()->armorhigh = Person::players[0]->armorhigh; + Person::players.back()->armorlow = Person::players[0]->armorlow; + Person::players.back()->metalhead = Person::players[0]->metalhead; + Person::players.back()->metalhigh = Person::players[0]->metalhigh; + Person::players.back()->metallow = Person::players[0]->metallow; - Person::players.back()->headless = 0; - Person::players.back()->onfire = 0; + Person::players.back()->immobile = Person::players[0]->immobile; - if (cellophane) { - Person::players.back()->proportionhead.z = 0; - Person::players.back()->proportionbody.z = 0; - Person::players.back()->proportionarms.z = 0; - Person::players.back()->proportionlegs.z = 0; - } + Person::players.back()->numclothes = Person::players[0]->numclothes; + for (int i = 0; i < Person::players.back()->numclothes; i++) { + strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); + Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; + Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; + Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; + } + Person::players.back()->addClothes(); - Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0); - - Person::players.back()->damagetolerance = 200; - - Person::players.back()->protectionhead = Person::players[0]->protectionhead; - Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; - Person::players.back()->protectionlow = Person::players[0]->protectionlow; - Person::players.back()->armorhead = Person::players[0]->armorhead; - Person::players.back()->armorhigh = Person::players[0]->armorhigh; - Person::players.back()->armorlow = Person::players[0]->armorlow; - Person::players.back()->metalhead = Person::players[0]->metalhead; - Person::players.back()->metalhigh = Person::players[0]->metalhigh; - Person::players.back()->metallow = Person::players[0]->metallow; - - Person::players.back()->immobile = Person::players[0]->immobile; - - Person::players.back()->numclothes = Person::players[0]->numclothes; - if (Person::players.back()->numclothes) - for (int i = 0; i < Person::players.back()->numclothes; i++) { - strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); - Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; - Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; - Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; - tintr = Person::players.back()->clothestintr[i]; - tintg = Person::players.back()->clothestintg[i]; - tintb = Person::players.back()->clothestintb[i]; - AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]); - } - if (Person::players.back()->numclothes) { - Person::players.back()->DoMipmaps(); - } + Person::players.back()->power = Person::players[0]->power; + Person::players.back()->speedmult = Person::players[0]->speedmult; - Person::players.back()->power = Person::players[0]->power; - Person::players.back()->speedmult = Person::players[0]->speedmult; - - Person::players.back()->damage = 0; - Person::players.back()->permanentdamage = 0; - Person::players.back()->superpermanentdamage = 0; - Person::players.back()->deathbleeding = 0; - Person::players.back()->bleeding = 0; - Person::players.back()->numwaypoints = 0; - Person::players.back()->waypoint = 0; - Person::players.back()->jumppath = 0; - Person::players.back()->weaponstuck = -1; - Person::players.back()->weaponactive = -1; - Person::players.back()->num_weapons = 0; - Person::players.back()->bloodloss = 0; - Person::players.back()->dead = 0; - - Person::players.back()->loaded = 1; - } + Person::players.back()->loaded = true; + } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players.back()->numwaypoints < 90) { - Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; - Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; - Person::players.back()->numwaypoints++; - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (Person::players.back()->numwaypoints < 90) { + Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; + Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; + Person::players.back()->numwaypoints++; } + } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - if (numpathpoints < 30) { - bool connected, alreadyconnected; - connected = 0; - if (numpathpoints > 1) - for (int i = 0; i < numpathpoints; i++) { - if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { - alreadyconnected = 0; - for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { - if (pathpointconnect[pathpointselected][j] == i) - alreadyconnected = 1; - } - if (!alreadyconnected) { - numpathpointconnect[pathpointselected]++; - connected = 1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (numpathpoints < 30) { + bool connected, alreadyconnected; + connected = 0; + if (numpathpoints > 1) + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { + alreadyconnected = 0; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) + alreadyconnected = 1; + } + if (!alreadyconnected) { + numpathpointconnect[pathpointselected]++; + connected = 1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; } } - if (!connected) { - numpathpoints++; - pathpoint[numpathpoints - 1] = Person::players[0]->coords; - numpathpointconnect[numpathpoints - 1] = 0; - if (numpathpoints > 1 && pathpointselected != -1) { - numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; - } - pathpointselected = numpathpoints - 1; } + if (!connected) { + numpathpoints++; + pathpoint[numpathpoints - 1] = Person::players[0]->coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { + numpathpointconnect[pathpointselected]++; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; + } + pathpointselected = numpathpoints - 1; } } + } - if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { - pathpointselected++; - if (pathpointselected >= numpathpoints) - pathpointselected = -1; - } - if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - pathpointselected--; - if (pathpointselected <= -2) - pathpointselected = numpathpoints - 1; - } - if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (pathpointselected != -1) { - numpathpoints--; - pathpoint[pathpointselected] = pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; - for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { - pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; - } - for (int i = 0; i < numpathpoints; i++) { - for (int j = 0; j < numpathpointconnect[i]; j++) { - if (pathpointconnect[i][j] == pathpointselected) { - pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; - numpathpointconnect[i]--; - } - if (pathpointconnect[i][j] == numpathpoints) { - pathpointconnect[i][j] = pathpointselected; - } + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { + pathpointselected++; + if (pathpointselected >= numpathpoints) + pathpointselected = -1; + } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + pathpointselected--; + if (pathpointselected <= -2) + pathpointselected = numpathpoints - 1; + } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (pathpointselected != -1) { + numpathpoints--; + pathpoint[pathpointselected] = pathpoint[numpathpoints]; + numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; + for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { + pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; + } + for (int i = 0; i < numpathpoints; i++) { + for (int j = 0; j < numpathpointconnect[i]; j++) { + if (pathpointconnect[i][j] == pathpointselected) { + pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; + numpathpointconnect[i]--; + } + if (pathpointconnect[i][j] == numpathpoints) { + pathpointconnect[i][j] = pathpointselected; } } - pathpointselected = numpathpoints - 1; } + pathpointselected = numpathpoints - 1; } + } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype--; + if (editortype == treeleavestype || editortype == 10) editortype--; - if (editortype == treeleavestype || editortype == 10) - editortype--; - if (editortype < 0) - editortype = firetype; - } + if (editortype < 0) + editortype = firetype; + } - if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype++; + if (editortype == treeleavestype || editortype == 10) editortype++; - if (editortype == treeleavestype || editortype == 10) - editortype++; - if (editortype > firetype) - editortype = 0; - } + if (editortype > firetype) + editortype = 0; + } - if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editoryaw -= multiplier * 100; - if (editoryaw < -.01) - editoryaw = -.01; - } + if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01) + editoryaw = -.01; + } - if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editoryaw += multiplier * 100; - } + if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw += multiplier * 100; + } - if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorsize += multiplier; - } + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize += multiplier; + } - if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorsize -= multiplier; - if (editorsize < .1) - editorsize = .1; - } + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1) + editorsize = .1; + } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - mapradius -= multiplier * 10; - } + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius -= multiplier * 10; + } - if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - mapradius += multiplier * 10; - } - if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorpitch += multiplier * 100; - } + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius += multiplier * 10; + } + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch += multiplier * 100; + } - if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorpitch -= multiplier * 100; - if (editorpitch < -.01) - editorpitch = -.01; - } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); - } + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01) + editorpitch = -.01; + } + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.DeleteObject(closest); } } } @@ -3594,7 +2307,7 @@ void doJumpReversals() if (Person::players[i]->animTarget == jumpupanim && Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim && - animation[Person::players[k]->animTarget].height == middleheight && + Animation::animations[Person::players[k]->animTarget].height == middleheight && normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || Person::players[k]->aitype != playercontrolled)) { @@ -3633,7 +2346,7 @@ void doJumpReversals() if (Person::players[k]->animTarget == jumpupanim && Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim && - animation[Person::players[i]->animTarget].height == middleheight && + Animation::animations[Person::players[i]->animTarget].height == middleheight && normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || Person::players[i]->aitype != playercontrolled)) { @@ -3701,7 +2414,7 @@ void doAerialAcrobatics() Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim || Person::players[k]->animTarget == rollanim || - (animation[Person::players[k]->animTarget].attack && + (Animation::animations[Person::players[k]->animTarget].attack && Person::players[k]->animTarget != rabbitkickanim && (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { @@ -3712,7 +2425,6 @@ void doAerialAcrobatics() Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4); } - /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)DoStuff(); if (Person::players[k]->immobile && k != 0) Person::players[k]->coords = Person::players[k]->realoldcoords; @@ -3853,7 +2565,7 @@ void doAerialAcrobatics() if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7) + if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) Person::players[k]->RagDoll(0); if (Person::players[k]->animTarget == jumpupanim) { @@ -3876,19 +2588,15 @@ void doAerialAcrobatics() Person::players[k]->animTarget = Person::players[k]->getLanding(); emit_sound_at(landsound, Person::players[k]->coords, 128.); if (k == 0) { - envsound[numenvsounds] = Person::players[k]->coords; - envsoundvol[numenvsounds] = 16; - envsoundlife[numenvsounds] = .4; - numenvsounds++; + addEnvSound(Person::players[k]->coords); } - } } } } } - if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled)) + if (tempcollide) for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; lowpoint = Person::players[k]->coords; @@ -3970,7 +2678,6 @@ void doAerialAcrobatics() if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) break; if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { - lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0); lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; @@ -4054,7 +2761,6 @@ void doAerialAcrobatics() void doAttacks() { - static XYZ relative; static int randattack; static bool playerrealattackkeydown = 0; @@ -4088,11 +2794,11 @@ void doAttacks() } } - if (!hostile || indialogue != -1) + if (!hostile || Dialog::inDialog()) Person::players[0]->attackkeydown = 0; for (unsigned k = 0; k < Person::players.size(); k++) { - if (indialogue != -1) + if (Dialog::inDialog()) Person::players[k]->attackkeydown = 0; if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) { if (Person::players[k]->aitype != playercontrolled) @@ -4137,7 +2843,7 @@ void doAttacks() } } //attack - if (!animation[Person::players[k]->animTarget].attack && + if (!Animation::animations[Person::players[k]->animTarget].attack && !Person::players[k]->backkeydown && (Person::players[k]->isIdle() || Person::players[k]->isRun() || @@ -4152,7 +2858,7 @@ void doAttacks() if (i == k || !(k == 0 || i == 0)) continue; if (!Person::players[k]->hasvictim) - if (animation[Person::players[k]->animTarget].attack != reversal) { + if (Animation::animations[Person::players[k]->animTarget].attack != reversal) { //choose an attack const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (distance < 4.5 && @@ -4164,8 +2870,7 @@ void doAttacks() Person::players[k]->animTarget != rabbitkickanim && Person::players[i]->animTarget != getupfrombackanim && (Person::players[i]->animTarget != staggerbackhighanim && - (Person::players[i]->animTarget != staggerbackhardanim || - animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) && + (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) && Person::players[i]->animTarget != jumpdownanim && Person::players[i]->animTarget != jumpupanim && Person::players[i]->animTarget != getupfromfrontanim) { @@ -4175,11 +2880,11 @@ void doAttacks() //sweep if (distance < 2.5 * sq(Person::players[k]->scale * 5) && Person::players[k]->crouchkeydown && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //winduppunch else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -4189,7 +2894,7 @@ void doAttacks() Person::players[k]->animTarget = winduppunchanim; //upunch else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -4204,7 +2909,7 @@ void doAttacks() Person::players[k]->animTarget = knifefollowanim; //knifeslashstart else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -4214,14 +2919,14 @@ void doAttacks() Person::players[k]->animTarget = knifeslashstartanim; //swordslash else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == sword && Person::players[k]->weaponmissdelay <= 0) Person::players[k]->animTarget = swordslashanim; //staffhit else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == staff && Person::players[k]->weaponmissdelay <= 0 && @@ -4231,36 +2936,36 @@ void doAttacks() Person::players[k]->animTarget = staffhitanim; //staffspinhit else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == staff && Person::players[k]->weaponmissdelay <= 0) Person::players[k]->animTarget = staffspinhitanim; //spinkick else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) Person::players[k]->animTarget = lowkickanim; } else { //AI player if (distance < 4.5 * sq(Person::players[k]->scale * 5)) { randattack = abs(Random() % 5); if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) { //sweep - if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight) + if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //upunch - else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight && + else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight && !attackweapon) Person::players[k]->animTarget = upunchanim; //spinkick - else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight) + else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick - else if (animation[Person::players[i]->animTarget].height == lowheight) + else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) Person::players[k]->animTarget = lowkickanim; } if (attackweapon) { @@ -4268,7 +2973,7 @@ void doAttacks() if ((tutoriallevel != 1 || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 0 && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //knifeslashstart else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && @@ -4302,12 +3007,12 @@ void doAttacks() else if ((tutoriallevel != 1 || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 1 && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) Person::players[k]->animTarget = lowkickanim; } } @@ -4323,8 +3028,7 @@ void doAttacks() !Person::players[i]->skeleton.free && Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim && - (Person::players[i]->stunned > 0 && Person::players[k]->madskills || - Person::players[i]->surprised > 0 || + (Person::players[i]->surprised > 0 || Person::players[i]->aitype == passivetype || attackweapon && Person::players[i]->stunned > 0) && normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { @@ -4373,7 +3077,7 @@ void doAttacks() Person::players[i]->targetyaw = Person::players[i]->yaw; } } - if (animation[Person::players[k]->animTarget].attack == normalattack && + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && Person::players[k]->victim == Person::players[i] && (!Person::players[i]->skeleton.free)) { oldattackkey = 1; @@ -4423,7 +3127,7 @@ void doAttacks() if (i == k) continue; if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && - animation[Person::players[k]->animTarget].attack == neutral) { + Animation::animations[Person::players[k]->animTarget].attack == neutral) { const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) if (Person::players[i]->skeleton.free) @@ -4502,7 +3206,7 @@ void doAttacks() } } } - if (animation[Person::players[k]->animTarget].attack == normalattack && + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && Person::players[k]->victim == Person::players[i] && (!Person::players[i]->skeleton.free || Person::players[k]->animTarget == killanim || @@ -4570,7 +3274,7 @@ void doAttacks() !Person::players[k]->victim->skeleton.free && Person::players[k]->victim->animTarget != getupfrombackanim && Person::players[k]->victim->animTarget != getupfromfrontanim && - animation[Person::players[k]->victim->animTarget].height != lowheight && + Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && Person::players[k]->aitype != playercontrolled && //wat??? normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && Person::players[k]->rabbitkickenabled) || @@ -4579,7 +3283,7 @@ void doAttacks() Person::players[k]->setAnimation(rabbitkickanim); } //update counts - if (animation[Person::players[k]->animTarget].attack && k == 0) { + if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { numattacks++; switch (attackweapon) { case 0: @@ -4610,14 +3314,14 @@ void doPlayerCollisions() for (unsigned k = 0; k < Person::players.size(); k++) for (unsigned i = k + 1; i < Person::players.size(); i++) { //neither player is part of a reversal - if ((animation[Person::players[i]->animTarget].attack != reversed && - animation[Person::players[i]->animTarget].attack != reversal && - animation[Person::players[k]->animTarget].attack != reversed && - animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) - if ((animation[Person::players[i]->animCurrent].attack != reversed && - animation[Person::players[i]->animCurrent].attack != reversal && - animation[Person::players[k]->animCurrent].attack != reversed && - animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) + if ((Animation::animations[Person::players[i]->animTarget].attack != reversed && + Animation::animations[Person::players[i]->animTarget].attack != reversal && + Animation::animations[Person::players[k]->animTarget].attack != reversed && + Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) + if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed && + Animation::animations[Person::players[i]->animCurrent].attack != reversal && + Animation::animations[Person::players[k]->animCurrent].attack != reversed && + Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) //neither is sleeping if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) @@ -4697,16 +3401,16 @@ void doPlayerCollisions() k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && (k == 0 || - k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral || - /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) || + k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral || + /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) || (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) { //If hit by body if ( (i != 0 || Person::players[i]->skeleton.free) && (k != 0 || Person::players[k]->skeleton.free) || - (animation[Person::players[i]->animTarget].height == highheight && - animation[Person::players[k]->animTarget].height == highheight)) { + (Animation::animations[Person::players[i]->animTarget].height == highheight && + Animation::animations[Person::players[k]->animTarget].height == highheight)) { if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, Person::players[i]->coords); } @@ -4722,19 +3426,19 @@ void doPlayerCollisions() } Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); - for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) { + for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; } - for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) { + for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity; } } } - if ( (animation[Person::players[i]->animTarget].attack == neutral || - animation[Person::players[i]->animTarget].attack == normalattack) && - (animation[Person::players[k]->animTarget].attack == neutral || - animation[Person::players[k]->animTarget].attack == normalattack)) { + if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral || + Animation::animations[Person::players[i]->animTarget].attack == normalattack) && + (Animation::animations[Person::players[k]->animTarget].attack == neutral || + Animation::animations[Person::players[k]->animTarget].attack == normalattack)) { //If bumped if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { @@ -4809,7 +3513,7 @@ void doPlayerCollisions() void doAI(unsigned i) { static bool connected; - if (Person::players[i]->aitype != playercontrolled && indialogue == -1) { + if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) { Person::players[i]->jumpclimb = 0; //disable movement in editor if (editorenabled) @@ -4830,16 +3534,17 @@ void doAI(unsigned i) XYZ colpoint; closest = -1; closestdistance = -1; - for (int j = 0; j < numpathpoints; j++) + for (int j = 0; j < numpathpoints; j++) { if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) { closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]); closest = j; Person::players[i]->finaltarget = pathpoint[j]; } + } Person::players[i]->finalpathfindpoint = closest; - for (int j = 0; j < numpathpoints; j++) + for (int j = 0; j < numpathpoints; j++) { for (int k = 0; k < numpathpointconnect[j]; k++) { - DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint ); + DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint); if (sq(tempdist) < closestdistance) if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) < findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) { @@ -4848,6 +3553,7 @@ void doAI(unsigned i) Person::players[i]->finaltarget = colpoint; } } + } Person::players[i]->finalpathfindpoint = closest; } @@ -4955,12 +3661,12 @@ void doAI(unsigned i) distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && Person::players[i]->occluded < 25) { if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && + Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled && (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain)) Person::players[i]->aitype = attacktypecutoff; if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && + Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; @@ -4968,7 +3674,7 @@ void doAI(unsigned i) Person::players[i]->losupdatedelay = .2; for (unsigned j = 0; j < Person::players.size(); j++) if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain) @@ -5078,10 +3784,10 @@ void doAI(unsigned i) distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && Person::players[i]->occluded < 25) { if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && !editorenabled) + Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && !editorenabled) + Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; //wolf smell @@ -5112,7 +3818,7 @@ void doAI(unsigned i) Person::players[i]->losupdatedelay = .2; for (unsigned j = 0; j < Person::players.size(); j++) { if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) { - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if ((-1 == checkcollide( @@ -5124,7 +3830,7 @@ void doAI(unsigned i) (Person::players[j]->animTarget == hanganim && normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { Person::players[i]->lastseentime -= .2; - if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight) + if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight) Person::players[i]->lastseentime -= .4; else Person::players[i]->lastseentime -= .6; @@ -5246,11 +3952,11 @@ void doAI(unsigned i) Person::players[i]->occluded < 2 && ((tutoriallevel != 1 || cananger) && hostile)) { Person::players[i]->losupdatedelay = .2; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) { + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[i]->aitype = attacktypecutoff; Person::players[i]->lastseentime = 1; } - if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight) + if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight) //TODO: factor out canSeePlayer() if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) @@ -5528,7 +4234,7 @@ void doAI(unsigned i) } //dodge/reverse walljump kicks if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2) - if (animation[Person::players[i]->animTarget].height != highheight) + if (Animation::animations[Person::players[i]->animTarget].height != highheight) if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 && ((Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) && @@ -5566,7 +4272,7 @@ void doAI(unsigned i) } //lose sight of player in the air (?) if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 && - animation[Person::players[0]->animTarget].height != highheight && + Animation::animations[Person::players[0]->animTarget].height != highheight && !Person::players[0]->onterrain) { Person::players[i]->aitype = pathfindtype; Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; @@ -5579,7 +4285,7 @@ void doAI(unsigned i) } //it's time to think (?) if (Person::players[i]->aiupdatedelay < 0 && - !animation[Person::players[i]->animTarget].attack && + !Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != backhandspringanim && @@ -5728,7 +4434,7 @@ void doAI(unsigned i) Person::players[i]->lastseentime = 1; } } - if (animation[Person::players[0]->animTarget].height == highheight && + if (Animation::animations[Person::players[0]->animTarget].height == highheight && (Person::players[i]->aitype == attacktypecutoff || Person::players[i]->aitype == searchtype)) if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) { @@ -5783,620 +4489,6 @@ void doAI(unsigned i) } } - - -void updateSettingsMenu() -{ - char sbuf[256]; - if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59) - sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight); - else - sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); - Menu::setText(0, sbuf); - Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off"); - if (newdetail == 0) Menu::setText(1, "Detail: Low"); - if (newdetail == 1) Menu::setText(1, "Detail: Medium"); - if (newdetail == 2) Menu::setText(1, "Detail: High"); - if (bloodtoggle == 0) Menu::setText(2, "Blood: Off"); - if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail"); - if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)"); - if (difficulty == 0) Menu::setText(3, "Difficulty: Easier"); - if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult"); - if (difficulty == 2) Menu::setText(3, "Difficulty: Insane"); - Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)"); - Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled"); - Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled"); - Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No"); - sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5)); - Menu::setText(10, sbuf); - sprintf (sbuf, "Volume: %d%%", (int)(volume * 100)); - Menu::setText(11, sbuf); - Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off"); - if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth) - sprintf (sbuf, "Back"); - else - sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)"); - Menu::setText(8, sbuf); -} - -void updateStereoConfigMenu() -{ - char sbuf[256]; - sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); - Menu::setText(0, sbuf); - sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); - Menu::setText(1, sbuf); - sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); - Menu::setText(2, sbuf); -} - -void updateControlsMenu() -{ - Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey))); - Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey))); - Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey))); - Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey))); - Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey))); - Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey))); - Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey))); - Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey))); - Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey))); - if (debugmode) - Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey))); -} - -/* -Values of mainmenu : -1 Main menu -2 Menu pause (resume/end game) -3 Option menu -4 Controls configuration menu -5 Main game menu (choose level or challenge) -6 Deleting user menu -7 User managment menu (select/add) -8 Choose difficulty menu -9 Challenge level selection menu -10 End of the campaign congratulation (is that really a menu?) -11 Same that 9 ??? => unused -18 stereo configuration -*/ - -void Game::LoadMenu() -{ - Menu::clearMenu(); - switch (mainmenu) { - case 1: - case 2: - Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128); - Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32); - Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32); - Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32); - break; - case 3: - Menu::addButton( 0, "", 10 + 20, 440); - Menu::addButton(14, "", 10 + 400, 440); - Menu::addButton( 1, "", 10 + 60, 405); - Menu::addButton( 2, "", 10 + 70, 370); - Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000); - Menu::addButton( 4, "", 10 , 335); - Menu::addButton( 5, "", 10 + 60, 300); - Menu::addButton( 6, "", 10 + 70, 265); - Menu::addButton( 9, "", 10 , 230); - Menu::addButton(10, "", 20 , 195); - Menu::addButton(11, "", 10 + 60, 160); - Menu::addButton(13, "", 30 , 125); - Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90); - Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55); - Menu::addButton(8, "Back", 10, 10); - updateSettingsMenu(); - break; - case 4: - Menu::addButton(0, "", 10 , 400); - Menu::addButton(1, "", 10 + 40, 360); - Menu::addButton(2, "", 10 + 40, 320); - Menu::addButton(3, "", 10 + 30, 280); - Menu::addButton(4, "", 10 + 20, 240); - Menu::addButton(5, "", 10 + 40, 200); - Menu::addButton(6, "", 10 + 40, 160); - Menu::addButton(7, "", 10 + 30, 120); - Menu::addButton(8, "", 10 + 20, 80); - if (debugmode) - Menu::addButton(9, "", 10 + 10, 40); - Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10); - updateControlsMenu(); - break; - case 5: { - LoadCampaign(); - Menu::addLabel(-1, accountactive->getName(), 5, 400); - Menu::addButton(1, "Tutorial", 5, 300); - Menu::addButton(2, "Challenge", 5, 240); - Menu::addButton(3, "Delete User", 400, 10); - Menu::addButton(4, "Main Menu", 5, 10); - Menu::addButton(5, "Change User", 5, 180); - Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420); - - //show campaign map - //with (2,-5) offset from old code - Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400); - //show levels - int numlevels = accountactive->getCampaignChoicesMade(); - numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1; - for (int i = 0; i < numlevels; i++) { - XYZ midpoint = campaignlevels[i].getCenter(); - float itemsize = campaignlevels[i].getWidth(); - const bool active = i >= accountactive->getCampaignChoicesMade(); - if (!active) - itemsize /= 2; - - if (i >= 1) { - XYZ start = campaignlevels[i - 1].getCenter(); - Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0); - } - Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture, - midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0); - - if (active) { - Menu::addMapLabel(-2, campaignlevels[i].description, - campaignlevels[i].getStartX() + 10, - campaignlevels[i].getStartY() - 4); - } - } - } - break; - case 6: - Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400); - Menu::addButton(1, "Yes", 10, 360); - Menu::addButton(2, "No", 10, 320); - break; - case 7: - if (Account::getNbAccounts() < 8) - Menu::addButton(0, "New User", 10, 400); - else - Menu::addLabel(0, "No More Users", 10, 400); - Menu::addLabel(-2, "", 20, 400); - Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10); - for (int i = 0; i < Account::getNbAccounts(); i++) - Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1)); - break; - case 8: - Menu::addButton(0, "Easier", 10, 400); - Menu::addButton(1, "Difficult", 10, 360); - Menu::addButton(2, "Insane", 10, 320); - break; - case 9: - for (int i = 0; i < numchallengelevels; i++) { - char temp[255]; - string name = ""; - sprintf (temp, "Level %d", i + 1); - for (int j = strlen(temp); j < 17; j++) - strcat(temp, " "); - name += temp; - sprintf (temp, "%d", (int)accountactive->getHighScore(i)); - for (int j = strlen(temp); j < (32 - 17); j++) - strcat(temp, " "); - name += temp; - sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60)); - if ((int)(accountactive->getFastTime(i)) % 60 < 10) - strcat(temp, "0"); - name += temp; - sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60); - name += temp; - - Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0); - } - - Menu::addButton(-1, " High Score Best Time", 10, 440); - Menu::addButton(numchallengelevels, "Back", 10, 10); - break; - case 10: { - Menu::addLabel(0, "Congratulations!", 220, 330); - Menu::addLabel(1, "You have avenged your family and", 140, 300); - Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270); - Menu::addButton(3, "Back", 10, 10); - char sbuf[256]; - sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore()); - Menu::addLabel(4, sbuf, 190, 200); - sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore()); - Menu::addLabel(5, sbuf, 190, 180); - } - break; - case 18: - Menu::addButton(0, "", 70, 400); - Menu::addButton(1, "", 10, 360); - Menu::addButton(2, "", 40, 320); - Menu::addButton(3, "Back", 10, 10); - updateStereoConfigMenu(); - break; - } -} - -extern set> resolutions; - -void MenuTick() -{ - //menu buttons - selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight); - - // some specific case where we do something even if the left mouse button is not pressed. - if ((mainmenu == 5) && (endgame == 2)) { - accountactive->endGame(); - endgame = 0; - } - if (mainmenu == 10) - endgame = 2; - if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) { - stereoseparation -= 0.001; - updateStereoConfigMenu(); - } - - static int oldmainmenu = mainmenu; - - if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - set>::iterator newscreenresolution; - switch (mainmenu) { - case 1: - case 2: - switch (selected) { - case 1: - if (gameon) { //resume - mainmenu = 0; - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } else { //new game - fireSound(firestartsound); - flash(); - mainmenu = (accountactive ? 5 : 7); - selected = -1; - } - break; - case 2: //options - fireSound(); - flash(); - mainmenu = 3; - if (newdetail > 2) - newdetail = detail; - if (newdetail < 0) - newdetail = detail; - if (newscreenwidth > 3000) - newscreenwidth = screenwidth; - if (newscreenwidth < 0) - newscreenwidth = screenwidth; - if (newscreenheight > 3000) - newscreenheight = screenheight; - if (newscreenheight < 0) - newscreenheight = screenheight; - break; - case 3: - fireSound(); - flash(); - if (gameon) { //end game - gameon = 0; - mainmenu = 1; - } else { //quit - tryquit = 1; - pause_sound(stream_menutheme); - } - break; - } - break; - case 3: - fireSound(); - switch (selected) { - case 0: - newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight)); - /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */ - newscreenresolution++; - if (newscreenresolution == resolutions.end()) { - /* It was the last one (or not found), go back to the beginning */ - newscreenresolution = resolutions.begin(); - } - newscreenwidth = newscreenresolution->first; - newscreenheight = newscreenresolution->second; - break; - case 1: - newdetail++; - if (newdetail > 2) - newdetail = 0; - break; - case 2: - bloodtoggle++; - if (bloodtoggle > 2) - bloodtoggle = 0; - break; - case 3: - difficulty++; - if (difficulty > 2) - difficulty = 0; - break; - case 4: - ismotionblur = !ismotionblur; - break; - case 5: - decals = !decals; - break; - case 6: - musictoggle = !musictoggle; - if (musictoggle) { - emit_stream_np(stream_menutheme); - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for (int i = 0; i < 4; i++) { - oldmusicvolume[i] = 0; - musicvolume[i] = 0; - } - } - break; - case 7: // controls - flash(); - mainmenu = 4; - selected = -1; - keyselect = -1; - break; - case 8: - flash(); - SaveSettings(); - mainmenu = gameon ? 2 : 1; - break; - case 9: - invertmouse = !invertmouse; - break; - case 10: - usermousesensitivity += .2; - if (usermousesensitivity > 2) - usermousesensitivity = .2; - break; - case 11: - volume += .1f; - if (volume > 1.0001f) - volume = 0; - OPENAL_SetSFXMasterVolume((int)(volume * 255)); - break; - case 12: - flash(); - newstereomode = stereomode; - mainmenu = 18; - keyselect = -1; - break; - case 13: - showdamagebar = !showdamagebar; - break; - case 14: - toggleFullscreen(); - break; - } - updateSettingsMenu(); - break; - case 4: - if (!waiting) { - fireSound(); - if (selected < (debugmode ? 10 : 9) && keyselect == -1) - keyselect = selected; - if (keyselect != -1) - setKeySelected(); - if (selected == (debugmode ? 10 : 9)) { - flash(); - mainmenu = 3; - } - } - updateControlsMenu(); - break; - case 5: - fireSound(); - flash(); - if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { - startbonustotal = 0; - - loading = 2; - loadtime = 0; - targetlevel = 7; - if (firstload) - TickOnceAfter(); - else - LoadStuff(); - whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade(); - actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0); - visibleloading = 1; - stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); - campaign = 1; - mainmenu = 0; - gameon = 1; - pause_sound(stream_menutheme); - } - switch (selected) { - case 1: - startbonustotal = 0; - - loading = 2; - loadtime = 0; - targetlevel = -1; - if (firstload) { - TickOnceAfter(); - } else - LoadStuff(); - Loadlevel(-1); - - mainmenu = 0; - gameon = 1; - pause_sound(stream_menutheme); - break; - case 2: - mainmenu = 9; - break; - case 3: - mainmenu = 6; - break; - case 4: - mainmenu = (gameon ? 2 : 1); - break; - case 5: - mainmenu = 7; - break; - case 6: - vector campaigns = ListCampaigns(); - vector::iterator c; - if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) { - if (!campaigns.empty()) - accountactive->setCurrentCampaign(campaigns.front()); - } else { - c++; - if (c == campaigns.end()) - c = campaigns.begin(); - accountactive->setCurrentCampaign(*c); - } - LoadMenu(); - break; - } - break; - case 6: - fireSound(); - if (selected == 1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu = 7; - } else if (selected == 2) { - flash(); - mainmenu = 5; - } - break; - case 7: - fireSound(); - if (selected == 0 && Account::getNbAccounts() < 8) { - entername = 1; - } else if (selected < Account::getNbAccounts() + 1) { - flash(); - mainmenu = 5; - accountactive = Account::get(selected - 1); - } else if (selected == Account::getNbAccounts() + 1) { - flash(); - if (accountactive) - mainmenu = 5; - else - mainmenu = 1; - displaytext[0].clear(); - displayselected = 0; - entername = 0; - } - break; - case 8: - fireSound(); - flash(); - if (selected <= 2) - accountactive->setDifficulty(selected); - mainmenu = 5; - break; - case 9: - if (selected < numchallengelevels && selected <= accountactive->getProgress()) { - fireSound(); - flash(); - - startbonustotal = 0; - - loading = 2; - loadtime = 0; - targetlevel = selected; - if (firstload) - TickOnceAfter(); - else - LoadStuff(); - Loadlevel(selected); - campaign = 0; - - mainmenu = 0; - gameon = 1; - pause_sound(stream_menutheme); - } - if (selected == numchallengelevels) { - fireSound(); - flash(); - mainmenu = 5; - } - break; - case 10: - if (selected == 3) { - fireSound(); - flash(); - mainmenu = 5; - } - break; - case 18: - if (selected == 1) - stereoseparation += 0.001; - else { - fireSound(); - if (selected == 0) { - newstereomode = (StereoMode)(newstereomode + 1); - while (!CanInitStereo(newstereomode)) { - printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); - newstereomode = (StereoMode)(newstereomode + 1); - if (newstereomode >= stereoCount) - newstereomode = stereoNone; - } - } else if (selected == 2) { - stereoreverse = !stereoreverse; - } else if (selected == 3) { - flash(); - mainmenu = 3; - - stereomode = newstereomode; - InitStereo(stereomode); - } - } - updateStereoConfigMenu(); - break; - } - } - - if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) { - tryquit = 1; - if (mainmenu == 3) { - SaveSettings(); - } - } - - OPENAL_SetFrequency(channels[stream_menutheme], 22050); - - if (entername) { - inputText(displaytext[0], &displayselected); - if (!waiting) { // the input as finished - if (!displaytext[0].empty()) { // with enter - accountactive = Account::add(string(displaytext[0])); - - mainmenu = 8; - - flash(); - - fireSound(firestartsound); - - displaytext[0].clear(); - - displayselected = 0; - } - entername = 0; - LoadMenu(); - } - - displayblinkdelay -= multiplier; - if (displayblinkdelay <= 0) { - displayblinkdelay = .3; - displayblink = 1 - displayblink; - } - } - - if (entername) { - Menu::setText(0, displaytext[0], 20, 400, -1, -1); - Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); - } - - if (oldmainmenu != mainmenu) - LoadMenu(); - oldmainmenu = mainmenu; - -} - void Game::Tick() { static XYZ facing, flatfacing; @@ -6406,7 +4498,6 @@ void Game::Tick() displaytime[i] += multiplier; } - keyboardfrozen = false; Input::Tick(); if (Input::isKeyPressed(SDL_SCANCODE_F6)) { @@ -6472,15 +4563,15 @@ void Game::Tick() fireSound(); flash(); if (musictoggle) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - LoadMenu(); + Menu::Load(); } //escape key pressed if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && - (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) { + (gameon || mainmenu == 0)) { selected = -1; if (mainmenu == 0 && !winfreeze) mainmenu = 2; //pause @@ -6489,7 +4580,7 @@ void Game::Tick() } //play menu theme if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } @@ -6498,37 +4589,11 @@ void Game::Tick() pause_sound(stream_menutheme); resume_stream(leveltheme); } - //finished with settings menu - if (mainmenu == 3) { - SaveSettings(); - } - //effects - if (mainmenu >= 3 && mainmenu != 8) { - fireSound(); - flash(); - } - //go back - switch (mainmenu) { - case 3: - case 5: - mainmenu = gameon ? 2 : 1; - break; - case 4: - case 18: - mainmenu = 3; - break; - case 6: - case 7: - case 9: - case 10: - mainmenu = 5; - break; - } } } if (mainmenu) { - MenuTick(); + Menu::Tick(); } if (!mainmenu) { @@ -6540,17 +4605,17 @@ void Game::Tick() leveltime += multiplier; //keys - if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { - freeze = 1 - freeze; + if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) { + freeze = !freeze; if (freeze) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); } } - if (Input::isKeyPressed(consolekey) && debugmode) { + if (Input::isKeyPressed(consolekey) && devtools) { console = !console; if (console) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); } else { freeze = 0; waiting = false; @@ -6575,22 +4640,13 @@ void Game::Tick() consoleblinkdelay -= multiplier; if (consoleblinkdelay <= 0) { consoleblinkdelay = .3; - consoleblink = 1 - consoleblink; - } - } - - - - if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) { - tryquit = 1; - if (mainmenu == 3) { - SaveSettings(); + consoleblink = !consoleblink; } } static int oldwinfreeze; if (winfreeze && !oldwinfreeze) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_sound_np(consolesuccesssound); } if (winfreeze == 0) @@ -6618,61 +4674,15 @@ void Game::Tick() //dialogues static float talkdelay = 0; - if (indialogue != -1) + if (Dialog::inDialog()) talkdelay = 1; talkdelay -= multiplier; - if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight) - for (int i = 0; i < numdialogues; i++) { - unsigned realdialoguetype; - bool special; - /* FIXME - Seems like modulo done with ifs */ - if (dialoguetype[i] > 49) { - realdialoguetype = dialoguetype[i] - 50; - special = 1; - } else if (dialoguetype[i] > 39) { - realdialoguetype = dialoguetype[i] - 40; - special = 1; - } else if (dialoguetype[i] > 29) { - realdialoguetype = dialoguetype[i] - 30; - special = 1; - } else if (dialoguetype[i] > 19) { - realdialoguetype = dialoguetype[i] - 20; - special = 1; - } else if (dialoguetype[i] > 9) { - realdialoguetype = dialoguetype[i] - 10; - special = 1; - } else { - realdialoguetype = dialoguetype[i]; - special = 0; - } - if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) && - realdialoguetype < Person::players.size() && - realdialoguetype > 0 && - (dialoguegonethrough[i] == 0 || !special) && - (special || Input::isKeyPressed(attackkey))) { - if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 || - Person::players[realdialoguetype]->howactive >= typedead1 || - dialoguetype[i] > 40 && dialoguetype[i] < 50) { - whichdialogue = i; - for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) { - Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]]; - Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; - Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; - Person::players[participantfocus[whichdialogue][j]]->velocity = 0; - Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle(); - Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0; - } - directing = 0; - indialogue = 0; - dialoguetime = 0; - dialoguegonethrough[i]++; - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - playdialogueboxsound(); - } - } - } + if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) { + for (unsigned i = 0; i < Dialog::dialogs.size(); i++) { + Dialog::dialogs[i].tick(i); } + } windvar += multiplier; smoketex += multiplier; @@ -6680,28 +4690,29 @@ void Game::Tick() //hotspots static float hotspotvisual[40]; - if (numhotspots) { + if (Hotspot::hotspots.size()) { XYZ hotspotsprite; - if (editorenabled) - for (int i = 0; i < numhotspots; i++) + if (editorenabled) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { hotspotvisual[i] -= multiplier / 320; + } + } - for (int i = 0; i < numhotspots; i++) { - //if(hotspottype[i]<=10) + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { while (hotspotvisual[i] < 0) { hotspotsprite = 0; - hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i]; + hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size; hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360); hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0); - hotspotsprite += hotspot[i]; + hotspotsprite += Hotspot::hotspots[i].position; Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4); - hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i]; + hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size; } } - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] <= 10 && hotspottype[i] > 0) { - hotspot[i] = Person::players[hotspottype[i]]->coords; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) { + Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords; } } } @@ -6765,7 +4776,7 @@ void Game::Tick() static XYZ oldviewer; //control keys - if (indialogue == -1) { + if (!Dialog::inDialog()) { Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey); Person::players[0]->leftkeydown = Input::isKeyDown(leftkey); Person::players[0]->backkeydown = Input::isKeyDown(backkey); @@ -6789,9 +4800,9 @@ void Game::Tick() Person::players[0]->jumpclimb = 0; - if (indialogue != -1) { + if (Dialog::inDialog()) { cameramode = 1; - if (directing) { + if (Dialog::directing) { facing = 0; facing.z = -1; @@ -6840,30 +4851,31 @@ void Game::Tick() if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) whichend = -1; if (whichend != -1) { - participantfocus[whichdialogue][indialogue] = whichend; - participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords; - participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw; + Dialog::currentScene().participantfocus = whichend; + Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords; + Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw; } if (whichend == -1) { - participantfocus[whichdialogue][indialogue] = -1; + Dialog::currentScene().participantfocus = -1; } - if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) { - indialogue = -1; - directing = 0; + /* FIXME: potentially accessing -1 in Person::players! */ + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } - dialoguecamera[whichdialogue][indialogue] = viewer; - dialoguecamerayaw[whichdialogue][indialogue] = yaw; - dialoguecamerapitch[whichdialogue][indialogue] = pitch; - indialogue++; - if (indialogue < numdialogueboxes[whichdialogue]) { - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - playdialogueboxsound(); + Dialog::currentScene().camera = viewer; + Dialog::currentScene().camerayaw = yaw; + Dialog::currentScene().camerapitch = pitch; + Dialog::indialogue++; + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); } } for (unsigned j = 0; j < Person::players.size(); j++) { - participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j]; + Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j]; } } //TODO: should these be KeyDown or KeyPressed? @@ -6888,67 +4900,53 @@ void Game::Tick() if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8; if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9; if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0; - participantfacing[whichdialogue][indialogue][whichend] = facing; + Dialog::currentScene().participantfacing[whichend] = facing; } - if (indialogue >= numdialogueboxes[whichdialogue]) { - indialogue = -1; - directing = 0; + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } } - if (!directing) { + if (!Dialog::directing) { pause_sound(whooshsound); - viewer = dialoguecamera[whichdialogue][indialogue]; + viewer = Dialog::currentScene().camera; viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1); - yaw = dialoguecamerayaw[whichdialogue][indialogue]; - pitch = dialoguecamerapitch[whichdialogue][indialogue]; - if (dialoguetime > 0.5) - if ( Input::isKeyPressed(SDL_SCANCODE_1) || - Input::isKeyPressed(SDL_SCANCODE_2) || - Input::isKeyPressed(SDL_SCANCODE_3) || - Input::isKeyPressed(SDL_SCANCODE_4) || - Input::isKeyPressed(SDL_SCANCODE_5) || - Input::isKeyPressed(SDL_SCANCODE_6) || - Input::isKeyPressed(SDL_SCANCODE_7) || - Input::isKeyPressed(SDL_SCANCODE_8) || - Input::isKeyPressed(SDL_SCANCODE_9) || - Input::isKeyPressed(SDL_SCANCODE_0) || - Input::isKeyPressed(SDL_SCANCODE_MINUS) || - Input::isKeyPressed(attackkey)) { - indialogue++; - if (indialogue < numdialogueboxes[whichdialogue]) { - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - playdialogueboxsound(); - if (dialogueboxsound[whichdialogue][indialogue] == -5) { - hotspot[numhotspots] = Person::players[0]->coords; - hotspotsize[numhotspots] = 10; - hotspottype[numhotspots] = -1; - - numhotspots++; + yaw = Dialog::currentScene().camerayaw; + pitch = Dialog::currentScene().camerapitch; + if (Dialog::dialoguetime > 0.5) { + if (Input::isKeyPressed(attackkey)) { + Dialog::indialogue++; + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); + if (Dialog::currentScene().sound == -5) { + Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10); } - if (dialogueboxsound[whichdialogue][indialogue] == -6) { + if (Dialog::currentScene().sound == -6) { hostile = 1; } - if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) { - indialogue = -1; - directing = 0; + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } } } } - if (indialogue >= numdialogueboxes[whichdialogue]) { - indialogue = -1; - directing = 0; + } + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; - if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) { + if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) { hostile = 1; } - if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) { + if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) { windialogue = true; } - if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) { + if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) { hostile = 1; for (unsigned i = 1; i < Person::players.size(); i++) { Person::players[i]->aitype = attacktypecutoff; @@ -6968,7 +4966,7 @@ void Game::Tick() Person::players[0]->jumptogglekeydown = 1; - dialoguetime += multiplier; + Dialog::dialoguetime += multiplier; hawkyaw += multiplier * 25; realhawkcoords = 0; realhawkcoords.x = 25; @@ -6981,7 +4979,7 @@ void Game::Tick() hawkcalldelay = 16 + abs(Random() % 8); } - doDebugKeys(); + doDevKeys(); doAttacks(); @@ -7007,7 +5005,7 @@ void Game::Tick() (whichlevel != -2 && (Input::isKeyDown(SDL_SCANCODE_Z) && Input::isKeyDown(SDL_SCANCODE_LGUI) && - debugmode) || + devtools) || (Input::isKeyDown(jumpkey) && !respawnkeydown && !oldattackkey && @@ -7016,12 +5014,7 @@ void Game::Tick() loading = 1; leveltime = 5; } - if (!Input::isKeyDown(jumpkey)) - respawnkeydown = 0; - if (Input::isKeyDown(jumpkey)) - respawnkeydown = 1; - - + respawnkeydown = Input::isKeyDown(jumpkey); static bool movekey; @@ -7031,9 +5024,9 @@ void Game::Tick() static float oldtargetyaw; if (!Person::players[i]->skeleton.free) { oldtargetyaw = Person::players[i]->targetyaw; - if (i == 0 && indialogue == -1) { + if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if (!animation[Person::players[0]->animTarget].attack && + if (!Animation::animations[Person::players[0]->animTarget].attack && Person::players[0]->animTarget != staggerbackhighanim && Person::players[0]->animTarget != staggerbackhardanim && Person::players[0]->animTarget != crouchremoveknifeanim && @@ -7064,8 +5057,8 @@ void Game::Tick() Person::players[i]->targetheadyaw = yaw; Person::players[i]->targetheadpitch = pitch; } - if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) { - if (!animation[Person::players[i]->animTarget].attack && + if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { + if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != crouchremoveknifeanim && @@ -7088,9 +5081,9 @@ void Game::Tick() Person::players[i]->targetheadyaw = Person::players[i]->lookyaw; Person::players[i]->targetheadpitch = Person::players[i]->lookpitch; } - if (indialogue != -1) { - Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]); - Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]); + if (Dialog::inDialog()) { + Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]); + Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]); } if (leveltime < .5) @@ -7135,7 +5128,7 @@ void Game::Tick() doAI(i); - if (animation[Person::players[i]->animTarget].attack == reversed) { + if (Animation::animations[Person::players[i]->animTarget].attack == reversed) { //Person::players[i]->targetyaw=Person::players[i]->yaw; Person::players[i]->forwardkeydown = 0; Person::players[i]->leftkeydown = 0; @@ -7147,7 +5140,7 @@ void Game::Tick() Person::players[i]->throwkeydown = 0; } - if (indialogue != -1) { + if (Dialog::inDialog()) { Person::players[i]->forwardkeydown = 0; Person::players[i]->leftkeydown = 0; Person::players[i]->backkeydown = 0; @@ -7180,7 +5173,7 @@ void Game::Tick() Person::players[i]->aitype == attacktypecutoff && !Person::players[i]->dead && !Person::players[i]->skeleton.free && - animation[Person::players[i]->animTarget].attack == neutral) + Animation::animations[Person::players[i]->animTarget].attack == neutral) numresponded = 1; if (!Person::players[i]->throwkeydown) @@ -7196,7 +5189,6 @@ void Game::Tick() Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim || Person::players[i]->isFlip() || - Person::players[i]->isFlip() || Person::players[i]->aitype != playercontrolled)) { for (unsigned j = 0; j < weapons.size(); j++) { if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || @@ -7229,12 +5221,7 @@ void Game::Tick() if (weapons[j].getType() != staff) emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); - Person::players[i]->weaponactive = 0; - weapons[j].owner = Person::players[i]->id; - if (Person::players[i]->num_weapons > 0) - Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0]; - Person::players[i]->num_weapons++; - Person::players[i]->weaponids[0] = j; + Person::players[i]->takeWeapon(j); } } } else if ((Person::players[i]->isIdle() || @@ -7263,12 +5250,7 @@ void Game::Tick() if (weapons[k].getType() != staff) emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); - Person::players[i]->weaponactive = 0; - weapons[k].owner = Person::players[i]->id; - if (Person::players[i]->num_weapons > 0) - Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0]; - Person::players[i]->num_weapons++; - Person::players[i]->weaponids[0] = k; + Person::players[i]->takeWeapon(k); } } } @@ -7320,7 +5302,6 @@ void Game::Tick() if (fleshstuck) emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.); - Person::players[i]->weaponactive = 0; if (weapons[k].owner != -1) { if (Person::players[i]->victim->num_weapons == 1) Person::players[i]->victim->num_weapons = 0; @@ -7331,7 +5312,7 @@ void Game::Tick() Person::players[i]->victim->skeleton.free = 1; Person::players[i]->victim->skeleton.broken = 0; - for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) { + for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { Person::players[i]->victim->skeleton.joints[l].velchange = 0; Person::players[i]->victim->skeleton.joints[l].locked = 0; } @@ -7368,12 +5349,7 @@ void Game::Tick() Person::players[i]->victim->jointVel(rightshoulder) += relative * 6; Person::players[i]->victim->jointVel(leftshoulder) += relative * 6; } - weapons[k].owner = i; - if (Person::players[i]->num_weapons > 0) { - Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0]; - } - Person::players[i]->num_weapons++; - Person::players[i]->weaponids[0] = k; + Person::players[i]->takeWeapon(k); } } } @@ -7409,18 +5385,12 @@ void Game::Tick() Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; XYZ aim; - weapons[Person::players[i]->weaponids[0]].owner = -1; aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale); Normalise(&aim); aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0); - weapons[Person::players[i]->weaponids[0]].velocity = aim * 50; - weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50; - weapons[Person::players[i]->weaponids[0]].missed = 0; - weapons[Person::players[i]->weaponids[0]].freetime = 0; - weapons[Person::players[i]->weaponids[0]].firstfree = 1; - weapons[Person::players[i]->weaponids[0]].physics = 0; + weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false); Person::players[i]->num_weapons--; if (Person::players[i]->num_weapons) { Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; @@ -7435,15 +5405,10 @@ void Game::Tick() if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) { Person::players[i]->throwtogglekeydown = 1; - weapons[Person::players[i]->weaponids[0]].owner = -1; - weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2; - if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0) - weapons[Person::players[i]->weaponids[0]].velocity.x = .1; - weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity; - weapons[Person::players[i]->weaponids[0]].missed = 1; - weapons[Person::players[i]->weaponids[0]].freetime = 0; - weapons[Person::players[i]->weaponids[0]].firstfree = 1; - weapons[Person::players[i]->weaponids[0]].physics = 1; + XYZ tempVelocity = Person::players[i]->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false); Person::players[i]->num_weapons--; if (Person::players[i]->num_weapons) { Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; @@ -7524,7 +5489,7 @@ void Game::Tick() } else absflatfacing = flatfacing; - if (indialogue != -1) { + if (Dialog::inDialog()) { Person::players[i]->forwardkeydown = 0; Person::players[i]->leftkeydown = 0; Person::players[i]->backkeydown = 0; @@ -7536,7 +5501,7 @@ void Game::Tick() } movekey = 0; //Do controls - if (!animation[Person::players[i]->animTarget].attack && + if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != backhandspringanim && @@ -7775,8 +5740,8 @@ void Game::Tick() Person::players[i]->setAnimation(jumpupanim); Person::players[i]->yaw = Person::players[i]->targetyaw; Person::players[i]->transspeed = 20; - Person::players[i]->FootLand(0, 1); - Person::players[i]->FootLand(1, 1); + Person::players[i]->FootLand(leftfoot, 1); + Person::players[i]->FootLand(rightfoot, 1); facing = 0; facing.z = -1; @@ -7810,7 +5775,7 @@ void Game::Tick() Person::players[i]->crouchtogglekeydown = 1; } else Person::players[i]->velocity.y = 5; - if (mousejump && i == 0 && debugmode) { + if (mousejump && i == 0 && devtools) { if (!Person::players[i]->isLanding()) Person::players[i]->tempdeltav = deltav; if (Person::players[i]->tempdeltav < 0) @@ -7835,7 +5800,7 @@ void Game::Tick() if (Person::players[i]->animTarget == jumpupanim && (((!floatjump && !editorenabled) || - !debugmode) || + !devtools) || Person::players[i]->aitype != playercontrolled)) { if (Person::players[i]->jumppower > multiplier * 6) { Person::players[i]->velocity.y += multiplier * 6; @@ -7846,7 +5811,7 @@ void Game::Tick() Person::players[i]->jumppower = 0; } } - if (((floatjump || editorenabled) && debugmode) && i == 0) + if (((floatjump || editorenabled) && devtools) && i == 0) Person::players[i]->velocity.y += multiplier * 30; } @@ -7929,10 +5894,7 @@ void Game::Tick() envsound[j] = envsound[numenvsounds]; } } - if (slomo) - OPENAL_SetFrequency(OPENAL_ALL, slomofreq); - else - OPENAL_SetFrequency(OPENAL_ALL, 22050); + OPENAL_SetFrequency(OPENAL_ALL, slomo); if (tutoriallevel == 1) { XYZ temp; @@ -7954,7 +5916,7 @@ void Game::Tick() if (tutorialstage >= 51) if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) { OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu... - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); @@ -7977,7 +5939,7 @@ void Game::Tick() if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) { emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -7992,7 +5954,7 @@ void Game::Tick() } Person::players[1]->coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { Person::players[1]->skeleton.joints[i].velocity = 0; if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) @@ -8056,14 +6018,15 @@ void Game::Tick() void Game::TickOnce() { - if (mainmenu) + if (mainmenu) { yaw += multiplier * 5; - else if (directing || indialogue == -1) { + } else if (Dialog::directing || !Dialog::inDialog()) { yaw += deltah * .7; - if (!invertmouse) - pitch += deltav * .7; - if (invertmouse) + if (invertmouse) { pitch -= deltav * .7; + } else { + pitch += deltav * .7; + } if (pitch > 90) pitch = 90; if (pitch < -70) @@ -8193,31 +6156,37 @@ void Game::TickOnceAfter() } } - killhotspot = 2; - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] > 10 && hotspottype[i] < 20) { - if (Person::players[hotspottype[i] - 10]->dead == 0) - killhotspot = 0; - else if (killhotspot == 2) - killhotspot = 1; + Hotspot::killhotspot = 2; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) { + if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) + Hotspot::killhotspot = 0; + else if (Hotspot::killhotspot == 2) + Hotspot::killhotspot = 1; } } - if (killhotspot == 2) - killhotspot = 0; + if (Hotspot::killhotspot == 2) + Hotspot::killhotspot = 0; winhotspot = false; - for (int i = 0; i < numhotspots; i++) - if (hotspottype[i] == -1) - if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i]) + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type == -1) { + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) { winhotspot = true; + } + } + } int numalarmed = 0; - for (unsigned i = 1; i < Person::players.size(); i++) - if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) { numalarmed++; - if (numalarmed > maxalarmed) + } + } + if (numalarmed > maxalarmed) { maxalarmed = numalarmed; + } if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { if (Person::players[0]->dead && changedelay <= 0) { @@ -8247,7 +6216,7 @@ void Game::TickOnceAfter() } - if (killhotspot) { + if (Hotspot::killhotspot) { changedelay = 1; targetlevel = whichlevel + 1; if (targetlevel > numchallengelevels - 1) @@ -8257,12 +6226,14 @@ void Game::TickOnceAfter() if (changedelay > 0 && !Person::players[0]->dead && !won) { //high scores, awards, win if (campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime); scoreadded = 1; } else { - accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + wonleveltime = leveltime; + Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime); } won = 1; + Account::saveFile(Folders::getUserSavePath()); } } @@ -8273,7 +6244,7 @@ void Game::TickOnceAfter() changedelay = .1; alldead = false; winhotspot = false; - killhotspot = 0; + Hotspot::killhotspot = 0; } if (!editorenabled && gameon && !mainmenu) { @@ -8303,7 +6274,7 @@ void Game::TickOnceAfter() fireSound(firestartsound); - Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); + Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); fireSound(); @@ -8315,13 +6286,13 @@ void Game::TickOnceAfter() (Person::players[0]->dead || (alldead && maptype == mapkilleveryone) || (winhotspot) || - (killhotspot))) + (Hotspot::killhotspot))) loading = 1; if ((Person::players[0]->dead || (alldead && maptype == mapkilleveryone) || (winhotspot) || (windialogue) || - (killhotspot)) && + (Hotspot::killhotspot)) && changedelay <= 0) { if (whichlevel != -2 && !loading && !Person::players[0]->dead) { winfreeze = true; @@ -8388,19 +6359,19 @@ void Game::TickOnceAfter() viewerfacing = facing; if (!cameramode) { - if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) + if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; else target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; target.y += .1; if (Person::players[0]->skeleton.free) { - for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y; } target.y += .1; } - if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) { + if (Person::players[0]->skeleton.free != 2) { cameraspeed = 20; if (findLengthfast(&Person::players[0]->velocity) > 400) { cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96; @@ -8448,55 +6419,8 @@ void Game::TickOnceAfter() cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z); } } - /* - //what did autocam do? - if(Person::players[0]->skeleton.free!=2&&autocam){ - cameraspeed=20; - if(findLengthfast(&Person::players[0]->velocity)>400){ - cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96; - } - if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4; - cameradist+=multiplier*5; - if(cameradist>3.3)cameradist=3.3; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)1) - { - Normalise(&coltarget); - if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; - else cameraloc=cameraloc+coltarget*multiplier*8; - } - if(editorenabled)cameraloc=target; - viewer=cameraloc; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) - for(int j=0;jwhichpatchx][Person::players[0]->whichpatchz];j++){ - int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; - colviewer=viewer; - coltarget=cameraloc; - if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col; - } - if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) - for(int j=0;jwhichpatchx][Person::players[0]->whichpatchz];j++){ - int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; - colviewer=viewer; - if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){ - viewer=colviewer; - } - } - cameradist=findDistance(&viewer,&target); - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6); - if(cameraloc.y .8) camerashake = .8; - //if(woozy>10)woozy=10; - //woozy+=multiplier; woozy += multiplier; if (Person::players[0]->dead) camerashake = 0; @@ -8504,12 +6428,10 @@ void Game::TickOnceAfter() woozy = 0; camerashake -= multiplier * 2; blackout -= multiplier * 2; - //if(Person::players[0]->isCrouch())woozy-=multiplier*8; if (camerashake < 0) camerashake = 0; if (blackout < 0) blackout = 0; - //if(woozy<0)woozy=0; if (camerashake) { viewer.x += (float)(Random() % 100) * .0005 * camerashake; viewer.y += (float)(Random() % 100) * .0005 * camerashake;