X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=9b98e78c9e90a3817ddb209cb871adb538efaf6f;hb=475fb97fd19a8bc2c58c603d0bc5dcf8cc63b40d;hp=85224889b81343609ea219d2bd42d5a9cecd7aa5;hpb=de9ba9db05eccf77c3efebe4cd3bf7636b899064;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 8522488..9b98e78 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -102,7 +102,7 @@ extern float envsoundlife[30]; extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar -extern bool decals; +extern bool decalstoggle; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -214,7 +214,7 @@ inline float stepTowardf(float from, float to, float by) void Game::playdialoguescenesound() { XYZ temppos; - temppos = Person::players[Dialog::currentScene().participantfocus]->coords; + temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; @@ -491,23 +491,30 @@ void Setenvironment(int which) texdetail = temptexdetail; } -void Game::Loadlevel(int which) +bool Game::LoadLevel(int which) { stealthloading = 0; whichlevel = which; if (which == -1) { - Loadlevel("tutorial", true); + return LoadLevel("tutorial", true); } else if (which >= 0 && which <= 15) { char buf[32]; snprintf(buf, 32, "map%d", which + 1); // challenges - Loadlevel(buf); - } else - Loadlevel("mapsave"); + return LoadLevel(buf); + } else { + return LoadLevel("mapsave"); + } } -void Game::Loadlevel(const std::string& name, bool tutorial) +bool Game::LoadLevel(const std::string& name, bool tutorial) { + const std::string level_path = Folders::getResourcePath("Maps/" + name); + if (!Folders::file_exists(level_path)) { + perror(std::string("LoadLevel: Could not open file '" + level_path).c_str()); + return false; + } + int indemo; // FIXME this should be removed int templength; float lamefloat; @@ -541,7 +548,7 @@ void Game::Loadlevel(const std::string& name, bool tutorial) int mapvers; FILE *tfile; errno = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); + tfile = Folders::openMandatoryFile(level_path, "rb"); pause_sound(stream_firesound); scoreadded = 0; @@ -606,7 +613,7 @@ void Game::Loadlevel(const std::string& name, bool tutorial) } if (!stealthloading) { - terrain.numdecals = 0; + terrain.decals.clear(); Sprite::deleteSprites(); for (int i = 0; i < subdivision; i++) { @@ -706,6 +713,10 @@ void Game::Loadlevel(const std::string& name, bool tutorial) funpackf(tfile, "Bi", &environment); + if (environment != oldenvironment) + Setenvironment(environment); + oldenvironment = environment; + Object::LoadObjectsFromFile(tfile, stealthloading); if (mapvers >= 7) { @@ -769,9 +780,6 @@ void Game::Loadlevel(const std::string& name, bool tutorial) funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); SetUpLighting(); - if (environment != oldenvironment) - Setenvironment(environment); - oldenvironment = environment; if (!stealthloading) { Object::AddObjectsToTerrain(); @@ -924,12 +932,11 @@ void Game::Loadlevel(const std::string& name, bool tutorial) oldmusicvolume[2] = 0; oldmusicvolume[3] = 0; - if (!firstload) - firstload = 1; - leveltime = 0; wonleveltime = 0; visibleloading = false; + + return true; } void doDevKeys() @@ -1775,13 +1782,13 @@ void doAerialAcrobatics() lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1793,13 +1800,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1811,13 +1818,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1829,13 +1836,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1978,7 +1985,7 @@ void doAerialAcrobatics() lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; @@ -1989,7 +1996,7 @@ void doAerialAcrobatics() } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2458,20 +2465,11 @@ void doAttacks() Person::players[i]->skeleton.free && Person::players[i]->skeleton.longdead > 1000) { Person::players[k]->animTarget = killanim; - //TODO: refactor this out, what does it do? - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) - terrain.DeleteDecal(j); - } + terrain.deleteDeadDecals(); for (unsigned int l = 0; l < Object::objects.size(); l++) { - if (Object::objects[l]->model.type == decalstype) - for (int j = 0; j < Object::objects[l]->model.numdecals; j++) { - if ((Object::objects[l]->model.decaltype[j] == blooddecal || - Object::objects[l]->model.decaltype[j] == blooddecalslow) && - Object::objects[l]->model.decalalivetime[j] < 2) - Object::objects[l]->model.DeleteDecal(j); - } + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } } } if (!Person::players[i]->dead || musictype != 2) @@ -2484,21 +2482,11 @@ void doAttacks() Person::players[i]->skeleton.free) && (!Person::players[i]->dead || musictype != stream_fighttheme)) { Person::players[k]->animTarget = dropkickanim; - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) { - terrain.DeleteDecal(j); - } - } + terrain.deleteDeadDecals(); for (unsigned int l = 0; l < Object::objects.size(); l++) { - if (Object::objects[l]->model.type == decalstype) - for (int j = 0; j < Object::objects[l]->model.numdecals; j++) { - if ((Object::objects[l]->model.decaltype[j] == blooddecal || - Object::objects[l]->model.decaltype[j] == blooddecalslow) && - Object::objects[l]->model.decalalivetime[j] < 2) { - Object::objects[l]->model.DeleteDecal(j); - } - } + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } } } } @@ -3241,7 +3229,7 @@ void Game::Tick() hostile = 1; } - if (Person::players[Dialog::currentScene().participantfocus]->dead) { + if (Person::players.at(Dialog::currentScene().participantfocus)->dead) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -4309,7 +4297,7 @@ void Game::TickOnceAfter() Person::players[i]->aitype == getweapontype || Person::players[i]->aitype == gethelptype || Person::players[i]->aitype == searchtype) && - !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ && + !Person::players[i]->dead && (Person::players[i]->animTarget != sneakattackedanim && Person::players[i]->animTarget != knifesneakattackedanim && Person::players[i]->animTarget != swordsneakattackedanim)) { @@ -4504,11 +4492,8 @@ void Game::TickOnceAfter() if (!Person::players[0]->dead && targetlevel != whichlevel) startbonustotal = bonustotal; - if (Person::players[0]->dead) - Loadlevel(whichlevel); - else - Loadlevel(targetlevel); + LoadLevel(targetlevel); fireSound(); loading = 3; @@ -4519,7 +4504,7 @@ void Game::TickOnceAfter() fireSound(firestartsound); - Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); + LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); fireSound(); @@ -4572,13 +4557,14 @@ void Game::TickOnceAfter() loading = 2; loadtime = 0; targetlevel = 7; - if (!firstload) + if (!firstLoadDone) { LoadStuff(); + } whichchoice = 0; actuallevel = campaignlevels[actuallevel].nextlevel.front(); visibleloading = true; stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + LoadLevel(campaignlevels[actuallevel].mapname.c_str()); campaign = 1; mainmenu = 0; gameon = 1;