X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=c7075da3fbb2cb6055c4ccfab697a9ad1709cef5;hb=bb302fb1d9936b1ab630a800698ab7b867472a7d;hp=82b75e54eb693d47db5ced0fc44bb3b01ca0d632;hpb=5ab55c3eea543a30fe979f623d4a984935e2a0fb;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 82b75e5..c7075da 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -148,27 +148,6 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; -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" -}; - -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) @@ -861,13 +840,11 @@ bool Game::LoadLevel(const std::string& name, bool tutorial) } else { Person::players[i]->damagetolerance = 200; } - } - Game::LoadingScreen(); + Game::LoadingScreen(); - Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral); + 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; @@ -1045,50 +1022,56 @@ void Game::ProcessInput() /* Devtools */ if (devtools && !mainmenu) { - ProcessDevInput(); + /* Console */ + if (Input::isKeyPressed(consolekey)) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL); + } else { + freeze = 0; + waiting = false; + } + } + + /* Other devtools, disabled when the console is shown */ + if (!console) { + ProcessDevInput(); + } } } void Game::ProcessDevInput() { - if (!devtools || mainmenu) { + if (!devtools || mainmenu || console) { return; } - /* Console */ - if (Input::isKeyPressed(consolekey)) { - console = !console; - if (console) { - OPENAL_SetFrequency(OPENAL_ALL); - } else { - freeze = 0; - waiting = false; - } - } - if (Input::isKeyDown(SDL_SCANCODE_LALT)) { /* Enable editor */ if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { editorenabled = !editorenabled; if (editorenabled) { Person::players[0]->damagetolerance = 100000; + Person::players[0]->damage = 0; + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } else { Person::players[0]->damagetolerance = 200; } - Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if - Person::players[0]->permanentdamage = 0; - Person::players[0]->superpermanentdamage = 0; - Person::players[0]->bloodloss = 0; - Person::players[0]->deathbleeding = 0; } /* Nullify damage and give 200000 health */ if (Input::isKeyPressed(SDL_SCANCODE_H)) { Person::players[0]->damagetolerance = 200000; Person::players[0]->damage = 0; - Person::players[0]->burnt = 0; Person::players[0]->permanentdamage = 0; Person::players[0]->superpermanentdamage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } /* Change environment */ @@ -1213,7 +1196,7 @@ void Game::ProcessDevInput() } Person::players[closest]->skeleton.drawmodel.textureptr.load( - creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } @@ -1227,24 +1210,9 @@ void Game::ProcessDevInput() closest = findClosestPlayer(); } - // FIXME: Those proportions are buggy if (closest >= 0) { - if (Person::players[closest]->creature == rabbittype) { - Person::players[closest]->creature = wolftype; - Person::players[closest]->whichskin = 0; - Person::players[closest]->skeletonLoad(); - Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; - - Person::players[closest]->damagetolerance = 300; - } else { - Person::players[closest]->creature = rabbittype; - Person::players[closest]->whichskin = 0; - Person::players[closest]->skeletonLoad(true); - - Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale; - - Person::players[closest]->damagetolerance = 200; - } + person_type nextType = static_cast((Person::players[closest]->creature + 1) % PersonType::types.size()); + Person::players[closest]->changeCreatureType(nextType); } } @@ -1464,7 +1432,7 @@ void Game::ProcessDevInput() Person::players.back()->howactive = editoractive; Person::players.back()->whichskin = (int)(abs(Random() % 3)); - Person::players.back()->skeletonLoad(true); + Person::players.back()->skeletonLoad(); Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; @@ -1478,8 +1446,6 @@ void Game::ProcessDevInput() Person::players.back()->setProportions(1, 1, 1, 1); - Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral); - Person::players.back()->damagetolerance = 200; Person::players.back()->protectionhead = Person::players[0]->protectionhead;