X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=da2291fc3e6dfe989c8534afadf8848b50174d58;hb=4d0ec1838440e55f24e8ec9501a62348cd9e2ec3;hp=177cfe930241ff3360bf35bd531eb90873a2a065;hpb=6d11a49d92131240215a368792dff612f01f49ee;p=lugaru.git
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp
index 177cfe9..da2291f 100644
--- a/Source/GameTick.cpp
+++ b/Source/GameTick.cpp
@@ -38,10 +38,12 @@ along with Lugaru. If not, see .
#include "openal_wrapper.h"
#include "Settings.h"
#include "Input.h"
-#include "Animation.h"
+#include "Animation/Animation.h"
#include "Awards.h"
#include "Menu.h"
#include "ConsoleCmds.h"
+#include "Dialog.h"
+#include "Utils/Folders.h"
#include
#include
@@ -238,22 +240,22 @@ float oldmusicvolume[4] = {};
int musicselected = 0;
const char *rabbitskin[] = {
- ":Data:Textures:Fur3.jpg",
- ":Data:Textures:Fur.jpg",
- ":Data:Textures:Fur2.jpg",
- ":Data:Textures:Lynx.jpg",
- ":Data:Textures:Otter.jpg",
- ":Data:Textures:Opal.jpg",
- ":Data:Textures:Sable.jpg",
- ":Data:Textures:Chocolate.jpg",
- ":Data:Textures:BW2.jpg",
- ":Data:Textures:WB2.jpg"
+ "Textures/Fur3.jpg",
+ "Textures/Fur.jpg",
+ "Textures/Fur2.jpg",
+ "Textures/Lynx.jpg",
+ "Textures/Otter.jpg",
+ "Textures/Opal.jpg",
+ "Textures/Sable.jpg",
+ "Textures/Chocolate.jpg",
+ "Textures/BW2.jpg",
+ "Textures/WB2.jpg"
};
const char *wolfskin[] = {
- ":Data:Textures:Wolf.jpg",
- ":Data:Textures:Darkwolf.jpg",
- ":Data:Textures:Snowwolf.jpg"
+ "Textures/Wolf.jpg",
+ "Textures/DarkWolf.jpg",
+ "Textures/SnowWolf.jpg"
};
const char **creatureskin[] = {rabbitskin, wolfskin};
@@ -299,16 +301,16 @@ inline float stepTowardf(float from, float to, float by)
return from + by;
}
-void Game::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;
@@ -600,29 +602,29 @@ void Setenvironment(int which)
if (ambientsound)
emit_stream_np(stream_wind);
- objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
- objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
- objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
- objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
+ objects.treetextureptr.load("Textures/SnowTree.png", 0);
+ objects.bushtextureptr.load("Textures/BushSnow.png", 0);
+ objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+ objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- terraintexture.load(":Data:Textures:snow.jpg", 1);
- terraintexture2.load(":Data:Textures:rock.jpg", 1);
+ terraintexture.load("Textures/Snow.jpg", 1);
+ terraintexture2.load("Textures/Rock.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
- ":Data:Textures:Skybox(snow):Left.jpg",
- ":Data:Textures:Skybox(snow):Back.jpg",
- ":Data:Textures:Skybox(snow):Right.jpg",
- ":Data:Textures:Skybox(snow):Up.jpg",
- ":Data:Textures:Skybox(snow):Down.jpg");
+ skybox->load( "Textures/Skybox(snow)/Front.jpg",
+ "Textures/Skybox(snow)/Left.jpg",
+ "Textures/Skybox(snow)/Back.jpg",
+ "Textures/Skybox(snow)/Right.jpg",
+ "Textures/Skybox(snow)/Up.jpg",
+ "Textures/Skybox(snow)/Down.jpg");
@@ -631,10 +633,10 @@ void Setenvironment(int which)
} else if (environment == desertenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
- objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
- objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
- objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
+ objects.treetextureptr.load("Textures/DesertTree.png", 0);
+ objects.bushtextureptr.load("Textures/BushDesert.png", 0);
+ objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+ objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
if (ambientsound)
@@ -645,19 +647,19 @@ void Setenvironment(int which)
footstepsound3 = footstepsn1;
footstepsound4 = footstepsn2;
- terraintexture.load(":Data:Textures:sand.jpg", 1);
- terraintexture2.load(":Data:Textures:sandslope.jpg", 1);
+ terraintexture.load("Textures/Sand.jpg", 1);
+ terraintexture2.load("Textures/SandSlope.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
- ":Data:Textures:Skybox(sand):Left.jpg",
- ":Data:Textures:Skybox(sand):Back.jpg",
- ":Data:Textures:Skybox(sand):Right.jpg",
- ":Data:Textures:Skybox(sand):Up.jpg",
- ":Data:Textures:Skybox(sand):Down.jpg");
+ skybox->load( "Textures/Skybox(sand)/Front.jpg",
+ "Textures/Skybox(sand)/Left.jpg",
+ "Textures/Skybox(sand)/Back.jpg",
+ "Textures/Skybox(sand)/Right.jpg",
+ "Textures/Skybox(sand)/Up.jpg",
+ "Textures/Skybox(sand)/Down.jpg");
@@ -666,10 +668,10 @@ void Setenvironment(int which)
} else if (environment == grassyenvironment) {
windvector = 0;
windvector.z = 2;
- objects.treetextureptr.load(":Data:Textures:tree.png", 0);
- objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
- objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
- objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
+ objects.treetextureptr.load("Textures/Tree.png", 0);
+ objects.bushtextureptr.load("Textures/Bush.png", 0);
+ objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
+ objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
if (ambientsound)
emit_stream_np(stream_wind, 100.);
@@ -679,19 +681,19 @@ void Setenvironment(int which)
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
- terraintexture2.load(":Data:Textures:mossrock.jpg", 1);
+ terraintexture.load("Textures/GrassDirt.jpg", 1);
+ terraintexture2.load("Textures/MossRock.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
- ":Data:Textures:Skybox(grass):Left.jpg",
- ":Data:Textures:Skybox(grass):Back.jpg",
- ":Data:Textures:Skybox(grass):Right.jpg",
- ":Data:Textures:Skybox(grass):Up.jpg",
- ":Data:Textures:Skybox(grass):Down.jpg");
+ skybox->load( "Textures/Skybox(grass)/Front.jpg",
+ "Textures/Skybox(grass)/Left.jpg",
+ "Textures/Skybox(grass)/Back.jpg",
+ "Textures/Skybox(grass)/Right.jpg",
+ "Textures/Skybox(grass)/Up.jpg",
+ "Textures/Skybox(grass)/Down.jpg");
@@ -699,7 +701,7 @@ void Setenvironment(int which)
}
temptexdetail = texdetail;
texdetail = 1;
- terrain.load(":Data:Textures:heightmap.png");
+ terrain.load("Textures/HeightMap.png");
texdetail = temptexdetail;
}
@@ -708,7 +710,7 @@ void LoadCampaign()
{
if (!accountactive)
return;
- ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
+ ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
if (!ipstream.good()) {
if (accountactive->getCurrentCampaign() == "main") {
cerr << "Could not found main campaign!" << endl;
@@ -729,11 +731,11 @@ void LoadCampaign()
}
ipstream.close();
- ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
+ ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
if (test.good()) {
- Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0);
+ Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
} else {
- Mainmenuitems[7].load(":Data:Textures:World.png", 0);
+ Mainmenuitems[7].load("Textures/World.png", 0);
}
if (accountactive->getCampaignChoicesMade() == 0) {
@@ -744,11 +746,11 @@ void LoadCampaign()
vector ListCampaigns()
{
- DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
+ errno = 0;
+ DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
struct dirent *campaign = NULL;
if (!campaigns) {
- perror("Problem while loading campaigns");
- cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
+ perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
exit(EXIT_FAILURE);
}
vector campaignNames;
@@ -780,13 +782,11 @@ void Game::Loadlevel(int which)
Loadlevel("mapsave");
}
-void Game::Loadlevel(const char *name)
+void Game::Loadlevel(const std::string& name)
{
int indemo; // FIXME this should be removed
int templength;
float lamefloat;
- static const char *pfx = ":Data:Maps:";
- char *buf;
LOGFUNC;
@@ -816,449 +816,352 @@ void Game::Loadlevel(const char *name)
pause_sound(whooshsound);
pause_sound(stream_firesound);
- // Change the map filename into something that is os specific
- buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
- sprintf(buf, "%s%s", pfx, name);
- const char *FixedFN = ConvertFileName(buf);
-
int mapvers;
FILE *tfile;
- tfile = fopen( FixedFN, "rb" );
- if (tfile) {
- pause_sound(stream_firesound);
- scoreadded = 0;
- windialogue = false;
- hostiletime = 0;
- won = 0;
-
- 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;
+ pause_sound(stream_firesound);
+ scoreadded = 0;
+ windialogue = false;
+ hostiletime = 0;
+ won = 0;
+
+ //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
+
+ Dialog::dialogs.clear();
+
+ Dialog::indialogue = -1;
+ cameramode = 0;
+
+ damagedealt = 0;
+ damagetaken = 0;
+
+ if (accountactive)
+ difficulty = accountactive->getDifficulty();
+
+ numhotspots = 0;
+ currenthotspot = -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;
+ console = false;
+ }
- indialogue = -1;
- cameramode = 0;
+ if (!stealthloading) {
+ terrain.numdecals = 0;
+ Sprite::deleteSprites();
+ for (int i = 0; i < objects.numobjects; i++)
+ objects.model[i].numdecals = 0;
- damagedealt = 0;
- damagetaken = 0;
+ int j = objects.numobjects;
+ for (int i = 0; i < j; i++) {
+ objects.DeleteObject(0);
+ if (visibleloading)
+ LoadingScreen();
+ }
- if (accountactive)
- difficulty = accountactive->getDifficulty();
+ for (int i = 0; i < subdivision; i++)
+ for (int j = 0; j < subdivision; j++)
+ terrain.patchobjectnum[i][j] = 0;
+ if (visibleloading)
+ LoadingScreen();
+ }
- numhotspots = 0;
- currenthotspot = -1;
- bonustime = 1;
+ weapons.clear();
+ Person::players.resize(1);
+ funpackf(tfile, "Bi", &mapvers);
+ if (mapvers >= 15)
+ funpackf(tfile, "Bi", &indemo);
+ else
+ indemo = 0;
+ if (mapvers >= 5)
+ funpackf(tfile, "Bi", &maptype);
+ else
+ maptype = mapkilleveryone;
+ if (mapvers >= 6)
+ funpackf(tfile, "Bi", &hostile);
+ else
+ hostile = 1;
+ if (mapvers >= 4)
+ funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+ else {
+ viewdistance = 100;
+ fadestart = .6;
+ }
+ if (mapvers >= 2)
+ funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
+ else {
skyboxtexture = 1;
skyboxr = 1;
skyboxg = 1;
skyboxb = 1;
-
- 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;
+ }
+ 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));
}
- 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();
- }
-
- for (int i = 0; i < subdivision; i++)
- for (int j = 0; j < subdivision; j++)
- terrain.patchobjectnum[i][j] = 0;
- if (visibleloading)
- LoadingScreen();
- }
+ if (visibleloading)
+ LoadingScreen();
- weapons.clear();
- Person::players.resize(1);
+ 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", &mapvers);
- if (mapvers >= 15)
- funpackf(tfile, "Bi", &indemo);
- else
- indemo = 0;
- if (mapvers >= 5)
- funpackf(tfile, "Bi", &maptype);
- else
- maptype = mapkilleveryone;
- if (mapvers >= 6)
- funpackf(tfile, "Bi", &hostile);
- else
- hostile = 1;
- if (mapvers >= 4)
- funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
- else {
- viewdistance = 100;
- fadestart = .6;
- }
- if (mapvers >= 2)
- funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
- else {
- skyboxtexture = 1;
- skyboxr = 1;
- skyboxg = 1;
- skyboxb = 1;
- }
- if (mapvers >= 10)
- funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- else {
- skyboxlightr = skyboxr;
- skyboxlightg = skyboxg;
- skyboxlightb = skyboxb;
- }
- if (!stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
- if (stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
- if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
- for (int j = 0; j < Person::players[0]->num_weapons; j++) {
- Person::players[0]->weaponids[j] = weapons.size();
- int type;
- funpackf(tfile, "Bi", &type);
- weapons.push_back(Weapon(type, 0));
- }
-
- if (visibleloading)
- LoadingScreen();
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
- 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);
+ 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", &Person::players[0]->numclothes);
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -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;
- }
+ //dialogues
+ if (mapvers >= 8) {
+ Dialog::loadDialogs(tfile);
+ }
- 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 (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]);
+ }
- 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, "Bi", &environment);
- funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
- }
- }
- } else {
- numdialogues = 0;
- }
+ 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];
+ }
- for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ 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);
- 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]);
+ 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;
- 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];
- }
+ if (!stealthloading) {
+ objects.center = 0;
+ for (int i = 0; i < objects.numobjects; i++)
+ objects.center += objects.position[i];
+ objects.center /= objects.numobjects;
- if (mapvers >= 7) {
- funpackf(tfile, "Bi", &numhotspots);
- for (int i = 0; i < numhotspots; i++) {
- funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
- funpackf(tfile, "Bi", &templength);
- if (templength)
- for (int l = 0; l < templength; l++)
- funpackf(tfile, "Bb", &hotspottext[i][l]);
- hotspottext[i][templength] = '\0';
- if (hotspottype[i] == -111)
- indemo = 1;
- }
- } else
- numhotspots = 0;
if (visibleloading)
LoadingScreen();
- if (!stealthloading) {
- objects.center = 0;
- for (int i = 0; i < objects.numobjects; i++)
- objects.center += objects.position[i];
- objects.center /= objects.numobjects;
-
-
- if (visibleloading)
- LoadingScreen();
-
- 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;
- }
+ float maxdistance = 0;
+ float tempdist;
+ for (int i = 0; i < objects.numobjects; i++) {
+ tempdist = distsq(&objects.center, &objects.position[i]);
+ if (tempdist > maxdistance) {
+ maxdistance = tempdist;
}
- objects.radius = fast_sqrt(maxdistance);
}
+ objects.radius = fast_sqrt(maxdistance);
+ }
- if (visibleloading)
- LoadingScreen();
+ if (visibleloading)
+ LoadingScreen();
- int numplayers;
- funpackf(tfile, "Bi", &numplayers);
- if (numplayers > maxplayers) {
- cout << "Warning: this level contains more players than allowed" << endl;
- }
- for (int i = 1; i < numplayers; i++) {
- unsigned j = 1;
- try {
- Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j)));
- j++;
- } catch (InvalidPersonException e) {
- }
+ int numplayers;
+ funpackf(tfile, "Bi", &numplayers);
+ if (numplayers > maxplayers) {
+ cout << "Warning: this level contains more players than allowed" << endl;
+ }
+ for (int i = 1; i < numplayers; i++) {
+ unsigned j = 1;
+ try {
+ Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j)));
+ j++;
+ } catch (InvalidPersonException e) {
}
- if (visibleloading)
- LoadingScreen();
-
- funpackf(tfile, "Bi", &numpathpoints);
- if (numpathpoints > 30 || numpathpoints < 0)
- numpathpoints = 0;
- for (int j = 0; j < numpathpoints; j++) {
- funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- funpackf(tfile, "Bi", &pathpointconnect[j][k]);
- }
+ }
+ if (visibleloading)
+ LoadingScreen();
+
+ funpackf(tfile, "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();
+ }
+ if (visibleloading)
+ LoadingScreen();
- funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
+ funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
- SetUpLighting();
- if (environment != oldenvironment)
- Setenvironment(environment);
- oldenvironment = environment;
-
- if (!stealthloading) {
- int j = objects.numobjects;
- objects.numobjects = 0;
- for (int i = 0; i < j; i++) {
- objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
- if (visibleloading)
- LoadingScreen();
- }
+ SetUpLighting();
+ if (environment != oldenvironment)
+ Setenvironment(environment);
+ oldenvironment = environment;
- terrain.DoShadows();
- if (visibleloading)
- LoadingScreen();
- objects.DoShadows();
+ if (!stealthloading) {
+ int j = objects.numobjects;
+ objects.numobjects = 0;
+ for (int i = 0; i < j; i++) {
+ objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
if (visibleloading)
LoadingScreen();
}
- fclose(tfile);
+ terrain.DoShadows();
+ if (visibleloading)
+ LoadingScreen();
+ objects.DoShadows();
+ if (visibleloading)
+ LoadingScreen();
+ }
+
+ fclose(tfile);
- for (unsigned i = 0; i < Person::players.size(); i++) {
- if (visibleloading)
- LoadingScreen();
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (visibleloading)
+ LoadingScreen();
+ if (i == 0) {
Person::players[i]->burnt = 0;
Person::players[i]->bled = 0;
Person::players[i]->onfire = 0;
- if (i == 0 || Person::players[i]->scale < 0)
- Person::players[i]->scale = .2;
- Person::players[i]->skeleton.free = 0;
- Person::players[i]->skeleton.id = i;
- if (i == 0 && mapvers < 9)
+ Person::players[i]->scale = .2;
+ if (mapvers < 9) {
Person::players[i]->creature = rabbittype;
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid", 0);
- } else {
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid", 1);
- Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
- }
- if (Person::players[i]->creature == wolftype) {
- Person::players[i]->skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure Wolf",
- (char *)":Data:Skeleton:Basic Figure Wolf Low",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Wolf.solid",
- (char *)":Data:Models:Wolf2.solid",
- (char *)":Data:Models:Wolf3.solid",
- (char *)":Data:Models:Wolf4.solid",
- (char *)":Data:Models:Wolf5.solid",
- (char *)":Data:Models:Wolf6.solid",
- (char *)":Data:Models:Wolf7.solid",
- (char *)":Data:Models:Wolflow.solid",
- (char *)":Data:Models:Belt.solid", 0);
- }
}
+ }
+ Person::players[i]->skeleton.free = 0;
- Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
+ Person::players[i]->skeletonLoad();
- Person::players[i]->addClothes();
+ Person::players[i]->addClothes();
+ if (i == 0) {
Person::players[i]->animCurrent = bounceidleanim;
Person::players[i]->animTarget = bounceidleanim;
Person::players[i]->frameCurrent = 0;
Person::players[i]->frameTarget = 1;
Person::players[i]->target = 0;
- Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
- if (difficulty == 0)
- Person::players[i]->speed -= .2;
- if (difficulty == 1)
- Person::players[i]->speed -= .1;
+ }
+ Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
+ if (difficulty == 0)
+ Person::players[i]->speed -= .2;
+ if (difficulty == 1)
+ Person::players[i]->speed -= .1;
+ if (i == 0) {
Person::players[i]->velocity = 0;
Person::players[i]->oldcoords = Person::players[i]->coords;
Person::players[i]->realoldcoords = Person::players[i]->coords;
Person::players[i]->id = i;
- Person::players[i]->skeleton.id = i;
Person::players[i]->updatedelay = 0;
Person::players[i]->normalsupdatedelay = 0;
- Person::players[i]->aitype = passivetype;
-
- if (i == 0) {
- Person::players[i]->proportionhead = 1.2;
- Person::players[i]->proportionbody = 1.05;
- Person::players[i]->proportionarms = 1.00;
- Person::players[i]->proportionlegs = 1.1;
- Person::players[i]->proportionlegs.y = 1.05;
- }
+ Person::players[i]->proportionhead = 1.2;
+ Person::players[i]->proportionbody = 1.05;
+ Person::players[i]->proportionarms = 1.00;
+ Person::players[i]->proportionlegs = 1.1;
+ Person::players[i]->proportionlegs.y = 1.05;
Person::players[i]->headless = 0;
Person::players[i]->currentoffset = 0;
Person::players[i]->targetoffset = 0;
-
- Person::players[i]->damagetolerance = 200;
-
if (Person::players[i]->creature == wolftype) {
- if (i == 0 || Person::players[i]->scale < 0)
- Person::players[i]->scale = .23;
+ Person::players[i]->scale = .23;
Person::players[i]->damagetolerance = 300;
+ } else {
+ Person::players[i]->damagetolerance = 200;
}
+ }
- if (visibleloading)
- LoadingScreen();
- if (cellophane) {
- Person::players[i]->proportionhead.z = 0;
- Person::players[i]->proportionbody.z = 0;
- Person::players[i]->proportionarms.z = 0;
- Person::players[i]->proportionlegs.z = 0;
- }
- Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+ if (visibleloading)
+ LoadingScreen();
+
+ if (cellophane) {
+ Person::players[i]->proportionhead.z = 0;
+ Person::players[i]->proportionbody.z = 0;
+ Person::players[i]->proportionarms.z = 0;
+ Person::players[i]->proportionlegs.z = 0;
+ }
+
+ Person::players[i]->tempanimation = Animation("Tempanim", 0, 0);
+ if (i == 0) {
Person::players[i]->headmorphness = 0;
Person::players[i]->targetheadmorphness = 1;
Person::players[i]->headmorphstart = 0;
@@ -1291,53 +1194,51 @@ void Game::Loadlevel(const char *name)
Person::players[i]->hasvictim = 0;
Person::players[i]->wentforweapon = 0;
}
+ }
- Person::players[0]->aitype = playercontrolled;
- Person::players[0]->weaponactive = -1;
-
- if (difficulty == 1) {
- Person::players[0]->power = 1 / .9;
- Person::players[0]->damagetolerance = 250;
- } else if (difficulty == 0) {
- Person::players[0]->power = 1 / .8;
- Person::players[0]->damagetolerance = 300;
- Person::players[0]->armorhead *= 1.5;
- Person::players[0]->armorhigh *= 1.5;
- Person::players[0]->armorlow *= 1.5;
- }
+ Person::players[0]->aitype = playercontrolled;
+
+ if (difficulty == 1) {
+ Person::players[0]->power = 1 / .9;
+ Person::players[0]->damagetolerance = 250;
+ } else if (difficulty == 0) {
+ Person::players[0]->power = 1 / .8;
+ Person::players[0]->damagetolerance = 300;
+ Person::players[0]->armorhead *= 1.5;
+ Person::players[0]->armorhigh *= 1.5;
+ Person::players[0]->armorlow *= 1.5;
+ }
- cameraloc = Person::players[0]->coords;
- cameraloc.y += 5;
- yaw = Person::players[0]->yaw;
+ cameraloc = Person::players[0]->coords;
+ cameraloc.y += 5;
+ yaw = Person::players[0]->yaw;
- hawkcoords = Person::players[0]->coords;
- hawkcoords.y += 30;
+ hawkcoords = Person::players[0]->coords;
+ hawkcoords.y += 30;
- if (visibleloading)
- LoadingScreen();
+ if (visibleloading)
+ LoadingScreen();
- LOG("Starting background music...");
+ LOG("Starting background music...");
- OPENAL_StopSound(OPENAL_ALL);
- if (ambientsound) {
- if (environment == snowyenvironment) {
- emit_stream_np(stream_wind);
- } else if (environment == desertenvironment) {
- emit_stream_np(stream_desertambient);
- } else if (environment == grassyenvironment) {
- emit_stream_np(stream_wind, 100.);
- }
+ OPENAL_StopSound(OPENAL_ALL);
+ if (ambientsound) {
+ if (environment == snowyenvironment) {
+ emit_stream_np(stream_wind);
+ } else if (environment == desertenvironment) {
+ emit_stream_np(stream_desertambient);
+ } else if (environment == grassyenvironment) {
+ emit_stream_np(stream_wind, 100.);
}
- oldmusicvolume[0] = 0;
- oldmusicvolume[1] = 0;
- oldmusicvolume[2] = 0;
- oldmusicvolume[3] = 0;
-
- if (!firstload)
- firstload = 1;
- } else {
- perror("Problem");
}
+ oldmusicvolume[0] = 0;
+ oldmusicvolume[1] = 0;
+ oldmusicvolume[2] = 0;
+ oldmusicvolume[3] = 0;
+
+ if (!firstload)
+ firstload = 1;
+
leveltime = 0;
visibleloading = 0;
}
@@ -1793,7 +1694,7 @@ 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:
@@ -1805,15 +1706,15 @@ 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;
@@ -1833,15 +1734,15 @@ 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:
@@ -1973,11 +1874,9 @@ void doDebugKeys()
if (Person::players[closest]->creature == rabbittype) {
- Person::players[closest]->skeleton.id = closest;
- Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
- Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
- Person::players[closest]->whichskin = 0;
Person::players[closest]->creature = wolftype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad();
Person::players[closest]->proportionhead = 1.1;
Person::players[closest]->proportionbody = 1.1;
@@ -1988,11 +1887,9 @@ 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;
@@ -2252,15 +2149,15 @@ void doDebugKeys()
if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
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;
+ 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)
- boxcoords.y = Person::players[0]->coords.y - .5;
+ scenecoords.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);
+ scenecoords.y = Person::players[0]->coords.y - .5;
+ //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
float temprotat, temprotat2;
temprotat = editoryaw;
temprotat2 = editorpitch;
@@ -2269,58 +2166,42 @@ void doDebugKeys()
if (temprotat2 < 0)
temprotat2 = Random() % 360;
- objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ objects.MakeObject(editortype, scenecoords, (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);
+ objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
}
}
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
Person::players.push_back(shared_ptr(new Person()));
- Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
+ Person::players.back()->id = Person::players.size()-1;
+
+ Person::players.back()->scale = Person::players[0]->scale;
Person::players.back()->creature = rabbittype;
Person::players.back()->howactive = editoractive;
- Person::players.back()->skeleton.id = Person::players.size()-1;
- Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
int k = abs(Random() % 2) + 1;
if (k == 0) {
- Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
Person::players.back()->whichskin = 0;
} else if (k == 1) {
- Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
Person::players.back()->whichskin = 1;
} else {
- Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
Person::players.back()->whichskin = 2;
}
- Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
- Person::players.back()->power = 1;
- Person::players.back()->speedmult = 1;
- Person::players.back()->animCurrent = bounceidleanim;
- Person::players.back()->animTarget = bounceidleanim;
- Person::players.back()->frameCurrent = 0;
- Person::players.back()->frameTarget = 1;
- Person::players.back()->target = 0;
- Person::players.back()->bled = 0;
+ Person::players.back()->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()->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;
@@ -2350,9 +2231,6 @@ void doDebugKeys()
Person::players.back()->proportionlegs.y = 1.05 * legprop;
}
- Person::players.back()->headless = 0;
- Person::players.back()->onfire = 0;
-
if (cellophane) {
Person::players.back()->proportionhead.z = 0;
Person::players.back()->proportionbody.z = 0;
@@ -2360,7 +2238,7 @@ void doDebugKeys()
Person::players.back()->proportionlegs.z = 0;
}
- Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
+ Person::players.back()->tempanimation = Animation("Tempanim", 0, 0);
Person::players.back()->damagetolerance = 200;
@@ -2388,20 +2266,7 @@ void doDebugKeys()
Person::players.back()->power = Person::players[0]->power;
Person::players.back()->speedmult = Person::players[0]->speedmult;
- Person::players.back()->damage = 0;
- Person::players.back()->permanentdamage = 0;
- Person::players.back()->superpermanentdamage = 0;
- Person::players.back()->deathbleeding = 0;
- Person::players.back()->bleeding = 0;
- Person::players.back()->numwaypoints = 0;
- Person::players.back()->waypoint = 0;
- Person::players.back()->weaponstuck = -1;
- Person::players.back()->weaponactive = -1;
- Person::players.back()->num_weapons = 0;
- Person::players.back()->bloodloss = 0;
- Person::players.back()->dead = 0;
-
- Person::players.back()->loaded = 1;
+ Person::players.back()->loaded = true;
}
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2559,7 +2424,7 @@ 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)) {
@@ -2598,7 +2463,7 @@ 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)) {
@@ -2666,7 +2531,7 @@ 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))) {
@@ -2817,7 +2682,7 @@ 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() && Animation::animations[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
Person::players[k]->RagDoll(0);
if (Person::players[k]->animTarget == jumpupanim) {
@@ -3046,11 +2911,11 @@ 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)
@@ -3095,7 +2960,7 @@ 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() ||
@@ -3110,7 +2975,7 @@ 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 &&
@@ -3123,7 +2988,7 @@ void doAttacks()
Person::players[i]->animTarget != getupfrombackanim &&
(Person::players[i]->animTarget != staggerbackhighanim &&
(Person::players[i]->animTarget != staggerbackhardanim ||
- animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
+ Animation::animations[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
Person::players[i]->animTarget != jumpdownanim &&
Person::players[i]->animTarget != jumpupanim &&
Person::players[i]->animTarget != getupfromfrontanim) {
@@ -3133,11 +2998,11 @@ 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 &&
@@ -3147,7 +3012,7 @@ 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 &&
@@ -3162,7 +3027,7 @@ 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 &&
@@ -3172,14 +3037,14 @@ 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 &&
@@ -3189,36 +3054,36 @@ 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) {
@@ -3226,7 +3091,7 @@ 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) &&
@@ -3260,12 +3125,12 @@ 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;
}
}
@@ -3330,7 +3195,7 @@ 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;
@@ -3380,7 +3245,7 @@ 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)
@@ -3459,7 +3324,7 @@ 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 ||
@@ -3527,7 +3392,7 @@ 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) ||
@@ -3536,7 +3401,7 @@ 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:
@@ -3567,14 +3432,14 @@ 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)
@@ -3654,16 +3519,16 @@ 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);
}
@@ -3688,10 +3553,10 @@ void doPlayerCollisions()
}
}
- 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)) {
@@ -3766,7 +3631,7 @@ 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)
@@ -3912,12 +3777,12 @@ 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;
@@ -3925,7 +3790,7 @@ 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)
@@ -4035,10 +3900,10 @@ 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
@@ -4069,7 +3934,7 @@ 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(
@@ -4081,7 +3946,7 @@ 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;
@@ -4203,11 +4068,11 @@ 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)
@@ -4485,7 +4350,7 @@ 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) &&
@@ -4523,7 +4388,7 @@ 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];
@@ -4536,7 +4401,7 @@ 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 &&
@@ -4685,7 +4550,7 @@ 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) {
@@ -4779,7 +4644,7 @@ void updateSettingsMenu()
void updateStereoConfigMenu()
{
char sbuf[256];
- sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+ sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
Menu::setText(0, sbuf);
sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
Menu::setText(1, sbuf);
@@ -5287,7 +5152,7 @@ void MenuTick()
if (selected == 0) {
newstereomode = (StereoMode)(newstereomode + 1);
while (!CanInitStereo(newstereomode)) {
- printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+ printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
newstereomode = (StereoMode)(newstereomode + 1);
if (newstereomode >= stereoCount)
newstereomode = stereoNone;
@@ -5558,61 +5423,15 @@ 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 (int i = 0; i < Dialog::dialogs.size(); i++) {
+ Dialog::dialogs[i].tick(i);
}
+ }
windvar += multiplier;
smoketex += multiplier;
@@ -5704,7 +5523,7 @@ 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);
@@ -5728,9 +5547,9 @@ 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;
@@ -5779,30 +5598,31 @@ 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 < 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?
@@ -5827,67 +5647,57 @@ 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 >= 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) {
+ yaw = Dialog::currentScene().camerayaw;
+ pitch = Dialog::currentScene().camerapitch;
+ if (Dialog::dialoguetime > 0.5) {
+ if (Input::isKeyPressed(attackkey)) {
+ Dialog::indialogue++;
+ if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::currentScene().sound != 0) {
+ playdialoguescenesound();
+ if (Dialog::currentScene().sound == -5) {
hotspot[numhotspots] = Person::players[0]->coords;
hotspotsize[numhotspots] = 10;
hotspottype[numhotspots] = -1;
numhotspots++;
}
- 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 >= 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;
@@ -5907,7 +5717,7 @@ void Game::Tick()
Person::players[0]->jumptogglekeydown = 1;
- dialoguetime += multiplier;
+ Dialog::dialoguetime += multiplier;
hawkyaw += multiplier * 25;
realhawkcoords = 0;
realhawkcoords.x = 25;
@@ -5970,9 +5780,9 @@ 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 &&
@@ -6003,8 +5813,8 @@ 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 &&
@@ -6027,9 +5837,9 @@ 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)
@@ -6074,7 +5884,7 @@ 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;
@@ -6086,7 +5896,7 @@ 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;
@@ -6119,7 +5929,7 @@ 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)
@@ -6435,7 +6245,7 @@ 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;
@@ -6447,7 +6257,7 @@ 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 &&
@@ -6964,14 +6774,15 @@ 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)
@@ -7296,7 +7107,7 @@ 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;