X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=ebf1175342ce52f5f383563c7668e8bfca5bf29e;hb=e60cbd7add6123d81b3c35543296449b5d02cbaa;hp=7d66b43a1271e173a759fd603fe9d3d54e367215;hpb=5b566d01a77224e445ebb683184a1c59830a10b5;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 7d66b43..ebf1175 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; @@ -313,11 +313,12 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < Object::objects.size(); i++) { - float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords); + for (unsigned int i = 0; i < Object::objects.size(); i++) { + float distance = distsq(&Object::objects[i]->position, + &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; - closest = i; + closest = (int) i; } } return closest; @@ -416,8 +417,6 @@ void Setenvironment(int which) "Textures/Skybox(snow)/Down.jpg"); - - texdetail = temptexdetail; } else if (environment == desertenvironment) { windvector = 0; @@ -451,8 +450,6 @@ void Setenvironment(int which) "Textures/Skybox(sand)/Down.jpg"); - - texdetail = temptexdetail; } else if (environment == grassyenvironment) { windvector = 0; @@ -485,7 +482,6 @@ void Setenvironment(int which) "Textures/Skybox(grass)/Down.jpg"); - texdetail = temptexdetail; } temptexdetail = texdetail; @@ -579,7 +575,7 @@ void Game::Loadlevel(const std::string& name, bool tutorial) freeze = 0; winfreeze = 0; - for (int i = 0; i < 100; i++) + for (unsigned char i = 0; i < 100; i++) bonusnum[i] = 0; numfalls = 0; @@ -610,7 +606,7 @@ 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++) { @@ -981,9 +977,9 @@ void doDevKeys() /* Grow tree leaves?? */ if (Input::isKeyPressed(SDL_SCANCODE_Y)) { - for (int i = 0; i < Object::objects.size(); i++) { - if (Object::objects[i]->type == treeleavestype) { - Object::objects[i]->scale *= .9; + for (auto& an_object : Object::objects) { + if (an_object->type == treeleavestype) { + an_object->scale *= .9; } } } @@ -1590,10 +1586,8 @@ void doDevKeys() void doJumpReversals() { - for (unsigned k = 0; k < Person::players.size(); k++) - for (unsigned i = k; i < Person::players.size(); i++) { - if (i == k) - continue; + for (unsigned k = 0; k < Person::players.size(); k++) { + for (unsigned i = k + 1; i < Person::players.size(); i++) { if ( Person::players[k]->skeleton.free == 0 && Person::players[i]->skeleton.oldfree == 0 && (Person::players[i]->animTarget == jumpupanim || @@ -1686,6 +1680,7 @@ void doJumpReversals() } } } + } } void doAerialAcrobatics() @@ -1781,7 +1776,7 @@ void doAerialAcrobatics() 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) { - Person::players[k]->setAnimation(walljumpleftanim); + Person::players[k]->setTargetAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); @@ -1799,7 +1794,7 @@ void doAerialAcrobatics() 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) { - Person::players[k]->setAnimation(walljumprightanim); + Person::players[k]->setTargetAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); @@ -1817,7 +1812,7 @@ void doAerialAcrobatics() 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) { - Person::players[k]->setAnimation(walljumpbackanim); + Person::players[k]->setTargetAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); @@ -1835,7 +1830,7 @@ void doAerialAcrobatics() 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) { - Person::players[k]->setAnimation(walljumpfrontanim); + Person::players[k]->setTargetAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); @@ -1958,7 +1953,7 @@ void doAerialAcrobatics() whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); if (Object::objects[i]->friction > .5) if (whichhit != -1) { - if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) + if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) Person::players[k]->collided = 1; if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) @@ -2015,7 +2010,7 @@ void doAerialAcrobatics() Person::players[k]->frameTarget = 1; //hang ledge (?) if (j > 25) { - Person::players[k]->setAnimation(hanganim); + Person::players[k]->setTargetAnimation(hanganim); Person::players[k]->jumppower = 0; } } @@ -2046,7 +2041,7 @@ void doAerialAcrobatics() //stagger off ledge (?) if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) Person::players[k]->RagDoll(0); - Person::players[k]->setAnimation(jumpdownanim); + Person::players[k]->setTargetAnimation(jumpdownanim); if (!k) emit_sound_at(whooshsound, Person::players[k]->coords, 128.); @@ -2124,7 +2119,7 @@ void doAttacks() Person::players[i]->animTarget == staffhitanim || Person::players[i]->animTarget == staffspinhitanim) if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) { - Person::players[k]->setAnimation(dodgebackanim); + Person::players[k]->setTargetAnimation(dodgebackanim); Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); } @@ -2132,7 +2127,7 @@ void doAttacks() if (Person::players[k]->animTarget != dodgebackanim) { if (k == 0) numflipped++; - Person::players[k]->setAnimation(backhandspringanim); + Person::players[k]->setTargetAnimation(backhandspringanim); Person::players[k]->targetyaw = -yaw + 180; if (Person::players[k]->leftkeydown) Person::players[k]->targetyaw -= 45; @@ -2463,13 +2458,8 @@ 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); - } - for (int l = 0; l < Object::objects.size(); l++) { + 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 || @@ -2489,13 +2479,8 @@ 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); - } - } - for (int l = 0; l < Object::objects.size(); l++) { + 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 || @@ -2581,7 +2566,7 @@ void doAttacks() Person::players[k]->rabbitkickenabled) || Person::players[k]->jumpkeydown)) { oldattackkey = 1; - Person::players[k]->setAnimation(rabbitkickanim); + Person::players[k]->setTargetAnimation(rabbitkickanim); } //update counts if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { @@ -2752,18 +2737,18 @@ void doPlayerCollisions() if (Person::players[k]->howactive == typeactive || hostile) if (Person::players[k]->isIdle()) { if (Person::players[k]->howactive < typesleeping) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); else if (Person::players[k]->howactive == typesleeping) - Person::players[k]->setAnimation(getupfromfrontanim); + Person::players[k]->setTargetAnimation(getupfromfrontanim); if (!editorenabled) Person::players[k]->howactive = typeactive; } if (Person::players[i]->howactive == typeactive || hostile) if (Person::players[i]->isIdle()) { if (Person::players[i]->howactive < typesleeping) - Person::players[i]->setAnimation(Person::players[k]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[k]->getStop()); else - Person::players[i]->setAnimation(getupfromfrontanim); + Person::players[i]->setTargetAnimation(getupfromfrontanim); if (!editorenabled) Person::players[i]->howactive = typeactive; } @@ -3411,7 +3396,7 @@ void Game::Tick() Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < Object::objects.size(); j++) + for (unsigned int j = 0; j < Object::objects.size(); j++) if (Object::objects[j]->onfire) if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) < @@ -3522,7 +3507,7 @@ void Game::Tick() Person::players[i]->isIdle() || Person::players[i]->aitype != playercontrolled) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); Person::players[i]->hasvictim = 0; } @@ -3550,7 +3535,7 @@ void Game::Tick() Person::players[i]->coords.y < weapons[j].position.y) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(removeknifeanim); + Person::players[i]->setTargetAnimation(removeknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); } if (Person::players[i]->isFlip()) { @@ -3598,7 +3583,7 @@ void Game::Tick() Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; Person::players[i]->hasvictim = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { @@ -3695,7 +3680,7 @@ void Game::Tick() if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; - Person::players[i]->setAnimation(knifethrowanim); + Person::players[i]->setTargetAnimation(knifethrowanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords); } @@ -3759,7 +3744,7 @@ void Game::Tick() isgood = false; if (isgood && Person::players[i]->creature != wolftype) { if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(drawrightanim); + Person::players[i]->setTargetAnimation(drawrightanim); Person::players[i]->drawtogglekeydown = 1; } if ((Person::players[i]->isIdle() || @@ -3768,11 +3753,11 @@ void Game::Tick() Person::players[i]->isRun())) && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == sword) { - Person::players[i]->setAnimation(drawleftanim); + Person::players[i]->setTargetAnimation(drawleftanim); Person::players[i]->drawtogglekeydown = 1; } if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(crouchdrawrightanim); + Person::players[i]->setTargetAnimation(crouchdrawrightanim); Person::players[i]->drawtogglekeydown = 1; } } @@ -3789,9 +3774,9 @@ void Game::Tick() Person::players[i]->attackkeydown && musictype != stream_fighttheme) { if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) - Person::players[i]->setAnimation(crouchstabanim); + Person::players[i]->setTargetAnimation(crouchstabanim); if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) - Person::players[i]->setAnimation(swordgroundstabanim); + Person::players[i]->setTargetAnimation(swordgroundstabanim); Person::players[i]->hasvictim = 0; } } @@ -3864,7 +3849,7 @@ void Game::Tick() Person::players[i]->lowreversaldelay = .5; if (Person::players[i]->isIdle()) { - Person::players[i]->setAnimation(Person::players[i]->getCrouch()); + Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch()); Person::players[i]->transspeed = 10; } if (Person::players[i]->isRun() || @@ -3873,7 +3858,7 @@ void Game::Tick() Person::players[i]->rightkeydown || Person::players[i]->forwardkeydown || Person::players[i]->backkeydown))) { - Person::players[i]->setAnimation(rollanim); + Person::players[i]->setTargetAnimation(rollanim); Person::players[i]->transspeed = 20; } } @@ -3909,12 +3894,12 @@ void Game::Tick() Person::players[i]->animCurrent = Person::players[i]->getCrouch(); Person::players[i]->frameCurrent = 0; } - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } if (Person::players[i]->animTarget == sneakanim) { - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } @@ -3930,9 +3915,9 @@ void Game::Tick() !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { if (Person::players[i]->aitype == passivetype) - Person::players[i]->setAnimation(walkanim); + Person::players[i]->setTargetAnimation(walkanim); else - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -3941,7 +3926,7 @@ void Game::Tick() Person::players[i]->frameTarget = 0; } if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { - Person::players[i]->setAnimation(climbanim); + Person::players[i]->setTargetAnimation(climbanim); Person::players[i]->frameTarget = 1; Person::players[i]->jumpclimb = 1; } @@ -3962,7 +3947,7 @@ void Game::Tick() Person::players[i]->frameTarget > 0 && !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -3991,7 +3976,7 @@ void Game::Tick() Person::players[i]->frameTarget > 0 && !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -4020,7 +4005,7 @@ void Game::Tick() Person::players[i]->frameTarget > 0 && !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -4056,7 +4041,7 @@ void Game::Tick() ((Person::players[i]->animTarget != rabbitrunninganim && Person::players[i]->animTarget != wolfrunninganim) || i != 0)) { Person::players[i]->jumpstart = 0; - Person::players[i]->setAnimation(jumpupanim); + Person::players[i]->setTargetAnimation(jumpupanim); Person::players[i]->yaw = Person::players[i]->targetyaw; Person::players[i]->transspeed = 20; Person::players[i]->FootLand(leftfoot, 1); @@ -4110,7 +4095,7 @@ void Game::Tick() emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) { - Person::players[i]->setAnimation(Person::players[i]->getLanding()); + Person::players[i]->setTargetAnimation(Person::players[i]->getLanding()); Person::players[i]->frameTarget = 2; Person::players[i]->landhard = 0; Person::players[i]->jumpstart = 1; @@ -4135,12 +4120,14 @@ void Game::Tick() } if (!movekey) { - if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } if (Person::players[i]->animTarget == sneakanim) { Person::players[i]->animTarget = Person::players[i]->getCrouch(); - if (Person::players[i]->animCurrent == sneakanim) + if (Person::players[i]->animCurrent == sneakanim) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } } @@ -4149,9 +4136,9 @@ void Game::Tick() Person::players[i]->aitype == searchtype || (Person::players[i]->aitype == passivetype && Person::players[i]->numwaypoints <= 1))) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); } } if (Person::players[i]->animTarget == rollanim) @@ -4169,7 +4156,7 @@ void Game::Tick() //stop to turn in right direction if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) Person::players[k]->targettilt = 0; @@ -4437,7 +4424,7 @@ void Game::TickOnceAfter() } if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) { - if (Person::players[0]->dead && changedelay <= 0) { + if (Person::players[0]->dead) { changedelay = 1; targetlevel = whichlevel; }