return from + by;
}
- void Game::playdialogueboxsound()
+ void Game::playdialoguescenesound()
{
XYZ temppos;
- temppos = Person::players[Dialog::currentBox().participantfocus]->coords;
+ temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
temppos = temppos - viewer;
Normalise(&temppos);
temppos += viewer;
int sound = -1;
- switch (Dialog::currentBox().sound) {
+ switch (Dialog::currentScene().sound) {
case -6:
sound = alarmsound;
break;
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;
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_MINUS))
whichend = -1;
if (whichend != -1) {
- Dialog::currentBox().participantfocus = whichend;
+ Dialog::currentScene().participantfocus = whichend;
Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
}
if (whichend == -1) {
- Dialog::currentBox().participantfocus = -1;
+ Dialog::currentScene().participantfocus = -1;
}
/* FIXME: potentially accessing -1 in Person::players! */
- if (Person::players[Dialog::currentBox().participantfocus]->dead) {
+ if (Person::players[Dialog::currentScene().participantfocus]->dead) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
}
- Dialog::currentBox().camera = viewer;
- Dialog::currentBox().camerayaw = yaw;
- Dialog::currentBox().camerapitch = pitch;
+ Dialog::currentScene().camera = viewer;
+ Dialog::currentScene().camerayaw = yaw;
+ Dialog::currentScene().camerapitch = pitch;
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().boxes.size()) {
- if (Dialog::currentBox().sound != 0) {
- playdialogueboxsound();
+ if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::currentScene().sound != 0) {
+ playdialoguescenesound();
}
}
for (unsigned j = 0; j < Person::players.size(); j++) {
- Dialog::currentBox().participantfacing[j] = Dialog::currentDialog().boxes[Dialog::indialogue - 1].participantfacing[j];
+ Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
}
}
//TODO: should these be KeyDown or KeyPressed?
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;
- Dialog::currentBox().participantfacing[whichend] = facing;
+ Dialog::currentScene().participantfacing[whichend] = facing;
}
- if (Dialog::indialogue >= Dialog::currentDialog().boxes.size()) {
+ if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
}
if (!Dialog::directing) {
pause_sound(whooshsound);
- viewer = Dialog::currentBox().camera;
+ viewer = Dialog::currentScene().camera;
viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
- yaw = Dialog::currentBox().camerayaw;
- pitch = Dialog::currentBox().camerapitch;
+ yaw = Dialog::currentScene().camerayaw;
+ pitch = Dialog::currentScene().camerapitch;
if (Dialog::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)) {
+ if (Input::isKeyPressed(attackkey)) {
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().boxes.size()) {
- if (Dialog::currentBox().sound != 0) {
- playdialogueboxsound();
- if (Dialog::currentBox().sound == -5) {
+ 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 (Dialog::currentBox().sound == -6) {
+ if (Dialog::currentScene().sound == -6) {
hostile = 1;
}
- if (Person::players[Dialog::currentBox().participantfocus]->dead) {
+ if (Person::players[Dialog::currentScene().participantfocus]->dead) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
}
}
}
- if (Dialog::indialogue >= Dialog::currentDialog().boxes.size()) {
+ if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
}
if (Dialog::inDialog()) {
- Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentBox().participantfacing[i]);
- Person::players[i]->targetheadpitch = pitchOf(Dialog::currentBox().participantfacing[i]);
+ Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
+ Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
}
if (leveltime < .5)