]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Devtools: Add clotheslist cmd and fix devkeys in console
[lugaru.git] / Source / GameTick.cpp
index a9cf0bf6759b557e32b8d00598a0e494cf01ffcf..0b83cedef7f4e3853d76b4f4bd27118ceb94e6c6 100644 (file)
@@ -148,27 +148,6 @@ float musicvolume[4] = {};
 float oldmusicvolume[4] = {};
 int musicselected = 0;
 
-const char* rabbitskin[] = {
-    "Textures/Fur3.jpg",
-    "Textures/Fur.jpg",
-    "Textures/Fur2.jpg",
-    "Textures/Lynx.jpg",
-    "Textures/Otter.jpg",
-    "Textures/Opal.jpg",
-    "Textures/Sable.jpg",
-    "Textures/Chocolate.jpg",
-    "Textures/BW2.jpg",
-    "Textures/WB2.jpg"
-};
-
-const char* wolfskin[] = {
-    "Textures/Wolf.jpg",
-    "Textures/DarkWolf.jpg",
-    "Textures/SnowWolf.jpg"
-};
-
-const char** creatureskin[] = { rabbitskin, wolfskin };
-
 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
 
@@ -851,11 +830,7 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
             Person::players[i]->updatedelay = 0;
             Person::players[i]->normalsupdatedelay = 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]->setProportions(1, 1, 1, 1);
             Person::players[i]->headless = 0;
             Person::players[i]->currentoffset = 0;
             Person::players[i]->targetoffset = 0;
@@ -869,13 +844,6 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
         Game::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", lowheight, neutral);
 
         if (i == 0) {
@@ -1054,20 +1022,6 @@ void Game::ProcessInput()
         printf("Stereo separation increased to %f\n", stereoseparation);
     }
 
-    /* Devtools */
-    if (devtools && !mainmenu) {
-        ProcessDevInput();
-    }
-}
-
-void Game::ProcessDevInput()
-{
-    if (!devtools || mainmenu) {
-        return;
-    }
-
-    float headprop, bodyprop, armprop, legprop;
-
     /* Console */
     if (Input::isKeyPressed(consolekey)) {
         console = !console;
@@ -1079,6 +1033,18 @@ void Game::ProcessDevInput()
         }
     }
 
+    /* Devtools */
+    if (devtools && !mainmenu && !console) {
+        ProcessDevInput();
+    }
+}
+
+void Game::ProcessDevInput()
+{
+    if (!devtools || mainmenu || console) {
+        return;
+    }
+
     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
         /* Enable editor */
         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -1226,7 +1192,7 @@ void Game::ProcessDevInput()
                 }
 
                 Person::players[closest]->skeleton.drawmodel.textureptr.load(
-                    creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+                    PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
@@ -1245,11 +1211,6 @@ void Game::ProcessDevInput()
                     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;
-                    Person::players[closest]->proportionarms = 1.1;
-                    Person::players[closest]->proportionlegs = 1.1;
                     Person::players[closest]->scale *= 1.15;
 
                     Person::players[closest]->damagetolerance = 300;
@@ -1258,11 +1219,6 @@ void Game::ProcessDevInput()
                     Person::players[closest]->whichskin = 0;
                     Person::players[closest]->skeletonLoad(true);
 
-                    Person::players[closest]->proportionhead = 1.2;
-                    Person::players[closest]->proportionbody = 1.05;
-                    Person::players[closest]->proportionarms = 1.00;
-                    Person::players[closest]->proportionlegs.x = 1.1;
-                    Person::players[closest]->proportionlegs.y = 1.05;
                     Person::players[closest]->scale /= 1.15;
 
                     Person::players[closest]->damagetolerance = 200;
@@ -1498,40 +1454,7 @@ void Game::ProcessDevInput()
             Person::players.back()->oldcoords = Person::players.back()->coords;
             Person::players.back()->realoldcoords = Person::players.back()->coords;
 
-            if (Person::players[0]->creature == wolftype) {
-                headprop = Person::players[0]->proportionhead.x / 1.1;
-                bodyprop = Person::players[0]->proportionbody.x / 1.1;
-                armprop = Person::players[0]->proportionarms.x / 1.1;
-                legprop = Person::players[0]->proportionlegs.x / 1.1;
-            } else {
-                // rabbittype
-                headprop = Person::players[0]->proportionhead.x / 1.2;
-                bodyprop = Person::players[0]->proportionbody.x / 1.05;
-                armprop = Person::players[0]->proportionarms.x / 1.00;
-                legprop = Person::players[0]->proportionlegs.x / 1.1;
-            }
-
-            if (Person::players.back()->creature == wolftype) {
-                Person::players.back()->proportionhead = 1.1 * headprop;
-                Person::players.back()->proportionbody = 1.1 * bodyprop;
-                Person::players.back()->proportionarms = 1.1 * armprop;
-                Person::players.back()->proportionlegs = 1.1 * legprop;
-            }
-
-            if (Person::players.back()->creature == rabbittype) {
-                Person::players.back()->proportionhead = 1.2 * headprop;
-                Person::players.back()->proportionbody = 1.05 * bodyprop;
-                Person::players.back()->proportionarms = 1.00 * armprop;
-                Person::players.back()->proportionlegs = 1.1 * legprop;
-                Person::players.back()->proportionlegs.y = 1.05 * legprop;
-            }
-
-            if (cellophane) {
-                Person::players.back()->proportionhead.z = 0;
-                Person::players.back()->proportionbody.z = 0;
-                Person::players.back()->proportionarms.z = 0;
-                Person::players.back()->proportionlegs.z = 0;
-            }
+            Person::players.back()->setProportions(1, 1, 1, 1);
 
             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);