X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameTick.cpp;h=92a36c992b99881b728470993711c5eb629f69c5;hp=a0bb4b3928dddfc767f48ef7ed760dcdd9a4c267;hb=ce51a88a16d2e7af222929546d250eba4acb299d;hpb=58e2a577c2ea4cf639a07fc792122c288d4bc2a5 diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index a0bb4b3..92a36c9 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -148,27 +148,6 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; -const char* rabbitskin[] = { - "Textures/Fur3.jpg", - "Textures/Fur.jpg", - "Textures/Fur2.jpg", - "Textures/Lynx.jpg", - "Textures/Otter.jpg", - "Textures/Opal.jpg", - "Textures/Sable.jpg", - "Textures/Chocolate.jpg", - "Textures/BW2.jpg", - "Textures/WB2.jpg" -}; - -const char* wolfskin[] = { - "Textures/Wolf.jpg", - "Textures/DarkWolf.jpg", - "Textures/SnowWolf.jpg" -}; - -const char** creatureskin[] = { rabbitskin, wolfskin }; - #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; STATIC_ASSERT(rabbittype == 0 && wolftype == 1) @@ -1045,50 +1024,56 @@ void Game::ProcessInput() /* Devtools */ if (devtools && !mainmenu) { - ProcessDevInput(); + /* Console */ + if (Input::isKeyPressed(consolekey)) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL); + } else { + freeze = 0; + waiting = false; + } + } + + /* Other devtools, disabled when the console is shown */ + if (!console) { + ProcessDevInput(); + } } } void Game::ProcessDevInput() { - if (!devtools || mainmenu) { + if (!devtools || mainmenu || console) { return; } - /* Console */ - if (Input::isKeyPressed(consolekey)) { - console = !console; - if (console) { - OPENAL_SetFrequency(OPENAL_ALL); - } else { - freeze = 0; - waiting = false; - } - } - if (Input::isKeyDown(SDL_SCANCODE_LALT)) { /* Enable editor */ if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { editorenabled = !editorenabled; if (editorenabled) { Person::players[0]->damagetolerance = 100000; + Person::players[0]->damage = 0; + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } else { Person::players[0]->damagetolerance = 200; } - Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if - Person::players[0]->permanentdamage = 0; - Person::players[0]->superpermanentdamage = 0; - Person::players[0]->bloodloss = 0; - Person::players[0]->deathbleeding = 0; } /* Nullify damage and give 200000 health */ if (Input::isKeyPressed(SDL_SCANCODE_H)) { Person::players[0]->damagetolerance = 200000; Person::players[0]->damage = 0; - Person::players[0]->burnt = 0; Person::players[0]->permanentdamage = 0; Person::players[0]->superpermanentdamage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } /* Change environment */ @@ -1213,7 +1198,7 @@ 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); } @@ -1228,22 +1213,8 @@ void Game::ProcessDevInput() } if (closest >= 0) { - if (Person::players[closest]->creature == rabbittype) { - Person::players[closest]->creature = wolftype; - Person::players[closest]->whichskin = 0; - Person::players[closest]->skeletonLoad(); - Person::players[closest]->scale *= 1.15; - - Person::players[closest]->damagetolerance = 300; - } else { // wolftype - Person::players[closest]->creature = rabbittype; - Person::players[closest]->whichskin = 0; - Person::players[closest]->skeletonLoad(true); - - Person::players[closest]->scale /= 1.15; - - Person::players[closest]->damagetolerance = 200; - } + person_type nextType = static_cast((Person::players[closest]->creature + 1) % PersonType::types.size()); + Person::players[closest]->changeCreatureType(nextType); } }