mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
remove dsq->game-> indirection inside Game
This commit is contained in:
parent
dc5d385864
commit
9047e5e083
1 changed files with 63 additions and 63 deletions
126
Aquaria/Game.cpp
126
Aquaria/Game.cpp
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@ -456,7 +456,7 @@ void Game::fillGridFromQuad(Quad *q, ObsType obsType, bool trim)
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//if (num >= int((szx*szy)))
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//if (num >= int((szx*szy)))
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{
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{
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// add tile
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// add tile
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//dsq->game->setGrid(TileVector(int(tx/TILE_SIZE)+tpos.x, int(ty/TILE_SIZE)+tpos.y), 1);
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//setGrid(TileVector(int(tx/TILE_SIZE)+tpos.x, int(ty/TILE_SIZE)+tpos.y), 1);
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obs.push_back(TileVector(int(tx/TILE_SIZE), int(ty/TILE_SIZE)));
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obs.push_back(TileVector(int(tx/TILE_SIZE), int(ty/TILE_SIZE)));
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}
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}
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}
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}
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@ -512,8 +512,8 @@ void Game::fillGridFromQuad(Quad *q, ObsType obsType, bool trim)
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float y = transformMatrix[3][1];
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float y = transformMatrix[3][1];
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TileVector tvec(tpos.x+w2+x, tpos.y+h2+y);
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TileVector tvec(tpos.x+w2+x, tpos.y+h2+y);
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if (!dsq->game->isObstructed(tvec))
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if (!isObstructed(tvec))
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dsq->game->addGrid(tvec, obsType);
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addGrid(tvec, obsType);
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}
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}
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#else
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#else
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glPushMatrix();
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glPushMatrix();
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@ -536,10 +536,10 @@ void Game::fillGridFromQuad(Quad *q, ObsType obsType, bool trim)
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float x = m[12];
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float x = m[12];
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float y = m[13];
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float y = m[13];
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//dsq->game->setGrid(TileVector(tpos.x+(w2*TILE_SIZE)+(x/TILE_SIZE), tpos.y+(h2*TILE_SIZE)+(y/TILE_SIZE)), obsType);
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//setGrid(TileVector(tpos.x+(w2*TILE_SIZE)+(x/TILE_SIZE), tpos.y+(h2*TILE_SIZE)+(y/TILE_SIZE)), obsType);
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TileVector tvec(tpos.x+w2+x, tpos.y+h2+y);
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TileVector tvec(tpos.x+w2+x, tpos.y+h2+y);
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if (!dsq->game->isObstructed(tvec))
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if (!isObstructed(tvec))
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dsq->game->addGrid(tvec, obsType);
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addGrid(tvec, obsType);
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}
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}
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glPopMatrix();
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glPopMatrix();
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@ -628,8 +628,8 @@ void Game::trimGrid()
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for (int x = 0; x < MAX_GRID; x++)
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for (int x = 0; x < MAX_GRID; x++)
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{
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{
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const unsigned char *curCol = grid[x]; // safe
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const unsigned char *curCol = grid[x]; // safe
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const unsigned char *leftCol = dsq->game->getGridColumn(x-1); // unsafe
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const unsigned char *leftCol = getGridColumn(x-1); // unsafe
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const unsigned char *rightCol = dsq->game->getGridColumn(x+1); // unsafe
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const unsigned char *rightCol = getGridColumn(x+1); // unsafe
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for (int y = 0; y < MAX_GRID; y++)
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for (int y = 0; y < MAX_GRID; y++)
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{
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{
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if (curCol[y] & OT_MASK_BLACK)
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if (curCol[y] & OT_MASK_BLACK)
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@ -1209,9 +1209,9 @@ Path *Game::getNearestPath(const Vector &pos, const std::string &s, const Path *
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float smallestDist = HUGE_VALF;
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float smallestDist = HUGE_VALF;
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std::string st = s;
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std::string st = s;
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stringToLower(st);
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stringToLower(st);
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for (size_t i = 0; i < dsq->game->paths.size(); i++)
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for (size_t i = 0; i < paths.size(); i++)
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{
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{
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Path *cp = dsq->game->paths[i];
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Path *cp = paths[i];
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if (cp != ignore && !cp->nodes.empty() && (st.empty() || st == cp->label))
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if (cp != ignore && !cp->nodes.empty() && (st.empty() || st == cp->label))
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{
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{
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const Vector v = cp->nodes[0].position - pos;
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const Vector v = cp->nodes[0].position - pos;
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@ -1230,7 +1230,7 @@ Path *Game::getNearestPath(const Vector &pos, PathType pathType)
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{
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{
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Path *closest = 0;
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Path *closest = 0;
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float smallestDist = HUGE_VALF;
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float smallestDist = HUGE_VALF;
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for (Path *cp = dsq->game->getFirstPathOfType(pathType); cp; cp = cp->nextOfType)
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for (Path *cp = getFirstPathOfType(pathType); cp; cp = cp->nextOfType)
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{
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{
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if (!cp->nodes.empty())
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if (!cp->nodes.empty())
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{
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{
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@ -2165,7 +2165,7 @@ bool Game::saveScene(std::string scene)
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if (level)
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if (level)
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{
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{
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level->SetAttribute("waterLevel", dsq->game->saveWaterLevel);
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level->SetAttribute("waterLevel", saveWaterLevel);
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if (grad)
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if (grad)
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{
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{
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@ -2196,10 +2196,10 @@ bool Game::saveScene(std::string scene)
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saveFile.InsertEndChild(obsXml);
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saveFile.InsertEndChild(obsXml);
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for (size_t i = 0; i < dsq->game->getNumPaths(); i++)
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for (size_t i = 0; i < getNumPaths(); i++)
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{
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{
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XMLElement *pathXml = saveFile.NewElement("Path");
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XMLElement *pathXml = saveFile.NewElement("Path");
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Path *p = dsq->game->getPath(i);
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Path *p = getPath(i);
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pathXml->SetAttribute("name", p->name.c_str());
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pathXml->SetAttribute("name", p->name.c_str());
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for (size_t n = 0; n < p->nodes.size(); n++)
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for (size_t n = 0; n < p->nodes.size(); n++)
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{
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{
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@ -2252,14 +2252,14 @@ bool Game::saveScene(std::string scene)
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tagBitsUsed[e->bgLayer] |= e->tag;
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tagBitsUsed[e->bgLayer] |= e->tag;
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}
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}
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if (dsq->game->entitySaveData.size() > 0)
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if (entitySaveData.size() > 0)
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{
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{
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XMLElement *entitiesNode = saveFile.NewElement("Entities");
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XMLElement *entitiesNode = saveFile.NewElement("Entities");
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std::ostringstream os;
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std::ostringstream os;
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for (size_t i = 0; i < dsq->game->entitySaveData.size(); i++)
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for (size_t i = 0; i < entitySaveData.size(); i++)
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{
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{
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EntitySaveData *e = &dsq->game->entitySaveData[i];
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EntitySaveData *e = &entitySaveData[i];
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os << e->idx << " ";
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os << e->idx << " ";
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if (e->idx == -1)
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if (e->idx == -1)
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@ -2527,11 +2527,11 @@ void Game::updateParticlePause()
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int game_collideParticle(Vector pos)
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int game_collideParticle(Vector pos)
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{
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{
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bool aboveWaterLine = (pos.y <= dsq->game->waterLevel.x+20);
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bool aboveWaterLine = (pos.y <= game->waterLevel.x+20);
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bool inWaterBubble = false;
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bool inWaterBubble = false;
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if (!aboveWaterLine)
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if (!aboveWaterLine)
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{
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{
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Path *p = dsq->game->getNearestPath(pos, PATH_WATERBUBBLE);
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Path *p = game->getNearestPath(pos, PATH_WATERBUBBLE);
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if (p && p->active)
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if (p && p->active)
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{
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{
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if (p->isCoordinateInside(pos))
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if (p->isCoordinateInside(pos))
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@ -2546,7 +2546,7 @@ int game_collideParticle(Vector pos)
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}
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}
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TileVector t(pos);
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TileVector t(pos);
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return dsq->game->isObstructed(t);
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return game->isObstructed(t);
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}
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}
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void Game::rebuildElementUpdateList()
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void Game::rebuildElementUpdateList()
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@ -2721,7 +2721,7 @@ void Game::applyState()
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for (int i = LR_ELEMENTS1; i <= LR_ELEMENTS12; i++) // LR_ELEMENTS13 is darkness, stop before that
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for (int i = LR_ELEMENTS1; i <= LR_ELEMENTS12; i++) // LR_ELEMENTS13 is darkness, stop before that
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{
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{
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dsq->game->setElementLayerVisible(i-LR_ELEMENTS1, true);
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setElementLayerVisible(i-LR_ELEMENTS1, true);
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}
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}
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dsq->applyParallaxUserSettings();
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dsq->applyParallaxUserSettings();
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@ -2927,7 +2927,7 @@ void Game::applyState()
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if (toFlip == 1)
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if (toFlip == 1)
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{
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{
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dsq->game->avatar->flipHorizontal();
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avatar->flipHorizontal();
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toFlip = -1;
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toFlip = -1;
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}
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}
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@ -3033,9 +3033,9 @@ void Game::applyState()
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Path *closest = 0;
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Path *closest = 0;
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Vector closestPushOut;
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Vector closestPushOut;
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bool doFlip = false;
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bool doFlip = false;
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for (size_t i = 0; i < dsq->game->getNumPaths(); i++)
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for (size_t i = 0; i < getNumPaths(); i++)
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{
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{
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Path *p = dsq->game->getPath(i);
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Path *p = getPath(i);
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Vector pos = p->nodes[0].position;
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Vector pos = p->nodes[0].position;
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if (p && (nocasecmp(p->warpMap, fromScene)==0))
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if (p && (nocasecmp(p->warpMap, fromScene)==0))
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{
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{
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@ -3101,7 +3101,7 @@ void Game::applyState()
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}
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}
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else if (!toNode.empty())
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else if (!toNode.empty())
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{
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{
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Path *p = dsq->game->getPathByName(toNode);
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Path *p = getPathByName(toNode);
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if (p)
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if (p)
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{
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{
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avatar->position = p->nodes[0].position;
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avatar->position = p->nodes[0].position;
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@ -3365,11 +3365,11 @@ void Game::overrideZoom(float sz, float t)
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{
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{
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if (sz == 0)
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if (sz == 0)
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{
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{
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dsq->game->toggleOverrideZoom(false);
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toggleOverrideZoom(false);
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}
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}
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else
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else
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{
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{
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dsq->game->toggleOverrideZoom(true);
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toggleOverrideZoom(true);
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dsq->globalScale.stop();
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dsq->globalScale.stop();
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dsq->globalScale.interpolateTo(Vector(sz, sz), t);
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dsq->globalScale.interpolateTo(Vector(sz, sz), t);
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dsq->globalScaleChanged();
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dsq->globalScaleChanged();
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@ -3624,7 +3624,7 @@ void Game::onToggleHelpScreen()
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void Game::toggleHelpScreen(bool on, const std::string &label)
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void Game::toggleHelpScreen(bool on, const std::string &label)
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{
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{
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if (dsq->game->isSceneEditorActive()) return;
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if (isSceneEditorActive()) return;
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if (inHelpScreen == on) return;
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if (inHelpScreen == on) return;
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if (core->getShiftState()) return;
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if (core->getShiftState()) return;
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@ -3856,9 +3856,9 @@ void Game::onPressEscape(int source, InputDevice device)
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toggleHelpScreen(false);
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toggleHelpScreen(false);
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return;
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return;
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}
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}
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if (dsq->game->worldMapRender->isOn() && !dsq->isNested())
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if (worldMapRender->isOn() && !dsq->isNested())
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{
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{
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dsq->game->worldMapRender->toggle(false);
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worldMapRender->toggle(false);
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return;
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return;
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}
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}
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@ -4062,11 +4062,11 @@ void Game::preLocalWarp(LocalWarpType localWarpType)
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// won't work if you start the map inside a local warp area... but that doesn't happen much for collecting gems
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// won't work if you start the map inside a local warp area... but that doesn't happen much for collecting gems
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if (localWarpType == LOCALWARP_IN)
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if (localWarpType == LOCALWARP_IN)
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{
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{
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dsq->game->avatar->warpInLocal = dsq->game->avatar->position;
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avatar->warpInLocal = avatar->position;
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}
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}
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else if (localWarpType == LOCALWARP_OUT)
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else if (localWarpType == LOCALWARP_OUT)
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{
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{
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dsq->game->avatar->warpInLocal = Vector(0,0,0);
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avatar->warpInLocal = Vector(0,0,0);
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}
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}
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dsq->screenTransition->capture();
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dsq->screenTransition->capture();
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@ -4075,11 +4075,11 @@ void Game::preLocalWarp(LocalWarpType localWarpType)
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void Game::postLocalWarp()
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void Game::postLocalWarp()
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{
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{
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if (dsq->game->li && dsq->continuity.hasLi())
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if (li && dsq->continuity.hasLi())
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dsq->game->li->position = dsq->game->avatar->position;
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li->position = avatar->position;
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if (dsq->game->avatar->pullTarget)
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if (avatar->pullTarget)
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dsq->game->avatar->pullTarget->position = dsq->game->avatar->position;
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avatar->pullTarget->position = avatar->position;
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dsq->game->snapCam();
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snapCam();
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dsq->screenTransition->transition(0.6f);
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dsq->screenTransition->transition(0.6f);
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}
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}
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@ -4125,7 +4125,7 @@ bool Game::isEntityCollideWithShot(Entity *e, Shot *shot)
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else if (e->getEntityType() == ET_AVATAR)
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else if (e->getEntityType() == ET_AVATAR)
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{
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{
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// this used to be stuff != ET_AVATAR.. but what else would do that
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// this used to be stuff != ET_AVATAR.. but what else would do that
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return !dsq->game->isDamageTypeAvatar(shot->getDamageType()) && (!shot->firer || shot->firer->getEntityType() == ET_ENEMY);
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return !isDamageTypeAvatar(shot->getDamageType()) && (!shot->firer || shot->firer->getEntityType() == ET_ENEMY);
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}
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}
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else if (e->getEntityType() == ET_PET)
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else if (e->getEntityType() == ET_PET)
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{
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{
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@ -4306,10 +4306,10 @@ void Game::updateCursor(float dt)
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}
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}
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else if (dsq->getInputMode() == INPUT_JOYSTICK)
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else if (dsq->getInputMode() == INPUT_JOYSTICK)
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{
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{
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if (!dsq->game->isPaused() || dsq->game->isInGameMenu() || !dsq->game->avatar->isInputEnabled())
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if (!isPaused() || isInGameMenu() || !avatar->isInputEnabled())
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{
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{
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int offy = -60;
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int offy = -60;
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if (dsq->game->isInGameMenu() || !dsq->game->avatar->isInputEnabled())
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if (isInGameMenu() || !avatar->isInputEnabled())
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{
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{
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//cursor->setTexture("");
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//cursor->setTexture("");
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offy = 0;
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offy = 0;
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@ -4329,15 +4329,15 @@ void Game::updateCursor(float dt)
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}
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}
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}
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}
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if (isSceneEditorActive() || dsq->game->isPaused() || (!avatar || !avatar->isInputEnabled()) ||
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if (isSceneEditorActive() || isPaused() || (!avatar || !avatar->isInputEnabled()) ||
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(dsq->game->miniMapRender && dsq->game->miniMapRender->isCursorIn())
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(miniMapRender && miniMapRender->isCursorIn())
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)
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)
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{
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{
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dsq->setCursor(CURSOR_NORMAL);
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dsq->setCursor(CURSOR_NORMAL);
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// Don't show the cursor in keyboard/joystick mode if it's not
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// Don't show the cursor in keyboard/joystick mode if it's not
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// already visible (this keeps the cursor from appearing for an
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// already visible (this keeps the cursor from appearing for an
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// instant during map fadeout).
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// instant during map fadeout).
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if (dsq->getInputMode() == INPUT_MOUSE || isSceneEditorActive() || dsq->game->isPaused())
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if (dsq->getInputMode() == INPUT_MOUSE || isSceneEditorActive() || isPaused())
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dsq->cursor->alphaMod = 0.5;
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dsq->cursor->alphaMod = 0.5;
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/*
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/*
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@ -4348,12 +4348,12 @@ void Game::updateCursor(float dt)
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else if (avatar)
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else if (avatar)
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{
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{
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//Vector v = avatar->getVectorToCursorFromScreenCentre();
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//Vector v = avatar->getVectorToCursorFromScreenCentre();
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if (dsq->getInputMode() == INPUT_JOYSTICK)// && !avatar->isSinging() && !dsq->game->isInGameMenu() && !dsq->game->isPaused())
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if (dsq->getInputMode() == INPUT_JOYSTICK)// && !avatar->isSinging() && !isInGameMenu() && !isPaused())
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{
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{
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dsq->cursor->alphaMod = 0;
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dsq->cursor->alphaMod = 0;
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if (!avatar->isSinging())
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if (!avatar->isSinging())
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core->setMousePosition(core->center);
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core->setMousePosition(core->center);
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if (!dsq->game->isPaused())
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if (!isPaused())
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{
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{
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/*
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/*
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@ -4377,7 +4377,7 @@ void Game::updateCursor(float dt)
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{
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{
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dsq->setCursor(CURSOR_SING);
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dsq->setCursor(CURSOR_SING);
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}
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}
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else if (dsq->game->isInGameMenu() || v.isLength2DIn(avatar->getStopDistance()) || (avatar->entityToActivate || avatar->pathToActivate))
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else if (isInGameMenu() || v.isLength2DIn(avatar->getStopDistance()) || (avatar->entityToActivate || avatar->pathToActivate))
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{
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{
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||||||
dsq->setCursor(CURSOR_NORMAL);
|
dsq->setCursor(CURSOR_NORMAL);
|
||||||
}
|
}
|
||||||
|
@ -4475,7 +4475,7 @@ bool Game::trace(Vector start, Vector target)
|
||||||
pos += mov;
|
pos += mov;
|
||||||
|
|
||||||
|
|
||||||
if (dsq->game->isObstructed(TileVector(pos)))
|
if (isObstructed(TileVector(pos)))
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
|
||||||
|
@ -4492,7 +4492,7 @@ bool Game::trace(Vector start, Vector target)
|
||||||
{
|
{
|
||||||
TileVector tl(pos + pl*i);//(start.x + pl.x*i, start.y + pl.y*i);
|
TileVector tl(pos + pl*i);//(start.x + pl.x*i, start.y + pl.y*i);
|
||||||
TileVector tr(pos + pr*i);//(start.x + pr.x*i, start.y + pr.y*i);
|
TileVector tr(pos + pr*i);//(start.x + pr.x*i, start.y + pr.y*i);
|
||||||
if (dsq->game->isObstructed(tl) || dsq->game->isObstructed(tr))
|
if (isObstructed(tl) || isObstructed(tr))
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4506,8 +4506,8 @@ void Game::updateBgSfxLoop()
|
||||||
{
|
{
|
||||||
if (!avatar) return;
|
if (!avatar) return;
|
||||||
|
|
||||||
Path *p = getNearestPath(dsq->game->avatar->position, PATH_BGSFXLOOP);
|
Path *p = getNearestPath(avatar->position, PATH_BGSFXLOOP);
|
||||||
if (p && p->isCoordinateInside(dsq->game->avatar->position) && !p->content.empty())
|
if (p && p->isCoordinateInside(avatar->position) && !p->content.empty())
|
||||||
{
|
{
|
||||||
if (bgSfxLoopPlaying2 != p->content)
|
if (bgSfxLoopPlaying2 != p->content)
|
||||||
{
|
{
|
||||||
|
@ -4540,10 +4540,10 @@ void Game::updateBgSfxLoop()
|
||||||
|
|
||||||
if (avatar->isUnderWater(avatar->getHeadPosition()))
|
if (avatar->isUnderWater(avatar->getHeadPosition()))
|
||||||
{
|
{
|
||||||
dsq->game->switchBgLoop(0);
|
switchBgLoop(0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
dsq->game->switchBgLoop(1);
|
switchBgLoop(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
const float helpTextScrollSpeed = 800.0f;
|
const float helpTextScrollSpeed = 800.0f;
|
||||||
|
@ -4643,9 +4643,9 @@ void Game::update(float dt)
|
||||||
|
|
||||||
|
|
||||||
size_t i = 0;
|
size_t i = 0;
|
||||||
for (i = 0; i < dsq->game->getNumPaths(); i++)
|
for (i = 0; i < getNumPaths(); i++)
|
||||||
{
|
{
|
||||||
dsq->game->getPath(i)->update(dt);
|
getPath(i)->update(dt);
|
||||||
}
|
}
|
||||||
|
|
||||||
FOR_ENTITIES(j)
|
FOR_ENTITIES(j)
|
||||||
|
@ -4747,14 +4747,14 @@ void Game::update(float dt)
|
||||||
avatar->pathToActivate = 0;
|
avatar->pathToActivate = 0;
|
||||||
|
|
||||||
// make sure you also disable entityToActivate
|
// make sure you also disable entityToActivate
|
||||||
if (dsq->game && dsq->game->avatar->canActivateStuff())
|
if (dsq->game && avatar->canActivateStuff())
|
||||||
{
|
{
|
||||||
Path* p = dsq->game->getScriptedPathAtCursor(true);
|
Path* p = getScriptedPathAtCursor(true);
|
||||||
if (p && p->cursorActivation)
|
if (p && p->cursorActivation)
|
||||||
{
|
{
|
||||||
Vector diff = p->nodes[0].position - dsq->game->avatar->position;
|
Vector diff = p->nodes[0].position - avatar->position;
|
||||||
|
|
||||||
if (p->isCoordinateInside(dsq->game->avatar->position) || diff.getSquaredLength2D() < sqr(p->activationRange))
|
if (p->isCoordinateInside(avatar->position) || diff.getSquaredLength2D() < sqr(p->activationRange))
|
||||||
{
|
{
|
||||||
//if (trace(avatar->position, p->nodes[0].position))
|
//if (trace(avatar->position, p->nodes[0].position))
|
||||||
{
|
{
|
||||||
|
@ -4795,7 +4795,7 @@ void Game::update(float dt)
|
||||||
|
|
||||||
if (avatar)
|
if (avatar)
|
||||||
{
|
{
|
||||||
if (avatar->looking && !dsq->game->isPaused()) {
|
if (avatar->looking && !isPaused()) {
|
||||||
Vector diff = avatar->getAim();//dsq->getGameCursorPosition() - avatar->position;
|
Vector diff = avatar->getAim();//dsq->getGameCursorPosition() - avatar->position;
|
||||||
diff.capLength2D(maxLookDistance);
|
diff.capLength2D(maxLookDistance);
|
||||||
dest += diff;
|
dest += diff;
|
||||||
|
@ -5086,11 +5086,11 @@ void Game::removeState()
|
||||||
}
|
}
|
||||||
dsq->continuity.zoom = core->globalScale;
|
dsq->continuity.zoom = core->globalScale;
|
||||||
|
|
||||||
dsq->game->toggleOverrideZoom(false);
|
toggleOverrideZoom(false);
|
||||||
dsq->game->avatar->myZoom.stop();
|
avatar->myZoom.stop();
|
||||||
dsq->globalScale.stop();
|
dsq->globalScale.stop();
|
||||||
|
|
||||||
dsq->game->avatar->myZoom = Vector(1,1);
|
avatar->myZoom = Vector(1,1);
|
||||||
dsq->globalScale = Vector(1,1);
|
dsq->globalScale = Vector(1,1);
|
||||||
core->globalScaleChanged();
|
core->globalScaleChanged();
|
||||||
|
|
||||||
|
@ -5284,7 +5284,7 @@ void Game::learnedRecipe(Recipe *r, bool effects)
|
||||||
{
|
{
|
||||||
if (effects)
|
if (effects)
|
||||||
{
|
{
|
||||||
dsq->game->setControlHint(os.str(), 0, 0, 0, 3, std::string("gfx/ingredients/") + data->gfx);
|
setControlHint(os.str(), 0, 0, 0, 3, std::string("gfx/ingredients/") + data->gfx);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue