#include "Level/Dialog.hpp"
#include "Level/Hotspot.hpp"
#include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
#include "User/Settings.hpp"
#include "Utils/Folders.hpp"
#include "Utils/Input.hpp"
-#include "Tutorial.hpp"
#if PLATFORM_UNIX
#include <sys/stat.h>
#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
#endif
-
extern float multiplier;
extern XYZ viewer;
extern int environment;
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;
float oldmusicvolume[4] = {};
int musicselected = 0;
-const char *rabbitskin[] = {
+const char* rabbitskin[] = {
"Textures/Fur3.jpg",
"Textures/Fur.jpg",
"Textures/Fur2.jpg",
"Textures/WB2.jpg"
};
-const char *wolfskin[] = {
+const char* wolfskin[] = {
"Textures/Wolf.jpg",
"Textures/DarkWolf.jpg",
"Textures/SnowWolf.jpg"
};
-const char **creatureskin[] = {rabbitskin, wolfskin};
+const char** creatureskin[] = { rabbitskin, wolfskin };
#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
// utility functions
// TODO: this is slightly incorrect
-inline float roughDirection(XYZ vec)
+float roughDirection(XYZ vec)
{
Normalise(&vec);
float angle = -asin(-vec.x) * 180 / M_PI;
angle = 180 - angle;
return angle;
}
-inline float roughDirectionTo(XYZ start, XYZ end)
+float roughDirectionTo(XYZ start, XYZ end)
{
return roughDirection(end - start);
}
Normalise(&vec);
return -asin(vec.y) * 180 / M_PI;
}
-inline float pitchTo(XYZ start, XYZ end)
+float pitchTo(XYZ start, XYZ end)
{
return pitchOf(end - start);
}
-inline float sq(float n)
+float sq(float n)
{
return n * n;
}
void Game::playdialoguescenesound()
{
XYZ temppos;
- temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
+ temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
temppos = temppos - viewer;
Normalise(&temppos);
temppos += viewer;
int sound = -1;
switch (Dialog::currentScene().sound) {
- case -6:
- sound = alarmsound;
- break;
- case -4:
- sound = consolefailsound;
- break;
- case -3:
- sound = consolesuccesssound;
- break;
- case -2:
- sound = firestartsound;
- break;
- case -1:
- sound = fireendsound;
- break;
- case 1:
- sound = rabbitchitter;
- break;
- case 2:
- sound = rabbitchitter2;
- break;
- case 3:
- sound = rabbitpainsound;
- break;
- case 4:
- sound = rabbitpain1sound;
- break;
- case 5:
- sound = rabbitattacksound;
- break;
- case 6:
- sound = rabbitattack2sound;
- break;
- case 7:
- sound = rabbitattack3sound;
- break;
- case 8:
- sound = rabbitattack4sound;
- break;
- case 9:
- sound = growlsound;
- break;
- case 10:
- sound = growl2sound;
- break;
- case 11:
- sound = snarlsound;
- break;
- case 12:
- sound = snarl2sound;
- break;
- case 13:
- sound = barksound;
- break;
- case 14:
- sound = bark2sound;
- break;
- case 15:
- sound = bark3sound;
- break;
- case 16:
- sound = barkgrowlsound;
- break;
- default:
- break;
+ case -6:
+ sound = alarmsound;
+ break;
+ case -4:
+ sound = consolefailsound;
+ break;
+ case -3:
+ sound = consolesuccesssound;
+ break;
+ case -2:
+ sound = firestartsound;
+ break;
+ case -1:
+ sound = fireendsound;
+ break;
+ case 1:
+ sound = rabbitchitter;
+ break;
+ case 2:
+ sound = rabbitchitter2;
+ break;
+ case 3:
+ sound = rabbitpainsound;
+ break;
+ case 4:
+ sound = rabbitpain1sound;
+ break;
+ case 5:
+ sound = rabbitattacksound;
+ break;
+ case 6:
+ sound = rabbitattack2sound;
+ break;
+ case 7:
+ sound = rabbitattack3sound;
+ break;
+ case 8:
+ sound = rabbitattack4sound;
+ break;
+ case 9:
+ sound = growlsound;
+ break;
+ case 10:
+ sound = growl2sound;
+ break;
+ case 11:
+ sound = snarlsound;
+ break;
+ case 12:
+ sound = snarl2sound;
+ break;
+ case 13:
+ sound = barksound;
+ break;
+ case 14:
+ sound = bark2sound;
+ break;
+ case 15:
+ sound = bark3sound;
+ break;
+ case 16:
+ sound = barkgrowlsound;
+ break;
+ default:
+ break;
}
if (sound != -1)
emit_sound_at(sound, temppos);
int closest = -1;
float closestdist = std::numeric_limits<float>::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;
}
/********************> Tick() <*****/
-extern bool save_screenshot(const char * fname);
-void Screenshot (void)
+extern bool save_screenshot(const char* fname);
+void Screenshot(void)
{
char filename[1024];
time_t t = time(NULL);
- struct tm *tme = localtime(&t);
+ struct tm* tme = localtime(&t);
sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
pause_sound(stream_wind);
pause_sound(stream_desertambient);
-
if (environment == snowyenvironment) {
windvector = 0;
windvector.z = 3;
terraintexture.load("Textures/Snow.jpg", 1);
terraintexture2.load("Textures/Rock.jpg", 1);
-
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( "Textures/Skybox(snow)/Front.jpg",
- "Textures/Skybox(snow)/Left.jpg",
- "Textures/Skybox(snow)/Back.jpg",
- "Textures/Skybox(snow)/Right.jpg",
- "Textures/Skybox(snow)/Up.jpg",
- "Textures/Skybox(snow)/Down.jpg");
-
-
-
+ skybox->load("Textures/Skybox(snow)/Front.jpg",
+ "Textures/Skybox(snow)/Left.jpg",
+ "Textures/Skybox(snow)/Back.jpg",
+ "Textures/Skybox(snow)/Right.jpg",
+ "Textures/Skybox(snow)/Up.jpg",
+ "Textures/Skybox(snow)/Down.jpg");
texdetail = temptexdetail;
} else if (environment == desertenvironment) {
Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
-
if (ambientsound)
emit_stream_np(stream_desertambient);
terraintexture.load("Textures/Sand.jpg", 1);
terraintexture2.load("Textures/SandSlope.jpg", 1);
-
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( "Textures/Skybox(sand)/Front.jpg",
- "Textures/Skybox(sand)/Left.jpg",
- "Textures/Skybox(sand)/Back.jpg",
- "Textures/Skybox(sand)/Right.jpg",
- "Textures/Skybox(sand)/Up.jpg",
- "Textures/Skybox(sand)/Down.jpg");
-
-
-
+ skybox->load("Textures/Skybox(sand)/Front.jpg",
+ "Textures/Skybox(sand)/Left.jpg",
+ "Textures/Skybox(sand)/Back.jpg",
+ "Textures/Skybox(sand)/Right.jpg",
+ "Textures/Skybox(sand)/Up.jpg",
+ "Textures/Skybox(sand)/Down.jpg");
texdetail = temptexdetail;
} else if (environment == grassyenvironment) {
terraintexture.load("Textures/GrassDirt.jpg", 1);
terraintexture2.load("Textures/MossRock.jpg", 1);
-
temptexdetail = texdetail;
if (texdetail > 1)
texdetail = 4;
- skybox->load( "Textures/Skybox(grass)/Front.jpg",
- "Textures/Skybox(grass)/Left.jpg",
- "Textures/Skybox(grass)/Back.jpg",
- "Textures/Skybox(grass)/Right.jpg",
- "Textures/Skybox(grass)/Up.jpg",
- "Textures/Skybox(grass)/Down.jpg");
-
-
+ skybox->load("Textures/Skybox(grass)/Front.jpg",
+ "Textures/Skybox(grass)/Left.jpg",
+ "Textures/Skybox(grass)/Back.jpg",
+ "Textures/Skybox(grass)/Right.jpg",
+ "Textures/Skybox(grass)/Up.jpg",
+ "Textures/Skybox(grass)/Down.jpg");
texdetail = temptexdetail;
}
texdetail = temptexdetail;
}
-void Game::Loadlevel(int which)
+bool Game::LoadLevel(int which)
{
stealthloading = 0;
whichlevel = which;
if (which == -1) {
- Loadlevel("tutorial", true);
+ return LoadLevel("tutorial", true);
} else if (which >= 0 && which <= 15) {
char buf[32];
snprintf(buf, 32, "map%d", which + 1); // challenges
- Loadlevel(buf);
- } else
- Loadlevel("mapsave");
+ return LoadLevel(buf);
+ } else {
+ return LoadLevel("mapsave");
+ }
}
-void Game::Loadlevel(const std::string& name, bool tutorial)
+bool Game::LoadLevel(const std::string& name, bool tutorial)
{
+ const std::string level_path = Folders::getResourcePath("Maps/" + name);
+ if (!Folders::file_exists(level_path)) {
+ perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
+ return false;
+ }
+
int indemo; // FIXME this should be removed
int templength;
float lamefloat;
pause_sound(stream_firesound);
int mapvers;
- FILE *tfile;
+ FILE* tfile;
errno = 0;
- tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
+ tfile = Folders::openMandatoryFile(level_path, "rb");
pause_sound(stream_firesound);
scoreadded = 0;
freeze = 0;
winfreeze = 0;
- for (int i = 0; i < 100; i++)
+ for (unsigned char i = 0; i < 100; i++)
bonusnum[i] = 0;
numfalls = 0;
}
if (!stealthloading) {
- terrain.numdecals = 0;
+ terrain.decals.clear();
Sprite::deleteSprites();
for (int i = 0; i < subdivision; i++) {
for (int j = 0; j < subdivision; j++) {
- terrain.patchobjectnum[i][j] = 0;
+ terrain.patchobjects[i][j].clear();
}
}
Game::LoadingScreen();
funpackf(tfile, "Bi", &environment);
+ if (environment != oldenvironment)
+ Setenvironment(environment);
+ oldenvironment = environment;
+
Object::LoadObjectsFromFile(tfile, stealthloading);
if (mapvers >= 7) {
funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
SetUpLighting();
- if (environment != oldenvironment)
- Setenvironment(environment);
- oldenvironment = environment;
if (!stealthloading) {
Object::AddObjectsToTerrain();
}
}
-
Game::LoadingScreen();
if (cellophane) {
oldmusicvolume[2] = 0;
oldmusicvolume[3] = 0;
- if (!firstload)
- firstload = 1;
-
leveltime = 0;
wonleveltime = 0;
visibleloading = false;
+
+ return true;
}
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;
}
}
}
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
- &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
}
Person::players[closest]->addClothes();
legprop = Person::players[closest]->proportionlegs.x / 1.1;
}
-
if (Person::players[closest]->creature == rabbittype) {
Person::players[closest]->creature = wolftype;
Person::players[closest]->whichskin = 0;
Person::players[closest]->proportionlegs = 1.1 * legprop;
Person::players[closest]->proportionlegs.y = 1.05 * legprop;
}
-
}
}
Person::players[closest]->skeleton.free = 2;
camerashake += .6;
-
}
}
if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
int closest = findClosestPlayer();
if (closest >= 0) {
- Person::players.erase(Person::players.begin()+closest);
+ Person::players.erase(Person::players.begin() + closest);
}
}
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
Person::players.push_back(shared_ptr<Person>(new Person()));
- Person::players.back()->id = Person::players.size()-1;
+ Person::players.back()->id = Person::players.size() - 1;
Person::players.back()->scale = Person::players[0]->scale;
Person::players.back()->creature = rabbittype;
editorsize = .1;
}
-
if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
mapradius -= multiplier * 10;
}
void doJumpReversals()
{
- for (unsigned k = 0; k < Person::players.size(); k++)
- for (unsigned i = k; i < Person::players.size(); i++) {
- if (i == k)
- continue;
- if ( Person::players[k]->skeleton.free == 0 &&
- Person::players[i]->skeleton.oldfree == 0 &&
- (Person::players[i]->animTarget == jumpupanim ||
- Person::players[k]->animTarget == jumpupanim) &&
- (Person::players[i]->aitype == playercontrolled ||
- Person::players[k]->aitype == playercontrolled) &&
- ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
- (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
- if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
- distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ 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 ||
+ Person::players[k]->animTarget == jumpupanim) &&
+ (Person::players[i]->aitype == playercontrolled ||
+ Person::players[k]->aitype == playercontrolled) &&
+ ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+ (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
+ if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+ distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
//TODO: refactor two huge similar ifs
if (Person::players[i]->animTarget == jumpupanim &&
- Person::players[k]->animTarget != getupfrombackanim &&
- Person::players[k]->animTarget != getupfromfrontanim &&
- Animation::animations[Person::players[k]->animTarget].height == middleheight &&
- normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
- ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
- Person::players[k]->aitype != playercontrolled)) {
+ Person::players[k]->animTarget != getupfrombackanim &&
+ Person::players[k]->animTarget != getupfromfrontanim &&
+ Animation::animations[Person::players[k]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+ ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
+ Person::players[k]->aitype != playercontrolled)) {
Person::players[i]->victim = Person::players[k];
Person::players[i]->velocity = 0;
Person::players[i]->animCurrent = jumpreversedanim;
Person::players[k]->stunned = .5;
}
if (Person::players[k]->animTarget == jumpupanim &&
- Person::players[i]->animTarget != getupfrombackanim &&
- Person::players[i]->animTarget != getupfromfrontanim &&
- Animation::animations[Person::players[i]->animTarget].height == middleheight &&
- normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
- ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
- Person::players[i]->aitype != playercontrolled)) {
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ Animation::animations[Person::players[i]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+ ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+ Person::players[i]->aitype != playercontrolled)) {
Person::players[k]->victim = Person::players[i];
Person::players[k]->velocity = 0;
Person::players[k]->animCurrent = jumpreversedanim;
}
}
}
+ }
}
void doAerialAcrobatics()
Person::players[k]->turnspeed = 500;
if ((Person::players[k]->isRun() &&
- ((Person::players[k]->targetyaw != rabbitrunninganim &&
- Person::players[k]->targetyaw != wolfrunninganim) ||
- Person::players[k]->frameTarget == 4)) ||
- Person::players[k]->animTarget == removeknifeanim ||
- Person::players[k]->animTarget == crouchremoveknifeanim ||
- Person::players[k]->animTarget == flipanim ||
- Person::players[k]->animTarget == fightsidestep ||
- Person::players[k]->animTarget == walkanim) {
+ ((Person::players[k]->targetyaw != rabbitrunninganim &&
+ Person::players[k]->targetyaw != wolfrunninganim) ||
+ Person::players[k]->frameTarget == 4)) ||
+ Person::players[k]->animTarget == removeknifeanim ||
+ Person::players[k]->animTarget == crouchremoveknifeanim ||
+ Person::players[k]->animTarget == flipanim ||
+ Person::players[k]->animTarget == fightsidestep ||
+ Person::players[k]->animTarget == walkanim) {
Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
}
-
if (Person::players[k]->isStop() ||
- Person::players[k]->isLanding() ||
- Person::players[k]->animTarget == staggerbackhighanim ||
- (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
- Person::players[k]->animTarget == staggerbackhardanim ||
- Person::players[k]->animTarget == backhandspringanim ||
- Person::players[k]->animTarget == dodgebackanim ||
- Person::players[k]->animTarget == rollanim ||
- (Animation::animations[Person::players[k]->animTarget].attack &&
- Person::players[k]->animTarget != rabbitkickanim &&
- (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
- (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+ Person::players[k]->isLanding() ||
+ Person::players[k]->animTarget == staggerbackhighanim ||
+ (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+ Person::players[k]->animTarget == staggerbackhardanim ||
+ Person::players[k]->animTarget == backhandspringanim ||
+ Person::players[k]->animTarget == dodgebackanim ||
+ Person::players[k]->animTarget == rollanim ||
+ (Animation::animations[Person::players[k]->animTarget].attack &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+ (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
}
//if player's position has changed (?)
if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
- !Person::players[k]->skeleton.free &&
- Person::players[k]->animTarget != climbanim &&
- Person::players[k]->animTarget != hanganim) {
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim) {
XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
int whichhit;
bool tempcollide = 0;
//clip to terrain
Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
- for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (Object::objects[i]->type != rocktype ||
- Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
- Object::objects[i]->position.y > Person::players[k]->coords.y) {
+ Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
+ Object::objects[i]->position.y > Person::players[k]->coords.y) {
lowpoint = Person::players[k]->coords;
if (Person::players[k]->animTarget != jumpupanim &&
- Person::players[k]->animTarget != jumpdownanim &&
- !Person::players[k]->isFlip())
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip())
lowpoint.y += 1.25;
else
lowpoint.y += 1.3;
- if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
- Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
+ if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
+ Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
flatfacing = lowpoint - Person::players[k]->coords;
//wall jumps
//TODO: refactor four similar blocks
if (Person::players[k]->aitype == playercontrolled &&
- (Person::players[k]->animTarget == jumpupanim ||
- Person::players[k]->animTarget == jumpdownanim ||
- Person::players[k]->isFlip()) &&
- !Person::players[k]->jumptogglekeydown &&
- Person::players[k]->jumpkeydown) {
+ (Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim ||
+ Person::players[k]->isFlip()) &&
+ !Person::players[k]->jumptogglekeydown &&
+ Person::players[k]->jumpkeydown) {
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
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);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+ Person::players[k]->setTargetAnimation(walljumpleftanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint = tempcoords1;
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);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+ Person::players[k]->setTargetAnimation(walljumprightanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint = tempcoords1;
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);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+ Person::players[k]->setTargetAnimation(walljumpbackanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint = tempcoords1;
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);
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+ Person::players[k]->setTargetAnimation(walljumpfrontanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
}
if (tempcollide)
- for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
lowpoint = Person::players[k]->coords;
lowpoint.y += 1.35;
if (Object::objects[i]->type != rocktype)
if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
if (Person::players[k]->animTarget != jumpupanim &&
- Person::players[k]->animTarget != jumpdownanim &&
- Person::players[k]->onterrain)
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->onterrain)
Person::players[k]->avoidcollided = 1;
Person::players[k]->coords = lowpoint;
Person::players[k]->coords.y -= 1.35;
Person::players[k]->collide = 1;
if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
- (Person::players[k]->animCurrent != climbanim &&
+ (Person::players[k]->animCurrent != climbanim &&
Person::players[k]->animCurrent != hanganim &&
!Person::players[k]->isWallJump() ||
- Person::players[k]->animTarget == jumpupanim ||
- Person::players[k]->animTarget == jumpdownanim)) {
+ Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim)) {
lowpoint = Person::players[k]->coords;
Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
lowpoint = Person::players[k]->coords;
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)
- if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
- &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
- Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
- &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
- Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
- &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
- Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
- &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
+ if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
for (int j = 0; j < 45; j++) {
lowpoint = Person::players[k]->coords;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.4;
if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
- &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
+ &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
break;
if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.3;
flatfacing = Person::players[k]->coords;
- Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
+ Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
Person::players[k]->coords.y = lowpointtarget.y - .07;
Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
}
emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
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;
}
}
if (Person::players[k]->collide <= 0) {
//in the air
if (!Person::players[k]->onterrain &&
- Person::players[k]->animTarget != jumpupanim &&
- Person::players[k]->animTarget != jumpdownanim &&
- Person::players[k]->animTarget != climbanim &&
- Person::players[k]->animTarget != hanganim &&
- !Person::players[k]->isWallJump() &&
- !Person::players[k]->isFlip()) {
+ Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim &&
+ !Person::players[k]->isWallJump() &&
+ !Person::players[k]->isFlip()) {
if (Person::players[k]->animCurrent != climbanim &&
- Person::players[k]->animCurrent != tempanim &&
- Person::players[k]->animTarget != backhandspringanim &&
- (Person::players[k]->animTarget != rollanim ||
- Person::players[k]->frameTarget < 2 ||
- Person::players[k]->frameTarget > 6)) {
+ Person::players[k]->animCurrent != tempanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->animTarget != rollanim ||
+ Person::players[k]->frameTarget < 2 ||
+ Person::players[k]->frameTarget > 6)) {
//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.);
if (!oldattackkey)
playerrealattackkeydown = Input::isKeyDown(attackkey);
if ((Person::players[0]->parriedrecently <= 0 ||
- Person::players[0]->weaponactive == -1) &&
- (!oldattackkey ||
- (realthreat &&
- Person::players[0]->lastattack != swordslashanim &&
- Person::players[0]->lastattack != knifeslashstartanim &&
- Person::players[0]->lastattack != staffhitanim &&
- Person::players[0]->lastattack != staffspinhitanim)))
+ Person::players[0]->weaponactive == -1) &&
+ (!oldattackkey ||
+ (realthreat &&
+ Person::players[0]->lastattack != swordslashanim &&
+ Person::players[0]->lastattack != knifeslashstartanim &&
+ Person::players[0]->lastattack != staffhitanim &&
+ Person::players[0]->lastattack != staffspinhitanim)))
Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
if (Input::isKeyDown(attackkey) &&
- !oldattackkey &&
- !Person::players[0]->backkeydown) {
+ !oldattackkey &&
+ !Person::players[0]->backkeydown) {
for (unsigned k = 0; k < Person::players.size(); k++) {
if ((Person::players[k]->animTarget == swordslashanim ||
- Person::players[k]->animTarget == staffhitanim ||
- Person::players[k]->animTarget == staffspinhitanim) &&
- Person::players[0]->animCurrent != dodgebackanim &&
- !Person::players[k]->skeleton.free)
+ Person::players[k]->animTarget == staffhitanim ||
+ Person::players[k]->animTarget == staffspinhitanim) &&
+ Person::players[0]->animCurrent != dodgebackanim &&
+ !Person::players[k]->skeleton.free)
Person::players[k]->Reverse();
}
}
if (Person::players[k]->attackkeydown) {
//dodge backward
if (Person::players[k]->backkeydown &&
- Person::players[k]->animTarget != backhandspringanim &&
- (Person::players[k]->isIdle() ||
- Person::players[k]->isStop() ||
- Person::players[k]->isRun() ||
- Person::players[k]->animTarget == walkanim)) {
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isStop() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim)) {
if (Person::players[k]->jumppower <= 1) {
Person::players[k]->jumppower -= 2;
} else {
if (i == k)
continue;
if (Person::players[i]->animTarget == swordslashanim ||
- Person::players[i]->animTarget == knifeslashstartanim ||
- Person::players[i]->animTarget == staffhitanim ||
- Person::players[i]->animTarget == staffspinhitanim)
+ Person::players[i]->animTarget == knifeslashstartanim ||
+ 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);
}
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;
}
//attack
if (!Animation::animations[Person::players[k]->animTarget].attack &&
- !Person::players[k]->backkeydown &&
- (Person::players[k]->isIdle() ||
- Person::players[k]->isRun() ||
- Person::players[k]->animTarget == walkanim ||
- Person::players[k]->animTarget == sneakanim ||
- Person::players[k]->isCrouch())) {
+ !Person::players[k]->backkeydown &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim ||
+ Person::players[k]->animTarget == sneakanim ||
+ Person::players[k]->isCrouch())) {
const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
//normal attacks (?)
Person::players[k]->hasvictim = 0;
//choose an attack
const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
if (distance < 4.5 &&
- !Person::players[i]->skeleton.free &&
- Person::players[i]->howactive < typedead1 &&
- Person::players[i]->animTarget != jumpreversedanim &&
- Person::players[i]->animTarget != rabbitkickreversedanim &&
- Person::players[i]->animTarget != rabbitkickanim &&
- Person::players[k]->animTarget != rabbitkickanim &&
- Person::players[i]->animTarget != getupfrombackanim &&
- (Person::players[i]->animTarget != staggerbackhighanim &&
- (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
- Person::players[i]->animTarget != jumpdownanim &&
- Person::players[i]->animTarget != jumpupanim &&
- Person::players[i]->animTarget != getupfromfrontanim) {
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->howactive < typedead1 &&
+ Person::players[i]->animTarget != jumpreversedanim &&
+ Person::players[i]->animTarget != rabbitkickreversedanim &&
+ Person::players[i]->animTarget != rabbitkickanim &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ (Person::players[i]->animTarget != staggerbackhighanim &&
+ (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
+ Person::players[i]->animTarget != jumpdownanim &&
+ Person::players[i]->animTarget != jumpupanim &&
+ Person::players[i]->animTarget != getupfromfrontanim) {
Person::players[k]->victim = Person::players[i];
Person::players[k]->hasvictim = 1;
if (Person::players[k]->aitype == playercontrolled) { //human player
//sweep
if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- Person::players[k]->crouchkeydown &&
- Animation::animations[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->crouchkeydown &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = sweepanim;
//winduppunch
else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
if (attackweapon) {
//sweep
if ((!Tutorial::active || !attackweapon) &&
- distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- randattack == 0 &&
- Animation::animations[Person::players[i]->animTarget].height != lowheight)
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ randattack == 0 &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = sweepanim;
//knifeslashstart
else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
}
//sneak attacks
if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
- Person::players[i]->howactive < typedead1 &&
- distance < 1.5 * sq(Person::players[k]->scale * 5) &&
- !Person::players[i]->skeleton.free &&
- Person::players[i]->animTarget != getupfrombackanim &&
- Person::players[i]->animTarget != getupfromfrontanim &&
- (Person::players[i]->surprised > 0 ||
- Person::players[i]->aitype == passivetype ||
- attackweapon && Person::players[i]->stunned > 0) &&
- normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
+ Person::players[i]->howactive < typedead1 &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ (Person::players[i]->surprised > 0 ||
+ Person::players[i]->aitype == passivetype ||
+ attackweapon && Person::players[i]->stunned > 0) &&
+ normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
//sneakattack
if (!attackweapon) {
Person::players[k]->animCurrent = sneakattackanim;
}
}
if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
- Person::players[k]->victim == Person::players[i] &&
- (!Person::players[i]->skeleton.free)) {
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free)) {
oldattackkey = 1;
Person::players[k]->frameTarget = 0;
Person::players[k]->target = 0;
Person::players[k]->lastattack = Person::players[k]->animTarget;
}
if (Person::players[k]->animTarget == knifefollowanim &&
- Person::players[k]->victim == Person::players[i]) {
+ Person::players[k]->victim == Person::players[i]) {
oldattackkey = 1;
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);
if (i == k)
continue;
if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
- Animation::animations[Person::players[k]->animTarget].attack == neutral) {
+ Animation::animations[Person::players[k]->animTarget].attack == neutral) {
const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
if (Person::players[i]->skeleton.free)
if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
- (Person::players[i]->dead ||
- Person::players[i]->skeleton.longdead > 1000 ||
- Person::players[k]->isRun() ||
- hasstaff ||
- (attackweapon &&
- (Person::players[i]->skeleton.longdead > 2000 ||
- Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
- Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
- distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead > 1000 ||
+ Person::players[k]->isRun() ||
+ hasstaff ||
+ (attackweapon &&
+ (Person::players[i]->skeleton.longdead > 2000 ||
+ Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
Person::players[k]->victim = Person::players[i];
Person::players[k]->hasvictim = 1;
if (attackweapon && !Tutorial::active) {
Person::players[k]->animTarget = staffgroundsmashanim;
}
if (distance < 2.5 &&
- Person::players[k]->crouchkeydown &&
- Person::players[k]->animTarget != crouchstabanim &&
- !attackweapon &&
- Person::players[i]->dead &&
- Person::players[i]->skeleton.free &&
- Person::players[i]->skeleton.longdead > 1000) {
+ Person::players[k]->crouchkeydown &&
+ Person::players[k]->animTarget != crouchstabanim &&
+ !attackweapon &&
+ Person::players[i]->dead &&
+ 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++) {
- 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 ||
- Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
- Object::objects[l]->model.decalalivetime[j] < 2)
- Object::objects[l]->model.DeleteDecal(j);
- }
+ terrain.deleteDeadDecals();
+ for (unsigned int l = 0; l < Object::objects.size(); l++) {
+ if (Object::objects[l]->model.type == decalstype) {
+ Object::objects[l]->model.deleteDeadDecals();
+ }
}
}
if (!Person::players[i]->dead || musictype != 2)
if (distance < 3.5 &&
- (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
- Person::players[k]->staggerdelay <= 0 &&
- (Person::players[i]->dead ||
- Person::players[i]->skeleton.longdead < 300 &&
+ (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+ Person::players[k]->staggerdelay <= 0 &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead < 300 &&
Person::players[k]->lastattack != spinkickanim &&
Person::players[i]->skeleton.free) &&
- (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+ (!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);
+ terrain.deleteDeadDecals();
+ for (unsigned int l = 0; l < Object::objects.size(); l++) {
+ if (Object::objects[l]->model.type == decalstype) {
+ Object::objects[l]->model.deleteDeadDecals();
}
}
- for (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 ||
- Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
- Object::objects[l]->model.decalalivetime[j] < 2) {
- Object::objects[l]->model.DeleteDecal(j);
- }
- }
- }
}
}
if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
- Person::players[k]->victim == Person::players[i] &&
- (!Person::players[i]->skeleton.free ||
- Person::players[k]->animTarget == killanim ||
- Person::players[k]->animTarget == crouchstabanim ||
- Person::players[k]->animTarget == swordgroundstabanim ||
- Person::players[k]->animTarget == staffgroundsmashanim ||
- Person::players[k]->animTarget == dropkickanim)) {
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free ||
+ Person::players[k]->animTarget == killanim ||
+ Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim ||
+ Person::players[k]->animTarget == dropkickanim)) {
oldattackkey = 1;
Person::players[k]->frameTarget = 0;
Person::players[k]->target = 0;
XYZ targetpoint = Person::players[i]->coords;
if (Person::players[k]->animTarget == crouchstabanim ||
- Person::players[k]->animTarget == swordgroundstabanim ||
- Person::players[k]->animTarget == staffgroundsmashanim) {
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim) {
targetpoint += (Person::players[i]->jointPos(abdomen) +
- Person::players[i]->jointPos(neck)) / 2 *
+ Person::players[i]->jointPos(neck)) /
+ 2 *
Person::players[i]->scale;
}
Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
if (!Person::players[i]->skeleton.free) {
if (Person::players[k]->hasvictim) {
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
- distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
Person::players[k]->victim = Person::players[i];
} else {
Person::players[k]->victim = Person::players[i];
if (Person::players[k]->aitype == playercontrolled)
//rabbit kick
if (Person::players[k]->attackkeydown &&
- Person::players[k]->isRun() &&
- Person::players[k]->wasRun() &&
- ((Person::players[k]->hasvictim &&
- distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
- distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
- !Person::players[k]->victim->skeleton.free &&
- Person::players[k]->victim->animTarget != getupfrombackanim &&
- Person::players[k]->victim->animTarget != getupfromfrontanim &&
- Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
- Person::players[k]->aitype != playercontrolled && //wat???
- normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
- Person::players[k]->rabbitkickenabled) ||
- Person::players[k]->jumpkeydown)) {
+ Person::players[k]->isRun() &&
+ Person::players[k]->wasRun() &&
+ ((Person::players[k]->hasvictim &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[k]->victim->skeleton.free &&
+ Person::players[k]->victim->animTarget != getupfrombackanim &&
+ Person::players[k]->victim->animTarget != getupfromfrontanim &&
+ Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
+ Person::players[k]->aitype != playercontrolled && //wat???
+ normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
+ 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) {
numattacks++;
switch (attackweapon) {
- case 0:
- numunarmedattack++;
- break;
- case knife:
- numknifeattack++;
- break;
- case sword:
- numswordattack++;
- break;
- case staff:
- numstaffattack++;
- break;
+ case 0:
+ numunarmedattack++;
+ break;
+ case knife:
+ numknifeattack++;
+ break;
+ case sword:
+ numswordattack++;
+ break;
+ case staff:
+ numstaffattack++;
+ break;
}
}
}
for (unsigned i = k + 1; i < Person::players.size(); i++) {
//neither player is part of a reversal
if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
- Animation::animations[Person::players[i]->animTarget].attack != reversal &&
- Animation::animations[Person::players[k]->animTarget].attack != reversed &&
- Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+ Animation::animations[Person::players[i]->animTarget].attack != reversal &&
+ Animation::animations[Person::players[k]->animTarget].attack != reversed &&
+ Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
+ (i != 0 && k != 0))
if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
- Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
- Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
- Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+ Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
+ Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
+ Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
+ (i != 0 && k != 0))
//neither is sleeping
if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
//in same patch, neither is climbing
if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
- Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
- Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
- Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
- Person::players[i]->animTarget != climbanim &&
- Person::players[i]->animTarget != hanganim &&
- Person::players[k]->animTarget != climbanim &&
- Person::players[k]->animTarget != hanganim)
+ Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+ Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+ Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != climbanim &&
+ Person::players[i]->animTarget != hanganim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim)
//players are close (bounding box test)
if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
//spread fire from player to player
- if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
- < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
if (Person::players[i]->onfire || Person::players[k]->onfire) {
if (!Person::players[i]->onfire)
Person::players[i]->CatchFire();
if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
collisionradius = 3;
if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
- (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
- distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
+ (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
+ distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
//jump down on a dead body
if (k == 0 || i == 0) {
int l = i ? i : k;
if (Person::players[0]->animTarget == jumpdownanim &&
- !Person::players[0]->skeleton.oldfree &&
- !Person::players[0]->skeleton.free &&
- Person::players[l]->skeleton.oldfree &&
- Person::players[l]->skeleton.free &&
- Person::players[l]->dead &&
- Person::players[0]->lastcollide <= 0 &&
- fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
- distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+ !Person::players[0]->skeleton.oldfree &&
+ !Person::players[0]->skeleton.free &&
+ Person::players[l]->skeleton.oldfree &&
+ Person::players[l]->skeleton.free &&
+ Person::players[l]->dead &&
+ Person::players[0]->lastcollide <= 0 &&
+ fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+ distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
Person::players[0]->coords.y = Person::players[l]->coords.y;
Person::players[l]->velocity = Person::players[0]->velocity;
Person::players[l]->skeleton.free = 0;
}
}
- if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
- (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
- (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+ if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+ (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+ (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
- Person::players[i]->skeleton.free) &&
- (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
- Person::players[k]->skeleton.free))
+ Person::players[i]->skeleton.free) &&
+ (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+ Person::players[k]->skeleton.free))
if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
- k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
- normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
- (k == 0 ||
- k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
- /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
- (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+ k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+ normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
+ (k == 0 ||
+ k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
+ /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
+ (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
(Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
//If hit by body
- if ( (i != 0 || Person::players[i]->skeleton.free) &&
- (k != 0 || Person::players[k]->skeleton.free) ||
- (Animation::animations[Person::players[i]->animTarget].height == highheight &&
- Animation::animations[Person::players[k]->animTarget].height == highheight)) {
+ if ((i != 0 || Person::players[i]->skeleton.free) &&
+ (k != 0 || Person::players[k]->skeleton.free) ||
+ (Animation::animations[Person::players[i]->animTarget].height == highheight &&
+ Animation::animations[Person::players[k]->animTarget].height == highheight)) {
if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, Person::players[i]->coords);
}
for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
}
-
}
}
- if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
- Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
- (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
- Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
+ if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
+ Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
+ (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
+ Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
//If bumped
if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
Normalise(&rotatetarget);
Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
- Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
- * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
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;
}
//jump down on player
if (hostile) {
if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
- !Person::players[i]->isCrouch() &&
- Person::players[i]->animTarget != rollanim &&
- !Person::players[k]->skeleton.oldfree && !
- Person::players[k]->skeleton.free &&
- Person::players[k]->lastcollide <= 0 &&
- Person::players[k]->velocity.y < -10) {
+ !Person::players[i]->isCrouch() &&
+ Person::players[i]->animTarget != rollanim &&
+ !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
+ Person::players[k]->lastcollide <= 0 &&
+ Person::players[k]->velocity.y < -10) {
Person::players[i]->velocity = Person::players[k]->velocity;
Person::players[k]->velocity = Person::players[k]->velocity * -.5;
Person::players[k]->velocity.y = Person::players[i]->velocity.y;
award_bonus(k, AboveBonus);
}
if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
- !Person::players[k]->isCrouch() &&
- Person::players[k]->animTarget != rollanim &&
- !Person::players[i]->skeleton.oldfree &&
- !Person::players[i]->skeleton.free &&
- Person::players[i]->lastcollide <= 0 &&
- Person::players[i]->velocity.y < -10) {
+ !Person::players[k]->isCrouch() &&
+ Person::players[k]->animTarget != rollanim &&
+ !Person::players[i]->skeleton.oldfree &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->lastcollide <= 0 &&
+ Person::players[i]->velocity.y < -10) {
Person::players[k]->velocity = Person::players[i]->velocity;
Person::players[i]->velocity = Person::players[i]->velocity * -.3;
Person::players[i]->velocity.y = Person::players[k]->velocity.y;
printf("Stereo separation increased to %f\n", stereoseparation);
}
-
if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
if (Tutorial::stage != 51) {
Tutorial::stagetime = Tutorial::maxtime;
}
//escape key pressed
if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
- (gameon || mainmenu == 0)) {
+ (gameon || mainmenu == 0)) {
selected = -1;
if (mainmenu == 0 && !winfreeze)
mainmenu = 2; //pause
}
}
-
-
if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
//dialogues
//bonuses
if (!Tutorial::active) {
if (bonustime == 0 &&
- bonus != solidhit &&
- bonus != spinecrusher &&
- bonus != tracheotomy &&
- bonus != backstab &&
- bonusvalue > 10) {
+ bonus != solidhit &&
+ bonus != spinecrusher &&
+ bonus != tracheotomy &&
+ bonus != backstab &&
+ bonusvalue > 10) {
emit_sound_np(consolesuccesssound);
}
} else if (bonustime == 0) {
}
if (bonustime == 0) {
if (bonus != solidhit &&
- bonus != twoxcombo &&
- bonus != threexcombo &&
- bonus != fourxcombo &&
- bonus != megacombo)
+ bonus != twoxcombo &&
+ bonus != threexcombo &&
+ bonus != fourxcombo &&
+ bonus != megacombo)
bonusnum[bonus]++;
else
bonusnum[bonus] += 0.15;
}
}
-
doAerialAcrobatics();
-
static XYZ oldviewer;
//control keys
if (!Person::players[0]->jumpkeydown)
Person::players[0]->jumpclimb = 0;
-
if (Dialog::inDialog()) {
cameramode = 1;
if (Dialog::directing) {
viewer.y += multiplier * 4;
if (Input::isKeyDown(crouchkey))
viewer.y -= multiplier * 4;
- 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)) {
+ 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)) {
int whichend;
- if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
- if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
- if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
- if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
- if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
- if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
- if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
- if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
- if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
- if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
+ if (Input::isKeyPressed(SDL_SCANCODE_1))
+ whichend = 1;
+ if (Input::isKeyPressed(SDL_SCANCODE_2))
+ whichend = 2;
+ if (Input::isKeyPressed(SDL_SCANCODE_3))
+ whichend = 3;
+ if (Input::isKeyPressed(SDL_SCANCODE_4))
+ whichend = 4;
+ if (Input::isKeyPressed(SDL_SCANCODE_5))
+ whichend = 5;
+ if (Input::isKeyPressed(SDL_SCANCODE_6))
+ whichend = 6;
+ if (Input::isKeyPressed(SDL_SCANCODE_7))
+ whichend = 7;
+ if (Input::isKeyPressed(SDL_SCANCODE_8))
+ whichend = 8;
+ if (Input::isKeyPressed(SDL_SCANCODE_9))
+ whichend = 9;
+ if (Input::isKeyPressed(SDL_SCANCODE_0))
+ whichend = 0;
if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
whichend = -1;
if (whichend != -1) {
}
}
//TODO: should these be KeyDown or KeyPressed?
- if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
- Input::isKeyDown(SDL_SCANCODE_KP_2) ||
- Input::isKeyDown(SDL_SCANCODE_KP_3) ||
- Input::isKeyDown(SDL_SCANCODE_KP_4) ||
- Input::isKeyDown(SDL_SCANCODE_KP_5) ||
- Input::isKeyDown(SDL_SCANCODE_KP_6) ||
- Input::isKeyDown(SDL_SCANCODE_KP_7) ||
- Input::isKeyDown(SDL_SCANCODE_KP_8) ||
- Input::isKeyDown(SDL_SCANCODE_KP_9) ||
- Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+ if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_0)) {
int whichend;
- if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
- if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
- if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
- if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
- if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
- if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
- if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
- 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;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_1))
+ whichend = 1;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_2))
+ whichend = 2;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_3))
+ whichend = 3;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_4))
+ whichend = 4;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_5))
+ whichend = 5;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_6))
+ whichend = 6;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_7))
+ whichend = 7;
+ 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::currentScene().participantfacing[whichend] = facing;
}
if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
hostile = 1;
}
- if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+ if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
Person::players[0]->jumptogglekeydown = 0;
}
if (Person::players[0]->jumpkeydown &&
- Person::players[0]->animTarget != jumpupanim &&
- Person::players[0]->animTarget != jumpdownanim &&
- !Person::players[0]->isFlip())
+ Person::players[0]->animTarget != jumpupanim &&
+ Person::players[0]->animTarget != jumpdownanim &&
+ !Person::players[0]->isFlip())
Person::players[0]->jumptogglekeydown = 1;
-
Dialog::dialoguetime += multiplier;
hawkyaw += multiplier * 25;
realhawkcoords = 0;
//respawn
static bool respawnkeydown;
if (!editorenabled &&
- (whichlevel != -2 &&
+ (whichlevel != -2 &&
(Input::isKeyDown(SDL_SCANCODE_Z) &&
Input::isKeyDown(SDL_SCANCODE_LGUI) &&
devtools) ||
- (Input::isKeyDown(jumpkey) &&
- !respawnkeydown &&
- !oldattackkey &&
- Person::players[0]->dead))) {
+ (Input::isKeyDown(jumpkey) &&
+ !respawnkeydown &&
+ !oldattackkey &&
+ Person::players[0]->dead))) {
targetlevel = whichlevel;
loading = 1;
leveltime = 5;
}
respawnkeydown = Input::isKeyDown(jumpkey);
-
static bool movekey;
//?
if (i == 0 && !Dialog::inDialog()) {
//TODO: refactor repetitive code
if (!Animation::animations[Person::players[0]->animTarget].attack &&
- Person::players[0]->animTarget != staggerbackhighanim &&
- Person::players[0]->animTarget != staggerbackhardanim &&
- Person::players[0]->animTarget != crouchremoveknifeanim &&
- Person::players[0]->animTarget != removeknifeanim &&
- Person::players[0]->animTarget != backhandspringanim &&
- Person::players[0]->animTarget != dodgebackanim &&
- Person::players[0]->animTarget != walljumprightkickanim &&
- Person::players[0]->animTarget != walljumpleftkickanim) {
+ Person::players[0]->animTarget != staggerbackhighanim &&
+ Person::players[0]->animTarget != staggerbackhardanim &&
+ Person::players[0]->animTarget != crouchremoveknifeanim &&
+ Person::players[0]->animTarget != removeknifeanim &&
+ Person::players[0]->animTarget != backhandspringanim &&
+ Person::players[0]->animTarget != dodgebackanim &&
+ Person::players[0]->animTarget != walljumprightkickanim &&
+ Person::players[0]->animTarget != walljumpleftkickanim) {
if (cameramode)
Person::players[0]->targetyaw = 0;
else
}
if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
if (!Animation::animations[Person::players[i]->animTarget].attack &&
- Person::players[i]->animTarget != staggerbackhighanim &&
- Person::players[i]->animTarget != staggerbackhardanim &&
- Person::players[i]->animTarget != crouchremoveknifeanim &&
- Person::players[i]->animTarget != removeknifeanim &&
- Person::players[i]->animTarget != backhandspringanim &&
- Person::players[i]->animTarget != dodgebackanim &&
- Person::players[i]->animTarget != walljumprightkickanim &&
- Person::players[i]->animTarget != walljumpleftkickanim) {
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != crouchremoveknifeanim &&
+ Person::players[i]->animTarget != removeknifeanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim &&
+ Person::players[i]->animTarget != walljumprightkickanim &&
+ Person::players[i]->animTarget != walljumpleftkickanim) {
Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
}
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) <
- distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
Person::players[i]->collided = 0;
Person::players[i]->avoidcollided = 1;
if (Person::players[i]->avoidsomething == 0 ||
- distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
+ distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
Person::players[i]->avoidwhere = Object::objects[j]->position;
Person::players[i]->avoidsomething = 1;
for (unsigned j = 0; j < Person::players.size(); j++)
if (Person::players[j]->onfire)
if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
- if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
- distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
Person::players[i]->collided = 0;
Person::players[i]->avoidcollided = 1;
if (Person::players[i]->avoidsomething == 0 ||
- distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
Person::players[i]->avoidwhere = Person::players[j]->coords;
Person::players[i]->avoidsomething = 1;
Person::players[i]->surprised -= multiplier;
}
if (i != 0 && Person::players[i]->surprised <= 0 &&
- Person::players[i]->aitype == attacktypecutoff &&
- !Person::players[i]->dead &&
- !Person::players[i]->skeleton.free &&
- Animation::animations[Person::players[i]->animTarget].attack == neutral)
+ Person::players[i]->aitype == attacktypecutoff &&
+ !Person::players[i]->dead &&
+ !Person::players[i]->skeleton.free &&
+ Animation::animations[Person::players[i]->animTarget].attack == neutral)
numresponded = 1;
if (!Person::players[i]->throwkeydown)
//pick up weapon
if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
if (Person::players[i]->weaponactive == -1 &&
- Person::players[i]->num_weapons < 2 &&
- (Person::players[i]->isIdle() ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim ||
- Person::players[i]->animTarget == rollanim ||
- Person::players[i]->animTarget == backhandspringanim ||
- Person::players[i]->isFlip() ||
- Person::players[i]->aitype != playercontrolled)) {
+ Person::players[i]->num_weapons < 2 &&
+ (Person::players[i]->isIdle() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled)) {
for (unsigned j = 0; j < weapons.size(); j++) {
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
- Person::players[i]->aitype == playercontrolled) &&
- weapons[j].owner == -1 &&
- Person::players[i]->weaponactive == -1)
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[j].owner == -1 &&
+ Person::players[i]->weaponactive == -1)
if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
if (Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim ||
- Person::players[i]->isRun() ||
- Person::players[i]->isIdle() ||
- Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ 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;
}
Person::players[i]->hasvictim = 0;
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
- Person::players[i]->aitype == playercontrolled) &&
+ Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 ||
- Person::players[i]->victim &&
+ Person::players[i]->victim &&
weapons[j].owner == int(Person::players[i]->victim->id))
if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
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()) {
for (unsigned k = 0; k < weapons.size(); k++) {
if (Person::players[i]->weaponactive == -1)
if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
- Person::players[i]->aitype == playercontrolled) &&
+ Person::players[i]->aitype == playercontrolled) &&
weapons[k].owner == -1 ||
- Person::players[i]->victim &&
+ Person::players[i]->victim &&
weapons[k].owner == int(Person::players[i]->victim->id))
if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
- Person::players[i]->weaponactive == -1) {
+ Person::players[i]->weaponactive == -1) {
if (weapons[k].getType() != staff)
emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
}
}
if (Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim ||
- Person::players[i]->isRun() ||
- Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
- Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim) {
if (Person::players.size() > 1)
for (unsigned j = 0; j < Person::players.size(); j++) {
if (Person::players[i]->weaponactive == -1)
if (j != i)
if (Person::players[j]->num_weapons &&
- Person::players[j]->skeleton.free &&
- distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
- (((Person::players[j]->skeleton.forward.y < 0 &&
- Person::players[j]->weaponstuckwhere == 0) ||
- (Person::players[j]->skeleton.forward.y > 0 &&
- Person::players[j]->weaponstuckwhere == 1)) ||
- Person::players[j]->weaponstuck == -1 ||
- Person::players[j]->num_weapons > 1)) {
+ Person::players[j]->skeleton.free &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
+ (((Person::players[j]->skeleton.forward.y < 0 &&
+ Person::players[j]->weaponstuckwhere == 0) ||
+ (Person::players[j]->skeleton.forward.y > 0 &&
+ Person::players[j]->weaponstuckwhere == 1)) ||
+ Person::players[j]->weaponstuck == -1 ||
+ Person::players[j]->num_weapons > 1)) {
if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
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) {
if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
if (Person::players[i]->isIdle() ||
- Person::players[i]->isRun() ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim ||
- Person::players[i]->isFlip())
+ Person::players[i]->isRun() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isFlip())
if (Person::players.size() > 1)
for (unsigned j = 0; j < Person::players.size(); j++) {
if (i != j)
if (!Tutorial::active || Tutorial::stage == 49)
if (hostile)
if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
- distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
- distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
- !Person::players[j]->skeleton.free &&
- -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
+ !Person::players[j]->skeleton.free &&
+ -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) {
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);
}
}
}
}
-
}
//draw weapon
if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
- (Person::players[i]->num_weapons == 2) &&
+ (Person::players[i]->num_weapons == 2) &&
(Person::players[i]->weaponactive == -1) &&
Person::players[i]->isIdle() ||
- Person::players[0]->dead &&
+ Person::players[0]->dead &&
(Person::players[i]->weaponactive != -1) &&
i != 0) {
bool isgood = true;
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() ||
- (Person::players[i]->aitype != playercontrolled &&
- Person::players[0]->weaponactive != -1 &&
- 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]->aitype != playercontrolled &&
+ Person::players[0]->weaponactive != -1 &&
+ Person::players[i]->isRun())) &&
+ Person::players[i]->num_weapons &&
+ weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+ 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;
}
}
//clean weapon
if (Person::players[i]->weaponactive != -1) {
if (Person::players[i]->isCrouch() &&
- weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
- bloodtoggle &&
- Person::players[i]->onterrain &&
- Person::players[i]->num_weapons &&
- Person::players[i]->attackkeydown &&
- musictype != stream_fighttheme) {
+ weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
+ bloodtoggle &&
+ Person::players[i]->onterrain &&
+ Person::players[i]->num_weapons &&
+ 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;
}
}
movekey = 0;
//Do controls
if (!Animation::animations[Person::players[i]->animTarget].attack &&
- Person::players[i]->animTarget != staggerbackhighanim &&
- Person::players[i]->animTarget != staggerbackhardanim &&
- Person::players[i]->animTarget != backhandspringanim &&
- Person::players[i]->animTarget != dodgebackanim) {
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
if (!Person::players[i]->forwardkeydown)
Person::players[i]->forwardstogglekeydown = 0;
if (Person::players[i]->crouchkeydown) {
for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
- Person::players[j]->victim == Person::players[i] &&
- (Person::players[j]->animTarget == sweepanim ||
- Person::players[j]->animTarget == upunchanim ||
- Person::players[j]->animTarget == wolfslapanim ||
- ((Person::players[j]->animTarget == swordslashanim ||
- Person::players[j]->animTarget == knifeslashstartanim ||
- Person::players[j]->animTarget == staffhitanim ||
- Person::players[j]->animTarget == staffspinhitanim) &&
- distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == sweepanim ||
+ Person::players[j]->animTarget == upunchanim ||
+ Person::players[j]->animTarget == wolfslapanim ||
+ ((Person::players[j]->animTarget == swordslashanim ||
+ Person::players[j]->animTarget == knifeslashstartanim ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim) &&
+ distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
if (target >= 0)
target = -1;
else
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() ||
- (Person::players[i]->isStop() &&
- (Person::players[i]->leftkeydown ||
- Person::players[i]->rightkeydown ||
- Person::players[i]->forwardkeydown ||
- Person::players[i]->backkeydown))) {
- Person::players[i]->setAnimation(rollanim);
+ (Person::players[i]->isStop() &&
+ (Person::players[i]->leftkeydown ||
+ Person::players[i]->rightkeydown ||
+ Person::players[i]->forwardkeydown ||
+ Person::players[i]->backkeydown))) {
+ Person::players[i]->setTargetAnimation(rollanim);
Person::players[i]->transspeed = 20;
}
}
if (Person::players.size() > 1)
for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i &&
- !Person::players[j]->skeleton.free &&
- Person::players[j]->victim &&
- Person::players[i]->highreversaldelay <= 0) {
+ !Person::players[j]->skeleton.free &&
+ Person::players[j]->victim &&
+ Person::players[i]->highreversaldelay <= 0) {
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
- Person::players[j]->victim == Person::players[i] &&
- (Person::players[j]->animTarget == spinkickanim) &&
- Person::players[i]->isCrouch()) {
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == spinkickanim) &&
+ Person::players[i]->isCrouch()) {
if (target >= 0)
target = -1;
else
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;
}
}
if (Person::players[i]->forwardkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !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;
Person::players[i]->target = 0;
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);
+ if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+ Person::players[i]->setTargetAnimation(climbanim);
Person::players[i]->frameTarget = 1;
Person::players[i]->jumpclimb = 1;
}
}
if (Person::players[i]->rightkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
}
if (Person::players[i]->isCrouch()) {
Person::players[i]->animTarget = sneakanim;
Person::players[i]->targetyaw -= 45;
movekey = 1;
}
- if ( Person::players[i]->leftkeydown) {
+ if (Person::players[i]->leftkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
}
if (Person::players[i]->isCrouch()) {
Person::players[i]->animTarget = sneakanim;
}
if (Person::players[i]->backkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
}
if (Person::players[i]->isCrouch()) {
Person::players[i]->animTarget = sneakanim;
Person::players[i]->coords.y -= 1.4;
Person::players[i]->grabdelay = 1;
}
- if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+ if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
Person::players[i]->targetyaw += 180;
movekey = 1;
}
if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
- Person::players[i]->isRun() ||
- Person::players[i]->animTarget == walkanim ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim) &&
- Person::players[i]->jumppower > 1) &&
- ((Person::players[i]->animTarget != rabbitrunninganim &&
- Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+ Person::players[i]->isRun() ||
+ Person::players[i]->animTarget == walkanim ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim) &&
+ Person::players[i]->jumppower > 1) &&
+ ((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);
for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
- (Person::players[j]->victim == Person::players[i]) &&
- (Person::players[j]->animTarget == sweepanim)) {
+ (Person::players[j]->victim == Person::players[i]) &&
+ (Person::players[j]->animTarget == sweepanim)) {
if (target >= 0)
target = -1;
else
}
if (target >= 0)
Person::players[i]->velocity.y = 1;
- else
- if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+ else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
Person::players[i]->velocity.y = 7;
Person::players[i]->crouchtogglekeydown = 1;
- } else Person::players[i]->velocity.y = 5;
+ } else
+ Person::players[i]->velocity.y = 5;
if (mousejump && i == 0 && devtools) {
if (!Person::players[i]->isLanding())
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;
Person::players[i]->tempdeltav = deltav;
}
if (Person::players[i]->animTarget == jumpupanim &&
- (((!floatjump &&
- !editorenabled) ||
- !devtools) ||
- Person::players[i]->aitype != playercontrolled)) {
+ (((!floatjump &&
+ !editorenabled) ||
+ !devtools) ||
+ Person::players[i]->aitype != playercontrolled)) {
if (Person::players[i]->jumppower > multiplier * 6) {
Person::players[i]->velocity.y += multiplier * 6;
Person::players[i]->jumppower -= multiplier * 6;
}
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;
}
}
if (Person::players[i]->animTarget == walkanim &&
- (Person::players[i]->aitype == attacktypecutoff ||
- 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]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype ||
+ (Person::players[i]->aitype == passivetype &&
+ Person::players[i]->numwaypoints <= 1)))
+ 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)
//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;
if (Person::players[k]->animTarget != jumpupanim &&
- Person::players[k]->animTarget != backhandspringanim &&
- Person::players[k]->animTarget != jumpdownanim &&
- !Person::players[k]->isFlip()) {
+ Person::players[k]->animTarget != backhandspringanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip()) {
Person::players[k]->targettilt = 0;
if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
Person::players[k]->jumppower = 0;
Tutorial::DoStuff(multiplier);
}
-
//3d sound
static float gLoc[3];
gLoc[0] = viewer.x;
facing = DoRotation(facing, -pitch, 0, 0);
facing = DoRotation(facing, 0, 0 - yaw, 0);
-
static float ori[6];
ori[0] = -facing.x;
ori[1] = facing.y;
musictype = leveltheme;
for (unsigned i = 0; i < Person::players.size(); i++) {
if ((Person::players[i]->aitype == attacktypecutoff ||
- Person::players[i]->aitype == getweapontype ||
- Person::players[i]->aitype == gethelptype ||
- Person::players[i]->aitype == searchtype) &&
- !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
- (Person::players[i]->animTarget != sneakattackedanim &&
- Person::players[i]->animTarget != knifesneakattackedanim &&
- Person::players[i]->animTarget != swordsneakattackedanim)) {
+ Person::players[i]->aitype == getweapontype ||
+ Person::players[i]->aitype == gethelptype ||
+ Person::players[i]->aitype == searchtype) &&
+ !Person::players[i]->dead &&
+ (Person::players[i]->animTarget != sneakattackedanim &&
+ Person::players[i]->animTarget != knifesneakattackedanim &&
+ Person::players[i]->animTarget != swordsneakattackedanim)) {
musictype = stream_fighttheme;
realthreat = 1;
}
if (Person::players[0]->dead)
musictype = stream_menutheme;
-
if (musictype == stream_fighttheme)
unseendelay = 1;
musictype = stream_fighttheme;
}
-
if (loading == 2) {
musictype = stream_menutheme;
musicvolume[2] = 512;
if (Hotspot::killhotspot == 2)
Hotspot::killhotspot = 0;
-
winhotspot = false;
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type == -1) {
}
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;
}
}
}
-
if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
changedelay = 1;
targetlevel = whichlevel + 1;
targetlevel = 0;
}
-
if (Hotspot::killhotspot) {
changedelay = 1;
targetlevel = whichlevel + 1;
if (!Person::players[0]->dead && targetlevel != whichlevel)
startbonustotal = bonustotal;
- if (Person::players[0]->dead)
- Loadlevel(whichlevel);
- else
- Loadlevel(targetlevel);
+ LoadLevel(targetlevel);
fireSound();
loading = 3;
fireSound(firestartsound);
- Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
+ LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
fireSound();
loading = 3;
}
if (changedelay <= -999 &&
- whichlevel != -2 &&
- !loading &&
- (Person::players[0]->dead ||
- (alldead && maptype == mapkilleveryone) ||
- (winhotspot) ||
- (Hotspot::killhotspot)))
+ whichlevel != -2 &&
+ !loading &&
+ (Person::players[0]->dead ||
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
+ (Hotspot::killhotspot)))
loading = 1;
if ((Person::players[0]->dead ||
- (alldead && maptype == mapkilleveryone) ||
- (winhotspot) ||
- (windialogue) ||
- (Hotspot::killhotspot)) &&
- changedelay <= 0) {
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
+ (windialogue) ||
+ (Hotspot::killhotspot)) &&
+ changedelay <= 0) {
if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
winfreeze = true;
changedelay = -999;
loading = 2;
loadtime = 0;
targetlevel = 7;
- if (!firstload)
+ if (!firstLoadDone) {
LoadStuff();
+ }
whichchoice = 0;
actuallevel = campaignlevels[actuallevel].nextlevel.front();
visibleloading = true;
stillloading = 1;
- Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+ LoadLevel(campaignlevels[actuallevel].mapname.c_str());
campaign = 1;
mainmenu = 0;
gameon = 1;
if (loading == 3)
loading = 0;
-
}
oldmusictype = musictype;
colviewer = viewer;
coltarget = cameraloc;
Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
- if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
- for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
- int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
- colviewer = viewer;
- coltarget = cameraloc;
- if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
- viewer = col;
+ for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
+ unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+ colviewer = viewer;
+ coltarget = cameraloc;
+ if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
+ viewer = col;
}
- if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
- for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
- int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
- colviewer = viewer;
- if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
- viewer = colviewer;
- }
+ }
+ for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
+ unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+ colviewer = viewer;
+ if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
+ viewer = colviewer;
}
+ }
cameradist = findDistance(&viewer, &target);
viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
}
}
}
-