/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
+// Enable full math definitions
+#define _USE_MATH_DEFINES
+
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Devtools/ConsoleCmds.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Campaign.hpp"
+#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"
+
#if PLATFORM_UNIX
#include <sys/stat.h>
#include <sys/types.h>
#include <direct.h>
#endif
+#include <algorithm>
+#include <cmath>
#include <ctime>
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Settings.h"
-#include "Input.h"
-#include "Animation.h"
-#include "Awards.h"
+#include <dirent.h>
+#include <limits>
+#include <set>
using namespace std;
+using namespace Game;
// Added more evilness needed for MSVC
#ifdef _MSC_VER
- #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
- #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
+#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
+#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
#endif
-
extern float multiplier;
extern XYZ viewer;
extern int environment;
extern Terrain terrain;
-extern float screenwidth,screenheight;
+extern float screenwidth, screenheight;
extern float gravity;
extern int detail;
extern float texdetail;
-extern Objects objects;
extern int slomo;
extern float slomodelay;
extern bool floatjump;
extern bool mousejump;
extern float viewdistance;
extern bool freeze;
-extern bool keyboardfrozen;
-extern bool loadingstuff;
extern XYZ windvector;
-extern bool debugmode;
-static int music1;
+extern bool devtools;
+int leveltheme;
extern int mainmenu;
+extern int oldmainmenu;
extern bool visibleloading;
extern XYZ envsound[30];
extern float envsoundvol[30];
extern float usermousesensitivity;
extern bool ismotionblur;
extern bool showdamagebar; // (des)activate the damage bar
-extern bool decals;
-extern float tintr,tintg,tintb;
+extern bool decalstoggle;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
extern float fadestart;
extern float slomospeed;
extern float slomofreq;
-extern int tutoriallevel;
extern float smoketex;
-extern float tutorialstagetime;
-extern int tutorialstage;
-extern float tutorialmaxtime;
-extern float tutorialsuccess;
extern bool againbonus;
extern bool reversaltrain;
extern bool canattack;
extern bool gamestarted;
-extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
-extern int killhotspot;
-extern XYZ hotspot[40];
-extern int hotspottype[40];
-extern float hotspotsize[40];
-extern char hotspottext[40][256];
-extern int currenthotspot;
-
extern int hostile;
extern bool stillloading;
extern bool campaign;
-static const char *rabbitskin[] = {
-":Data:Textures:Fur3.jpg",
-":Data:Textures:Fur.jpg",
-":Data:Textures:Fur2.jpg",
-":Data:Textures:Lynx.jpg",
-":Data:Textures:Otter.jpg",
-":Data:Textures:Opal.jpg",
-":Data:Textures:Sable.jpg",
-":Data:Textures:Chocolate.jpg",
-":Data:Textures:BW2.jpg",
-":Data:Textures:WB2.jpg"
+extern void toggleFullscreen();
+
+bool won = false;
+int whichchoice = 0;
+bool winhotspot = false;
+bool windialogue = false;
+bool realthreat = 0;
+XYZ cameraloc;
+float cameradist = 0;
+bool oldattackkey = 0;
+int whichlevel = 0;
+float musicvolume[4] = {};
+float oldmusicvolume[4] = {};
+int musicselected = 0;
+
+const char* rabbitskin[] = {
+ "Textures/Fur3.jpg",
+ "Textures/Fur.jpg",
+ "Textures/Fur2.jpg",
+ "Textures/Lynx.jpg",
+ "Textures/Otter.jpg",
+ "Textures/Opal.jpg",
+ "Textures/Sable.jpg",
+ "Textures/Chocolate.jpg",
+ "Textures/BW2.jpg",
+ "Textures/WB2.jpg"
};
-static const char *wolfskin[] = {
-":Data:Textures:Wolf.jpg",
-":Data:Textures:Darkwolf.jpg",
-":Data:Textures:Snowwolf.jpg"
+const char* wolfskin[] = {
+ "Textures/Wolf.jpg",
+ "Textures/DarkWolf.jpg",
+ "Textures/SnowWolf.jpg"
};
+const char** creatureskin[] = { rabbitskin, wolfskin };
+
#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
-static const char **creatureskin[] = {rabbitskin, wolfskin};
+// utility functions
-/* Return true if PFX is a prefix of STR (case-insensitive). */
-static bool stripfx(const char *str, const char *pfx)
+// TODO: this is slightly incorrect
+float roughDirection(XYZ vec)
{
- return !strncasecmp(str, pfx, strlen(pfx));
-}
-
-static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
-};
-
-typedef void (*console_handler)(Game *game, const char *args);
-
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
-
-static console_handler cmd_handlers[] = {
-#define DECLARE_COMMAND(cmd) ch_##cmd,
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
-};
-
-
-
-// added utility functions -sf17k =============================================================
-
-//TODO: try to hide these variables completely with a better interface
-inline void setAnimation(int playerid,int animation){
- player[playerid].targetanimation=animation;
- player[playerid].targetframe=0;
- player[playerid].target=0;
-}
-
-//TODO: this is incorrect but I'm afraid to change it and break something,
-//probably causes quirky behavior that I might want to preserve
-inline float roughDirection(XYZ vec){
Normalise(&vec);
- float angle=-asin(-vec.x)*180/M_PI;
- if(vec.z<0)
- angle=180-angle;
+ float angle = -asin(-vec.x) * 180 / M_PI;
+ if (vec.z < 0) {
+ angle = 180 - angle;
+ }
return angle;
}
-inline float roughDirectionTo(XYZ start, XYZ end){
- return roughDirection(end-start);
+float roughDirectionTo(XYZ start, XYZ end)
+{
+ return roughDirection(end - start);
}
-
-//TODO: gotta be a better way
-inline float pitch(XYZ vec){
+inline float pitchOf(XYZ vec)
+{
Normalise(&vec);
- return -asin(vec.y)*180/M_PI;
+ return -asin(vec.y) * 180 / M_PI;
}
-inline float pitchTo(XYZ start, XYZ end){
- return pitch(end-start);
+float pitchTo(XYZ start, XYZ end)
+{
+ return pitchOf(end - start);
}
-
-//change these to a Person method
-inline Joint& playerJoint(int playerid, int bodypart){
- return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
-inline Joint& playerJoint(Person* pplayer, int bodypart){
- return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
-
-inline float sq(float n){ return n*n; }
-
-inline float stepTowardf(float from, float to, float by){
- if(fabs(from-to)<by) return to;
- else if(from>to) return from-by;
- else return from+by;
+float sq(float n)
+{
+ return n * n;
+}
+inline float stepTowardf(float from, float to, float by)
+{
+ if (fabs(from - to) < by) {
+ return to;
+ } else if (from > to) {
+ return from - by;
+ } else {
+ return from + by;
+ }
}
-void playdialogueboxsound(){
+void Game::playdialoguescenesound()
+{
XYZ temppos;
- temppos=player[participantfocus[whichdialogue][indialogue]].coords;
- temppos=temppos-viewer;
+ temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
+ temppos = temppos - viewer;
Normalise(&temppos);
- temppos+=viewer;
-
- int sound=-1;
- switch(dialogueboxsound[whichdialogue][indialogue]){
- 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;
+ 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;
}
- if(sound!=-1)
+ if (sound != -1) {
emit_sound_at(sound, temppos);
+ }
}
-// end added utility functions ================================================================
-
-
+// ================================================================
-static void ch_quit(Game *game, const char *args)
+int Game::findClosestPlayer()
{
- game->tryquit = 1;
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
+
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
+ }
+ return closest;
}
-static void ch_map(Game *game, const char *args)
+static int findClosestObject()
{
- game->Loadlevel(args);
- game->whichlevel = -2;
- campaign = 0;
-}
-
-static void ch_save(Game *game, const char *args){
- char buf[64];
- snprintf(buf, 63, ":Data:Maps:%s", args);
-
- int mapvers = 12;
-
- FILE *tfile;
- tfile=fopen( ConvertFileName(buf), "wb" );
- fpackf(tfile, "Bi", mapvers);
- fpackf(tfile, "Bi", maptype);
- fpackf(tfile, "Bi", hostile);
- fpackf(tfile, "Bf Bf", viewdistance, fadestart);
- fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
- fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
- fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
- player[0].rotation, player[0].targetrotation, player[0].num_weapons);
- if(player[0].num_weapons>0&&player[0].num_weapons<5)
- for(int j=0;j<player[0].num_weapons;j++)
- fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
-
- fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
- fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
- fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
- fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
-
- fpackf(tfile, "Bi", player[0].numclothes);
-
- fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
-
- fpackf(tfile, "Bi", numdialogues);
-
- for(int k=0;k<numdialogues;k++){
- fpackf(tfile, "Bi", numdialogueboxes[k]);
- fpackf(tfile, "Bi", dialoguetype[k]);
- for(int l=0;l<10;l++){
- fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
- fpackf(tfile, "Bf", participantrotation[k][l]);
- }
- for(int l=0;l<numdialogueboxes[k];l++){
- fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
- fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
- fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
- fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
- fpackf(tfile, "Bi", dialogueboxsound[k][l]);
-
- int templength=strlen(dialoguetext[k][l]);
- fpackf(tfile, "Bi",(templength));
- for(int m=0;m<templength;m++){
- fpackf(tfile, "Bb", dialoguetext[k][l][m]);
- if(dialoguetext[k][l][m]=='\0')
- break;
- }
-
- templength=strlen(dialoguename[k][l]);
- fpackf(tfile, "Bi",templength);
- for(int m=0;m<templength;m++){
- fpackf(tfile, "Bb", dialoguename[k][l][m]);
- if(dialoguename[k][l][m]=='\0')
- break;
- }
-
- fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
- fpackf(tfile, "Bi", participantfocus[k][l]);
- fpackf(tfile, "Bi", participantaction[k][l]);
-
- for(int m=0;m<10;m++)
- fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
-
- fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
- }
- }
-
- for(int k=0;k<player[0].numclothes;k++){
- int templength=strlen(player[0].clothes[k]);
- fpackf(tfile, "Bi", templength);
- for(int l=0;l<templength;l++)
- fpackf(tfile, "Bb", player[0].clothes[k][l]);
- fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
- }
-
- fpackf(tfile, "Bi", environment);
-
- fpackf(tfile, "Bi", objects.numobjects);
-
- for(int k=0;k<objects.numobjects;k++)
- fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
- objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
-
- fpackf(tfile, "Bi", numhotspots);
- for(int i=0;i<numhotspots;i++){
- fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
- int templength=strlen(hotspottext[i]);
- fpackf(tfile, "Bi",templength);
- for(int l=0;l<templength;l++)
- fpackf(tfile, "Bb", hotspottext[i][l]);
- }
-
- fpackf(tfile, "Bi", numplayers);
- if(numplayers<maxplayers)
- for(int j=1;j<numplayers;j++){
- fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
- player[j].coords.x, player[j].coords.y, player[j].coords.z,
- player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
- if(player[j].num_weapons<5)
- for(int k=0;k<player[j].num_weapons;k++)
- fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
- if(player[j].numwaypoints<30){
- fpackf(tfile, "Bi", player[j].numwaypoints);
- for(int k=0;k<player[j].numwaypoints;k++){
- fpackf(tfile, "Bf", player[j].waypoints[k].x);
- fpackf(tfile, "Bf", player[j].waypoints[k].y);
- fpackf(tfile, "Bf", player[j].waypoints[k].z);
- fpackf(tfile, "Bi", player[j].waypointtype[k]);
- }
- fpackf(tfile, "Bi", player[j].waypoint);
- }else{
- player[j].numwaypoints=0;
- player[j].waypoint=0;
- fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
- }
-
- fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
- fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
- fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
- fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
-
- float headprop, bodyprop, armprop, legprop;
- if(player[j].creature==wolftype){
- headprop=player[j].proportionhead.x/1.1;
- bodyprop=player[j].proportionbody.x/1.1;
- armprop=player[j].proportionarms.x/1.1;
- legprop=player[j].proportionlegs.x/1.1;
- }else if(player[j].creature==rabbittype){
- headprop=player[j].proportionhead.x/1.2;
- bodyprop=player[j].proportionbody.x/1.05;
- armprop=player[j].proportionarms.x/1.00;
- legprop=player[j].proportionlegs.x/1.1;
- }
-
- fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
-
- fpackf(tfile, "Bi", player[j].numclothes);
- if(player[j].numclothes)
- for(int k=0;k<player[j].numclothes;k++){
- int templength;
- templength=strlen(player[j].clothes[k]);
- fpackf(tfile, "Bi", templength);
- for(int l=0;l<templength;l++)
- fpackf(tfile, "Bb", player[j].clothes[k][l]);
- fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
- }
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
+
+ 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 = (int)i;
}
-
- fpackf(tfile, "Bi", game->numpathpoints);
- for(int j=0;j<game->numpathpoints;j++){
- fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
- for(int k=0;k<game->numpathpointconnect[j];k++)
- fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
- }
-
- fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
-
- fclose(tfile);
+ }
+ return closest;
}
-static void ch_cellar(Game *game, const char *args)
+static void cmd_dispatch(const string cmd)
{
- game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
-static void ch_tint(Game *game, const char *args)
-{
- sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
+ for (i = 0; i < n_cmds; i++) {
+ if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
+ cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
+ cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
+ break;
+ }
+ }
+ emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
}
-static void ch_tintr(Game *game, const char *args)
+/********************> Tick() <*****/
+extern bool save_screenshot(const char* fname);
+void Screenshot(void)
{
- tintr = atof(args);
-}
+ char filename[1024];
+ time_t t = time(NULL);
+ 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);
-static void ch_tintg(Game *game, const char *args)
-{
- tintg = atof(args);
+ save_screenshot(filename);
}
-static void ch_tintb(Game *game, const char *args)
+void Game::SetUpLighting()
{
- tintb = atof(args);
+ if (environment == snowyenvironment) {
+ light.setColors(.65, .65, .7, .4, .4, .44);
+ }
+ if (environment == desertenvironment) {
+ light.setColors(.95, .95, .95, .4, .35, .3);
+ }
+ if (environment == grassyenvironment) {
+ light.setColors(.95, .95, 1, .4, .4, .44);
+ }
+ if (!skyboxtexture) {
+ light.setColors(1, 1, 1, .4, .4, .4);
+ }
+ float average;
+ average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
+ light.color[0] *= (skyboxlightr + average) / 2;
+ light.color[1] *= (skyboxlightg + average) / 2;
+ light.color[2] *= (skyboxlightb + average) / 2;
+ light.ambient[0] *= (skyboxlightr + average) / 2;
+ light.ambient[1] *= (skyboxlightg + average) / 2;
+ light.ambient[2] *= (skyboxlightb + average) / 2;
}
-static void ch_speed(Game *game, const char *args)
+void Setenvironment(int which)
{
- player[0].speedmult = atof(args);
-}
+ LOGFUNC;
-static void ch_strength(Game *game, const char *args)
-{
- player[0].power = atof(args);
-}
+ LOG(" Setting environment...");
-static void ch_power(Game *game, const char *args)
-{
- player[0].power = atof(args);
-}
+ float temptexdetail;
+ environment = which;
-static void ch_size(Game *game, const char *args)
-{
- player[0].scale = atof(args) * .2;
-}
+ pause_sound(stream_snowtheme);
+ pause_sound(stream_grasstheme);
+ pause_sound(stream_deserttheme);
+ pause_sound(stream_wind);
+ pause_sound(stream_desertambient);
-static int find_closest()
-{
- int closest = 0;
- float closestdist = 1.0/0.0;
-
- for (int i = 1; i < numplayers; i++) {
- float distance;
- distance = findDistancefast(&player[i].coords,&player[0].coords);
- if (distance < closestdist) {
- closestdist = distance;
- closest = i;
- }
- }
- return closest;
-}
+ if (environment == snowyenvironment) {
+ windvector = 0;
+ windvector.z = 3;
+ if (ambientsound) {
+ emit_stream_np(stream_wind);
+ }
-static void ch_sizenear(Game *game, const char *args)
-{
- int closest = find_closest();
+ Object::treetextureptr.load("Textures/SnowTree.png", 0);
+ Object::bushtextureptr.load("Textures/BushSnow.png", 0);
+ Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+ Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
- if (closest)
- player[closest].scale = atof(args) * .2;
-}
+ footstepsound = footstepsn1;
+ footstepsound2 = footstepsn2;
+ footstepsound3 = footstepst1;
+ footstepsound4 = footstepst2;
-static void set_proportion(int pnum, const char *args)
-{
- float headprop,bodyprop,armprop,legprop;
-
- sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
-
- if(player[pnum].creature==wolftype){
- player[pnum].proportionhead=1.1*headprop;
- player[pnum].proportionbody=1.1*bodyprop;
- player[pnum].proportionarms=1.1*armprop;
- player[pnum].proportionlegs=1.1*legprop;
- } else if(player[pnum].creature==rabbittype){
- player[pnum].proportionhead=1.2*headprop;
- player[pnum].proportionbody=1.05*bodyprop;
- player[pnum].proportionarms=1.00*armprop;
- player[pnum].proportionlegs=1.1*legprop;
- player[pnum].proportionlegs.y=1.05*legprop;
- }
-}
+ terraintexture.load("Textures/Snow.jpg", 1);
+ terraintexture2.load("Textures/Rock.jpg", 1);
-static void ch_proportion(Game *game, const char *args)
-{
- set_proportion(0, args);
-}
+ 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");
+
+ texdetail = temptexdetail;
+ } else if (environment == desertenvironment) {
+ windvector = 0;
+ windvector.z = 2;
+ Object::treetextureptr.load("Textures/DesertTree.png", 0);
+ Object::bushtextureptr.load("Textures/BushDesert.png", 0);
+ Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+ Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
+
+ if (ambientsound) {
+ emit_stream_np(stream_desertambient);
+ }
-static void ch_proportionnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_proportion(closest, args);
-}
+ footstepsound = footstepsn1;
+ footstepsound2 = footstepsn2;
+ footstepsound3 = footstepsn1;
+ footstepsound4 = footstepsn2;
-static void set_protection(int pnum, const char *args)
-{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
+ terraintexture.load("Textures/Sand.jpg", 1);
+ terraintexture2.load("Textures/SandSlope.jpg", 1);
- player[pnum].protectionhead = head;
- player[pnum].protectionhigh = high;
- player[pnum].protectionlow = low;
-}
+ 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");
+
+ texdetail = temptexdetail;
+ } else if (environment == grassyenvironment) {
+ windvector = 0;
+ windvector.z = 2;
+ Object::treetextureptr.load("Textures/Tree.png", 0);
+ Object::bushtextureptr.load("Textures/Bush.png", 0);
+ Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
+ Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
+
+ if (ambientsound) {
+ emit_stream_np(stream_wind, 100.);
+ }
-static void ch_protection(Game *game, const char *args)
-{
- set_protection(0, args);
-}
+ footstepsound = footstepgr1;
+ footstepsound2 = footstepgr2;
+ footstepsound3 = footstepst1;
+ footstepsound4 = footstepst2;
-static void ch_protectionnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_protection(closest, args);
-}
+ terraintexture.load("Textures/GrassDirt.jpg", 1);
+ terraintexture2.load("Textures/MossRock.jpg", 1);
-static void set_armor(int pnum, const char *args)
-{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
+ 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");
+
+ texdetail = temptexdetail;
+ }
+ temptexdetail = texdetail;
+ texdetail = 1;
+ terrain.load("Textures/HeightMap.png");
- player[pnum].armorhead = head;
- player[pnum].armorhigh = high;
- player[pnum].armorlow = low;
+ texdetail = temptexdetail;
}
-static void ch_armor(Game *game, const char *args)
+bool Game::LoadLevel(int which)
{
- set_armor(0, args);
+ stealthloading = 0;
+ whichlevel = which;
+
+ if (which == -1) {
+ return LoadLevel("tutorial", true);
+ } else if (which >= 0 && which <= 15) {
+ char buf[32];
+ snprintf(buf, 32, "map%d", which + 1); // challenges
+ return LoadLevel(buf);
+ } else {
+ return LoadLevel("mapsave");
+ }
}
-static void ch_armornear(Game *game, const char *args)
+bool Game::LoadLevel(const std::string& name, bool tutorial)
{
- int closest = find_closest();
- if (closest)
- set_armor(closest, args);
-}
+ 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;
+ }
-static void ch_protectionreset(Game *game, const char *args)
-{
- set_protection(0, "1 1 1");
- set_armor(0, "1 1 1");
-}
+ int indemo; // FIXME this should be removed
+ int templength;
+ float lamefloat;
-static void set_metal(int pnum, const char *args)
-{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
+ LOGFUNC;
- player[pnum].metalhead = head;
- player[pnum].metalhigh = high;
- player[pnum].metallow = low;
-}
+ LOG(std::string("Loading level...") + name);
-static void ch_metal(Game *game, const char *args)
-{
- set_metal(0, args);
-}
+ if (!gameon) {
+ visibleloading = true;
+ }
+ if (stealthloading) {
+ visibleloading = false;
+ }
+ if (!stillloading) {
+ loadtime = 0;
+ }
+ gamestarted = 1;
-static void set_noclothes(int pnum, Game *game, const char *args)
-{
- player[pnum].numclothes = 0;
- game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
- &player[pnum].skeleton.drawmodel.textureptr,1,
- &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
-}
+ numenvsounds = 0;
-static void ch_noclothes(Game *game, const char *args)
-{
- set_noclothes(0, game, args);
-}
+ Tutorial::active = tutorial;
-static void ch_noclothesnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_noclothes(closest, game, args);
-}
+ if (Tutorial::active) {
+ Tutorial::stage = 0;
+ }
+ if (Tutorial::stage == 0) {
+ Tutorial::stagetime = 0;
+ Tutorial::maxtime = 1;
+ }
+ pause_sound(whooshsound);
+ pause_sound(stream_firesound);
+ int mapvers;
+ FILE* tfile;
+ errno = 0;
+ tfile = Folders::openMandatoryFile(level_path, "rb");
-static void set_clothes(int pnum, Game *game, const char *args)
-{
- char buf[64];
- snprintf(buf, 63, ":Data:Textures:%s.png", args);
-
- if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
- return;
-
- player[pnum].DoMipmaps();
- strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
- player[pnum].clothestintr[player[pnum].numclothes]=tintr;
- player[pnum].clothestintg[player[pnum].numclothes]=tintg;
- player[pnum].clothestintb[player[pnum].numclothes]=tintb;
- player[pnum].numclothes++;
-}
+ pause_sound(stream_firesound);
+ scoreadded = 0;
+ windialogue = false;
+ hostiletime = 0;
+ won = 0;
-static void ch_clothes(Game *game, const char *args)
-{
- set_clothes(0, game, args);
-}
+ //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
-static void ch_clothesnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_clothes(closest, game, args);
-}
+ Dialog::dialogs.clear();
-static void ch_belt(Game *game, const char *args)
-{
- player[0].skeleton.clothes = !player[0].skeleton.clothes;
-}
+ Dialog::indialogue = -1;
+ cameramode = 0;
+ damagedealt = 0;
+ damagetaken = 0;
-static void ch_cellophane(Game *game, const char *args)
-{
- cellophane = !cellophane;
- float mul = cellophane ? 0 : 1;
-
- for (int i = 0; i < numplayers; i++) {
- player[i].proportionhead.z = player[i].proportionhead.x * mul;
- player[i].proportionbody.z = player[i].proportionbody.x * mul;
- player[i].proportionarms.z = player[i].proportionarms.x * mul;
- player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
- }
-}
+ if (Account::hasActive()) {
+ difficulty = Account::active().getDifficulty();
+ }
-static void ch_funnybunny(Game *game, const char *args)
-{
- player[0].skeleton.id=0;
- player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
- ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
- ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
- ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
- ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
- ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
- player[0].creature=rabbittype;
- player[0].scale=.2;
- player[0].headless=0;
- player[0].damagetolerance=200;
- set_proportion(0, "1 1 1 1");
-}
+ Hotspot::hotspots.clear();
+ Hotspot::current = -1;
+ bonustime = 1;
-static void ch_wolfie(Game *game, const char *args)
-{
- player[0].skeleton.id=0;
- player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
- ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
- ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
- ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
- ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
- ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
- player[0].creature=wolftype;
- player[0].damagetolerance=300;
- set_proportion(0, "1 1 1 1");
-}
+ skyboxtexture = 1;
+ skyboxr = 1;
+ skyboxg = 1;
+ skyboxb = 1;
-static void ch_wolfieisgod(Game *game, const char *args)
-{
- ch_wolfie(game, args);
-}
+ freeze = 0;
+ winfreeze = 0;
-static void ch_wolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ for (unsigned char i = 0; i < 100; i++) {
+ bonusnum[i] = 0;
+ }
-static void ch_snowwolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ numfalls = 0;
+ numflipfail = 0;
+ numseen = 0;
+ numstaffattack = 0;
+ numswordattack = 0;
+ numknifeattack = 0;
+ numunarmedattack = 0;
+ numescaped = 0;
+ numflipped = 0;
+ numwallflipped = 0;
+ numthrowkill = 0;
+ numafterkill = 0;
+ numreversals = 0;
+ numattacks = 0;
+ maxalarmed = 0;
+ numresponded = 0;
+
+ bonustotal = startbonustotal;
+ bonus = 0;
+ gameon = 1;
+ changedelay = 0;
+ if (console) {
+ emit_sound_np(consolesuccesssound);
+ freeze = 0;
+ console = false;
+ }
-static void ch_darkwolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ if (!stealthloading) {
+ terrain.decals.clear();
+ Sprite::deleteSprites();
-static void ch_lizardwolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ for (int i = 0; i < subdivision; i++) {
+ for (int j = 0; j < subdivision; j++) {
+ terrain.patchobjects[i][j].clear();
+ }
+ }
+ Game::LoadingScreen();
+ }
-static void ch_white(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ weapons.clear();
+ Person::players.resize(1);
-static void ch_brown(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ funpackf(tfile, "Bi", &mapvers);
+ if (mapvers < 12) {
+ cerr << name << " has obsolete map version " << mapvers << endl;
+ }
+ if (mapvers >= 15) {
+ funpackf(tfile, "Bi", &indemo);
+ } else {
+ indemo = 0;
+ }
+ if (mapvers >= 5) {
+ funpackf(tfile, "Bi", &maptype);
+ } else {
+ maptype = mapkilleveryone;
+ }
+ if (mapvers >= 6) {
+ funpackf(tfile, "Bi", &hostile);
+ } else {
+ hostile = 1;
+ }
+ if (mapvers >= 4) {
+ funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+ } else {
+ viewdistance = 100;
+ fadestart = .6;
+ }
+ if (mapvers >= 2) {
+ funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
+ } else {
+ skyboxtexture = 1;
+ skyboxr = 1;
+ skyboxg = 1;
+ skyboxb = 1;
+ }
+ if (mapvers >= 10) {
+ funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
+ } else {
+ skyboxlightr = skyboxr;
+ skyboxlightg = skyboxg;
+ skyboxlightb = skyboxb;
+ }
+ /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
+ if (stealthloading) {
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+ } else {
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
+ }
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
+ for (int j = 0; j < Person::players[0]->num_weapons; j++) {
+ Person::players[0]->weaponids[j] = weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type, 0));
+ }
+ }
-static void ch_black(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ Game::LoadingScreen();
-static void ch_sizemin(Game *game, const char *args)
-{
- for (int i = 1; i < numplayers; i++)
- if (player[i].scale < 0.8 * 0.2)
- player[i].scale = 0.8 * 0.2;
-}
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
-static void ch_tutorial(Game *game, const char *args)
-{
- tutoriallevel = atoi(args);
-}
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
-static void ch_hostile(Game *game, const char *args)
-{
- hostile = atoi(args);
-}
+ if (mapvers >= 9) {
+ funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
+ } else {
+ Person::players[0]->whichskin = 0;
+ Person::players[0]->creature = rabbittype;
+ }
-static void ch_indemo(Game *game, const char *args)
-{
- game->indemo=1;
- hotspot[numhotspots]=player[0].coords;
- hotspotsize[numhotspots]=0;
- hotspottype[numhotspots]=-111;
- strcpy(hotspottext[numhotspots],"mapname");
- numhotspots++;
-}
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -1;
-static void ch_notindemo(Game *game, const char *args)
-{
- game->indemo=0;
- numhotspots--;
-}
+ //dialogues
+ if (mapvers >= 8) {
+ Dialog::loadDialogs(tfile);
+ }
-static void ch_type(Game *game, const char *args)
-{
- int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
- for (int i = 0; i < n; i++)
- if (stripfx(args, editortypenames[i])) {
- editoractive = i;
- break;
- }
-}
+ for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ funpackf(tfile, "Bi", &templength);
+ for (int l = 0; l < templength; l++) {
+ funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
+ }
+ Person::players[0]->clothes[k][templength] = '\0';
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
+ }
-static void ch_path(Game *game, const char *args)
-{
- int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
- for (int i = 0; i < n; i++)
- if (stripfx(args, pathtypenames[i])) {
- editorpathtype = i;
- break;
+ funpackf(tfile, "Bi", &environment);
+
+ if (environment != oldenvironment) {
+ Setenvironment(environment);
}
-}
+ oldenvironment = environment;
-static void ch_hs(Game *game, const char *args)
-{
- hotspot[numhotspots]=player[0].coords;
+ Object::LoadObjectsFromFile(tfile, stealthloading);
- float size;
- int type, shift;
- sscanf(args, "%f%d %n", &size, &type, &shift);
+ if (mapvers >= 7) {
+ int numhotspots;
+ funpackf(tfile, "Bi", &numhotspots);
+ if (numhotspots < 0) {
+ cerr << "Map " << name << " have an invalid number of hotspots" << endl;
+ numhotspots = 0;
+ }
+ Hotspot::hotspots.resize(numhotspots);
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
+ funpackf(tfile, "Bi", &templength);
+ if (templength) {
+ for (int l = 0; l < templength; l++) {
+ funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
+ }
+ }
+ Hotspot::hotspots[i].text[templength] = '\0';
+ if (Hotspot::hotspots[i].type == -111) {
+ indemo = 1;
+ }
+ }
+ } else {
+ Hotspot::hotspots.clear();
+ }
- hotspotsize[numhotspots] = size;
- hotspottype[numhotspots] = type;
+ Game::LoadingScreen();
- strcpy(hotspottext[numhotspots], args + shift);
- strcat(hotspottext[numhotspots], "\n");
+ if (!stealthloading) {
+ Object::ComputeCenter();
+ Object::ComputeRadius();
+ }
- numhotspots++;
-}
+ Game::LoadingScreen();
-static void ch_dialogue(Game *game, const char *args)
-{
- int dlg;
- char buf1[32], buf2[64];
-
- sscanf(args, "%d %31s", &dlg, buf1);
- snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
- dialoguetype[numdialogues] = dlg;
-
- memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
- memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
-
- ifstream ipstream(ConvertFileName(buf2));
- ipstream.ignore(256,':');
- ipstream >> numdialogueboxes[numdialogues];
- for(int i=0;i<numdialogueboxes[numdialogues];i++){
- ipstream.ignore(256,':');
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream >> dialogueboxlocation[numdialogues][i];
- ipstream.ignore(256,':');
- ipstream >> dialogueboxcolor[numdialogues][i][0];
- ipstream >> dialogueboxcolor[numdialogues][i][1];
- ipstream >> dialogueboxcolor[numdialogues][i][2];
- ipstream.ignore(256,':');
- ipstream.getline(dialoguename[numdialogues][i],64);
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream.getline(dialoguetext[numdialogues][i],128);
- for(int j=0;j<128;j++){
- if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
+ int numplayers;
+ funpackf(tfile, "Bi", &numplayers);
+ if (numplayers > maxplayers) {
+ cout << "Warning: this level contains more players than allowed" << endl;
+ }
+ unsigned j = 1;
+ for (int i = 1; i < numplayers; i++) {
+ try {
+ Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
+ j++;
+ } catch (InvalidPersonException e) {
+ cerr << "Invalid Person found in " << name << endl;
+ }
}
- ipstream.ignore(256,':');
- ipstream >> dialogueboxsound[numdialogues][i];
- }
+ Game::LoadingScreen();
- for(int i=0;i<numdialogueboxes[numdialogues];i++){
- for(int j=0;j<numplayers;j++){
- participantfacing[numdialogues][i][j]=player[j].facing;
+ funpackf(tfile, "Bi", &numpathpoints);
+ if (numpathpoints > 30 || numpathpoints < 0) {
+ numpathpoints = 0;
+ }
+ for (int j = 0; j < numpathpoints; j++) {
+ funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ funpackf(tfile, "Bi", &pathpointconnect[j][k]);
+ }
}
- }
- ipstream.close();
+ Game::LoadingScreen();
- directing=1;
- indialogue=0;
- whichdialogue=numdialogues;
+ funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
- numdialogues++;
-}
+ SetUpLighting();
-static void ch_fixdialogue(Game *game, const char *args)
-{
- char buf1[32], buf2[64];
- int whichdi;
-
- sscanf(args, "%d %31s", &whichdi, buf1);
- snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
- memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
- memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
-
- ifstream ipstream(ConvertFileName(buf2));
- ipstream.ignore(256,':');
- ipstream >> numdialogueboxes[whichdi];
- for(int i=0;i<numdialogueboxes[whichdi];i++){
- ipstream.ignore(256,':');
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream >> dialogueboxlocation[whichdi][i];
- ipstream.ignore(256,':');
- ipstream >> dialogueboxcolor[whichdi][i][0];
- ipstream >> dialogueboxcolor[whichdi][i][1];
- ipstream >> dialogueboxcolor[whichdi][i][2];
- ipstream.ignore(256,':');
- ipstream.getline(dialoguename[whichdi][i],64);
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream.getline(dialoguetext[whichdi][i],128);
- for(int j=0;j<128;j++){
- if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
+ if (!stealthloading) {
+ Object::AddObjectsToTerrain();
+ terrain.DoShadows();
+ Game::LoadingScreen();
+ Object::DoShadows();
+ Game::LoadingScreen();
}
- ipstream.ignore(256,':');
- ipstream >> dialogueboxsound[whichdi][i];
- }
- ipstream.close();
-}
+ fclose(tfile);
-static void ch_fixtype(Game *game, const char *args)
-{
- int dlg;
- sscanf(args, "%d", &dlg);
- dialoguetype[0] = dlg;
-}
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ Game::LoadingScreen();
+ if (i == 0) {
+ Person::players[i]->burnt = 0;
+ Person::players[i]->bled = 0;
+ Person::players[i]->onfire = 0;
+ Person::players[i]->scale = .2;
+ if (mapvers < 9) {
+ Person::players[i]->creature = rabbittype;
+ }
+ }
+ Person::players[i]->skeleton.free = 0;
-static void ch_fixrotation(Game *game, const char *args)
-{
- participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
-}
+ Person::players[i]->skeletonLoad();
-static void ch_ddialogue(Game *game, const char *args)
-{
- if (numdialogues)
- numdialogues--;
-}
+ Person::players[i]->addClothes();
-static void ch_dhs(Game *game, const char *args)
-{
- if (numhotspots)
- numhotspots--;
-}
+ if (i == 0) {
+ Person::players[i]->animCurrent = bounceidleanim;
+ Person::players[i]->animTarget = bounceidleanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->target = 0;
+ }
+ Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
+ if (difficulty == 0) {
+ Person::players[i]->speed -= .2;
+ }
+ if (difficulty == 1) {
+ Person::players[i]->speed -= .1;
+ }
-static void ch_immobile(Game *game, const char *args)
-{
- player[0].immobile = 1;
-}
+ if (i == 0) {
+ Person::players[i]->velocity = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->realoldcoords = Person::players[i]->coords;
+
+ Person::players[i]->id = i;
+ Person::players[i]->updatedelay = 0;
+ Person::players[i]->normalsupdatedelay = 0;
+
+ Person::players[i]->proportionhead = 1.2;
+ Person::players[i]->proportionbody = 1.05;
+ Person::players[i]->proportionarms = 1.00;
+ Person::players[i]->proportionlegs = 1.1;
+ Person::players[i]->proportionlegs.y = 1.05;
+ Person::players[i]->headless = 0;
+ Person::players[i]->currentoffset = 0;
+ Person::players[i]->targetoffset = 0;
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[i]->scale = .23;
+ Person::players[i]->damagetolerance = 300;
+ } else {
+ Person::players[i]->damagetolerance = 200;
+ }
+ }
-static void ch_allimmobile(Game *game, const char *args)
-{
- for (int i = 1; i < numplayers; i++)
- player[i].immobile = 1;
-}
+ Game::LoadingScreen();
-static void ch_mobile(Game *game, const char *args)
-{
- player[0].immobile = 0;
-}
+ if (cellophane) {
+ Person::players[i]->proportionhead.z = 0;
+ Person::players[i]->proportionbody.z = 0;
+ Person::players[i]->proportionarms.z = 0;
+ Person::players[i]->proportionlegs.z = 0;
+ }
-static void ch_default(Game *game, const char *args)
-{
- player[0].armorhead=1;
- player[0].armorhigh=1;
- player[0].armorlow=1;
- player[0].protectionhead=1;
- player[0].protectionhigh=1;
- player[0].protectionlow=1;
- player[0].metalhead=1;
- player[0].metalhigh=1;
- player[0].metallow=1;
- player[0].power=1;
- player[0].speedmult=1;
- player[0].scale=1;
-
- if(player[0].creature==wolftype){
- player[0].proportionhead=1.1;
- player[0].proportionbody=1.1;
- player[0].proportionarms=1.1;
- player[0].proportionlegs=1.1;
- } else if(player[0].creature==rabbittype){
- player[0].proportionhead=1.2;
- player[0].proportionbody=1.05;
- player[0].proportionarms=1.00;
- player[0].proportionlegs=1.1;
- player[0].proportionlegs.y=1.05;
- }
-
- player[0].numclothes=0;
- game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
- &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
- &player[0].skeleton.skinsize);
-
- editoractive=typeactive;
- player[0].immobile=0;
-}
+ Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
+
+ if (i == 0) {
+ Person::players[i]->headmorphness = 0;
+ Person::players[i]->targetheadmorphness = 1;
+ Person::players[i]->headmorphstart = 0;
+ Person::players[i]->headmorphend = 0;
+
+ Person::players[i]->pausetime = 0;
+
+ Person::players[i]->dead = 0;
+ Person::players[i]->jumppower = 5;
+ Person::players[i]->damage = 0;
+ Person::players[i]->permanentdamage = 0;
+ Person::players[i]->superpermanentdamage = 0;
+
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ Person::players[i]->collided = -10;
+ Person::players[i]->loaded = 1;
+ Person::players[i]->bloodloss = 0;
+ Person::players[i]->weaponactive = -1;
+ Person::players[i]->weaponstuck = -1;
+ Person::players[i]->bleeding = 0;
+ Person::players[i]->deathbleeding = 0;
+ Person::players[i]->stunned = 0;
+ Person::players[i]->hasvictim = 0;
+ Person::players[i]->wentforweapon = 0;
+ }
+ }
-static void ch_play(Game *game, const char *args)
-{
- int dlg;
- sscanf(args, "%d", &dlg);
- whichdialogue = dlg;
-
- if (whichdialogue >= numdialogues)
- return;
-
- for(int i=0;i<numdialogueboxes[whichdialogue];i++){
- player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
- player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
- player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
- player[participantfocus[whichdialogue][i]].velocity=0;
- player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
- player[participantfocus[whichdialogue][i]].targetframe=0;
- }
-
- directing=0;
- indialogue=0;
-
- playdialogueboxsound();
-}
+ Person::players[0]->aitype = playercontrolled;
+
+ if (difficulty == 1) {
+ Person::players[0]->power = 1 / .9;
+ Person::players[0]->damagetolerance = 250;
+ } else if (difficulty == 0) {
+ Person::players[0]->power = 1 / .8;
+ Person::players[0]->damagetolerance = 300;
+ Person::players[0]->armorhead *= 1.5;
+ Person::players[0]->armorhigh *= 1.5;
+ Person::players[0]->armorlow *= 1.5;
+ }
-static void ch_mapkilleveryone(Game *game, const char *args)
-{
- maptype = mapkilleveryone;
-}
+ cameraloc = Person::players[0]->coords;
+ cameraloc.y += 5;
+ yaw = Person::players[0]->yaw;
-static void ch_mapkillmost(Game *game, const char *args)
-{
- maptype = mapkillmost;
-}
+ hawkcoords = Person::players[0]->coords;
+ hawkcoords.y += 30;
-static void ch_mapkillsomeone(Game *game, const char *args)
-{
- maptype = mapkillsomeone;
-}
+ Game::LoadingScreen();
-static void ch_mapgosomewhere(Game *game, const char *args)
-{
- maptype = mapgosomewhere;
-}
+ LOG("Starting background music...");
-static void ch_viewdistance(Game *game, const char *args)
-{
- viewdistance = atof(args)*100;
-}
+ OPENAL_StopSound(OPENAL_ALL);
+ if (ambientsound) {
+ if (environment == snowyenvironment) {
+ emit_stream_np(stream_wind);
+ } else if (environment == desertenvironment) {
+ emit_stream_np(stream_desertambient);
+ } else if (environment == grassyenvironment) {
+ emit_stream_np(stream_wind, 100.);
+ }
+ }
+ oldmusicvolume[0] = 0;
+ oldmusicvolume[1] = 0;
+ oldmusicvolume[2] = 0;
+ oldmusicvolume[3] = 0;
-static void ch_fadestart(Game *game, const char *args)
-{
- fadestart = atof(args);
-}
+ leveltime = 0;
+ wonleveltime = 0;
+ visibleloading = false;
-static void ch_slomo(Game *game, const char *args)
-{
- slomospeed = atof(args);
- slomo = !slomo;
- slomodelay = 1000;
+ return true;
}
-static void ch_slofreq(Game *game, const char *args)
+void doDevKeys()
{
- slomofreq = atof(args);
-}
+ float headprop, bodyprop, armprop, legprop;
+ if (!devtools) {
+ return;
+ }
-static void ch_skytint(Game *game, const char *args)
-{
- sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
+ if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
+ /* Invicible */
+ if (Input::isKeyPressed(SDL_SCANCODE_H)) {
+ Person::players[0]->damagetolerance = 200000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ }
- skyboxlightr=skyboxr;
- skyboxlightg=skyboxg;
- skyboxlightb=skyboxb;
+ /* Change environment */
+ if (Input::isKeyPressed(SDL_SCANCODE_J)) {
+ environment++;
+ if (environment > 2) {
+ environment = 0;
+ }
+ Setenvironment(environment);
+ }
- game->SetUpLighting();
+ /* Camera mode */
+ if (Input::isKeyPressed(SDL_SCANCODE_C)) {
+ cameramode = !cameramode;
+ }
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-static void ch_skylight(Game *game, const char *args)
-{
- sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-
- game->SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-static void ch_skybox(Game *game, const char *args)
-{
- skyboxtexture = !skyboxtexture;
-
- game->SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-static void cmd_dispatch(Game *game, const char *cmd)
-{
- int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
-
- for (i = 0; i < n_cmds; i++)
- if (stripfx(cmd, cmd_names[i]))
- {
- cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
- break;
- }
- emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
-}
-
-/********************> Tick() <*****/
-extern bool save_image(const char * fname);
-void Screenshot (void)
-{
- char temp[1024];
- time_t t = time(NULL);
- struct tm *tme = localtime(&t);
- sprintf(temp, "Screenshots/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);
-
- #if defined(_WIN32)
- mkdir("Screenshots");
- #else
- mkdir("Screenshots", S_IRWXU);
- #endif
-
- save_image(temp);
-}
-
-
-
-void Game::SetUpLighting(){
- if(environment==snowyenvironment)
- light.setColors(.65,.65,.7,.4,.4,.44);
- if(environment==desertenvironment)
- light.setColors(.95,.95,.95,.4,.35,.3);
- if(environment==grassyenvironment)
- light.setColors(.95,.95,1,.4,.4,.44);
- if(!skyboxtexture)
- light.setColors(1,1,1,.4,.4,.4);
- float average;
- average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
- light.color[0]*=(skyboxlightr+average)/2;
- light.color[1]*=(skyboxlightg+average)/2;
- light.color[2]*=(skyboxlightb+average)/2;
- light.ambient[0]*=(skyboxlightr+average)/2;
- light.ambient[1]*=(skyboxlightg+average)/2;
- light.ambient[2]*=(skyboxlightb+average)/2;
-}
-
-int Game::findPathDist(int start,int end){
- int smallestcount,count,connected;
- int last,last2,last3,last4;
- int closest;
-
- smallestcount=1000;
- for(int i=0;i<50;i++){
- count=0;
- last=start;
- last2=-1;
- last3=-1;
- last4=-1;
- while(last!=end&&count<30){
- closest=-1;
- for(int j=0;j<numpathpoints;j++){
- if(j!=last&&j!=last2&&j!=last3&&j!=last4)
- {
- connected=0;
- if(numpathpointconnect[j])
- for(int k=0;k<numpathpointconnect[j];k++){
- if(pathpointconnect[j][k]==last)connected=1;
- }
- if(!connected)
- if(numpathpointconnect[last])
- for(int k=0;k<numpathpointconnect[last];k++){
- if(pathpointconnect[last][k]==j)connected=1;
- }
- if(connected)
- if(closest==-1||Random()%2==0){
- closest=j;
- }
- }
- }
- last4=last3;
- last3=last2;
- last2=last;
- last=closest;
- count++;
- }
- if(count<smallestcount)smallestcount=count;
- }
- return smallestcount;
-}
-
-int Game::checkcollide(XYZ startpoint,XYZ endpoint){
- static XYZ colpoint,colviewer,coltarget;
- static float minx,minz,maxx,maxz,miny,maxy;
-
- minx=min(startpoint.x,endpoint.x)-1;
- miny=min(startpoint.y,endpoint.y)-1;
- minz=min(startpoint.z,endpoint.z)-1;
- maxx=max(startpoint.x,endpoint.x)+1;
- maxy=max(startpoint.y,endpoint.y)+1;
- maxz=max(startpoint.z,endpoint.z)+1;
-
- for(int i=0;i<objects.numobjects;i++){
- if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
- objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
- objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
- objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
- objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
- objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
- if( objects.type[i]!=treeleavestype&&
- objects.type[i]!=bushtype&&
- objects.type[i]!=firetype){
- colviewer=startpoint;
- coltarget=endpoint;
- if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
- }
- }
- }
-
- //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
-
- return -1;
-}
-
-int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
- static XYZ colpoint,colviewer,coltarget;
- static float minx,minz,maxx,maxz,miny,maxy;
- static int i; //FIXME: see below
-
- minx=min(startpoint.x,endpoint.x)-1;
- miny=min(startpoint.y,endpoint.y)-1;
- minz=min(startpoint.z,endpoint.z)-1;
- maxx=max(startpoint.x,endpoint.x)+1;
- maxy=max(startpoint.y,endpoint.y)+1;
- maxz=max(startpoint.z,endpoint.z)+1;
-
- if(what!=1000){
- if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
- objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
- objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
- objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
- objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
- objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
- if( objects.type[what]!=treeleavestype&&
- objects.type[what]!=bushtype&&
- objects.type[what]!=firetype){
- colviewer=startpoint;
- coltarget=endpoint;
- //FIXME: i/what
- if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
- }
- }
- }
-
- if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
-
- return -1;
-}
-
-void Game::Setenvironment(int which)
-{
- LOGFUNC;
-
- LOG(" Setting environment...");
-
- float temptexdetail;
- environment=which;
-
- pause_sound(stream_music1snow);
- pause_sound(stream_music1grass);
- pause_sound(stream_music1desert);
- pause_sound(stream_wind);
- pause_sound(stream_desertambient);
-
-
- if(environment==snowyenvironment){
- windvector=0;
- windvector.z=3;
- if(ambientsound)
- emit_stream_np(stream_wind);
-
- LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
-
- footstepsound = footstepsn1;
- footstepsound2 = footstepsn2;
- footstepsound3 = footstepst1;
- footstepsound4 = footstepst2;
-
- LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
-
- //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
-
-
- temptexdetail=texdetail;
- if(texdetail>1)texdetail=4;
- skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
- ":Data:Textures:Skybox(snow):Left.jpg",
- ":Data:Textures:Skybox(snow):Back.jpg",
- ":Data:Textures:Skybox(snow):Right.jpg",
- ":Data:Textures:Skybox(snow):Up.jpg",
- ":Data:Textures:Skybox(snow):Down.jpg");
-
-
-
-
- texdetail=temptexdetail;
- }
- if(environment==desertenvironment){
- windvector=0;
- windvector.z=2;
- LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
-
-
- if(ambientsound)
- emit_stream_np(stream_desertambient);
-
- footstepsound = footstepsn1;
- footstepsound2 = footstepsn2;
- footstepsound3 = footstepsn1;
- footstepsound4 = footstepsn2;
-
- LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
-
- //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
-
- temptexdetail=texdetail;
- if(texdetail>1)texdetail=4;
- skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
- ":Data:Textures:Skybox(sand):Left.jpg",
- ":Data:Textures:Skybox(sand):Back.jpg",
- ":Data:Textures:Skybox(sand):Right.jpg",
- ":Data:Textures:Skybox(sand):Up.jpg",
- ":Data:Textures:Skybox(sand):Down.jpg");
-
-
-
-
- texdetail=temptexdetail;
- }
- if(environment==grassyenvironment){
- windvector=0;
- windvector.z=2;
- LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
-
- if(ambientsound)
- emit_stream_np(stream_wind, 100.);
-
- footstepsound = footstepgr1;
- footstepsound2 = footstepgr2;
- footstepsound3 = footstepst1;
- footstepsound4 = footstepst2;
-
- LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
-
- //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-
-
-
- temptexdetail=texdetail;
- if(texdetail>1)texdetail=4;
- skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
- ":Data:Textures:Skybox(grass):Left.jpg",
- ":Data:Textures:Skybox(grass):Back.jpg",
- ":Data:Textures:Skybox(grass):Right.jpg",
- ":Data:Textures:Skybox(grass):Up.jpg",
- ":Data:Textures:Skybox(grass):Down.jpg");
-
-
-
- texdetail=temptexdetail;
- }
- temptexdetail=texdetail;
- texdetail=1;
- terrain.load(":Data:Textures:heightmap.png");
-
- texdetail=temptexdetail;
-}
-
-
-void Game::Loadlevel(int which){
- stealthloading=0;
- whichlevel=which;
-
- if (which == -1) {
- tutoriallevel = -1;
- Loadlevel("tutorial");
- } else if (which >= 0 && which <= 15) {
- char buf[32];
- snprintf(buf, 32, "map%d", which + 1);
- Loadlevel(buf);
- } else
- Loadlevel("mapsave");
-}
-
-void Game::Loadlevel(const char *name){
- static int oldlevel;
- int templength;
- float lamefloat;
- int lameint;
- static const char *pfx = ":Data:Maps:";
- char *buf;
-
- float headprop,legprop,armprop,bodyprop;
-
- LOGFUNC;
-
- LOG(std::string("Loading level...") + name);
-
- if(!gameon)
- visibleloading=1;
- if(stealthloading)
- visibleloading=0;
- if(!stillloading)
- loadtime=0;
- gamestarted=1;
-
- numenvsounds=0;
- //visibleloading=1;
- if(tutoriallevel!=-1)
- tutoriallevel=0;
- else
- tutoriallevel=1;
-
- if(tutoriallevel==1)
- tutorialstage=0;
- if(tutorialstage==0){
- tutorialstagetime=0;
- tutorialmaxtime=1;
- }
- loadingstuff=1;
- if(!firstload)
- oldlevel=50;
- pause_sound(whooshsound);
- pause_sound(stream_firesound);
-
- // Change the map filename into something that is os specific
- buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
- sprintf(buf, "%s%s", pfx, name);
- const char *FixedFN = ConvertFileName(buf);
-
- int mapvers;
- FILE *tfile;
- tfile=fopen( FixedFN, "rb" );
- if(tfile){
- pause_sound(stream_firesound);
- scoreadded=0;
- windialogue=0;
- hostiletime=0;
- won=0;
-
- animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
-
- numdialogues=0;
-
- for(int i=0;i<20;i++)
- dialoguegonethrough[i]=0;
-
- indialogue=-1;
- cameramode=0;
-
- damagedealt=0;
- damagetaken=0;
-
- if(accountactive)
- difficulty=accountactive->getDifficulty();
-
- if(difficulty!=2)
- minimap=1;
- else
- minimap=0;
-
- numhotspots=0;
- currenthotspot=-1;
- bonustime=1;
-
- skyboxtexture=1;
- skyboxr=1;
- skyboxg=1;
- skyboxb=1;
-
- freeze=0;
- winfreeze=0;
-
- for(int i=0;i<100;i++)
- bonusnum[i]=0;
-
- numfalls=0;
- numflipfail=0;
- numseen=0;
- numstaffattack=0;
- numswordattack=0;
- numknifeattack=0;
- numunarmedattack=0;
- numescaped=0;
- numflipped=0;
- numwallflipped=0;
- numthrowkill=0;
- numafterkill=0;
- numreversals=0;
- numattacks=0;
- maxalarmed=0;
- numresponded=0;
-
- bonustotal=startbonustotal;
- bonus=0;
- gameon=1;
- changedelay=0;
- if(console){
- emit_sound_np(consolesuccesssound);
- freeze=0;
- console=0;
- }
-
- if(!stealthloading){
- terrain.numdecals=0;
- Sprite::deleteSprites();
- for(int i=0;i<objects.numobjects;i++)
- objects.model[i].numdecals=0;
-
- int j=objects.numobjects;
- for(int i=0;i<j;i++){
- objects.DeleteObject(0);
- if(visibleloading)
- LoadingScreen();
- }
-
- for(int i=0;i<subdivision;i++)
- for(int j=0;j<subdivision;j++)
- terrain.patchobjectnum[i][j]=0;
- if(visibleloading)
- LoadingScreen();
- }
-
- weapons.numweapons=0;
-
- funpackf(tfile, "Bi", &mapvers);
- if(mapvers>=15)
- funpackf(tfile, "Bi", &indemo);
- else
- indemo=0;
- if(mapvers>=5)
- funpackf(tfile, "Bi", &maptype);
- else
- maptype=mapkilleveryone;
- if(mapvers>=6)
- funpackf(tfile, "Bi", &hostile);
- else
- hostile=1;
- if(mapvers>=4)
- funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
- else{
- viewdistance=100;
- fadestart=.6;
- }
- if(mapvers>=2)
- funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
- else{
- skyboxtexture=1;
- skyboxr=1;
- skyboxg=1;
- skyboxb=1;
- }
- if(mapvers>=10)
- funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- else{
- skyboxlightr=skyboxr;
- skyboxlightg=skyboxg;
- skyboxlightb=skyboxb;
- }
- if(!stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
- if(stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
- player[0].originalcoords=player[0].coords;
- if(player[0].num_weapons>0&&player[0].num_weapons<5)
- for(int j=0;j<player[0].num_weapons;j++){
- player[0].weaponids[j]=weapons.numweapons;
- funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
- weapons.owner[weapons.numweapons]=0;
- weapons.numweapons++;
- }
-
- if(visibleloading)
- LoadingScreen();
-
- funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
- funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
- funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
- funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
-
- funpackf(tfile, "Bi", &player[0].numclothes);
-
- if(mapvers>=9)
- funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
- else{
- player[0].whichskin=0;
- player[0].creature=rabbittype;
- }
-
- player[0].lastattack=-1;
- player[0].lastattack2=-1;
- player[0].lastattack3=-1;
-
- //dialogues
- if(mapvers>=8){
- funpackf(tfile, "Bi", &numdialogues);
- for(int k=0;k<numdialogues;k++){
- funpackf(tfile, "Bi", &numdialogueboxes[k]);
- funpackf(tfile, "Bi", &dialoguetype[k]);
- for(int l=0;l<10;l++){
- funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
- funpackf(tfile, "Bf", &participantrotation[k][l]);
- }
- for(int l=0;l<numdialogueboxes[k];l++){
- funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
- funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
- funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
- funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
- funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
-
- bool doneread;
-
- funpackf(tfile, "Bi",&templength);
- if(templength>128||templength<=0)
- templength=128;
- int m;
- for(m=0;m<templength;m++){
- funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
- if(dialoguetext[k][l][m]=='\0')
- break;
- }
- dialoguetext[k][l][m] = 0;
-
- funpackf(tfile, "Bi",&templength);
- if(templength>64||templength<=0)templength=64;
- for(m=0;m<templength;m++){
- funpackf(tfile, "Bb", &dialoguename[k][l][m]);
- if(dialoguename[k][l][m]=='\0')
- break;
- }
- dialoguename[k][l][m] = 0;
- funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
- funpackf(tfile, "Bi", &participantfocus[k][l]);
- funpackf(tfile, "Bi", &participantaction[k][l]);
-
- for(m=0;m<10;m++)
- funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
-
- funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
- }
- }
- }else
- numdialogues=0;
-
- for(int k=0;k<player[0].numclothes;k++){
- funpackf(tfile, "Bi", &templength);
- for(int l=0;l<templength;l++)
- funpackf(tfile, "Bb", &player[0].clothes[k][l]);
- player[0].clothes[k][templength]='\0';
- funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
+ /* Toggle Slow motion */
+ if (Input::isKeyPressed(SDL_SCANCODE_B)) {
+ slomo = 1 - slomo;
+ slomodelay = 1000;
}
- funpackf(tfile, "Bi", &environment);
+ /* Ragdoll */
+ if (Input::isKeyPressed(SDL_SCANCODE_N)) {
+ Person::players[0]->RagDoll(0);
- funpackf(tfile, "Bi", &objects.numobjects);
- for(int i=0;i<objects.numobjects;i++){
- funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
- if(objects.type[i]==treeleavestype)
- objects.scale[i]=objects.scale[i-1];
+ emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
}
- if(mapvers>=7){
- funpackf(tfile, "Bi", &numhotspots);
- for(int i=0;i<numhotspots;i++){
- funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
- funpackf(tfile, "Bi", &templength);
- if(templength)
- for(int l=0;l<templength;l++)
- funpackf(tfile, "Bb", &hotspottext[i][l]);
- hotspottext[i][templength]='\0';
- if(hotspottype[i]==-111)
- indemo=1;
- }
- }else
- numhotspots=0;
-
- if(visibleloading)
- LoadingScreen();
-
- if(!stealthloading){
- objects.center=0;
- for(int i=0;i<objects.numobjects;i++)
- objects.center+=objects.position[i];
- objects.center/=objects.numobjects;
-
-
- if(visibleloading)
- LoadingScreen();
-
- float maxdistance=0;
- float tempdist;
- int whichclosest;
- for(int i=0;i<objects.numobjects;i++){
- tempdist=findDistancefast(&objects.center,&objects.position[i]);
- if(tempdist>maxdistance){
- whichclosest=i;
- maxdistance=tempdist;
- }
- }
- objects.radius=fast_sqrt(maxdistance);
- }
-
- if(visibleloading)
- LoadingScreen();
- //mapcenter=objects.center;
- //mapradius=objects.radius;
-
- funpackf(tfile, "Bi", &numplayers);
- int howmanyremoved=0;
- bool removeanother=0;
- if(numplayers>1&&numplayers<maxplayers){
- for(int i=1;i<numplayers;i++){
- if(visibleloading)
- LoadingScreen();
- removeanother=0;
-
- funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
- if(mapvers>=5)
- funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
- else
- player[i-howmanyremoved].howactive=typeactive;
- if(mapvers>=3)
- funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
- else
- player[i-howmanyremoved].scale=-1;
- if(mapvers>=11)
- funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
- else
- player[i-howmanyremoved].immobile=0;
- if(mapvers>=12)
- funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
- else
- player[i-howmanyremoved].rotation=0;
- player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
- if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
- removeanother=1;
- howmanyremoved++;
- }
- if(!removeanother){
- if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
- for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
- player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
- funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
- weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
- weapons.numweapons++;
- }
- }
- funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
- //player[i-howmanyremoved].numwaypoints=10;
- for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
- funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
- funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
- funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
- if(mapvers>=5)
- funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
- else
- player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
- }
-
- funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
- if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
- player[i-howmanyremoved].waypoint=0;
-
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
- funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
-
- if(mapvers>=4)
- funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
- else{
- headprop=1;
- bodyprop=1;
- armprop=1;
- legprop=1;
- }
- if(player[i-howmanyremoved].creature==wolftype){
- player[i-howmanyremoved].proportionhead=1.1*headprop;
- player[i-howmanyremoved].proportionbody=1.1*bodyprop;
- player[i-howmanyremoved].proportionarms=1.1*armprop;
- player[i-howmanyremoved].proportionlegs=1.1*legprop;
- }
-
- if(player[i-howmanyremoved].creature==rabbittype){
- player[i-howmanyremoved].proportionhead=1.2*headprop;
- player[i-howmanyremoved].proportionbody=1.05*bodyprop;
- player[i-howmanyremoved].proportionarms=1.00*armprop;
- player[i-howmanyremoved].proportionlegs=1.1*legprop;
- player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
- }
-
- funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
- if(player[i-howmanyremoved].numclothes){
- for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
- int templength;
- funpackf(tfile, "Bi", &templength);
- for(int l=0;l<templength;l++)
- funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
- player[i-howmanyremoved].clothes[k][templength]='\0';
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
- }
- }
- }
- }
- }
- if(visibleloading)
- LoadingScreen();
-
- numplayers-=howmanyremoved;
- funpackf(tfile, "Bi", &numpathpoints);
- if(numpathpoints>30||numpathpoints<0)
- numpathpoints=0;
- for(int j=0;j<numpathpoints;j++){
- funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
- for(int k=0;k<numpathpointconnect[j];k++){
- funpackf(tfile, "Bi", &pathpointconnect[j][k]);
- }
- }
- if(visibleloading)
- LoadingScreen();
-
- funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
-
- SetUpLighting();
- if(environment!=oldenvironment)
- Setenvironment(environment);
- oldenvironment=environment;
-
- if(!stealthloading){
- int j=objects.numobjects;
- objects.numobjects=0;
- for(int i=0;i<j;i++){
- objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
- if(visibleloading)
- LoadingScreen();
- }
-
- terrain.DoShadows();
- if(visibleloading)
- LoadingScreen();
- objects.DoShadows();
- if(visibleloading)
- LoadingScreen();
- }
-
- fclose(tfile);
-
- oldlevel=whichlevel;
-
-
- if(numplayers>maxplayers-1)
- numplayers=maxplayers-1;
- for(int i=0;i<numplayers;i++){
- if(visibleloading)
- LoadingScreen();
- player[i].burnt=0;
- player[i].bled=0;
- player[i].onfire=0;
- if(i==0||player[i].scale<0)
- player[i].scale=.2;
- player[i].skeleton.free=0;
- player[i].skeleton.id=i;
- if(i==0&&mapvers<9)
- player[i].creature=rabbittype;
- if(player[i].creature!=wolftype){
- player[i].skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid",0);
- }else{
- if(player[i].creature!=wolftype){
- player[i].skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid",1);
- LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
- }
- if(player[i].creature==wolftype){
- player[i].skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure Wolf",
- (char *)":Data:Skeleton:Basic Figure Wolf Low",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Wolf.solid",
- (char *)":Data:Models:Wolf2.solid",
- (char *)":Data:Models:Wolf3.solid",
- (char *)":Data:Models:Wolf4.solid",
- (char *)":Data:Models:Wolf5.solid",
- (char *)":Data:Models:Wolf6.solid",
- (char *)":Data:Models:Wolf7.solid",
- (char *)":Data:Models:Wolflow.solid",
- (char *)":Data:Models:Belt.solid",0);
- }
- }
-
-
- int texsize;
- texsize=512*512*3/texdetail/texdetail;
-
- LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
-
- if(player[i].numclothes){
- for(int j=0;j<player[i].numclothes;j++){
- tintr=player[i].clothestintr[j];
- tintg=player[i].clothestintg[j];
- tintb=player[i].clothestintb[j];
- AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
- }
- player[i].DoMipmaps();
- }
-
- player[i].currentanimation=bounceidleanim;
- player[i].targetanimation=bounceidleanim;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].target=0;
- player[i].speed=1+(float)(Random()%100)/1000;
- if(difficulty==0)
- player[i].speed-=.2;
- if(difficulty==1)
- player[i].speed-=.1;
-
- player[i].velocity=0;
- player[i].oldcoords=player[i].coords;
- player[i].realoldcoords=player[i].coords;
-
- player[i].id=i;
- player[i].skeleton.id=i;
- player[i].updatedelay=0;
- player[i].normalsupdatedelay=0;
-
- player[i].aitype=passivetype;
- player[i].madskills=0;
-
- if(i==0){
- player[i].proportionhead=1.2;
- player[i].proportionbody=1.05;
- player[i].proportionarms=1.00;
- player[i].proportionlegs=1.1;
- player[i].proportionlegs.y=1.05;
- }
- player[i].headless=0;
- player[i].currentoffset=0;
- player[i].targetoffset=0;
-
- player[i].damagetolerance=200;
-
- if(player[i].creature==wolftype){
- if(i==0||player[i].scale<0)
- player[i].scale=.23;
- player[i].damagetolerance=300;
- }
-
- if(visibleloading)
- LoadingScreen();
- if(cellophane){
- player[i].proportionhead.z=0;
- player[i].proportionbody.z=0;
- player[i].proportionarms.z=0;
- player[i].proportionlegs.z=0;
- }
-
- player[i].tempanimation.Load((char *)"Tempanim",0,0);
-
- player[i].headmorphness=0;
- player[i].targetheadmorphness=1;
- player[i].headmorphstart=0;
- player[i].headmorphend=0;
-
- player[i].pausetime=0;
-
- player[i].dead=0;
- player[i].jumppower=5;
- player[i].damage=0;
- player[i].permanentdamage=0;
- player[i].superpermanentdamage=0;
-
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
-
- player[i].collided=-10;
- player[i].loaded=1;
- player[i].bloodloss=0;
- player[i].weaponactive=-1;
- player[i].weaponstuck=-1;
- player[i].bleeding=0;
- player[i].deathbleeding=0;
- player[i].stunned=0;
- player[i].hasvictim=0;
- player[i].wentforweapon=0;
- }
-
- player[0].aitype=playercontrolled;
- player[0].weaponactive=-1;
-
- if(difficulty==1)
- player[0].power=1/.9;
-
- if(difficulty==0)
- player[0].power=1/.8;
-
- if(difficulty==1)
- player[0].damagetolerance=250;
- if(difficulty==0)
- player[0].damagetolerance=300;
- if(difficulty==0)
- player[0].armorhead*=1.5;
- if(difficulty==0)
- player[0].armorhigh*=1.5;
- if(difficulty==0)
- player[0].armorlow*=1.5;
- cameraloc=player[0].coords;
- cameraloc.y+=5;
- rotation=player[0].rotation;
-
- hawkcoords=player[0].coords;
- hawkcoords.y+=30;
-
- if(visibleloading)
- LoadingScreen();
- for(int i=0;i<weapons.numweapons;i++){
- weapons.bloody[i]=0;
- weapons.blooddrip[i]=0;
- weapons.blooddripdelay[i]=0;
- weapons.onfire[i]=0;
- weapons.flamedelay[i]=0;
- weapons.damage[i]=0;
- if(weapons.type[i]==sword){
- weapons.mass[i]=1.5;
- weapons.tipmass[i]=1;
- weapons.length[i]=.8;
- }
- if(weapons.type[i]==staff){
- weapons.mass[i]=2;
- weapons.tipmass[i]=1;
- weapons.length[i]=1.5;
- }
- if(weapons.type[i]==knife){
- weapons.mass[i]=1;
- weapons.tipmass[i]=1.2;
- weapons.length[i]=.25;
- }
- weapons.position[i]=-1000;
- weapons.tippoint[i]=-1000;
- }
-
- LOG("Starting background music...");
-
- OPENAL_StopSound(OPENAL_ALL);
- if(environment==snowyenvironment){
- if(ambientsound)
- emit_stream_np(stream_wind);
- }else if(environment==desertenvironment){
- if(ambientsound)
- emit_stream_np(stream_desertambient);
- }else if(environment==grassyenvironment){
- if(ambientsound)
- emit_stream_np(stream_wind, 100.);
- }
- oldmusicvolume[0]=0;
- oldmusicvolume[1]=0;
- oldmusicvolume[2]=0;
- oldmusicvolume[3]=0;
-
- if(!firstload)
- firstload=1;
- }
- leveltime=0;
- loadingstuff=0;
- visibleloading=0;
-}
-
-
-
-void Game::MenuTick(){
- //menu buttons
- if(mainmenu==1||mainmenu==2){
- if(Input::MouseClicked()&&selected==1){
- if(!gameon){
- fireSound(firestartsound);
- flash();
- //new game
- if(accountactive) {
- mainmenu=5;
- } else {
- mainmenu=7;
+ /* Grow tree leaves?? */
+ if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
+ for (auto& an_object : Object::objects) {
+ if (an_object->type == treeleavestype) {
+ an_object->scale *= .9;
}
- selected=-1;
- }else{
- //resume
- mainmenu=0;
- pause_sound(stream_music3);
- resume_stream(music1);
}
}
- if(Input::MouseClicked()&&selected==2){
- fireSound();
- flash();
- //options
- mainmenu=3;
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth>3000)newscreenwidth=screenwidth;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight>3000)newscreenheight=screenheight;
- if(newscreenheight<0)newscreenheight=screenheight;
- }
-
- if(Input::MouseClicked()&&selected==3){
- fireSound();
- flash();
- if(!gameon){
- //quit
- tryquit=1;
- pause_sound(stream_music3);
- }else{
- //end game
- gameon=0;
- mainmenu=1;
+ /* Change (or add) weapon */
+ if (Input::isKeyPressed(SDL_SCANCODE_X)) {
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
}
- }
- }
- if(mainmenu==3){
- if(Input::MouseClicked()){
-
- if(selected!=-1)
- fireSound();
-
- switch(selected){
- case 0: {
- extern SDL_Rect **resolutions;
- bool isCustomResolution = true;
- bool found = false;
- for(int i = 0; (!found) && (resolutions[i]); i++){
- if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
- isCustomResolution = false;
-
- if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
- i++;
- if(resolutions[i] != NULL){
- newscreenwidth = (int) resolutions[i]->w;
- newscreenheight = (int) resolutions[i]->h;
- }else if(isCustomResolution){
- if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- }else{
- newscreenwidth = screenwidth;
- newscreenheight = screenheight;
- }
- }else{
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- }
- found = true;
- }
- }
- if(!found){
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
+ if (closest >= 0) {
+ if (Person::players[closest]->num_weapons > 0) {
+ if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) {
+ weapons[Person::players[closest]->weaponids[0]].setType(staff);
+ } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
+ weapons[Person::players[closest]->weaponids[0]].setType(knife);
+ } else {
+ weapons[Person::players[closest]->weaponids[0]].setType(sword);
}
- } break;
- case 1:
- newdetail++;
- if(newdetail>2)newdetail=0;
- break;
- case 2:
- bloodtoggle++;
- if(bloodtoggle>2)bloodtoggle=0;
- break;
- case 3:
- difficulty++;
- if(difficulty>2)difficulty=0;
- break;
- case 4:
- ismotionblur=1-ismotionblur;
- break;
- case 5:
- decals=1-decals;
- break;
- case 6:
- musictoggle=1-musictoggle;
-
- if(!musictoggle){
- pause_sound(music1);
- pause_sound(stream_music2);
- pause_sound(stream_music3);
-
- for(int i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
-
- if(musictoggle)
- emit_stream_np(stream_music3);
- break;
- case 7:
- flash();
- //options
- mainmenu=4;
- selected=-1;
- keyselect=-1;
- break;
- case 8:
- flash();
+ } else {
+ Person::players[closest]->weaponids[0] = weapons.size();
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
+ weapons.push_back(Weapon(knife, closest));
- SaveSettings(*this);
- if(mainmenu==3&&gameon)mainmenu=2;
- if(mainmenu==3&&!gameon)mainmenu=1;
- break;
- case 9:
- invertmouse=1-invertmouse;
- break;
- case 10:
- usermousesensitivity+=.2;
- if(usermousesensitivity>2)usermousesensitivity=.2;
- break;
- case 11:
- volume+=.1f;
- if(volume>1.0001f)volume=0;
- OPENAL_SetSFXMasterVolume((int)(volume*255));
- break;
- case 12:
- flash();
-
- newstereomode = stereomode;
- mainmenu=18;
- keyselect=-1;
- break;
- case 13:
- showdamagebar=!showdamagebar;
- break;
- }
- }
- }
- if(mainmenu==4){
- if(Input::MouseClicked()&&selected!=-1&&!waiting){
- fireSound();
- if(selected<9&&keyselect==-1)
- keyselect=selected;
- if(keyselect!=-1)
- setKeySelected();
- if(selected==9){
- flash();
-
- mainmenu=3;
-
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth>3000)newscreenwidth=screenwidth;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight>3000)newscreenheight=screenheight;
- if(newscreenheight<0)newscreenheight=screenheight;
+ Person::players[closest]->num_weapons = 1;
+ }
}
}
- }
-
- if(mainmenu==5){
- if(endgame==2){
- accountactive->endGame();
- endgame=0;
- }
-
- if(Input::MouseClicked()){
- if((selected-7>=accountactive->getCampaignChoicesMade())){
- fireSound();
- flash();
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=7;
- if(firstload) TickOnceAfter();
- else LoadStuff();
- whichchoice=selected-7-accountactive->getCampaignChoicesMade();
- visibleloading=1;
- stillloading=1;
- Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
- //Loadlevel(campaignmapname[levelorder[selected-7]]);
- campaign=1;
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
+ /* Change yaw? */
+ if (Input::isKeyDown(SDL_SCANCODE_U)) {
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
}
- if(selected>=1 && selected<=5){
- fireSound();
- flash();
- }
- switch(selected){
- case 1:
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=-1;
- if(firstload)TickOnceAfter();
- if(!firstload)LoadStuff();
- else {
- Loadlevel(-1);
- }
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
- break;
- case 2:
- mainmenu=9;
- break;
- case 3:
- mainmenu=6;
- break;
- case 4:
- if(mainmenu==5&&gameon)mainmenu=2;
- if(mainmenu==5&&!gameon)mainmenu=1;
- break;
- case 5:
- mainmenu=7;
- break;
+ if (closest >= 0) {
+ Person::players[closest]->yaw += multiplier * 50;
+ Person::players[closest]->targetyaw = Person::players[closest]->yaw;
}
}
- }
- else if(mainmenu==9){
- if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
- fireSound();
- flash();
-
- startbonustotal=0;
- loading=2;
- loadtime=0;
- targetlevel=selected;
- if(firstload)TickOnceAfter();
- if(!firstload)LoadStuff();
- else {
- Loadlevel(selected);
+ /* Toggle fire */
+ if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+ Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+ if (Person::players[0]->onfire) {
+ Person::players[0]->CatchFire();
}
- campaign=0;
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
- }
- if(Input::MouseClicked()&&selected==numchallengelevels){
- fireSound();
- flash();
- mainmenu=5;
- }
- }
- if(mainmenu==10){
- endgame=2;
- if(Input::MouseClicked()&&selected==3){
- fireSound();
- flash();
- mainmenu=5;
- }
- }
-
- if(mainmenu==6){
- if(Input::MouseClicked()) {
- if(selected>-1){
- fireSound();
- if(selected==1) {
- flash();
- accountactive = Account::destroy(accountactive);
- mainmenu=7;
- } else if(selected==2) {
- flash();
- mainmenu=5;
- }
+ if (!Person::players[0]->onfire) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
+ pause_sound(stream_firesound);
}
}
- }
- if(mainmenu==7){
- if(Input::MouseClicked()) {
- if(selected!=-1){
- fireSound();
- if(selected==0&&Account::getNbAccounts()<8){
- entername=1;
- } else if (selected<Account::getNbAccounts()+1) {
- accountactive=Account::get(selected-1);
- mainmenu=5;
- flash();
- } else if (selected==Account::getNbAccounts()+1) {
- flash();
- mainmenu=1;
+ /* Change skin */
+ if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
+ }
- for(int j=0;j<255;j++){
- displaytext[0][j]=0;
- }
- displaychars[0]=0;
- displayselected=0;
- entername=0;
+ if (closest >= 0) {
+ Person::players[closest]->whichskin++;
+ if (Person::players[closest]->whichskin > 9) {
+ Person::players[closest]->whichskin = 0;
}
- }
- }
- }
- if(mainmenu==8){
- if(Input::MouseClicked()&&selected>-1){
- fireSound();
- flash();
- if(selected<=2)
- accountactive->setDifficulty(selected);
- mainmenu=5;
- }
- }
- if (mainmenu==18) {
- if(Input::MouseClicked()&&selected==0) {
- newstereomode = (StereoMode)(newstereomode + 1);
- while(!CanInitStereo(newstereomode)) {
- printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
- newstereomode = (StereoMode)(newstereomode + 1);
- if ( newstereomode >= stereoCount ) {
- newstereomode = stereoNone;
+ if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
+ Person::players[closest]->whichskin = 0;
}
- }
- }
-
- if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
- stereoseparation+=0.001;
- if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
- stereoseparation-=0.001;
-
- if(Input::MouseClicked()&&selected==2) {
- stereoreverse =! stereoreverse;
- }
-
- if(Input::MouseClicked()&&selected==3) {
- flash();
- stereomode = newstereomode;
- InitStereo(stereomode);
-
- mainmenu=3;
- }
- }
-
- if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
- tryquit=1;
- if(mainmenu==3){
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
+ 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);
+ }
- SaveSettings(*this);
+ Person::players[closest]->addClothes();
}
- }
- if(mainmenu==1||mainmenu==2){
- if(loaddistrib>4)transition+=multiplier/8;
- if(transition>1){
- transition=0;
- anim++;
- if(anim>4)anim=0;
- loaddistrib=0;
- }
- }
- OPENAL_SetFrequency(channels[stream_music3], 22050);
+ /* Change creature type */
+ if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
+ }
- if(entername) {
- inputText(displaytext[0],&displayselected,&displaychars[0]);
- if(!waiting) { // the input as finished
- if(displaychars[0]){ // with enter
- accountactive = Account::add(string(displaytext[0]));
+ if (closest >= 0) {
+ if (Person::players[closest]->creature == wolftype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.1;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+ armprop = Person::players[closest]->proportionarms.x / 1.1;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
+ } else {
+ // rabbittype
+ headprop = Person::players[closest]->proportionhead.x / 1.2;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+ armprop = Person::players[closest]->proportionarms.x / 1.00;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
+ }
- mainmenu=8;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->creature = wolftype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad();
- flash();
+ Person::players[closest]->proportionhead = 1.1;
+ Person::players[closest]->proportionbody = 1.1;
+ Person::players[closest]->proportionarms = 1.1;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.1;
+ Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
- fireSound(firestartsound);
+ Person::players[closest]->damagetolerance = 300;
+ } else {
+ Person::players[closest]->creature = rabbittype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad(true);
+
+ Person::players[closest]->proportionhead = 1.2;
+ Person::players[closest]->proportionbody = 1.05;
+ Person::players[closest]->proportionarms = 1.00;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.05;
+ Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 200;
+ }
- for(int i=0;i<255;i++){
- displaytext[0][i]=0;
+ if (Person::players[closest]->creature == wolftype) {
+ Person::players[closest]->proportionhead = 1.1 * headprop;
+ Person::players[closest]->proportionbody = 1.1 * bodyprop;
+ Person::players[closest]->proportionarms = 1.1 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
}
- displaychars[0]=0;
- displayselected=0;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->proportionhead = 1.2 * headprop;
+ Person::players[closest]->proportionbody = 1.05 * bodyprop;
+ Person::players[closest]->proportionarms = 1.00 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ Person::players[closest]->proportionlegs.y = 1.05 * legprop;
+ }
}
- entername=0;
- }
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
}
- }
-}
-void Game::doTutorial(){
- if(tutorialstagetime>tutorialmaxtime){
- tutorialstage++;
- tutorialsuccess=0;
- if(tutorialstage<=1){
- canattack=0;
- cananger=0;
- reversaltrain=0;
- }
- switch(tutorialstage){
- case 1:
- tutorialmaxtime=5;
- break; case 2:
- tutorialmaxtime=2;
- break; case 3:
- tutorialmaxtime=600;
- break; case 4:
- tutorialmaxtime=1000;
- break; case 5:
- tutorialmaxtime=600;
- break; case 6:
- tutorialmaxtime=600;
- break; case 7:
- tutorialmaxtime=600;
- break; case 8:
- tutorialmaxtime=600;
- break; case 9:
- tutorialmaxtime=600;
- break; case 10:
- tutorialmaxtime=2;
- break; case 11:
- tutorialmaxtime=1000;
- break; case 12:
- tutorialmaxtime=1000;
- break; case 13:
- tutorialmaxtime=2;
- break; case 14: {
- tutorialmaxtime=3;
-
- XYZ temp,temp2;
-
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
-
- player[1].coords=(temp+temp2)/2;
-
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;i<player[1].skeleton.num_joints;i++){
- if(Random()%2==0){
- if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
- if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
- if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
- if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+ /* Decapitate */
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
+
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (!Person::players[i]->headless) {
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
}
}
}
- break; case 15:
- tutorialmaxtime=500;
- break; case 16:
- tutorialmaxtime=500;
- break; case 17:
- tutorialmaxtime=500;
- break; case 18:
- tutorialmaxtime=500;
- break; case 19:
- tutorialstage=20;
- //tutorialmaxtime=500;
- break; case 20:
- tutorialmaxtime=500;
- break; case 21:
- tutorialmaxtime=500;
- if(bonus==cannon){
- bonus=Slicebonus;
- againbonus=1;
- }
- else againbonus=0;
- break; case 22:
- tutorialmaxtime=500;
- break; case 23:
- tutorialmaxtime=500;
- break; case 24:
- tutorialmaxtime=500;
- break; case 25:
- tutorialmaxtime=500;
- break; case 26:
- tutorialmaxtime=2;
- break; case 27:
- tutorialmaxtime=4;
- reversaltrain=1;
- cananger=1;
- player[1].aitype=attacktypecutoff;
- break; case 28:
- tutorialmaxtime=400;
- break; case 29:
- tutorialmaxtime=400;
- player[0].escapednum=0;
- break; case 30:
- tutorialmaxtime=4;
- reversaltrain=0;
- cananger=0;
- player[1].aitype=passivetype;
- break; case 31:
- tutorialmaxtime=13;
- break; case 32:
- tutorialmaxtime=8;
- break; case 33:
- tutorialmaxtime=400;
- cananger=1;
- canattack=1;
- player[1].aitype=attacktypecutoff;
- break; case 34:
- tutorialmaxtime=400;
- break; case 35:
- tutorialmaxtime=400;
- break; case 36:
- tutorialmaxtime=2;
- reversaltrain=0;
- cananger=0;
- player[1].aitype=passivetype;
- break; case 37:
- damagedealt=0;
- damagetaken=0;
- tutorialmaxtime=50;
- cananger=1;
- canattack=1;
- player[1].aitype=attacktypecutoff;
- break; case 38:
- tutorialmaxtime=4;
- canattack=0;
- cananger=0;
- player[1].aitype=passivetype;
- break; case 39: {
- XYZ temp,temp2;
-
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
-
-
- weapons.owner[weapons.numweapons]=-1;
- weapons.type[weapons.numweapons]=knife;
- weapons.damage[weapons.numweapons]=0;
- weapons.mass[weapons.numweapons]=1;
- weapons.tipmass[weapons.numweapons]=1.2;
- weapons.length[weapons.numweapons]=.25;
- weapons.position[weapons.numweapons]=(temp+temp2)/2;
- weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
- weapons.velocity[weapons.numweapons]=0.1;
- weapons.tipvelocity[weapons.numweapons]=0.1;
- weapons.missed[weapons.numweapons]=1;
- weapons.hitsomething[weapons.numweapons]=0;
- weapons.freetime[weapons.numweapons]=0;
- weapons.firstfree[weapons.numweapons]=1;
- weapons.physics[weapons.numweapons]=1;
-
- weapons.numweapons++;
- }
- break; case 40:
- tutorialmaxtime=300;
- break; case 41:
- tutorialmaxtime=300;
- break; case 42:
- tutorialmaxtime=8;
- break; case 43:
- tutorialmaxtime=300;
- break; case 44:
- weapons.owner[0]=1;
- player[0].weaponactive=-1;
- player[0].num_weapons=0;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- cananger=1;
- canattack=1;
- player[1].aitype=attacktypecutoff;
-
- tutorialmaxtime=300;
- break; case 45:
- weapons.owner[0]=1;
- player[0].weaponactive=-1;
- player[0].num_weapons=0;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- tutorialmaxtime=300;
- break; case 46:
- weapons.owner[0]=1;
- player[0].weaponactive=-1;
- player[0].num_weapons=0;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- weapons.type[0]=sword;
-
- tutorialmaxtime=300;
- break; case 47: {
- tutorialmaxtime=10;
-
- XYZ temp,temp2;
-
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
-
- weapons.owner[weapons.numweapons]=-1;
- weapons.type[weapons.numweapons]=sword;
- weapons.damage[weapons.numweapons]=0;
- weapons.mass[weapons.numweapons]=1;
- weapons.tipmass[weapons.numweapons]=1.2;
- weapons.length[weapons.numweapons]=.25;
- weapons.position[weapons.numweapons]=(temp+temp2)/2;
- weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
-
- weapons.velocity[weapons.numweapons]=0.1;
- weapons.tipvelocity[weapons.numweapons]=0.1;
- weapons.missed[weapons.numweapons]=1;
- weapons.hitsomething[weapons.numweapons]=0;
- weapons.freetime[weapons.numweapons]=0;
- weapons.firstfree[weapons.numweapons]=1;
- weapons.physics[weapons.numweapons]=1;
-
- weapons.owner[0]=1;
- weapons.owner[1]=0;
- player[0].weaponactive=0;
- player[0].num_weapons=1;
- player[0].weaponids[0]=1;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- weapons.numweapons++;
- }
- break; case 48:
- canattack=0;
- cananger=0;
- player[1].aitype=passivetype;
-
- tutorialmaxtime=15;
-
- weapons.owner[0]=1;
- weapons.owner[1]=0;
- player[0].weaponactive=0;
- player[0].num_weapons=1;
- player[0].weaponids[0]=1;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
- else weapons.type[0]=staff;
-
- weapons.numweapons++;
- break; case 49:
- canattack=0;
- cananger=0;
- player[1].aitype=passivetype;
-
- tutorialmaxtime=200;
-
- weapons.position[1]=1000;
- weapons.tippoint[1]=1000;
-
- weapons.numweapons=1;
- weapons.owner[0]=0;
- player[1].weaponactive=-1;
- player[1].num_weapons=0;
- player[0].weaponactive=0;
- player[0].num_weapons=1;
- player[0].weaponids[0]=0;
-
- weapons.type[0]=knife;
-
- weapons.numweapons++;
- break; case 50: {
- tutorialmaxtime=8;
-
- XYZ temp,temp2;
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;i<player[1].skeleton.num_joints;i++){
- if(Random()%2==0){
- if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
- if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
- if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
- if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
+ XYZ headspurtdirection;
+ //int i = Person::players[closest]->skeleton.jointlabels[head];
+ Joint& headjoint = Person::players[closest]->joint(head);
+ for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
+ if (!Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->velocity;
+ }
+ if (Person::players[closest]->skeleton.free) {
+ flatvelocity2 = headjoint.velocity;
+ }
+ if (!Person::players[closest]->skeleton.free) {
+ flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
}
+ if (Person::players[closest]->skeleton.free) {
+ flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+ }
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
+ Normalise(&headspurtdirection);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
+ flatvelocity2 += headspurtdirection * 8;
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
}
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
- player[1].num_weapons=0;
- player[1].weaponstuck=-1;
- player[1].weaponactive=-1;
-
- weapons.numweapons=0;
-
- weapons.owner[0]=-1;
- weapons.velocity[0]=0.1;
- weapons.tipvelocity[0]=-0.1;
- weapons.missed[0]=1;
- weapons.hitsomething[0]=0;
- weapons.freetime[0]=0;
- weapons.firstfree[0]=1;
- weapons.physics[0]=1;
- }
- break; case 51:
- tutorialmaxtime=80000;
- break; default: break;
- }
- if(tutorialstage<=51)tutorialstagetime=0;
- }
+ emit_sound_at(splattersound, blah);
+ emit_sound_at(breaksound2, blah, 100.);
- //Tutorial success
- if(tutorialstagetime<tutorialmaxtime-3){
- switch(tutorialstage){
- case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
- break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
- break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
- break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
- break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
- break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
- break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
- break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
- break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
- break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
- break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
- break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
- break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
- break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
- break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
- break; case 21: if(bonus==cannon)tutorialsuccess=1;
- break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
- break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
- break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
- break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
- break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
- break; case 29:
- if(player[0].escapednum==2){
- tutorialsuccess=1;
- reversaltrain=0;
- cananger=0;
- player[1].aitype=passivetype;
- }
- break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 35:
- if(animation[player[0].targetanimation].attack==reversal){
- tutorialsuccess=1;
- reversaltrain=0;
- cananger=0;
- player[1].aitype=passivetype;
+ if (Person::players[closest]->skeleton.free == 2) {
+ Person::players[closest]->skeleton.free = 0;
}
- break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
- break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
- break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
- break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
- break; default: break;
- }
- if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
-
-
- if(tutorialstagetime==tutorialmaxtime-3){
- emit_sound_np(consolesuccesssound);
- }
-
- if(tutorialsuccess>=1){
- if(tutorialstage==34||tutorialstage==35)
- tutorialstagetime=tutorialmaxtime-1;
- }
- }
-
- if(tutorialstage<14||tutorialstage>=50){
- player[1].coords.y=300;
- player[1].velocity=0;
- }
-}
-
-
-
-void Game::doDebugKeys(){
- float headprop,bodyprop,armprop,legprop;
- if(debugmode){
- if(Input::isKeyPressed(SDLK_h)){
- player[0].damagetolerance=200000;
- player[0].damage=0;
- player[0].burnt=0;
- player[0].permanentdamage=0;
- player[0].superpermanentdamage=0;
- }
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->headless = 1;
+ Person::players[closest]->DoBloodBig(3, 165);
- if(Input::isKeyPressed(SDLK_j)){
- environment++;
- if(environment>2)
- environment=0;
- Setenvironment(environment);
- }
-
- if(Input::isKeyPressed(SDLK_c)){
- cameramode=1-cameramode;
+ camerashake += .3;
+ }
}
- if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
- if(player[0].num_weapons>0){
- if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
- else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
- else weapons.type[player[0].weaponids[0]]=sword;
- if(weapons.type[player[0].weaponids[0]]==sword){
- weapons.mass[player[0].weaponids[0]]=1.5;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=.8;
- }
- if(weapons.type[player[0].weaponids[0]]==staff){
- weapons.mass[player[0].weaponids[0]]=2;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=1.5;
- }
+ /* Explode */
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = findClosestPlayer();
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
+ emit_sound_at(splattersound, blah);
+ emit_sound_at(breaksound2, blah);
- if(weapons.type[player[0].weaponids[0]]==knife){
- weapons.mass[player[0].weaponids[0]]=1;
- weapons.tipmass[player[0].weaponids[0]]=1.2;
- weapons.length[player[0].weaponids[0]]=.25;
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->velocity;
+ }
+ if (Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ }
+ if (!Person::players[closest]->skeleton.free) {
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ }
+ if (Person::players[closest]->skeleton.free) {
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ }
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
}
- }
- }
- if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->velocity;
}
- }
- if(closest!=-1){
- if(player[closest].num_weapons){
- if(weapons.type[player[closest].weaponids[0]]==sword)
- weapons.type[player[closest].weaponids[0]]=staff;
- else if(weapons.type[player[closest].weaponids[0]]==staff)
- weapons.type[player[closest].weaponids[0]]=knife;
- else weapons.type[player[closest].weaponids[0]]=sword;
- if(weapons.type[player[closest].weaponids[0]]==sword){
- weapons.mass[player[closest].weaponids[0]]=1.5;
- weapons.tipmass[player[closest].weaponids[0]]=1;
- weapons.length[player[closest].weaponids[0]]=.8;
+ if (Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
}
- if(weapons.type[player[0].weaponids[0]]==staff){
- weapons.mass[player[0].weaponids[0]]=2;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=1.5;
+ if (!Person::players[closest]->skeleton.free) {
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
}
- if(weapons.type[player[closest].weaponids[0]]==knife){
- weapons.mass[player[closest].weaponids[0]]=1;
- weapons.tipmass[player[closest].weaponids[0]]=1.2;
- weapons.length[player[closest].weaponids[0]]=.25;
+ if (Person::players[closest]->skeleton.free) {
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
}
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
}
- if(!player[closest].num_weapons){
- player[closest].weaponids[0]=weapons.numweapons;
- weapons.owner[weapons.numweapons]=closest;
- weapons.type[weapons.numweapons]=knife;
- weapons.damage[weapons.numweapons]=0;
- weapons.numweapons++;
- player[closest].num_weapons=1;
- if(weapons.type[player[closest].weaponids[0]]==sword){
- weapons.mass[player[closest].weaponids[0]]=1.5;
- weapons.tipmass[player[closest].weaponids[0]]=1;
- weapons.length[player[closest].weaponids[0]]=.8;
+
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->velocity;
+ }
+ if (Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
}
- if(weapons.type[player[closest].weaponids[0]]==knife){
- weapons.mass[player[closest].weaponids[0]]=1;
- weapons.tipmass[player[closest].weaponids[0]]=1.2;
- weapons.length[player[closest].weaponids[0]]=.25;
+ if (!Person::players[closest]->skeleton.free) {
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
}
+ if (Person::players[closest]->skeleton.free) {
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ }
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- }
- }
- if(Input::isKeyDown(SDLK_u)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
+ for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->velocity;
+ }
+ if (Person::players[closest]->skeleton.free) {
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
}
+ if (!Person::players[closest]->skeleton.free) {
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ }
+ if (Person::players[closest]->skeleton.free) {
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ }
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- player[closest].rotation+=multiplier*50;
- player[closest].targetrotation=player[closest].rotation;
- }
-
- if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
+ XYZ temppos;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (int(j) != closest) {
+ if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+ Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+ if (Person::players[j]->skeleton.free == 2) {
+ Person::players[j]->skeleton.free = 1;
+ }
+ Person::players[j]->skeleton.longdead = 0;
+ Person::players[j]->RagDoll(0);
+ for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
+ temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+ if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+ flatvelocity2 = temppos - Person::players[closest]->coords;
+ Normalise(&flatvelocity2);
+ Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
+ }
+ }
+ }
}
}
- if(Input::isKeyDown(SDLK_LCTRL))closest=0;
-
- if(closest!=-1){
- player[closest].whichskin++;
- if(player[closest].whichskin>9)
- player[closest].whichskin=0;
- if(player[closest].whichskin>2&&player[closest].creature==wolftype)
- player[closest].whichskin=0;
- LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
- &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
- }
+ Person::players[closest]->DoDamage(10000);
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->coords = 20;
+ Person::players[closest]->skeleton.free = 2;
- if(player[closest].numclothes){
- for(int i=0;i<player[closest].numclothes;i++){
- tintr=player[closest].clothestintr[i];
- tintg=player[closest].clothestintg[i];
- tintb=player[closest].clothestintb[i];
- AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
- }
- player[closest].DoMipmaps();
+ camerashake += .6;
}
}
- if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closest!=-1){
- if(player[closest].creature==wolftype){
- headprop=player[closest].proportionhead.x/1.1;
- bodyprop=player[closest].proportionbody.x/1.1;
- armprop=player[closest].proportionarms.x/1.1;
- legprop=player[closest].proportionlegs.x/1.1;
- }
-
- if(player[closest].creature==rabbittype){
- headprop=player[closest].proportionhead.x/1.2;
- bodyprop=player[closest].proportionbody.x/1.05;
- armprop=player[closest].proportionarms.x/1.00;
- legprop=player[closest].proportionlegs.x/1.1;
- }
-
-
- if(player[closest].creature==rabbittype){
- player[closest].skeleton.id=closest;
- player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
- LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
- player[closest].whichskin=0;
- player[closest].creature=wolftype;
-
- player[closest].proportionhead=1.1;
- player[closest].proportionbody=1.1;
- player[closest].proportionarms=1.1;
- player[closest].proportionlegs=1.1;
- player[closest].proportionlegs.y=1.1;
- player[closest].scale=.23*5*player[0].scale;
-
- player[closest].damagetolerance=300;
- }
- else
- {
- player[closest].skeleton.id=closest;
- player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
- LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
- player[closest].whichskin=0;
- player[closest].creature=rabbittype;
-
- player[closest].proportionhead=1.2;
- player[closest].proportionbody=1.05;
- player[closest].proportionarms=1.00;
- player[closest].proportionlegs=1.1;
- player[closest].proportionlegs.y=1.05;
- player[closest].scale=.2*5*player[0].scale;
-
- player[closest].damagetolerance=200;
- }
-
- if(player[closest].creature==wolftype){
- player[closest].proportionhead=1.1*headprop;
- player[closest].proportionbody=1.1*bodyprop;
- player[closest].proportionarms=1.1*armprop;
- player[closest].proportionlegs=1.1*legprop;
- }
-
- if(player[closest].creature==rabbittype){
- player[closest].proportionhead=1.2*headprop;
- player[closest].proportionbody=1.05*bodyprop;
- player[closest].proportionarms=1.00*armprop;
- player[closest].proportionlegs=1.1*legprop;
- player[closest].proportionlegs.y=1.05*legprop;
- }
-
+ /* Enable editor */
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ editorenabled = !editorenabled;
+ if (editorenabled) {
+ Person::players[0]->damagetolerance = 100000;
+ } else {
+ Person::players[0]->damagetolerance = 200;
}
+ Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
}
+ }
- if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
- slomo=1-slomo;
- slomodelay=1000;
+ //skip level
+ if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
+ targetlevel++;
+ if (targetlevel > numchallengelevels - 1) {
+ targetlevel = 0;
}
+ loading = 1;
+ leveltime = 5;
+ }
+ if (editorenabled) {
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players.erase(Person::players.begin() + closest);
+ }
+ }
- if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
- int closest=-1;
- float closestdist=-1;
- float distance;
- XYZ flatfacing2,flatvelocity2;
- XYZ blah;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(distance<144&&!player[i].headless)
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- blah = player[i].coords;
- }
- }
-
- if(closest!=-1){
- XYZ headspurtdirection;
- //int i = player[closest].skeleton.jointlabels[head];
- Joint& headjoint=playerJoint(closest,head);
- for(int k=0;k<player[closest].skeleton.num_joints; k++){
- if(!player[closest].skeleton.free)
- flatvelocity2=player[closest].velocity;
- if(player[closest].skeleton.free)
- flatvelocity2=headjoint.velocity;
- if(!player[closest].skeleton.free)
- flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
- if(player[closest].skeleton.free)
- flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
- flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
- Normalise(&headspurtdirection);
- Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
- flatvelocity2+=headspurtdirection*8;
- Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
- }
- Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
-
- emit_sound_at(splattersound, blah);
- emit_sound_at(breaksound2, blah, 100.);
-
- if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
- player[closest].RagDoll(0);
- player[closest].dead=2;
- player[closest].headless=1;
- player[closest].DoBloodBig(3,165);
-
- camerashake+=.3;
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ int closest = findClosestObject();
+ if (closest >= 0) {
+ Object::objects[closest]->position.y -= 500;
}
}
- if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
- int closest=-1;
- float closestdist=-1;
- float distance;
- XYZ flatfacing2,flatvelocity2;
- XYZ blah;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(distance<144)
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- blah=player[i].coords;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Object::objects.size() < max_objects - 1) {
+ XYZ scenecoords;
+ scenecoords.x = Person::players[0]->coords.x;
+ scenecoords.z = Person::players[0]->coords.z;
+ scenecoords.y = Person::players[0]->coords.y - 3;
+ if (editortype == bushtype) {
+ scenecoords.y = Person::players[0]->coords.y - .5;
}
-
- if(closest!=-1){
- emit_sound_at(splattersound, blah);
-
- emit_sound_at(breaksound2, blah);
-
- for(int i=0;i<player[closest].skeleton.num_joints; i++){
- if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
- if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
- if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
- if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
- flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
- Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+ if (editortype == firetype) {
+ scenecoords.y = Person::players[0]->coords.y - .5;
}
-
- for(int i=0;i<player[closest].skeleton.num_joints; i++){
- if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
- if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
- if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
- if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
- flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
+ float temprotat, temprotat2;
+ temprotat = editoryaw;
+ temprotat2 = editorpitch;
+ if (temprotat < 0 || editortype == bushtype) {
+ temprotat = Random() % 360;
}
-
- for(int i=0;i<player[closest].skeleton.num_joints; i++){
- if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
- if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
- if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
- if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
- flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+ if (temprotat2 < 0) {
+ temprotat2 = Random() % 360;
}
- for(int i=0;i<player[closest].skeleton.num_joints; i++){
- if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
- if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
- if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
- if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
- flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
- flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+ Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ if (editortype == treetrunktype) {
+ Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
}
+ }
+ }
- XYZ temppos;
- for(int j=0;j<numplayers; j++){
- if(j!=closest){
- if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
- player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
- if(player[j].skeleton.free==2)
- player[j].skeleton.free=1;
- player[j].skeleton.longdead=0;
- player[j].RagDoll(0);
- for(int i=0;i<player[j].skeleton.num_joints; i++){
- temppos=player[j].skeleton.joints[i].position+player[j].coords;
- if(findDistancefast(&temppos,&player[closest].coords)<25){
- flatvelocity2=temppos-player[closest].coords;
- Normalise(&flatvelocity2);
- player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
- }
- }
- }
- }
- }
+ 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()));
- player[closest].DoDamage(10000);
- player[closest].RagDoll(0);
- player[closest].dead=2;
- player[closest].coords=20;
- player[closest].skeleton.free=2;
+ Person::players.back()->id = Person::players.size() - 1;
- camerashake+=.6;
+ Person::players.back()->scale = Person::players[0]->scale;
+ Person::players.back()->creature = rabbittype;
+ Person::players.back()->howactive = editoractive;
+ int k = abs(Random() % 2) + 1;
+ if (k == 0) {
+ Person::players.back()->whichskin = 0;
+ } else if (k == 1) {
+ Person::players.back()->whichskin = 1;
+ } else {
+ Person::players.back()->whichskin = 2;
}
- }
- if(Input::isKeyPressed(SDLK_f)){
- player[0].onfire=1-player[0].onfire;
- if(player[0].onfire){
- player[0].CatchFire();
- }
- if(!player[0].onfire){
- emit_sound_at(fireendsound, player[0].coords);
- pause_sound(stream_firesound);
- }
- }
+ Person::players.back()->skeletonLoad(true);
- if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
- //if(!player[0].skeleton.free)player[0].damage+=500;
- player[0].RagDoll(0);
- //player[0].spurt=1;
- //player[0].DoDamage(1000);
+ Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
+ Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
- emit_sound_at(whooshsound, player[0].coords, 128.);
- }
+ Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+ Person::players.back()->yaw = Person::players[0]->yaw;
- if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- for(int i=0;i<objects.numobjects;i++){
- if(objects.type[i]==treeleavestype){
- objects.scale[i]*=.9;
- }
- }
- }
+ Person::players.back()->coords = Person::players[0]->coords;
+ Person::players.back()->oldcoords = Person::players.back()->coords;
+ Person::players.back()->realoldcoords = Person::players.back()->coords;
- if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
- editorenabled=1-editorenabled;
- if(editorenabled){
- player[0].damagetolerance=100000;
+ if (Person::players[0]->creature == wolftype) {
+ headprop = Person::players[0]->proportionhead.x / 1.1;
+ bodyprop = Person::players[0]->proportionbody.x / 1.1;
+ armprop = Person::players[0]->proportionarms.x / 1.1;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
} else {
- player[0].damagetolerance=200;
+ // rabbittype
+ headprop = Person::players[0]->proportionhead.x / 1.2;
+ bodyprop = Person::players[0]->proportionbody.x / 1.05;
+ armprop = Person::players[0]->proportionarms.x / 1.00;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
}
- player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
- player[0].permanentdamage=0;
- player[0].superpermanentdamage=0;
- player[0].bloodloss=0;
- player[0].deathbleeding=0;
- }
-
- //skip level
- if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
- targetlevel++;
- if(targetlevel>numchallengelevels-1)
- targetlevel=0;
- loading=1;
- leveltime=5;
- }
- if(editorenabled){
- if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closestdist>0&&closest>=0){
- //player[closest]=player[numplayers-1];
- //player[closest].skeleton=player[numplayers-1].skeleton;
- numplayers--;
- }
+ if (Person::players.back()->creature == wolftype) {
+ Person::players.back()->proportionhead = 1.1 * headprop;
+ Person::players.back()->proportionbody = 1.1 * bodyprop;
+ Person::players.back()->proportionarms = 1.1 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
}
- if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(max_objects>1)
- for(int i=1;i<max_objects;i++){
- distance=findDistancefast(&objects.position[i],&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closestdist>0&&closest>=0){
- objects.position[closest].y-=500;
- }
+ if (Person::players.back()->creature == rabbittype) {
+ Person::players.back()->proportionhead = 1.2 * headprop;
+ Person::players.back()->proportionbody = 1.05 * bodyprop;
+ Person::players.back()->proportionarms = 1.00 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ Person::players.back()->proportionlegs.y = 1.05 * legprop;
}
- if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
- //drawmode++;
- //if(drawmode>2)drawmode=0;
- if(objects.numobjects<max_objects-1){
- XYZ boxcoords;
- boxcoords.x=player[0].coords.x;
- boxcoords.z=player[0].coords.z;
- boxcoords.y=player[0].coords.y-3;
- if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
- if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
- //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
- float temprotat,temprotat2;
- temprotat=editorrotation;
- temprotat2=editorrotation2;
- if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
- if(temprotat2<0)temprotat2=Random()%360;
-
- objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
- if(editortype==treetrunktype)
- objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
- }
+ if (cellophane) {
+ Person::players.back()->proportionhead.z = 0;
+ Person::players.back()->proportionbody.z = 0;
+ Person::players.back()->proportionarms.z = 0;
+ Person::players.back()->proportionlegs.z = 0;
}
- if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- if(numplayers<maxplayers-1){
- player[numplayers].scale=.2*5*player[0].scale;
- player[numplayers].creature=rabbittype;
- player[numplayers].howactive=editoractive;
- player[numplayers].skeleton.id=numplayers;
- player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
-
- //texsize=512*512*3/texdetail/texdetail;
- //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
- //player[numplayers].skeleton.skinText.resize(texsize);
-
- int k=abs(Random()%2)+1;
- if(k==0){
- LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin=0;
- }
- else if(k==1){
- LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin=1;
- }
- else {
- LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin=2;
- }
-
- LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
- player[numplayers].power=1;
- player[numplayers].speedmult=1;
- player[numplayers].currentanimation=bounceidleanim;
- player[numplayers].targetanimation=bounceidleanim;
- player[numplayers].currentframe=0;
- player[numplayers].targetframe=1;
- player[numplayers].target=0;
- player[numplayers].bled=0;
- player[numplayers].speed=1+(float)(Random()%100)/1000;
-
- player[numplayers].targetrotation=player[0].targetrotation;
- player[numplayers].rotation=player[0].rotation;
-
- player[numplayers].velocity=0;
- player[numplayers].coords=player[0].coords;
- player[numplayers].oldcoords=player[numplayers].coords;
- player[numplayers].realoldcoords=player[numplayers].coords;
-
- player[numplayers].id=numplayers;
- player[numplayers].skeleton.id=numplayers;
- player[numplayers].updatedelay=0;
- player[numplayers].normalsupdatedelay=0;
-
- player[numplayers].aitype=passivetype;
-
- if(player[0].creature==wolftype){
- headprop=player[0].proportionhead.x/1.1;
- bodyprop=player[0].proportionbody.x/1.1;
- armprop=player[0].proportionarms.x/1.1;
- legprop=player[0].proportionlegs.x/1.1;
- }
+ Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
- if(player[0].creature==rabbittype){
- headprop=player[0].proportionhead.x/1.2;
- bodyprop=player[0].proportionbody.x/1.05;
- armprop=player[0].proportionarms.x/1.00;
- legprop=player[0].proportionlegs.x/1.1;
- }
+ Person::players.back()->damagetolerance = 200;
- if(player[numplayers].creature==wolftype){
- player[numplayers].proportionhead=1.1*headprop;
- player[numplayers].proportionbody=1.1*bodyprop;
- player[numplayers].proportionarms=1.1*armprop;
- player[numplayers].proportionlegs=1.1*legprop;
- }
+ Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+ Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+ Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+ Person::players.back()->armorhead = Person::players[0]->armorhead;
+ Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+ Person::players.back()->armorlow = Person::players[0]->armorlow;
+ Person::players.back()->metalhead = Person::players[0]->metalhead;
+ Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+ Person::players.back()->metallow = Person::players[0]->metallow;
- if(player[numplayers].creature==rabbittype){
- player[numplayers].proportionhead=1.2*headprop;
- player[numplayers].proportionbody=1.05*bodyprop;
- player[numplayers].proportionarms=1.00*armprop;
- player[numplayers].proportionlegs=1.1*legprop;
- player[numplayers].proportionlegs.y=1.05*legprop;
- }
-
- player[numplayers].headless=0;
- player[numplayers].onfire=0;
+ Person::players.back()->immobile = Person::players[0]->immobile;
- if(cellophane){
- player[numplayers].proportionhead.z=0;
- player[numplayers].proportionbody.z=0;
- player[numplayers].proportionarms.z=0;
- player[numplayers].proportionlegs.z=0;
- }
+ Person::players.back()->numclothes = Person::players[0]->numclothes;
+ for (int i = 0; i < Person::players.back()->numclothes; i++) {
+ strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+ Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+ Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+ Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
+ }
+ Person::players.back()->addClothes();
- player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
-
- player[numplayers].damagetolerance=200;
-
- player[numplayers].protectionhead=player[0].protectionhead;
- player[numplayers].protectionhigh=player[0].protectionhigh;
- player[numplayers].protectionlow=player[0].protectionlow;
- player[numplayers].armorhead=player[0].armorhead;
- player[numplayers].armorhigh=player[0].armorhigh;
- player[numplayers].armorlow=player[0].armorlow;
- player[numplayers].metalhead=player[0].metalhead;
- player[numplayers].metalhigh=player[0].metalhigh;
- player[numplayers].metallow=player[0].metallow;
-
- player[numplayers].immobile=player[0].immobile;
-
- player[numplayers].numclothes=player[0].numclothes;
- if(player[numplayers].numclothes)
- for(int i=0;i<player[numplayers].numclothes;i++){
- strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
- player[numplayers].clothestintr[i]=player[0].clothestintr[i];
- player[numplayers].clothestintg[i]=player[0].clothestintg[i];
- player[numplayers].clothestintb[i]=player[0].clothestintb[i];
- tintr=player[numplayers].clothestintr[i];
- tintg=player[numplayers].clothestintg[i];
- tintb=player[numplayers].clothestintb[i];
- AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
- }
- if(player[numplayers].numclothes){
- player[numplayers].DoMipmaps();
- }
+ Person::players.back()->power = Person::players[0]->power;
+ Person::players.back()->speedmult = Person::players[0]->speedmult;
- player[numplayers].power=player[0].power;
- player[numplayers].speedmult=player[0].speedmult;
-
- player[numplayers].damage=0;
- player[numplayers].permanentdamage=0;
- player[numplayers].superpermanentdamage=0;
- player[numplayers].deathbleeding=0;
- player[numplayers].bleeding=0;
- player[numplayers].numwaypoints=0;
- player[numplayers].waypoint=0;
- player[numplayers].jumppath=0;
- player[numplayers].weaponstuck=-1;
- player[numplayers].weaponactive=-1;
- player[numplayers].num_weapons=0;
- player[numplayers].bloodloss=0;
- player[numplayers].dead=0;
-
- player[numplayers].loaded=1;
-
- numplayers++;
- }
- }
+ Person::players.back()->loaded = true;
+ }
- if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
- if(player[numplayers-1].numwaypoints<90){
- player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
- player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
- player[numplayers-1].numwaypoints++;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players.back()->numwaypoints < 90) {
+ Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+ Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+ Person::players.back()->numwaypoints++;
}
+ }
- if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
- if(numpathpoints<30){
- bool connected,alreadyconnected;
- connected=0;
- if(numpathpoints>1)
- for(int i=0;i<numpathpoints;i++){
- if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
- alreadyconnected=0;
- for(int j=0;j<numpathpointconnect[pathpointselected];j++){
- if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
- }
- if(!alreadyconnected){
- numpathpointconnect[pathpointselected]++;
- connected=1;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (numpathpoints < 30) {
+ bool connected, alreadyconnected;
+ connected = 0;
+ if (numpathpoints > 1) {
+ for (int i = 0; i < numpathpoints; i++) {
+ if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
+ alreadyconnected = 0;
+ for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
+ if (pathpointconnect[pathpointselected][j] == i) {
+ alreadyconnected = 1;
}
}
+ if (!alreadyconnected) {
+ numpathpointconnect[pathpointselected]++;
+ connected = 1;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
+ }
}
- if(!connected){
- numpathpoints++;
- pathpoint[numpathpoints-1]=player[0].coords;
- numpathpointconnect[numpathpoints-1]=0;
- if(numpathpoints>1&&pathpointselected!=-1){
- numpathpointconnect[pathpointselected]++;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
- }
- pathpointselected=numpathpoints-1;
}
}
+ if (!connected) {
+ numpathpoints++;
+ pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+ numpathpointconnect[numpathpoints - 1] = 0;
+ if (numpathpoints > 1 && pathpointselected != -1) {
+ numpathpointconnect[pathpointselected]++;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
+ }
+ pathpointselected = numpathpoints - 1;
+ }
}
+ }
- if(Input::isKeyPressed(SDLK_PERIOD)){
- pathpointselected++;
- if(pathpointselected>=numpathpoints)
- pathpointselected=-1;
+ if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
+ pathpointselected++;
+ if (pathpointselected >= numpathpoints) {
+ pathpointselected = -1;
}
- if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
- pathpointselected--;
- if(pathpointselected<=-2)
- pathpointselected=numpathpoints-1;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ pathpointselected--;
+ if (pathpointselected <= -2) {
+ pathpointselected = numpathpoints - 1;
}
- if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
- if(pathpointselected!=-1){
- numpathpoints--;
- pathpoint[pathpointselected]=pathpoint[numpathpoints];
- numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
- for(int i=0;i<numpathpointconnect[pathpointselected];i++){
- pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
- }
- for(int i=0;i<numpathpoints;i++){
- for(int j=0;j<numpathpointconnect[i];j++){
- if(pathpointconnect[i][j]==pathpointselected){
- pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
- numpathpointconnect[i]--;
- }
- if(pathpointconnect[i][j]==numpathpoints){
- pathpointconnect[i][j]=pathpointselected;
- }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (pathpointselected != -1) {
+ numpathpoints--;
+ pathpoint[pathpointselected] = pathpoint[numpathpoints];
+ numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
+ for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
+ pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
+ }
+ for (int i = 0; i < numpathpoints; i++) {
+ for (int j = 0; j < numpathpointconnect[i]; j++) {
+ if (pathpointconnect[i][j] == pathpointselected) {
+ pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
+ numpathpointconnect[i]--;
+ }
+ if (pathpointconnect[i][j] == numpathpoints) {
+ pathpointconnect[i][j] = pathpointselected;
}
}
- pathpointselected=numpathpoints-1;
}
+ pathpointselected = numpathpoints - 1;
}
+ }
- if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype--;
+ if (editortype == treeleavestype || editortype == 10) {
editortype--;
- if(editortype==treeleavestype||editortype==10)editortype--;
- if(editortype<0)editortype=firetype;
}
+ if (editortype < 0) {
+ editortype = firetype;
+ }
+ }
- if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype++;
+ if (editortype == treeleavestype || editortype == 10) {
editortype++;
- if(editortype==treeleavestype||editortype==10)editortype++;
- if(editortype>firetype)editortype=0;
}
-
- if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorrotation-=multiplier*100;
- if(editorrotation<-.01)editorrotation=-.01;
+ if (editortype > firetype) {
+ editortype = 0;
}
+ }
- if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorrotation+=multiplier*100;
+ if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw -= multiplier * 100;
+ if (editoryaw < -.01) {
+ editoryaw = -.01;
}
+ }
- if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorsize+=multiplier;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw += multiplier * 100;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize += multiplier;
+ }
- if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorsize-=multiplier;
- if(editorsize<.1)editorsize=.1;
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize -= multiplier;
+ if (editorsize < .1) {
+ editorsize = .1;
}
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius -= multiplier * 10;
+ }
- if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
- mapradius-=multiplier*10;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius += multiplier * 10;
+ }
- if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
- mapradius+=multiplier*10;
- }
- if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
- editorrotation2+=multiplier*100;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch += multiplier * 100;
+ }
- if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
- editorrotation2-=multiplier*100;
- if(editorrotation2<-.01)editorrotation2=-.01;
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch -= multiplier * 100;
+ if (editorpitch < -.01) {
+ editorpitch = -.01;
}
- if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- for(int i=0;i<objects.numobjects;i++){
- distance=findDistancefast(&objects.position[i],&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestObject();
+ if (closest >= 0) {
+ Object::DeleteObject(closest);
}
}
}
}
-
-
-void Game::doJumpReversals(){
- for(int k=0;k<numplayers;k++)
- for(int i=k;i<numplayers;i++){
- if(i==k)continue;
- if( player[k].skeleton.free==0&&
- player[i].skeleton.oldfree==0&&
- (player[i].targetanimation==jumpupanim||
- player[k].targetanimation==jumpupanim)&&
- (player[i].aitype==playercontrolled||
- player[k].aitype==playercontrolled)&&
- (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
- player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
- if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
- findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
+void doJumpReversals()
+{
+ 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(player[i].targetanimation==jumpupanim&&
- player[k].targetanimation!=getupfrombackanim&&
- player[k].targetanimation!=getupfromfrontanim&&
- animation[player[k].targetanimation].height==middleheight&&
- normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
- (player[k].aitype==playercontrolled&&player[k].attackkeydown||
- player[k].aitype!=playercontrolled)){
- player[i].victim=&player[k];
- player[i].velocity=0;
- player[i].currentanimation=jumpreversedanim;
- player[i].targetanimation=jumpreversedanim;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].targettilt2=0;
- player[k].victim=&player[i];
- player[k].velocity=0;
- player[k].currentanimation=jumpreversalanim;
- player[k].targetanimation=jumpreversalanim;
- player[k].currentframe=0;
- player[k].targetframe=1;
- player[k].targettilt2=0;
- if(player[i].coords.y<player[k].coords.y+1){
- player[i].currentanimation=rabbitkickreversedanim;
- player[i].targetanimation=rabbitkickreversedanim;
- player[i].currentframe=1;
- player[i].targetframe=2;
- player[k].currentanimation=rabbitkickreversalanim;
- player[k].targetanimation=rabbitkickreversalanim;
- player[k].currentframe=1;
- player[k].targetframe=2;
+ 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[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversedanim;
+ Person::players[i]->animTarget = jumpreversedanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversalanim;
+ Person::players[k]->animTarget = jumpreversalanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
+ Person::players[i]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animTarget = rabbitkickreversedanim;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
+ Person::players[k]->animCurrent = rabbitkickreversalanim;
+ Person::players[k]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
+ }
+ Person::players[i]->target = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[k]->targetyaw = Person::players[i]->targetyaw;
+ Person::players[k]->yaw = Person::players[i]->targetyaw;
+ if (Person::players[k]->aitype == attacktypecutoff) {
+ Person::players[k]->stunned = .5;
}
- player[i].target=0;
- player[k].oldcoords=player[k].coords;
- player[i].coords=player[k].coords;
- player[k].targetrotation=player[i].targetrotation;
- player[k].rotation=player[i].targetrotation;
- if(player[k].aitype==attacktypecutoff)
- player[k].stunned=.5;
}
- if(player[k].targetanimation==jumpupanim&&
- player[i].targetanimation!=getupfrombackanim&&
- player[i].targetanimation!=getupfromfrontanim&&
- animation[player[i].targetanimation].height==middleheight&&
- normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
- ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
- player[i].aitype!=playercontrolled)){
- player[k].victim=&player[i];
- player[k].velocity=0;
- player[k].currentanimation=jumpreversedanim;
- player[k].targetanimation=jumpreversedanim;
- player[k].currentframe=0;
- player[k].targetframe=1;
- player[k].targettilt2=0;
- player[i].victim=&player[k];
- player[i].velocity=0;
- player[i].currentanimation=jumpreversalanim;
- player[i].targetanimation=jumpreversalanim;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].targettilt2=0;
- if(player[k].coords.y<player[i].coords.y+1){
- player[k].targetanimation=rabbitkickreversedanim;
- player[k].currentanimation=rabbitkickreversedanim;
- player[i].currentanimation=rabbitkickreversalanim;
- player[i].targetanimation=rabbitkickreversalanim;
- player[k].currentframe=1;
- player[k].targetframe=2;
- player[i].currentframe=1;
- player[i].targetframe=2;
+ 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[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversedanim;
+ Person::players[k]->animTarget = jumpreversedanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversalanim;
+ Person::players[i]->animTarget = jumpreversalanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
+ Person::players[k]->animTarget = rabbitkickreversedanim;
+ Person::players[k]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animCurrent = rabbitkickreversalanim;
+ Person::players[i]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
+ }
+ Person::players[k]->target = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->stunned = .5;
}
- player[k].target=0;
- player[i].oldcoords=player[i].coords;
- player[k].coords=player[i].coords;
- player[i].targetrotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
- if(player[i].aitype==attacktypecutoff)
- player[i].stunned=.5;
}
}
}
}
+ }
}
-void Game::doAerialAcrobatics(){
- static XYZ facing,flatfacing;
- for(int k=0;k<numplayers;k++){
- player[k].turnspeed=500;
-
- if((player[k].isRun()&&
- ((player[k].targetrotation!=rabbitrunninganim&&
- player[k].targetrotation!=wolfrunninganim)||
- player[k].targetframe==4))||
- player[k].targetanimation==removeknifeanim||
- player[k].targetanimation==crouchremoveknifeanim||
- player[k].targetanimation==flipanim||
- player[k].targetanimation==fightsidestep||
- player[k].targetanimation==walkanim){
- player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
+void doAerialAcrobatics()
+{
+ static XYZ facing, flatfacing;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ 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]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
}
-
- if(player[k].isStop()||
- player[k].isLanding()||
- player[k].targetanimation==staggerbackhighanim||
- (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
- player[k].targetanimation==staggerbackhardanim||
- player[k].targetanimation==backhandspringanim||
- player[k].targetanimation==dodgebackanim||
- player[k].targetanimation==rollanim||
- (animation[player[k].targetanimation].attack&&
- player[k].targetanimation!=rabbitkickanim&&
- (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
- (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
- player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
+ 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]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
}
- if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
- player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
+ if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
}
- /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
- player[k].DoStuff();
- if(player[k].immobile&&k!=0)
- player[k].coords=player[k].realoldcoords;
+ Person::players[k]->DoStuff();
+ if (Person::players[k]->immobile && k != 0) {
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
+ }
//if player's position has changed (?)
- if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
- !player[k].skeleton.free&&
- player[k].targetanimation!=climbanim&&
- player[k].targetanimation!=hanganim){
- XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
+ 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) {
+ XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
int whichhit;
- bool tempcollide=0;
+ bool tempcollide = 0;
- if(player[k].collide<-.3)
- player[k].collide=-.3;
- if(player[k].collide>1)
- player[k].collide=1;
- player[k].collide-=multiplier*30;
+ if (Person::players[k]->collide < -.3) {
+ Person::players[k]->collide = -.3;
+ }
+ if (Person::players[k]->collide > 1) {
+ Person::players[k]->collide = 1;
+ }
+ Person::players[k]->collide -= multiplier * 30;
//clip to terrain
- player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
-
- for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
- int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
- if(objects.type[i]!=rocktype||
- objects.scale[i]>.5&&player[k].aitype==playercontrolled||
- objects.position[i].y>player[k].coords.y){
- lowpoint=player[k].coords;
- if(player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=jumpdownanim&&
- !player[k].isFlip())
- lowpoint.y+=1.25;
- else
- lowpoint.y+=1.3;
- if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
- player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
- player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
- if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
- flatfacing=lowpoint-player[k].coords;
- player[k].coords=lowpoint;
- player[k].coords.y-=1.3;
- player[k].collide=1;
- tempcollide=1;
+ Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
+
+ 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) {
+ lowpoint = Person::players[k]->coords;
+ if (Person::players[k]->animTarget != jumpupanim &&
+ 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) {
+ 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;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.3;
+ Person::players[k]->collide = 1;
+ tempcollide = 1;
//wall jumps
//TODO: refactor four similar blocks
- if(player[k].aitype==playercontrolled&&
- (player[k].targetanimation==jumpupanim||
- player[k].targetanimation==jumpdownanim||
- player[k].isFlip())&&
- !player[k].jumptogglekeydown&&
- player[k].jumpkeydown){
- lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
- XYZ tempcoords1=lowpoint;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumpleftanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)
+ 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) {
+ 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.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(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)
- player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==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]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0) {
numwallflipped++;
- }
- else
- {
- lowpoint=tempcoords1;
- lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumprightanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)pause_sound(whooshsound);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)numwallflipped++;
}
- else
- {
- lowpoint=tempcoords1;
- lowpointtarget=lowpoint+player[k].facing*2;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumpbackanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)pause_sound(whooshsound);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)numwallflipped++;
+ } else {
+ 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.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.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]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0) {
+ numwallflipped++;
}
- else
- {
- lowpoint=tempcoords1;
- lowpointtarget=lowpoint-player[k].facing*2;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- setAnimation(k,walljumpfrontanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)pause_sound(whooshsound);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].rotation+=180;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)numwallflipped++;
+ } else {
+ 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.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.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]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0) {
+ numwallflipped++;
+ }
+ } else {
+ 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.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.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]->yaw += 180;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0) {
+ numwallflipped++;
+ }
}
}
}
}
}
}
- }
- else if(objects.type[i]==rocktype){
- lowpoint2=player[k].coords;
- lowpoint=player[k].coords;
- lowpoint.y+=2;
- if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
- player[k].coords=colpoint;
- player[k].collide=1;
- tempcollide=1;
-
- if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
+ } else if (Object::objects[i]->type == rocktype) {
+ lowpoint2 = Person::players[k]->coords;
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += 2;
+ if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
+ Person::players[k]->coords = colpoint;
+ Person::players[k]->collide = 1;
+ tempcollide = 1;
+
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
//flipped into a rock
- if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
- player[k].RagDoll(0);
+ if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
+ Person::players[k]->RagDoll(0);
+ }
- if(player[k].targetanimation==jumpupanim){
- player[k].jumppower=-4;
- player[k].targetanimation=player[k].getIdle();
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getIdle();
}
- player[k].target=0;
- player[k].targetframe=0;
- player[k].onterrain=1;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->onterrain = 1;
- if(player[k].id==0){
+ if (Person::players[k]->id == 0) {
pause_sound(whooshsound);
OPENAL_SetVolume(channels[whooshsound], 0);
}
//landing
- if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
- if(player[k].isFlip())
- player[k].jumppower=-4;
- player[k].targetanimation=player[k].getLanding();
- emit_sound_at(landsound, player[k].coords, 128.);
- if(k==0){
- envsound[numenvsounds]=player[k].coords;
- envsoundvol[numenvsounds]=16;
- envsoundlife[numenvsounds]=.4;
- numenvsounds++;
+ if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
+ if (Person::players[k]->isFlip()) {
+ Person::players[k]->jumppower = -4;
+ }
+ Person::players[k]->animTarget = Person::players[k]->getLanding();
+ emit_sound_at(landsound, Person::players[k]->coords, 128.);
+ if (k == 0) {
+ addEnvSound(Person::players[k]->coords);
}
-
}
}
}
}
}
- if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
- for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
- int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
- lowpoint=player[k].coords;
- lowpoint.y+=1.35;
- if(objects.type[i]!=rocktype)
- if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
- if(player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=jumpdownanim&&
- player[k].onterrain)
- player[k].avoidcollided=1;
- player[k].coords=lowpoint;
- player[k].coords.y-=1.35;
- player[k].collide=1;
-
- if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
- (player[k].currentanimation!=climbanim&&
- player[k].currentanimation!=hanganim&&
- !player[k].isWallJump()||
- player[k].targetanimation==jumpupanim||
- player[k].targetanimation==jumpdownanim)){
- lowpoint=player[k].coords;
- objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
- lowpoint=player[k].coords;
- lowpoint.y+=.05;
- facing=0;
- facing.z=-1;
- facing=DoRotation(facing,0,player[k].targetrotation+180,0);
- lowpointtarget=lowpoint+facing*1.4;
- whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1){
- lowpoint=player[k].coords;
- lowpoint.y+=.1;
- lowpointtarget=lowpoint+facing*1.4;
- lowpoint2=lowpoint;
- lowpointtarget2=lowpointtarget;
- lowpoint3=lowpoint;
- lowpointtarget3=lowpointtarget;
- lowpoint4=lowpoint;
- lowpointtarget4=lowpointtarget;
- lowpoint5=lowpoint;
- lowpointtarget5=lowpointtarget;
- lowpoint6=lowpoint;
- lowpointtarget6=lowpointtarget;
- lowpoint7=lowpoint;
- lowpointtarget7=lowpoint;
- lowpoint2.x+=.1;
- lowpointtarget2.x+=.1;
- lowpoint3.z+=.1;
- lowpointtarget3.z+=.1;
- lowpoint4.x-=.1;
- lowpointtarget4.x-=.1;
- lowpoint5.z-=.1;
- lowpointtarget5.z-=.1;
- lowpoint6.y+=45/13;
- lowpointtarget6.y+=45/13;
- lowpointtarget6+=facing*.6;
- lowpointtarget7.y+=90/13;
- whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(objects.friction[i]>.5)
- if(whichhit!=-1){
- if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
- player[k].collided=1;
- if(checkcollide(lowpoint7,lowpointtarget7)==-1)
- if(checkcollide(lowpoint6,lowpointtarget6)==-1)
- if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
- objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
- objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
- objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
- for(int j=0;j<45;j++){
- lowpoint=player[k].coords;
- lowpoint.y+=(float)j/13;
- lowpointtarget=lowpoint+facing*1.4;
- if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
- &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
- if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
+ if (tempcollide) {
+ 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]->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 != hanganim &&
+ !Person::players[k]->isWallJump() ||
+ 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;
+ lowpoint.y += .05;
+ facing = 0;
+ facing.z = -1;
+ facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
+ lowpointtarget = lowpoint + facing * 1.4;
+ whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (whichhit != -1) {
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += .1;
+ lowpointtarget = lowpoint + facing * 1.4;
+ lowpoint2 = lowpoint;
+ lowpointtarget2 = lowpointtarget;
+ lowpoint3 = lowpoint;
+ lowpointtarget3 = lowpointtarget;
+ lowpoint4 = lowpoint;
+ lowpointtarget4 = lowpointtarget;
+ lowpoint5 = lowpoint;
+ lowpointtarget5 = lowpointtarget;
+ lowpoint6 = lowpoint;
+ lowpointtarget6 = lowpointtarget;
+ lowpoint7 = lowpoint;
+ lowpointtarget7 = lowpoint;
+ lowpoint2.x += .1;
+ lowpointtarget2.x += .1;
+ lowpoint3.z += .1;
+ lowpointtarget3.z += .1;
+ lowpoint4.x -= .1;
+ lowpointtarget4.x -= .1;
+ lowpoint5.z -= .1;
+ lowpointtarget5.z -= .1;
+ lowpoint6.y += 45 / 13;
+ lowpointtarget6.y += 45 / 13;
+ lowpointtarget6 += facing * .6;
+ lowpointtarget7.y += 90 / 13;
+ 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 (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) {
+ 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) {
+ if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
break;
- if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
- lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
- lowpoint=player[k].coords;
- lowpoint.y+=(float)j/13;
- lowpointtarget=lowpoint+facing*1.3;
- flatfacing=player[k].coords;
- player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
- player[k].coords.y=lowpointtarget.y-.07;
- player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
-
- if(j>10||!player[k].isRun()){
- if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
- if(k==0)
+ }
+ if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
+ lowpoint = Person::players[k]->coords;
+ 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.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;
+
+ if (j > 10 || !Person::players[k]->isRun()) {
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
+ if (k == 0) {
pause_sound(whooshsound);
+ }
}
- emit_sound_at(jumpsound, player[k].coords, 128.);
+ emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)
- player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
+ 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]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
- //player[k].velocity=lowpointtarget*.03;
- player[k].velocity=0;
+ //Person::players[k]->velocity=lowpointtarget*.03;
+ Person::players[k]->velocity = 0;
//climb ledge (?)
- if(player[k].targetanimation==jumpupanim){
- player[k].targetanimation=climbanim;
- player[k].jumppower=0;
- player[k].jumpclimb=1;
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->animTarget = climbanim;
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumpclimb = 1;
}
- player[k].transspeed=6;
- player[k].target=0;
- player[k].targetframe=1;
+ Person::players[k]->transspeed = 6;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 1;
//hang ledge (?)
- if(j>25){
- setAnimation(k,hanganim);
- player[k].jumppower=0;
+ if (j > 25) {
+ Person::players[k]->setTargetAnimation(hanganim);
+ Person::players[k]->jumppower = 0;
}
}
break;
}
}
}
+ }
+ }
+ }
}
+ }
}
}
}
+ }
}
- if(player[k].collide<=0){
+ }
+ if (Person::players[k]->collide <= 0) {
//in the air
- if(!player[k].onterrain&&
- player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=jumpdownanim&&
- player[k].targetanimation!=climbanim&&
- player[k].targetanimation!=hanganim&&
- !player[k].isWallJump()&&
- !player[k].isFlip()){
- if(player[k].currentanimation!=climbanim&&
- player[k].currentanimation!=tempanim&&
- player[k].targetanimation!=backhandspringanim&&
- (player[k].targetanimation!=rollanim||
- player[k].targetframe<2||
- player[k].targetframe>6)){
+ 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()) {
+ 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)) {
//stagger off ledge (?)
- if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
- player[k].RagDoll(0);
- setAnimation(k,jumpdownanim);
+ if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
+ Person::players[k]->RagDoll(0);
+ }
+ Person::players[k]->setTargetAnimation(jumpdownanim);
- if(!k)
- emit_sound_at(whooshsound, player[k].coords, 128.);
+ if (!k) {
+ emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
+ }
}
//gravity
- player[k].velocity.y+=gravity;
+ Person::players[k]->velocity.y += gravity;
}
}
}
- player[k].realoldcoords=player[k].coords;
+ Person::players[k]->realoldcoords = Person::players[k]->coords;
}
}
-void Game::doAttacks(){
- static XYZ relative;
+void doAttacks()
+{
static int randattack;
- static bool playerrealattackkeydown=0;
-
- if(!Input::isKeyDown(attackkey))
- oldattackkey=0;
- if(oldattackkey)
- player[0].attackkeydown=0;
- if(oldattackkey)
- playerrealattackkeydown=0;
- if(!oldattackkey)
- playerrealattackkeydown=Input::isKeyDown(attackkey);
- if((player[0].parriedrecently<=0||
- player[0].weaponactive==-1)&&
- (!oldattackkey||
- (realthreat&&
- player[0].lastattack!=swordslashanim&&
- player[0].lastattack!=knifeslashstartanim&&
- player[0].lastattack!=staffhitanim&&
- player[0].lastattack!=staffspinhitanim)))
- player[0].attackkeydown=Input::isKeyDown(attackkey);
- if(Input::isKeyDown(attackkey)&&
- !oldattackkey&&
- !player[0].backkeydown){
- for(int k=0;k<numplayers;k++){
- if((player[k].targetanimation==swordslashanim||
- player[k].targetanimation==staffhitanim||
- player[k].targetanimation==staffspinhitanim)&&
- player[0].currentanimation!=dodgebackanim&&
- !player[k].skeleton.free)
- player[k].Reverse();
+ static bool playerrealattackkeydown = 0;
+
+ if (!Input::isKeyDown(attackkey)) {
+ oldattackkey = 0;
+ }
+ if (oldattackkey) {
+ Person::players[0]->attackkeydown = 0;
+ }
+ if (oldattackkey) {
+ playerrealattackkeydown = 0;
+ }
+ 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]->attackkeydown = Input::isKeyDown(attackkey);
+ }
+ if (Input::isKeyDown(attackkey) &&
+ !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]->Reverse();
+ }
}
}
- if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
+ if (!hostile || Dialog::inDialog()) {
+ Person::players[0]->attackkeydown = 0;
+ }
- for(int k=0;k<numplayers;k++){
- if(indialogue!=-1)player[k].attackkeydown=0;
- if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
- if(player[k].aitype!=playercontrolled)
- player[k].victim=&player[0];
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (Dialog::inDialog()) {
+ Person::players[k]->attackkeydown = 0;
+ }
+ if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
+ if (Person::players[k]->aitype != playercontrolled) {
+ Person::players[k]->victim = Person::players[0];
+ }
//attack key pressed
- if(player[k].attackkeydown){
+ if (Person::players[k]->attackkeydown) {
//dodge backward
- if(player[k].backkeydown&&
- player[k].targetanimation!=backhandspringanim&&
- (player[k].isIdle()||
- player[k].isStop()||
- player[k].isRun()||
- player[k].targetanimation==walkanim)){
- if(player[k].jumppower<=1){
- player[k].jumppower-=2;
- }else{
- for(int i=0;i<numplayers;i++){
- if(i==k)continue;
- if(player[i].targetanimation==swordslashanim||
- player[i].targetanimation==knifeslashstartanim||
- player[i].targetanimation==staffhitanim||
- player[i].targetanimation==staffspinhitanim)
- if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
- setAnimation(k,dodgebackanim);
- player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
- player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
+ 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)) {
+ if (Person::players[k]->jumppower <= 1) {
+ Person::players[k]->jumppower -= 2;
+ } else {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ 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) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
+ 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(player[k].targetanimation!=dodgebackanim){
- if(k==0)numflipped++;
- setAnimation(k,backhandspringanim);
- player[k].targetrotation=-rotation+180;
- if(player[k].leftkeydown)
- player[k].targetrotation-=45;
- if(player[k].rightkeydown)
- player[k].targetrotation+=45;
- player[k].rotation=player[k].targetrotation;
- player[k].jumppower-=2;
+ if (Person::players[k]->animTarget != dodgebackanim) {
+ if (k == 0) {
+ numflipped++;
+ }
+ Person::players[k]->setTargetAnimation(backhandspringanim);
+ Person::players[k]->targetyaw = -yaw + 180;
+ if (Person::players[k]->leftkeydown) {
+ Person::players[k]->targetyaw -= 45;
+ }
+ if (Person::players[k]->rightkeydown) {
+ Person::players[k]->targetyaw += 45;
+ }
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->jumppower -= 2;
}
}
}
//attack
- if(!animation[player[k].targetanimation].attack&&
- !player[k].backkeydown&&
- (player[k].isIdle()||
- player[k].isRun()||
- player[k].targetanimation==walkanim||
- player[k].targetanimation==sneakanim||
- player[k].isCrouch())){
- const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
+ 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())) {
+ const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
//normal attacks (?)
- player[k].hasvictim=0;
- if(numplayers>1)
- for(int i=0;i<numplayers;i++){
- if(i==k||!(k==0||i==0))continue;
- if(!player[k].hasvictim)
- if(animation[player[k].targetanimation].attack!=reversal){
+ Person::players[k]->hasvictim = 0;
+ if (Person::players.size() > 1) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k || !(k == 0 || i == 0)) {
+ continue;
+ }
+ if (!Person::players[k]->hasvictim) {
+ if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
//choose an attack
- const float distance=findDistancefast(&player[k].coords,&player[i].coords);
- if(distance<4.5&&
- !player[i].skeleton.free&&
- player[i].howactive<typedead1&&
- player[i].targetanimation!=jumpreversedanim&&
- player[i].targetanimation!=rabbitkickreversedanim&&
- player[i].targetanimation!=rabbitkickanim&&
- player[k].targetanimation!=rabbitkickanim&&
- player[i].targetanimation!=getupfrombackanim&&
- (player[i].targetanimation!=staggerbackhighanim&&
- (player[i].targetanimation!=staggerbackhardanim||
- animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
- player[i].targetanimation!=jumpdownanim&&
- player[i].targetanimation!=jumpupanim&&
- player[i].targetanimation!=getupfromfrontanim){
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- if(player[k].aitype==playercontrolled){ //human player
+ 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[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (Person::players[k]->aitype == playercontrolled) { //human player
//sweep
- if(distance<2.5*sq(player[k].scale*5)&&
- player[k].crouchkeydown&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=sweepanim;
- //winduppunch
- else if(distance<1.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].forwardkeydown&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].crouchkeydown&&
- !attackweapon&&
- !reversaltrain)
- player[k].targetanimation=winduppunchanim;
- //upunch
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].forwardkeydown&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].crouchkeydown&&
- !attackweapon)
- player[k].targetanimation=upunchanim;
- //knifefollow
- else if(distance<2.5*sq(player[k].scale*5)&&
- player[i].staggerdelay>0&&
- attackweapon==knife&&
- player[i].bloodloss>player[i].damagetolerance/2)
- player[k].targetanimation=knifefollowanim;
- //knifeslashstart
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].forwardkeydown&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].crouchkeydown&&
- attackweapon==knife&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=knifeslashstartanim;
- //swordslash
- else if(distance<4.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].crouchkeydown&&
- attackweapon==sword&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=swordslashanim;
- //staffhit
- else if(distance<4.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].crouchkeydown&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].forwardkeydown)
- player[k].targetanimation=staffhitanim;
- //staffspinhit
- else if(distance<4.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].crouchkeydown&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=staffspinhitanim;
- //spinkick
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=spinkickanim;
- //lowkick
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height==lowheight&&
- animation[player[k].targetanimation].attack!=normalattack)
- player[k].targetanimation=lowkickanim;
+ 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]->animTarget = sweepanim;
+ //winduppunch
+ } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ !attackweapon &&
+ !reversaltrain) {
+ Person::players[k]->animTarget = winduppunchanim;
+ //upunch
+ } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ !attackweapon) {
+ Person::players[k]->animTarget = upunchanim;
+ //knifefollow
+ } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[i]->staggerdelay > 0 &&
+ attackweapon == knife &&
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
+ Person::players[k]->animTarget = knifefollowanim;
+ //knifeslashstart
+ } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == knife &&
+ Person::players[k]->weaponmissdelay <= 0) {
+ Person::players[k]->animTarget = knifeslashstartanim;
+ //swordslash
+ } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == sword &&
+ Person::players[k]->weaponmissdelay <= 0) {
+ Person::players[k]->animTarget = swordslashanim;
+ //staffhit
+ } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->forwardkeydown) {
+ Person::players[k]->animTarget = staffhitanim;
+ //staffspinhit
+ } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0) {
+ Person::players[k]->animTarget = staffspinhitanim;
+ //spinkick
+ } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[k]->animTarget = spinkickanim;
+ //lowkick
+ } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+ Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
+ Person::players[k]->animTarget = lowkickanim;
+ }
} else { //AI player
- if(distance<4.5*sq(player[k].scale*5)){
- randattack=abs(Random()%5);
- if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
+ if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
+ randattack = abs(Random() % 5);
+ if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
//sweep
- if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=sweepanim;
- //upunch
- else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
- !attackweapon)
- player[k].targetanimation=upunchanim;
- //spinkick
- else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=spinkickanim;
- //lowkick
- else if(animation[player[i].targetanimation].height==lowheight)
- player[k].targetanimation=lowkickanim;
+ if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[k]->animTarget = sweepanim;
+ //upunch
+ } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+ !attackweapon) {
+ Person::players[k]->animTarget = upunchanim;
+ //spinkick
+ } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[k]->animTarget = spinkickanim;
+ //lowkick
+ } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
+ Person::players[k]->animTarget = lowkickanim;
+ }
}
- if(attackweapon){
+ if (attackweapon) {
//sweep
- if((tutoriallevel!=1||!attackweapon)&&
- distance<2.5*sq(player[k].scale*5)&&
- randattack==0&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=sweepanim;
- //knifeslashstart
- else if(distance<2.5*sq(player[k].scale*5)&&
- attackweapon==knife&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=knifeslashstartanim;
- //swordslash
- else if(!(player[0].victim==&player[i]&&
- player[0].hasvictim&&
- player[0].targetanimation==swordslashanim)&&
- attackweapon==sword&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=swordslashanim;
- //staffhit
- else if(!(player[0].victim==&player[i]&&
- player[0].hasvictim&&
- player[0].targetanimation==swordslashanim)&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0&&
- randattack<3)
- player[k].targetanimation=staffhitanim;
- //staffspinhit
- else if(!(player[0].victim==&player[i]&&
- player[0].hasvictim&&
- player[0].targetanimation==swordslashanim)&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0&&
- randattack>=3)
- player[k].targetanimation=staffspinhitanim;
- //spinkick
- else if((tutoriallevel!=1||!attackweapon)&&
- distance<2.5*sq(player[k].scale*5)&&
- randattack==1&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=spinkickanim;
- //lowkick
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height==lowheight&&
- animation[player[k].targetanimation].attack!=normalattack)
- player[k].targetanimation=lowkickanim;
+ if ((!Tutorial::active || !attackweapon) &&
+ 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) &&
+ attackweapon == knife &&
+ Person::players[k]->weaponmissdelay <= 0) {
+ Person::players[k]->animTarget = knifeslashstartanim;
+ //swordslash
+ } else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == sword &&
+ Person::players[k]->weaponmissdelay <= 0) {
+ Person::players[k]->animTarget = swordslashanim;
+ //staffhit
+ } else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ randattack < 3) {
+ Person::players[k]->animTarget = staffhitanim;
+ //staffspinhit
+ } else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ randattack >= 3) {
+ Person::players[k]->animTarget = staffspinhitanim;
+ //spinkick
+ } else if ((!Tutorial::active || !attackweapon) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ randattack == 1 &&
+ Animation::animations[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[k]->animTarget = spinkickanim;
+ //lowkick
+ } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+ Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
+ Person::players[k]->animTarget = lowkickanim;
+ }
}
}
}
//upunch becomes wolfslap
- if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
- player[k].targetanimation=wolfslapanim;
+ if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
+ Person::players[k]->animTarget = wolfslapanim;
+ }
}
//sneak attacks
- if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
- player[i].howactive<typedead1&&
- distance<1.5*sq(player[k].scale*5)&&
- !player[i].skeleton.free&&
- player[i].targetanimation!=getupfrombackanim&&
- player[i].targetanimation!=getupfromfrontanim&&
- (player[i].stunned>0&&player[k].madskills||
- player[i].surprised>0||
- player[i].aitype==passivetype||
- attackweapon&&player[i].stunned>0)&&
- normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
+ 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) {
//sneakattack
- if(!attackweapon){
- player[k].currentanimation=sneakattackanim;
- player[k].targetanimation=sneakattackanim;
- player[i].currentanimation=sneakattackedanim;
- player[i].targetanimation=sneakattackedanim;
- player[k].oldcoords=player[k].coords;
- player[k].coords=player[i].coords;
+ if (!attackweapon) {
+ Person::players[k]->animCurrent = sneakattackanim;
+ Person::players[k]->animTarget = sneakattackanim;
+ Person::players[i]->animCurrent = sneakattackedanim;
+ Person::players[i]->animTarget = sneakattackedanim;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
}
//knifesneakattack
- if(attackweapon==knife){
- player[k].currentanimation=knifesneakattackanim;
- player[k].targetanimation=knifesneakattackanim;
- player[i].currentanimation=knifesneakattackedanim;
- player[i].targetanimation=knifesneakattackedanim;
- player[i].oldcoords=player[i].coords;
- player[i].coords=player[k].coords;
+ if (attackweapon == knife) {
+ Person::players[k]->animCurrent = knifesneakattackanim;
+ Person::players[k]->animTarget = knifesneakattackanim;
+ Person::players[i]->animCurrent = knifesneakattackedanim;
+ Person::players[i]->animTarget = knifesneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
}
//swordsneakattack
- if(attackweapon==sword){
- player[k].currentanimation=swordsneakattackanim;
- player[k].targetanimation=swordsneakattackanim;
- player[i].currentanimation=swordsneakattackedanim;
- player[i].targetanimation=swordsneakattackedanim;
- player[i].oldcoords=player[i].coords;
- player[i].coords=player[k].coords;
+ if (attackweapon == sword) {
+ Person::players[k]->animCurrent = swordsneakattackanim;
+ Person::players[k]->animTarget = swordsneakattackanim;
+ Person::players[i]->animCurrent = swordsneakattackedanim;
+ Person::players[i]->animTarget = swordsneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
}
- if(attackweapon!=staff){
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- player[i].targettilt2=0;
- player[i].targetframe=1;
- player[i].currentframe=0;
- player[i].target=0;
- player[i].velocity=0;
- player[k].targettilt2=player[i].targettilt2;
- player[k].currentframe=player[i].currentframe;
- player[k].targetframe=player[i].targetframe;
- player[k].target=player[i].target;
- player[k].velocity=0;
- player[k].targetrotation=player[i].rotation;
- player[k].rotation=player[i].rotation;
- player[i].targetrotation=player[i].rotation;
+ if (attackweapon != staff) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->targetyaw = Person::players[i]->yaw;
+ Person::players[k]->yaw = Person::players[i]->yaw;
+ Person::players[i]->targetyaw = Person::players[i]->yaw;
}
}
- if(animation[player[k].targetanimation].attack==normalattack&&
- player[k].victim==&player[i]&&
- (!player[i].skeleton.free)){
- oldattackkey=1;
- player[k].targetframe=0;
- player[k].target=0;
-
- player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
- player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
- player[k].lastattack3=player[k].lastattack2;
- player[k].lastattack2=player[k].lastattack;
- player[k].lastattack=player[k].targetanimation;
+ if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
+ 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]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
}
- if(player[k].targetanimation==knifefollowanim&&
- player[k].victim==&player[i]){
- oldattackkey=1;
- player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
- player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- player[i].targetanimation=knifefollowedanim;
- player[i].currentanimation=knifefollowedanim;
- player[i].targettilt2=0;
- player[i].targettilt2=player[k].targettilt2;
- player[i].targetframe=1;
- player[i].currentframe=0;
- player[i].target=0;
- player[i].velocity=0;
- player[k].currentanimation=knifefollowanim;
- player[k].targetanimation=knifefollowanim;
- player[k].targettilt2=player[i].targettilt2;
- player[k].currentframe=player[i].currentframe;
- player[k].targetframe=player[i].targetframe;
- player[k].target=player[i].target;
- player[k].velocity=0;
- player[k].oldcoords=player[k].coords;
- player[i].coords=player[k].coords;
- player[i].targetrotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
- player[k].rotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
+ if (Person::players[k]->animTarget == knifefollowanim &&
+ 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);
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->animTarget = knifefollowedanim;
+ Person::players[i]->animCurrent = knifefollowedanim;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->animCurrent = knifefollowanim;
+ Person::players[k]->animTarget = knifefollowanim;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
}
}
+ }
}
- const bool hasstaff=attackweapon==staff;
- if(k==0&&numplayers>1)
- for(int i=0;i<numplayers;i++){
- if(i==k)continue;
- if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
- animation[player[k].targetanimation].attack==neutral){
- const float distance=findDistancefast(&player[k].coords,&player[i].coords);
- if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
- if(player[i].skeleton.free)
- if(distance<3.5*sq(player[k].scale*5)&&
- (player[i].dead||
- player[i].skeleton.longdead>1000||
- player[k].isRun()||
- hasstaff||
- (attackweapon&&
- (player[i].skeleton.longdead>2000||
- player[i].damage>player[i].damagetolerance/8||
- player[i].bloodloss>player[i].damagetolerance/2)&&
- distance<1.5*sq(player[k].scale*5)))){
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- if(attackweapon&&tutoriallevel!=1){
+ }
+ const bool hasstaff = attackweapon == staff;
+ if (k == 0 && Person::players.size() > 1) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k) {
+ continue;
+ }
+ if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
+ 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[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (attackweapon && !Tutorial::active) {
//crouchstab
- if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
- player[k].targetanimation=crouchstabanim;
+ if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
+ Person::players[k]->animTarget = crouchstabanim;
+ }
//swordgroundstab
- if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
- player[k].targetanimation=swordgroundstabanim;
+ if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
+ Person::players[k]->animTarget = swordgroundstabanim;
+ }
//staffgroundsmash
- if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
- player[k].targetanimation=staffgroundsmashanim;
- }
- if(distance<2.5&&
- player[k].crouchkeydown&&
- player[k].targetanimation!=crouchstabanim&&
- !attackweapon&&
- player[i].dead&&
- player[i].skeleton.free&&
- player[i].skeleton.longdead>1000){
- player[k].targetanimation=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);
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
+ Person::players[k]->animTarget = staffgroundsmashanim;
}
- for(int l=0;l<objects.numobjects;l++){
- if(objects.model[l].type==decalstype)
- for(int j=0;j<objects.model[l].numdecals;j++){
- if((objects.model[l].decaltype[j]==blooddecal||
- objects.model[l].decaltype[j]==blooddecalslow)&&
- objects.model[l].decalalivetime[j]<2)
- objects.model[l].DeleteDecal(j);
- }
+ }
+ 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]->animTarget = killanim;
+ 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(!player[i].dead||musictype!=2)
- if(distance<3.5&&
- (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
- player[k].staggerdelay<=0&&
- (player[i].dead||
- player[i].skeleton.longdead<300&&
- player[k].lastattack!=spinkickanim&&
- player[i].skeleton.free)&&
- (!player[i].dead||musictype!=stream_music2)){
- player[k].targetanimation=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);
+ 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]->lastattack != spinkickanim &&
+ Person::players[i]->skeleton.free) &&
+ (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+ Person::players[k]->animTarget = dropkickanim;
+ 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<objects.numobjects;l++){
- if(objects.model[l].type==decalstype)
- for(int j=0;j<objects.model[l].numdecals;j++){
- if((objects.model[l].decaltype[j]==blooddecal||
- objects.model[l].decaltype[j]==blooddecalslow)&&
- objects.model[l].decalalivetime[j]<2){
- objects.model[l].DeleteDecal(j);
- }
- }
- }
}
+ }
}
- if(animation[player[k].targetanimation].attack==normalattack&&
- player[k].victim==&player[i]&&
- (!player[i].skeleton.free||
- player[k].targetanimation==killanim||
- player[k].targetanimation==crouchstabanim||
- player[k].targetanimation==swordgroundstabanim||
- player[k].targetanimation==staffgroundsmashanim||
- player[k].targetanimation==dropkickanim)){
- oldattackkey=1;
- player[k].targetframe=0;
- player[k].target=0;
-
- XYZ targetpoint=player[i].coords;
- if(player[k].targetanimation==crouchstabanim||
- player[k].targetanimation==swordgroundstabanim||
- player[k].targetanimation==staffgroundsmashanim){
- targetpoint+=(playerJoint(i,abdomen).position+
- playerJoint(i,neck).position)/2*
- player[i].scale;
}
- player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
- player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
+ }
+ 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)) {
+ 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) {
+ targetpoint += (Person::players[i]->jointPos(abdomen) +
+ Person::players[i]->jointPos(neck)) /
+ 2 *
+ Person::players[i]->scale;
+ }
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
- if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
- player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
+ if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
}
- if(player[k].targetanimation==staffgroundsmashanim)
- player[k].targettilt2+=10;
+ if (Person::players[k]->animTarget == staffgroundsmashanim) {
+ Person::players[k]->targettilt2 += 10;
+ }
- player[k].lastattack3=player[k].lastattack2;
- player[k].lastattack2=player[k].lastattack;
- player[k].lastattack=player[k].targetanimation;
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
- if(player[k].targetanimation==swordgroundstabanim){
- player[k].targetrotation+=30;
+ if (Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += 30;
}
}
}
}
- if(!player[k].hasvictim){
+ }
+ if (!Person::players[k]->hasvictim) {
//find victim
- for(int i=0;i<numplayers;i++){
- if(i==k||!(i==0||k==0))continue;
- if(!player[i].skeleton.free){
- if(player[k].hasvictim){
- if(findDistancefast(&player[k].coords,&player[i].coords)<
- findDistancefast(&player[k].coords,&player[k].victim->coords))
- player[k].victim=&player[i];
- }else{
- player[k].victim=&player[i];
- player[k].hasvictim=1;
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k || !(i == 0 || k == 0)) {
+ continue;
+ }
+ 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)) {
+ Person::players[k]->victim = Person::players[i];
+ }
+ } else {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
}
}
}
}
- if(player[k].aitype==playercontrolled)
+ if (Person::players[k]->aitype == playercontrolled) {
//rabbit kick
- if(player[k].attackkeydown&&
- player[k].isRun()&&
- player[k].wasRun()&&
- ((player[k].hasvictim&&
- findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
- findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
- !player[k].victim->skeleton.free&&
- player[k].victim->targetanimation!=getupfrombackanim&&
- player[k].victim->targetanimation!=getupfromfrontanim&&
- animation[player[k].victim->targetanimation].height!=lowheight&&
- player[k].aitype!=playercontrolled&& //wat???
- normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
- player[k].rabbitkickenabled)||
- player[k].jumpkeydown)){
- oldattackkey=1;
- setAnimation(k,rabbitkickanim);
+ 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)) {
+ oldattackkey = 1;
+ Person::players[k]->setTargetAnimation(rabbitkickanim);
}
+ }
//update counts
- if(animation[player[k].targetanimation].attack&&k==0){
+ 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;
+ switch (attackweapon) {
+ case 0:
+ numunarmedattack++;
+ break;
+ case knife:
+ numknifeattack++;
+ break;
+ case sword:
+ numswordattack++;
+ break;
+ case staff:
+ numstaffattack++;
+ break;
}
}
}
}
}
-void Game::doPlayerCollisions(){
- static XYZ rotatetarget;
+void doPlayerCollisions()
+{
+ static XYZ rotatetarget;
static float collisionradius;
- if(numplayers>1)
- for(int k=0;k<numplayers;k++)
- for(int i=k+1;i<numplayers;i++){
+ if (Person::players.size() > 1) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ for (unsigned i = k + 1; i < Person::players.size(); i++) {
//neither player is part of a reversal
- if((animation[player[i].targetanimation].attack!=reversed&&
- animation[player[i].targetanimation].attack!=reversal&&
- animation[player[k].targetanimation].attack!=reversed&&
- animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
- if((animation[player[i].currentanimation].attack!=reversed&&
- animation[player[i].currentanimation].attack!=reversal&&
- animation[player[k].currentanimation].attack!=reversed&&
- animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
- //neither is sleeping
- if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
- if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
- //in same patch, neither is climbing
- if(player[i].whichpatchx==player[k].whichpatchx&&
- player[i].whichpatchz==player[k].whichpatchz&&
- player[k].skeleton.oldfree==player[k].skeleton.free&&
- player[i].skeleton.oldfree==player[i].skeleton.free&&
- player[i].targetanimation!=climbanim&&
- player[i].targetanimation!=hanganim&&
- player[k].targetanimation!=climbanim&&
- player[k].targetanimation!=hanganim)
- //players are close (bounding box test)
- if(player[i].coords.y>player[k].coords.y-3)
- if(player[i].coords.y<player[k].coords.y+3)
- if(player[i].coords.x>player[k].coords.x-3)
- if(player[i].coords.x<player[k].coords.x+3)
- if(player[i].coords.z>player[k].coords.z-3)
- if(player[i].coords.z<player[k].coords.z+3){
- //spread fire from player to player
- if(findDistancefast(&player[i].coords,&player[k].coords)
- <3*sq((player[i].scale+player[k].scale)*2.5)){
- if(player[i].onfire||player[k].onfire){
- if(!player[i].onfire)player[i].CatchFire();
- if(!player[k].onfire)player[k].CatchFire();
- }
- }
-
- XYZ tempcoords1=player[i].coords;
- XYZ tempcoords2=player[k].coords;
- if(!player[i].skeleton.oldfree)
- tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
- if(!player[k].skeleton.oldfree)
- tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
- collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
- if(player[0].hasvictim)
- if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
- collisionradius=3;
- if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
- (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
- findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
- //jump down on a dead body
- if(k==0||i==0){
- int l=i?i:k;
- if(player[0].targetanimation==jumpdownanim&&
- !player[0].skeleton.oldfree&&
- !player[0].skeleton.free&&
- player[l].skeleton.oldfree&&
- player[l].skeleton.free&&
- player[l].dead&&
- player[0].lastcollide<=0&&
- fabs(player[l].coords.y-player[0].coords.y)<.2&&
- findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
- player[0].coords.y=player[l].coords.y;
- player[l].velocity=player[0].velocity;
- player[l].skeleton.free=0;
- player[l].rotation=0;
- player[l].RagDoll(0);
- player[l].DoDamage(20);
- camerashake+=.3;
- player[l].skeleton.longdead=0;
- player[0].lastcollide=1;
- }
- }
-
- if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
- (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
- (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
- rotatetarget=player[k].velocity-player[i].velocity;
- if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
- player[i].skeleton.free)&&
- (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
- player[k].skeleton.free))
- if((((k!=0&&findLengthfast(&rotatetarget)>150||
- k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
- normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
- (k==0||
- k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
- /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
- (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
- (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
- k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
- //If hit by body
- if( (i!=0||player[i].skeleton.free)&&
- (k!=0||player[k].skeleton.free)||
- (animation[player[i].targetanimation].height==highheight&&
- animation[player[k].targetanimation].height==highheight)){
- if(tutoriallevel!=1){
- emit_sound_at(heavyimpactsound, player[i].coords);
- }
-
- player[i].RagDoll(0);
- if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
- award_bonus(0, aimbonus);
- }
- player[i].DoDamage(findLengthfast(&rotatetarget)/4);
- player[k].RagDoll(0);
- if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
- award_bonus(0, aimbonus); // Huh, again?
- }
- player[k].DoDamage(findLengthfast(&rotatetarget)/4);
+ 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)) {
+ 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)) {
+ //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) {
+ //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.x > Person::players[k]->coords.x - 3) {
+ if (Person::players[i]->coords.x < Person::players[k]->coords.x + 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 (Person::players[i]->onfire || Person::players[k]->onfire) {
+ if (!Person::players[i]->onfire) {
+ Person::players[i]->CatchFire();
+ }
+ if (!Person::players[k]->onfire) {
+ Person::players[k]->CatchFire();
+ }
+ }
+ }
- for(int j=0;j<player[i].skeleton.num_joints;j++){
- player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
- }
- for(int j=0;j<player[k].skeleton.num_joints;j++){
- player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
- }
+ XYZ tempcoords1 = Person::players[i]->coords;
+ XYZ tempcoords2 = Person::players[k]->coords;
+ if (!Person::players[i]->skeleton.oldfree) {
+ tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
+ }
+ if (!Person::players[k]->skeleton.oldfree) {
+ tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+ }
+ collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[0]->hasvictim) {
+ 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)) {
+ //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]->coords.y = Person::players[l]->coords.y;
+ Person::players[l]->velocity = Person::players[0]->velocity;
+ Person::players[l]->skeleton.free = 0;
+ Person::players[l]->yaw = 0;
+ Person::players[l]->RagDoll(0);
+ Person::players[l]->DoDamage(20);
+ camerashake += .3;
+ Person::players[l]->skeleton.longdead = 0;
+ Person::players[0]->lastcollide = 1;
+ }
+ }
- }
- }
- if( (animation[player[i].targetanimation].attack==neutral||
- animation[player[i].targetanimation].attack==normalattack)&&
- (animation[player[k].targetanimation].attack==neutral||
- animation[player[k].targetanimation].attack==normalattack)){
- //If bumped
- if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
- if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
- rotatetarget=player[k].coords-player[i].coords;
- Normalise(&rotatetarget);
- player[k].coords=(player[k].coords+player[i].coords)/2;
- player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
- *sq((player[i].scale+player[k].scale)*2.5);
- player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
- if(player[k].howactive==typeactive||hostile)
- if(player[k].isIdle()){
- if(player[k].howactive<typesleeping)
- setAnimation(k,player[k].getStop());
- else if(player[k].howactive==typesleeping)
- setAnimation(k,getupfromfrontanim);
- if(!editorenabled)
- player[k].howactive=typeactive;
- }
- if(player[i].howactive==typeactive||hostile)
- if(player[i].isIdle()){
- if(player[i].howactive<typesleeping)
- setAnimation(i,player[k].getStop());
- else
- setAnimation(i,getupfromfrontanim);
- if(!editorenabled)
- player[i].howactive=typeactive;
+ 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)) {
+ 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()) &&
+ (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 (!Tutorial::active) {
+ emit_sound_at(heavyimpactsound, Person::players[i]->coords);
+ }
+
+ Person::players[i]->RagDoll(0);
+ if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
+ award_bonus(0, aimbonus);
+ }
+ Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
+ Person::players[k]->RagDoll(0);
+ if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
+ award_bonus(0, aimbonus); // Huh, again?
+ }
+ Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
+
+ for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
+ Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
+ }
+ 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 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[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]->setTargetAnimation(Person::players[k]->getStop());
+ } else if (Person::players[k]->howactive == typesleeping) {
+ 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]->setTargetAnimation(Person::players[k]->getStop());
+ } else {
+ 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]->velocity = Person::players[k]->velocity;
+ Person::players[k]->velocity = Person::players[k]->velocity * -.5;
+ Person::players[k]->velocity.y = Person::players[i]->velocity.y;
+ Person::players[i]->DoDamage(20);
+ Person::players[i]->RagDoll(0);
+ Person::players[k]->lastcollide = 1;
+ 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]->velocity = Person::players[i]->velocity;
+ Person::players[i]->velocity = Person::players[i]->velocity * -.3;
+ Person::players[i]->velocity.y = Person::players[k]->velocity.y;
+ Person::players[k]->DoDamage(20);
+ Person::players[k]->RagDoll(0);
+ Person::players[i]->lastcollide = 1;
+ award_bonus(i, AboveBonus);
+ }
+ }
+ }
+ }
+ }
+ Person::players[i]->CheckKick();
+ Person::players[k]->CheckKick();
+ }
+ }
+ }
+ }
}
- }
- //jump down on player
- if(hostile){
- if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
- !player[i].isCrouch()&&
- player[i].targetanimation!=rollanim&&
- !player[k].skeleton.oldfree&&!
- player[k].skeleton.free&&
- player[k].lastcollide<=0&&
- player[k].velocity.y<-10){
- player[i].velocity=player[k].velocity;
- player[k].velocity=player[k].velocity*-.5;
- player[k].velocity.y=player[i].velocity.y;
- player[i].DoDamage(20);
- player[i].RagDoll(0);
- player[k].lastcollide=1;
- award_bonus(k, AboveBonus);
- }
- if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
- !player[k].isCrouch()&&
- player[k].targetanimation!=rollanim&&
- !player[i].skeleton.oldfree&&
- !player[i].skeleton.free&&
- player[i].lastcollide<=0&&
- player[i].velocity.y<-10){
- player[k].velocity=player[i].velocity;
- player[i].velocity=player[i].velocity*-.3;
- player[i].velocity.y=player[k].velocity.y;
- player[k].DoDamage(20);
- player[k].RagDoll(0);
- player[i].lastcollide=1;
- award_bonus(i, AboveBonus);
}
}
}
}
}
- player[i].CheckKick();
- player[k].CheckKick();
}
}
}
+ }
+ }
}
+void Game::Tick()
+{
+ static XYZ facing, flatfacing;
+ static int target;
+ Input::Tick();
-void Game::doAI(int i){
- static bool connected;
- if(player[i].aitype!=playercontrolled&&indialogue==-1){
- player[i].jumpclimb=0;
- //disable movement in editor
- if(editorenabled)
- player[i].stunned=1;
-
- player[i].pause=0;
- if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
- player[0].coords.y>player[i].coords.y+2&&
- !player[0].onterrain)
- player[i].pause=1;
-
- //pathfinding
- if(player[i].aitype==pathfindtype){
- if(player[i].finalpathfindpoint==-1){
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest=-1;
- closestdistance=-1;
- for(int j=0;j<numpathpoints;j++)
- if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
- closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
- closest=j;
- player[i].finaltarget=pathpoint[j];
- }
- player[i].finalpathfindpoint=closest;
- for(int j=0;j<numpathpoints;j++)
- for(int k=0;k<numpathpointconnect[j];k++){
- DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
- if(sq(tempdist)<closestdistance)
- if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
- findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
- closestdistance=sq(tempdist);
- closest=j;
- player[i].finaltarget=colpoint;
- }
- }
- player[i].finalpathfindpoint=closest;
-
- }
- if(player[i].targetpathfindpoint==-1){
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest=-1;
- closestdistance=-1;
- if(player[i].lastpathfindpoint==-1){
- for(int j=0;j<numpathpoints;j++){
- if(j!=player[i].lastpathfindpoint)
- if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
- closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
- closest=j;
- }
- }
- player[i].targetpathfindpoint=closest;
- for(int j=0;j<numpathpoints;j++)
- if(j!=player[i].lastpathfindpoint)
- for(int k=0;k<numpathpointconnect[j];k++){
- DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
- if(sq(tempdist)<closestdistance){
- if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
- findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
- closestdistance=sq(tempdist);
- closest=j;
- }
- }
- }
- player[i].targetpathfindpoint=closest;
- }
- else
- {
- for(int j=0;j<numpathpoints;j++)
- if(j!=player[i].lastpathfindpoint&&
- j!=player[i].lastpathfindpoint2&&
- j!=player[i].lastpathfindpoint3&&
- j!=player[i].lastpathfindpoint4){
- connected=0;
- if(numpathpointconnect[j])
- for(int k=0;k<numpathpointconnect[j];k++)
- if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
- connected=1;
- if(!connected)
- if(numpathpointconnect[player[i].lastpathfindpoint])
- for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
- if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
- connected=1;
- if(connected){
- tempdist=findPathDist(j,player[i].finalpathfindpoint);
- if(closest==-1||tempdist<closestdistance){
- closestdistance=tempdist;
- closest=j;
- }
- }
- }
- player[i].targetpathfindpoint=closest;
- }
- }
- player[i].losupdatedelay-=multiplier;
-
- player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
- player[i].lookrotation=player[i].targetrotation;
-
- //reached target point
- if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
- player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
- player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
- player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
- player[i].lastpathfindpoint=player[i].targetpathfindpoint;
- if(player[i].lastpathfindpoint2==-1)
- player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
- if(player[i].lastpathfindpoint3==-1)
- player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
- if(player[i].lastpathfindpoint4==-1)
- player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
- player[i].targetpathfindpoint=-1;
- }
- if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
- findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
- findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
- player[i].lastpathfindpoint==player[i].finalpathfindpoint){
- player[i].aitype=passivetype;
- }
-
- player[i].forwardkeydown=1;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
-
- if((tutoriallevel!=1||cananger)&&
- hostile&&
- !player[0].dead&&
- findDistancefast(&player[i].coords,&player[0].coords)<400&&
- player[i].occluded<25){
- if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
- animation[player[0].targetanimation].height!=lowheight&&
- !editorenabled&&
- (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
- player[i].aitype=attacktypecutoff;
- if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
- animation[player[0].targetanimation].height==highheight&&
- !editorenabled)
- player[i].aitype=attacktypecutoff;
-
- if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
- player[i].losupdatedelay=.2;
- for(int j=0;j<numplayers;j++)
- if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
- if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
- if(findDistancefast(&player[i].coords,&player[j].coords)<400)
- if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
- if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
- if(!player[j].isWallJump()&&-1==checkcollide(
- DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
- *player[i].scale+player[i].coords,
- DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
- *player[j].scale+player[j].coords)||
- (player[j].targetanimation==hanganim&&
- normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
- player[i].aitype=searchtype;
- player[i].lastchecktime=12;
- player[i].lastseen=player[j].coords;
- player[i].lastseentime=12;
- }
- }
- }
- if(player[i].aitype==attacktypecutoff&&musictype!=2)
- if(player[i].creature!=wolftype){
- player[i].stunned=.6;
- player[i].surprised=.6;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ stereoreverse = true;
+ } else {
+ stereoreverse = false;
}
- if(player[i].aitype!=passivetype&&leveltime>.5)
- player[i].howactive=typeactive;
-
- if(player[i].aitype==passivetype){
- player[i].aiupdatedelay-=multiplier;
- player[i].losupdatedelay-=multiplier;
- player[i].lastseentime+=multiplier;
- player[i].pausetime-=multiplier;
- if(player[i].lastseentime>1)
- player[i].lastseentime=1;
-
- if(player[i].aiupdatedelay<0){
- if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
-
- if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
- if(player[i].waypointtype[player[i].waypoint]==wppause)
- player[i].pausetime=4;
- player[i].waypoint++;
- if(player[i].waypoint>player[i].numwaypoints-1)
- player[i].waypoint=0;
-
- }
- }
-
- if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
- player[i].forwardkeydown=1;
- else
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist<rightdist)
- player[i].targetrotation+=90;
- else
- player[i].targetrotation-=90;
- }
- }
- }
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
-
-
- //hearing sounds
- if(!editorenabled){
- if(player[i].howactive<=typesleeping)
- if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
- for(int j=0;j<numenvsounds;j++){
- float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
- if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
- 2*(vol+vol*(player[i].creature==rabbittype)*3))
- player[i].aitype=attacktypecutoff;
- }
+ if (stereoreverse) {
+ printf("Stereo reversed\n");
+ } else {
+ printf("Stereo unreversed\n");
+ }
+ }
- if(player[i].aitype!=passivetype){
- if(player[i].howactive==typesleeping)
- setAnimation(i,getupfromfrontanim);
- player[i].howactive=typeactive;
- }
- }
+ if (Input::isKeyDown(SDL_SCANCODE_F7)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ stereoseparation -= 0.001;
+ } else {
+ stereoseparation -= 0.010;
+ }
+ printf("Stereo decreased increased to %f\n", stereoseparation);
+ }
- if(player[i].howactive<typesleeping&&
- ((tutoriallevel!=1||cananger)&&hostile)&&
- !player[0].dead&&
- findDistancefast(&player[i].coords,&player[0].coords)<400&&
- player[i].occluded<25){
- if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
- animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
- player[i].aitype=attacktypecutoff;
- if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
- animation[player[0].targetanimation].height==highheight&&!editorenabled)
- player[i].aitype=attacktypecutoff;
-
- //wolf smell
- if(player[i].creature==wolftype){
- XYZ windsmell;
- for(int j=0;j<numplayers;j++){
- if(j==0||(player[j].dead&&player[j].bloodloss>0)){
- float smelldistance=50;
- if(j==0&&player[j].num_weapons>0){
- if(weapons.bloody[player[j].weaponids[0]])
- smelldistance=100;
- if(player[j].num_weapons==2)
- if(weapons.bloody[player[j].weaponids[1]])
- smelldistance=100;
- }
- if(j!=0)
- smelldistance=100;
- windsmell=windvector;
- Normalise(&windsmell);
- windsmell=windsmell*2+player[j].coords;
- if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
- player[i].aitype=attacktypecutoff;
- }
- }
- }
+ if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ stereoseparation += 0.001;
+ } else {
+ stereoseparation += 0.010;
+ }
+ printf("Stereo separation increased to %f\n", stereoseparation);
+ }
- if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
- player[i].losupdatedelay=.2;
- for(int j=0;j<numplayers;j++){
- if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
- if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
- if(findDistancefast(&player[i].coords,&player[j].coords)<400)
- if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
- if((-1==checkcollide(
- DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
- player[i].scale+player[i].coords,
- DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
- player[j].scale+player[j].coords)&&
- !player[j].isWallJump())||
- (player[j].targetanimation==hanganim&&
- normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
- player[i].lastseentime-=.2;
- if(j==0&&animation[player[j].targetanimation].height==lowheight)
- player[i].lastseentime-=.4;
- else
- player[i].lastseentime-=.6;
- }
- if(player[i].lastseentime<=0){
- player[i].aitype=searchtype;
- player[i].lastchecktime=12;
- player[i].lastseen=player[j].coords;
- player[i].lastseentime=12;
- }
- }
- }
- }
- }
- //alerted surprise
- if(player[i].aitype==attacktypecutoff&&musictype!=2){
- if(player[i].creature!=wolftype){
- player[i].stunned=.6;
- player[i].surprised=.6;
- }
- if(player[i].creature==wolftype){
- player[i].stunned=.47;
- player[i].surprised=.47;
- }
- numseen++;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
+ if (Tutorial::stage != 51) {
+ Tutorial::stagetime = Tutorial::maxtime;
}
+ emit_sound_np(consolefailsound, 128.);
+ }
- //search for player
- int j;
- if(player[i].aitype==searchtype){
- player[i].aiupdatedelay-=multiplier;
- player[i].losupdatedelay-=multiplier;
- if(!player[i].pause)
- player[i].lastseentime-=multiplier;
- player[i].lastchecktime-=multiplier;
-
- if(player[i].isRun()&&!player[i].onground){
- if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
- XYZ test2=player[i].coords+player[i].facing;
- test2.y+=5;
- XYZ test=player[i].coords+player[i].facing;
- test.y-=10;
- j=checkcollide(test2,test,player[i].laststanding);
- if(j==-1)
- j=checkcollide(test2,test);
- if(j==-1){
- player[i].velocity=0;
- setAnimation(i,player[i].getStop());
- player[i].targetrotation+=180;
- player[i].stunned=.5;
- //player[i].aitype=passivetype;
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
- }
- else player[i].laststanding=j;
- }
+ /*
+ Values of mainmenu :
+ 1 Main menu
+ 2 Menu pause (resume/end game)
+ 3 Option menu
+ 4 Controls configuration menu
+ 5 Main game menu (choose level or challenge)
+ 6 Deleting user menu
+ 7 User managment menu (select/add)
+ 8 Choose difficulty menu
+ 9 Challenge level selection menu
+ 10 End of the campaign congratulation (is that really a menu?)
+ 11 Same that 9 ??? => unused
+ 18 stereo configuration
+ */
+
+ if (!console) {
+ //campaign over?
+ if (mainmenu && endgame == 1) {
+ mainmenu = 10;
+ }
+ //go to level select after completing a campaign level
+ if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
+ mainmenu = 5;
+ gameon = 0;
+ winfreeze = 0;
+ fireSound();
+ flash();
+ if (musictoggle) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ emit_stream_np(stream_menutheme);
+ pause_sound(leveltheme);
}
- //check out last seen location
- if(player[i].aiupdatedelay<0){
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
- if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
- player[i].forwardkeydown=0;
- player[i].aiupdatedelay=1;
- player[i].lastseen.x+=(float(Random()%100)-50)/25;
- player[i].lastseen.z+=(float(Random()%100)-50)/25;
- player[i].lastchecktime=3;
- }
-
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist<rightdist)player[i].targetrotation+=90;
- else player[i].targetrotation-=90;
- }
- }
+ Menu::Load();
+ }
+ //escape key pressed
+ if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
+ (gameon || mainmenu == 0)) {
+ selected = -1;
+ if (mainmenu == 0 && !winfreeze) {
+ mainmenu = 2; //pause
+ } else if (mainmenu == 1 || mainmenu == 2) {
+ mainmenu = 0; //unpause
}
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
-
- if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
- for(int k=0;k<numenvsounds;k++){
- if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
- player[i].aitype=attacktypecutoff;
- }
- }
-
- if(!player[0].dead&&
- player[i].losupdatedelay<0&&
- !editorenabled&&
- player[i].occluded<2&&
- ((tutoriallevel!=1||cananger)&&hostile)){
- player[i].losupdatedelay=.2;
- if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
- }
- if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
- //TODO: factor out canSeePlayer()
- if(findDistancefast(&player[i].coords,&player[0].coords)<400)
- if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
- if((checkcollide(
- DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
- player[i].scale+player[i].coords,
- DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
- player[0].scale+player[0].coords)==-1)||
- (player[0].targetanimation==hanganim&&normaldotproduct(
- player[0].facing,player[i].coords-player[0].coords)<0)){
- /* //TODO: changed j to 0 on a whim, make sure this is correct
- (player[j].targetanimation==hanganim&&normaldotproduct(
- player[j].facing,player[i].coords-player[j].coords)<0)
- */
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
- }
+ //play menu theme
+ if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ emit_stream_np(stream_menutheme);
+ pause_sound(leveltheme);
}
- //player escaped
- if(player[i].lastseentime<0){
- //player[i].aitype=passivetype;
- numescaped++;
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
+ //on resume, play level music
+ if (!mainmenu) {
+ pause_sound(stream_menutheme);
+ resume_stream(leveltheme);
}
}
+ }
- if(player[i].aitype!=gethelptype)
- player[i].runninghowlong=0;
-
- //get help from buddies
- if(player[i].aitype==gethelptype){
- player[i].runninghowlong+=multiplier;
- player[i].aiupdatedelay-=multiplier;
-
- if(player[i].aiupdatedelay<0||player[i].ally==0){
- player[i].aiupdatedelay=.2;
-
- //find closest ally
- //TODO: factor out closest search somehow
- if(!player[i].ally){
- int closest=-1;
- float closestdist=-1;
- for(int k=0;k<numplayers;k++){
- if(k!=i&&k!=0&&!player[k].dead&&
- player[k].howactive<typedead1&&
- !player[k].skeleton.free&&
- player[k].aitype==passivetype){
- float distance=findDistancefast(&player[i].coords,&player[k].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=k;
- }
- closest=k;
- }
- }
- if(closest!=-1)
- player[i].ally=closest;
- else
- player[i].ally=0;
- player[i].lastseen=player[0].coords;
- player[i].lastseentime=12;
- }
-
-
- player[i].lastchecktime=12;
-
- XYZ facing=player[i].coords;
- XYZ flatfacing=player[player[i].ally].coords;
- facing.y+=playerJoint(i,head).position.y*player[i].scale;
- flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
- if(-1!=checkcollide(facing,flatfacing))
- player[i].lastseentime-=.1;
-
- //no available ally, run back to player
- if(player[i].ally<=0||
- player[player[i].ally].skeleton.free||
- player[player[i].ally].aitype!=passivetype||
- player[i].lastseentime<=0){
- player[i].aitype=searchtype;
- player[i].lastseentime=12;
- }
-
- //seek out ally
- if(player[i].ally>0){
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
- if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
- player[i].aitype=searchtype;
- player[i].lastseentime=12;
- player[player[i].ally].aitype=searchtype;
- if(player[player[i].ally].lastseentime<player[i].lastseentime){
- player[player[i].ally].lastseen=player[i].lastseen;
- player[player[i].ally].lastseentime=player[i].lastseentime;
- player[player[i].ally].lastchecktime=player[i].lastchecktime;
- }
- }
+ if (mainmenu) {
+ Menu::Tick();
+ }
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist<rightdist)
- player[i].targetrotation+=90;
- else
- player[i].targetrotation-=90;
- }
- }
- }
+ if (!mainmenu) {
+ if (hostile == 1) {
+ hostiletime += multiplier;
+ } else {
+ hostiletime = 0;
+ }
+ if (!winfreeze) {
+ leveltime += multiplier;
+ }
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
+ //keys
+ if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
+ freeze = !freeze;
+ if (freeze) {
+ OPENAL_SetFrequency(OPENAL_ALL);
}
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if(player[i].collided>.8&&player[i].jumppower>=5)
- player[i].jumpkeydown=1;
}
- //retreiving a weapon on the ground
- if(player[i].aitype==getweapontype){
- player[i].aiupdatedelay-=multiplier;
- player[i].lastchecktime-=multiplier;
-
- if(player[i].aiupdatedelay<0){
- player[i].aiupdatedelay=.2;
-
- //ALLY IS WEPON
- if(player[i].ally<0){
- int closest=-1;
- float closestdist=-1;
- for(int k=0;k<weapons.numweapons;k++)
- if(weapons.owner[k]==-1){
- float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=k;
- }
- closest=k;
- }
- if(closest!=-1)
- player[i].ally=closest;
- else
- player[i].ally=-1;
- }
-
- player[i].lastseentime=12;
-
- if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
- if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
- }
- if(!player[0].dead)
- if(player[i].ally>=0){
- if(weapons.owner[player[i].ally]!=-1||
- findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
- }
- //TODO: factor these out as moveToward()
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist<rightdist)
- player[i].targetrotation+=90;
- else
- player[i].targetrotation-=90;
- }
- }
- }
-
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=1;
- player[i].crouchkeydown=0;
- if(player[i].targetanimation!=crouchremoveknifeanim&&
- player[i].targetanimation!=removeknifeanim)
- player[i].throwtogglekeydown=0;
- player[i].drawkeydown=0;
+ if (Input::isKeyPressed(consolekey) && devtools) {
+ console = !console;
+ if (console) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ } else {
+ freeze = 0;
+ waiting = false;
}
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
}
- if(player[i].aitype==attacktypecutoff){
- player[i].aiupdatedelay-=multiplier;
- //dodge or reverse rabbit kicks, knife throws, flips
- if(player[i].damage<player[i].damagetolerance*2/3)
- if((player[0].targetanimation==rabbitkickanim||
- player[0].targetanimation==knifethrowanim||
- (player[0].isFlip()&&
- normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
- !player[0].skeleton.free&&
- (player[i].aiupdatedelay<.1)){
- player[i].attackkeydown=0;
- if(player[i].isIdle())
- player[i].crouchkeydown=1;
- if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
- if(weapons.type[player[0].weaponids[0]]==knife){
- if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
- if(abs(Random()%2==0))
- setAnimation(i,backhandspringanim);
- else
- setAnimation(i,rollanim);
- player[i].targetrotation+=90*(abs(Random()%2)*2-1);
- player[i].wentforweapon=0;
- }
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
- setAnimation(i,flipanim);
- }
- }
- player[i].forwardkeydown=0;
- player[i].aiupdatedelay=.02;
- }
- //get confused by flips
- if(player[0].isFlip()&&
- !player[0].skeleton.free&&
- player[0].targetanimation!=walljumprightkickanim&&
- player[0].targetanimation!=walljumpleftkickanim){
- if(findDistancefast(&player[0].coords,&player[i].coords)<25)
- if((1-player[i].damage/player[i].damagetolerance)>.5)
- player[i].stunned=1;
- }
- //go for weapon on the ground
- if(player[i].wentforweapon<3)
- for(int k=0;k<weapons.numweapons;k++)
- if(player[i].creature!=wolftype)
- if(player[i].num_weapons==0&&
- weapons.owner[k]==-1&&
- weapons.velocity[i].x==0&&
- weapons.velocity[i].z==0&&
- weapons.velocity[i].y==0){
- if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
- player[i].wentforweapon++;
- player[i].lastchecktime=6;
- player[i].aitype=getweapontype;
- player[i].ally=-1;
- }
- }
- //dodge/reverse walljump kicks
- if(player[i].damage<player[i].damagetolerance/2)
- if(animation[player[i].targetanimation].height!=highheight)
- if(player[i].damage<player[i].damagetolerance*.5&&
- ((player[0].targetanimation==walljumprightkickanim||
- player[0].targetanimation==walljumpleftkickanim)&&
- ((player[i].aiupdatedelay<.15&&
- difficulty==2)||
- (player[i].aiupdatedelay<.08&&
- difficulty!=2)))){
- player[i].crouchkeydown=1;
+ if (console) {
+ freeze = 1;
+ }
+ if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+ inputText(consoletext[0], &consoleselected);
+ if (!waiting) {
+ if (!consoletext[0].empty()) {
+ cmd_dispatch(consoletext[0]);
+ for (int k = 14; k >= 1; k--) {
+ consoletext[k] = consoletext[k - 1];
}
- //walked off a ledge (?)
- if(player[i].isRun()&&!player[i].onground)
- if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
- XYZ test2=player[i].coords+player[i].facing;
- test2.y+=5;
- XYZ test=player[i].coords+player[i].facing;
- test.y-=10;
- j=checkcollide(test2,test,player[i].laststanding);
- if(j==-1)
- j=checkcollide(test2,test);
- if(j==-1){
- player[i].velocity=0;
- setAnimation(i,player[i].getStop());
- player[i].targetrotation+=180;
- player[i].stunned=.5;
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
- }else
- player[i].laststanding=j;
+ consoletext[0].clear();
+ consoleselected = 0;
}
- //lose sight of player in the air (?)
- if(player[0].coords.y>player[i].coords.y+5&&
- animation[player[0].targetanimation].height!=highheight&&
- !player[0].onterrain){
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
}
- //it's time to think (?)
- if(player[i].aiupdatedelay<0&&
- !animation[player[i].targetanimation].attack&&
- player[i].targetanimation!=staggerbackhighanim&&
- player[i].targetanimation!=staggerbackhardanim&&
- player[i].targetanimation!=backhandspringanim&&
- player[i].targetanimation!=dodgebackanim){
- //draw weapon
- if(player[i].weaponactive==-1&&player[i].num_weapons>0)
- player[i].drawkeydown=Random()%2;
- else
- player[i].drawkeydown=0;
- player[i].rabbitkickenabled=Random()%2;
- //chase player
- XYZ rotatetarget=player[0].coords+player[0].velocity;
- XYZ targetpoint=player[0].coords;
- if(findDistancefast(&player[0].coords,&player[i].coords)<
- findDistancefast(&rotatetarget,&player[i].coords))
- targetpoint+=player[0].velocity*
- findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
- player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
-
- if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
- player[i].forwardkeydown=1;
- else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
- findDistancefast(&player[i].coords,&player[0].coords)<9)&&
- player[0].weaponactive!=-1)
- player[i].forwardkeydown=1;
- else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
- player[i].forwardkeydown=1;
- else
- player[i].forwardkeydown=0;
- //chill out around the corpse
- if(player[0].dead){
- player[i].forwardkeydown=0;
- if(Random()%10==0)
- player[i].forwardkeydown=1;
- if(Random()%100==0){
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
- }
- }
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- //attack!!!
- if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
- player[i].attackkeydown=1;
- else
- player[i].attackkeydown=0;
- if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
- player[i].attackkeydown=0;
-
- //TODO: wat
- if(player[i].aitype!=playercontrolled&&
- (player[i].isIdle()||
- player[i].isCrouch()||
- player[i].isRun())){
- int target=-2;
- for(int j=0;j<numplayers;j++)
- if(j!=i&&!player[j].skeleton.free&&
- player[j].hasvictim&&
- (tutoriallevel==1&&reversaltrain||
- Random()%2==0&&difficulty==2||
- Random()%4==0&&difficulty==1||
- Random()%8==0&&difficulty==0||
- player[j].lastattack2==player[j].targetanimation&&
- player[j].lastattack3==player[j].targetanimation&&
- (Random()%2==0||difficulty==2)||
- (player[i].isIdle()||player[i].isRun())&&
- player[j].weaponactive!=-1||
- player[j].targetanimation==swordslashanim&&
- player[i].weaponactive!=-1||
- player[j].targetanimation==staffhitanim||
- player[j].targetanimation==staffspinhitanim))
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==sweepanim||
- player[j].targetanimation==spinkickanim||
- player[j].targetanimation==staffhitanim||
- player[j].targetanimation==staffspinhitanim||
- player[j].targetanimation==winduppunchanim||
- player[j].targetanimation==upunchanim||
- player[j].targetanimation==wolfslapanim||
- player[j].targetanimation==knifeslashstartanim||
- player[j].targetanimation==swordslashanim&&
- (findDistancefast(&player[j].coords,&player[i].coords)<2||
- player[i].weaponactive!=-1))){
- if(target>=0)
- target=-1;
- else
- target=j;
- }
- if(target>=0)
- player[target].Reverse();
- }
- if(player[i].collided<1)
- player[i].jumpkeydown=0;
- if(player[i].collided>.8&&player[i].jumppower>=5||
- findDistancefast(&player[i].coords,&player[0].coords)>400&&
- player[i].onterrain&&
- player[i].creature==rabbittype)
- player[i].jumpkeydown=1;
- //TODO: why are we controlling the human?
- if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
- player[0].jumpkeydown=0;
- if(player[0].targetanimation==jumpdownanim&&
- findDistancefast(&player[0].coords,&player[i].coords)<40)
- player[i].crouchkeydown=1;
- if(player[i].jumpkeydown)
- player[i].attackkeydown=0;
-
- if(tutoriallevel==1)
- if(!canattack)
- player[i].attackkeydown=0;
-
-
- XYZ facing=player[i].coords;
- XYZ flatfacing=player[0].coords;
- facing.y+=playerJoint(i,head).position.y*player[i].scale;
- flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
- if(player[i].occluded>=2)
- if(-1!=checkcollide(facing,flatfacing)){
- if(!player[i].pause)
- player[i].lastseentime-=.2;
- if(player[i].lastseentime<=0&&
- (player[i].creature!=wolftype||
- player[i].weaponstuck==-1)){
- player[i].aitype=searchtype;
- player[i].lastchecktime=12;
- player[i].lastseen=player[0].coords;
- player[i].lastseentime=12;
- }
- }else
- player[i].lastseentime=1;
- }
- }
- if(animation[player[0].targetanimation].height==highheight&&
- (player[i].aitype==attacktypecutoff||
- player[i].aitype==searchtype))
- if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
- XYZ test=player[0].coords;
- test.y-=40;
- if(-1==checkcollide(player[0].coords,test))
- player[i].stunned=1;
+ consoleblinkdelay -= multiplier;
+ if (consoleblinkdelay <= 0) {
+ consoleblinkdelay = .3;
+ consoleblink = !consoleblink;
}
- //stunned
- if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
- player[i].stunned>0||
- player[i].pause&&player[i].damage>player[i].superpermanentdamage){
- if(player[i].pause)
- player[i].lastseentime=1;
- player[i].targetrotation=player[i].rotation;
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].attackkeydown=0;
- player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
}
-
- XYZ facing;
- facing=0;
- facing.z=-1;
-
- XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
- facing=flatfacing;
-
- if(player[i].aitype==attacktypecutoff){
- player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
- player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
- }else if(player[i].howactive>=typesleeping){
- player[i].targetheadrotation=player[i].targetrotation;
- player[i].targetheadrotation2=0;
- }else{
- if(player[i].interestdelay<=0){
- player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
- player[i].headtarget=player[i].coords;
- player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
- player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
- player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
- player[i].headtarget+=player[i].facing*1.5;
- }
- player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
- player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
+ static int oldwinfreeze;
+ if (winfreeze && !oldwinfreeze) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ emit_sound_np(consolesuccesssound);
}
- }
-}
-
-
-
-void Game::Tick(){
- static XYZ facing,flatfacing;
- static int target;
-
- int templength;
-
- for(int i=0;i<15;i++){
- displaytime[i]+=multiplier;
- }
-
- keyboardfrozen=0;
- Input::Tick();
-
- if(Input::isKeyPressed(SDLK_F6)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoreverse=true;
- else
- stereoreverse=false;
-
- if(stereoreverse)
- printf("Stereo reversed\n");
- else
- printf("Stereo unreversed\n");
- }
-
- if(Input::isKeyDown(SDLK_F7)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoseparation -= 0.001;
- else
- stereoseparation -= 0.010;
- printf("Stereo decreased increased to %f\n", stereoseparation);
- }
-
- if(Input::isKeyDown(SDLK_F8)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoseparation += 0.001;
- else
- stereoseparation += 0.010;
- printf("Stereo separation increased to %f\n", stereoseparation);
- }
-
-
- if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
- if(tutorialstage!=51)
- tutorialstagetime=tutorialmaxtime;
- emit_sound_np(consolefailsound, 128.);
- }
-
- if(!console){
- if(mainmenu&&endgame==1)mainmenu=10;
- // menu back
- if( (Input::isKeyPressed(SDLK_ESCAPE)
- ||(mainmenu==0
- &&((Input::isKeyPressed(jumpkey)
- ||Input::isKeyPressed(SDLK_SPACE)
- ||(campaign)))
- &&campaign
- &&winfreeze))
- && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){
- selected=-1;
- if(mainmenu==1||mainmenu==2||mainmenu==0){
- if(mainmenu==0&&!winfreeze)mainmenu=2;
- else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
- else if(mainmenu==0&&winfreeze){ }
- else if(mainmenu==1||mainmenu==2)mainmenu=0;
- if(mainmenu&&musictoggle){
- if(mainmenu==1||mainmenu==2||mainmenu==100){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- emit_stream_np(stream_music3);
- pause_sound(music1);
- }
- }
- if(!mainmenu){
- pause_sound(stream_music3);
- resume_stream(music1);
- }
- }
- if(mainmenu==3){
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
- SaveSettings(*this);
- }
- if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){
- fireSound();
- flash();
- }
- if(mainmenu==3&&gameon)mainmenu=2;
- if(mainmenu==3&&!gameon)mainmenu=1;
- if(mainmenu==5&&gameon)mainmenu=2;
- if(mainmenu==5&&!gameon)mainmenu=1;
- if(mainmenu==4)mainmenu=3;
- if(mainmenu==6)mainmenu=5;
- if(mainmenu==7)mainmenu=1;
- if(mainmenu==9)mainmenu=5;
- if(mainmenu==10)mainmenu=5;
- if(mainmenu==100){
- mainmenu=5;
- gameon=0;
- winfreeze=0;
- }
- }
- }
-
- if(mainmenu){
- MenuTick();
- }
-
- if(!mainmenu){
- if(hostile==1)hostiletime+=multiplier;
- else hostiletime=0;
- if(!winfreeze)leveltime+=multiplier;
-
- //keys
- if(Input::isKeyPressed(SDLK_v)&&debugmode){
- freeze=1-freeze;
- if(freeze){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- }
- }
-
- if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
- chatting=1;
-
- if(chatting){
- inputText(displaytext[0],&displayselected,&displaychars[0]);
- if(!waiting) {
- if(displaychars[0]){
- for(int j=0;j<255;j++)
- displaytext[0][j]=0;
- displaychars[0]=0;
- displayselected=0;
- }
- chatting=0;
- }
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
- }
- }
- if(chatting)
- keyboardfrozen=1;
-
- if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
- console=1-console;
- if(console){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- } else {
- freeze=0;
- waiting=false;
- }
- }
-
- if(console)
- freeze=1;
- if(console&&!Input::isKeyDown(SDLK_LMETA)){
- inputText(consoletext[0],&consoleselected,&consolechars[0]);
- if(!waiting) {
- archiveselected=0;
- if(consolechars[0]>0){
- consoletext[0][consolechars[0]]=' ';
- cmd_dispatch(this, consoletext[0]);
- for(int k=14;k>=1;k--){
- for(int j=0;j<255;j++)
- consoletext[k][j]=consoletext[k-1][j];
- consolechars[k]=consolechars[k-1];
- }
- for(int j=0;j<255;j++)
- consoletext[0][j]=0;
- consolechars[0]=0;
- consoleselected=0;
- }
- }
-
- consoleblinkdelay-=multiplier;
- if(consoleblinkdelay<=0){
- consoleblinkdelay=.3;
- consoleblink=1-consoleblink;
- }
- }
-
-
-
- if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
- tryquit=1;
- if(mainmenu==3){
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
-
- SaveSettings(*this);
- }
- }
-
- static int oldwinfreeze;
- if(winfreeze&&!oldwinfreeze){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- emit_sound_np(consolesuccesssound);
- }
- if(winfreeze==0)
- oldwinfreeze=winfreeze;
- else
+ if (winfreeze == 0) {
+ oldwinfreeze = winfreeze;
+ } else {
oldwinfreeze++;
+ }
- if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
- if(winfreeze)
- winfreeze=0;
- if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
- if(console){
- console=0;
- freeze=0;
- }else if(winfreeze){
- mainmenu=9;
- gameon=0;
- }
+ if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) {
+ if (winfreeze) {
+ winfreeze = 0;
+ }
+ }
+ if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
+ if (console) {
+ console = false;
+ freeze = 0;
+ } else if (winfreeze) {
+ mainmenu = 9;
+ gameon = 0;
+ }
}
+ if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
+ //dialogues
+ static float talkdelay = 0;
- //TODO: what is this test?
- if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
+ if (Dialog::inDialog()) {
+ talkdelay = 1;
+ }
+ talkdelay -= multiplier;
- //dialogues
- if(indialogue!=-1)
- talkdelay=1;
- talkdelay-=multiplier;
-
- if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
- for(int i=0;i<numdialogues;i++){
- int realdialoguetype;
- bool special;
- if(dialoguetype[i]>49){
- realdialoguetype=dialoguetype[i]-50;
- special=1;
- }
- else if(dialoguetype[i]>39){
- realdialoguetype=dialoguetype[i]-40;
- special=1;
- }
- else if(dialoguetype[i]>29){
- realdialoguetype=dialoguetype[i]-30;
- special=1;
- }
- else if(dialoguetype[i]>19){
- realdialoguetype=dialoguetype[i]-20;
- special=1;
- }
- else if(dialoguetype[i]>9){
- realdialoguetype=dialoguetype[i]-10;
- special=1;
- }
- else {
- realdialoguetype=dialoguetype[i];
- special=0;
- }
- if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
- realdialoguetype<numplayers&&
- realdialoguetype>0&&
- (dialoguegonethrough[i]==0||!special)&&
- (special||Input::isKeyPressed(attackkey))){
- if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
- player[realdialoguetype].howactive>=typedead1||
- dialoguetype[i]>40&&dialoguetype[i]<50){
- whichdialogue=i;
- for(int j=0;j<numdialogueboxes[whichdialogue];j++){
- player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].velocity=0;
- player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
- player[participantfocus[whichdialogue][j]].targetframe=0;
- }
- directing=0;
- indialogue=0;
- dialoguetime=0;
- dialoguegonethrough[i]++;
- if(dialogueboxsound[whichdialogue][indialogue]!=0){
- playdialogueboxsound();
- }
- }
- }
+ if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
+ for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
+ Dialog::dialogs[i].tick(i);
}
+ }
- windvar+=multiplier;
- smoketex+=multiplier;
- tutorialstagetime+=multiplier;
+ windvar += multiplier;
+ smoketex += multiplier;
+ Tutorial::stagetime += multiplier;
//hotspots
static float hotspotvisual[40];
- if(numhotspots){
+ if (Hotspot::hotspots.size()) {
XYZ hotspotsprite;
- if(editorenabled)
- for(int i=0;i<numhotspots;i++)
- hotspotvisual[i]-=multiplier/320;
-
- for(int i=0;i<numhotspots;i++){
- //if(hotspottype[i]<=10)
- while(hotspotvisual[i]<0){
- hotspotsprite=0;
- hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
- hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
- hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
- hotspotsprite+=hotspot[i];
- Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
- hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
+ if (editorenabled) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ hotspotvisual[i] -= multiplier / 320;
}
}
- for(int i=0;i<numhotspots;i++){
- if(hotspottype[i]<=10&&hotspottype[i]>0){
- hotspot[i]=player[hotspottype[i]].coords;
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ while (hotspotvisual[i] < 0) {
+ hotspotsprite = 0;
+ hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
+ hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
+ hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
+ hotspotsprite += Hotspot::hotspots[i].position;
+ Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
+ hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
+ }
+ }
+
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
+ Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
}
}
}
//Tutorial
- if(tutoriallevel){
- doTutorial();
+ if (Tutorial::active) {
+ Tutorial::Do(multiplier);
}
//bonuses
- if(tutoriallevel!=1){
- if(bonustime==0&&
- bonus!=solidhit&&
- bonus!=spinecrusher&&
- bonus!=tracheotomy&&
- bonus!=backstab&&
- bonusvalue>10){
+ if (!Tutorial::active) {
+ if (bonustime == 0 &&
+ bonus != solidhit &&
+ bonus != spinecrusher &&
+ bonus != tracheotomy &&
+ bonus != backstab &&
+ bonusvalue > 10) {
emit_sound_np(consolesuccesssound);
}
- } else if(bonustime==0){
+ } else if (bonustime == 0) {
emit_sound_np(fireendsound);
}
- if(bonustime==0){
- if(bonus!=solidhit&&
- bonus!=twoxcombo&&
- bonus!=threexcombo&&
- bonus!=fourxcombo&&
- bonus!=megacombo)
+ if (bonustime == 0) {
+ if (bonus != solidhit &&
+ bonus != twoxcombo &&
+ bonus != threexcombo &&
+ bonus != fourxcombo &&
+ bonus != megacombo) {
bonusnum[bonus]++;
- else
- bonusnum[bonus]+=0.15;
- if(tutoriallevel)
- bonusvalue=0;
- bonusvalue/=bonusnum[bonus];
- bonustotal+=bonusvalue;
+ } else {
+ bonusnum[bonus] += 0.15;
+ }
+ if (Tutorial::active) {
+ bonusvalue = 0;
+ }
+ if (bonusvalue > 0) {
+ bonusvalue /= bonusnum[bonus];
+ if (bonusvalue <= 0) {
+ bonusvalue = 0;
+ }
+ }
+ bonustotal += bonusvalue;
}
- bonustime+=multiplier;
+ bonustime += multiplier;
//snow effects
- if(environment==snowyenvironment){
- precipdelay-=multiplier;
- while(precipdelay<0){
- precipdelay+=.04;
- if(!detail)
- precipdelay+=.04;
- XYZ footvel,footpoint;
-
- footvel=0;
- footpoint=viewer+viewerfacing*6;
- footpoint.y+=((float)abs(Random()%1200))/100-6;
- footpoint.x+=((float)abs(Random()%1200))/100-6;
- footpoint.z+=((float)abs(Random()%1200))/100-6;
- Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
+ if (environment == snowyenvironment) {
+ precipdelay -= multiplier;
+ while (precipdelay < 0) {
+ precipdelay += .04;
+ if (!detail) {
+ precipdelay += .04;
+ }
+ XYZ footvel, footpoint;
+
+ footvel = 0;
+ footpoint = viewer + viewerfacing * 6;
+ footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
+ footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
+ footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
+ Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
}
}
-
doAerialAcrobatics();
-
static XYZ oldviewer;
//control keys
- if(indialogue==-1){
- player[0].forwardkeydown=Input::isKeyDown(forwardkey);
- player[0].leftkeydown=Input::isKeyDown(leftkey);
- player[0].backkeydown=Input::isKeyDown(backkey);
- player[0].rightkeydown=Input::isKeyDown(rightkey);
- player[0].jumpkeydown=Input::isKeyDown(jumpkey);
- player[0].crouchkeydown=Input::isKeyDown(crouchkey);
- player[0].drawkeydown=Input::isKeyDown(drawkey);
- player[0].throwkeydown=Input::isKeyDown(throwkey);
+ if (!Dialog::inDialog()) {
+ Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
+ Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
+ Person::players[0]->backkeydown = Input::isKeyDown(backkey);
+ Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
+ Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
+ Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
+ Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
+ Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
+ } else {
+ Person::players[0]->forwardkeydown = 0;
+ Person::players[0]->leftkeydown = 0;
+ Person::players[0]->backkeydown = 0;
+ Person::players[0]->rightkeydown = 0;
+ Person::players[0]->jumpkeydown = 0;
+ Person::players[0]->crouchkeydown = 0;
+ Person::players[0]->drawkeydown = 0;
+ Person::players[0]->throwkeydown = 0;
}
- else
- {
- player[0].forwardkeydown=0;
- player[0].leftkeydown=0;
- player[0].backkeydown=0;
- player[0].rightkeydown=0;
- player[0].jumpkeydown=0;
- player[0].crouchkeydown=0;
- player[0].drawkeydown=0;
- player[0].throwkeydown=0;
+
+ if (!Person::players[0]->jumpkeydown) {
+ Person::players[0]->jumpclimb = 0;
}
- if(!player[0].jumpkeydown)
- player[0].jumpclimb=0;
-
-
- if(indialogue!=-1){
- cameramode=1;
- if(directing){
- facing=0;
- facing.z=-1;
-
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
-
- flatfacing=0;
- flatfacing.z=-1;
-
- flatfacing=DoRotation(flatfacing,0,-rotation,0);
-
- if(Input::isKeyDown(forwardkey))
- viewer+=facing*multiplier*4;
- if(Input::isKeyDown(backkey))
- viewer-=facing*multiplier*4;
- if(Input::isKeyDown(leftkey))
- viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
- if(Input::isKeyDown(rightkey))
- viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
- if(Input::isKeyDown(jumpkey))
- viewer.y+=multiplier*4;
- if(Input::isKeyDown(crouchkey))
- viewer.y-=multiplier*4;
- if( Input::isKeyPressed(SDLK_1)||
- Input::isKeyPressed(SDLK_2)||
- Input::isKeyPressed(SDLK_3)||
- Input::isKeyPressed(SDLK_4)||
- Input::isKeyPressed(SDLK_5)||
- Input::isKeyPressed(SDLK_6)||
- Input::isKeyPressed(SDLK_7)||
- Input::isKeyPressed(SDLK_8)||
- Input::isKeyPressed(SDLK_9)||
- Input::isKeyPressed(SDLK_0)||
- Input::isKeyPressed(SDLK_MINUS)){
+ if (Dialog::inDialog()) {
+ cameramode = 1;
+ if (Dialog::directing) {
+ facing = 0;
+ facing.z = -1;
+
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
+
+ flatfacing = 0;
+ flatfacing.z = -1;
+
+ flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
+
+ if (Input::isKeyDown(forwardkey)) {
+ viewer += facing * multiplier * 4;
+ }
+ if (Input::isKeyDown(backkey)) {
+ viewer -= facing * multiplier * 4;
+ }
+ if (Input::isKeyDown(leftkey)) {
+ viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
+ }
+ if (Input::isKeyDown(rightkey)) {
+ viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
+ }
+ if (Input::isKeyDown(jumpkey)) {
+ 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)) {
int whichend;
- if(Input::isKeyPressed(SDLK_1))whichend=1;
- if(Input::isKeyPressed(SDLK_2))whichend=2;
- if(Input::isKeyPressed(SDLK_3))whichend=3;
- if(Input::isKeyPressed(SDLK_4))whichend=4;
- if(Input::isKeyPressed(SDLK_5))whichend=5;
- if(Input::isKeyPressed(SDLK_6))whichend=6;
- if(Input::isKeyPressed(SDLK_7))whichend=7;
- if(Input::isKeyPressed(SDLK_8))whichend=8;
- if(Input::isKeyPressed(SDLK_9))whichend=9;
- if(Input::isKeyPressed(SDLK_0))whichend=0;
- if(Input::isKeyPressed(SDLK_MINUS))
- whichend=-1;
- if(whichend!=-1){
- participantfocus[whichdialogue][indialogue]=whichend;
- participantlocation[whichdialogue][whichend]=player[whichend].coords;
- participantrotation[whichdialogue][whichend]=player[whichend].rotation;
+ if (Input::isKeyPressed(SDL_SCANCODE_1)) {
+ whichend = 1;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_2)) {
+ whichend = 2;
}
- if(whichend==-1){
- participantfocus[whichdialogue][indialogue]=-1;
+ if (Input::isKeyPressed(SDL_SCANCODE_3)) {
+ whichend = 3;
}
- if(player[participantfocus[whichdialogue][indialogue]].dead){
- indialogue=-1;
- directing=0;
- cameramode=0;
+ if (Input::isKeyPressed(SDL_SCANCODE_4)) {
+ whichend = 4;
}
- dialoguecamera[whichdialogue][indialogue]=viewer;
- dialoguecamerarotation[whichdialogue][indialogue]=rotation;
- dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
- indialogue++;
- if(indialogue<numdialogueboxes[whichdialogue]){
- if(dialogueboxsound[whichdialogue][indialogue]!=0){
- playdialogueboxsound();
+ 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) {
+ Dialog::currentScene().participantfocus = whichend;
+ Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
+ Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
+ }
+ if (whichend == -1) {
+ Dialog::currentScene().participantfocus = -1;
+ }
+ /* FIXME: potentially accessing -1 in Person::players! */
+ if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
+ }
+ Dialog::currentScene().camera = viewer;
+ Dialog::currentScene().camerayaw = yaw;
+ Dialog::currentScene().camerapitch = pitch;
+ Dialog::indialogue++;
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
+ if (Dialog::currentScene().sound != 0) {
+ playdialoguescenesound();
}
}
- for(int j=0;j<numplayers;j++){
- participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
}
}
//TODO: should these be KeyDown or KeyPressed?
- if( Input::isKeyDown(SDLK_KP1)||
- Input::isKeyDown(SDLK_KP2)||
- Input::isKeyDown(SDLK_KP3)||
- Input::isKeyDown(SDLK_KP4)||
- Input::isKeyDown(SDLK_KP5)||
- Input::isKeyDown(SDLK_KP6)||
- Input::isKeyDown(SDLK_KP7)||
- Input::isKeyDown(SDLK_KP8)||
- Input::isKeyDown(SDLK_KP9)||
- Input::isKeyDown(SDLK_KP0)){
+ 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(SDLK_KP1))whichend=1;
- if(Input::isKeyDown(SDLK_KP2))whichend=2;
- if(Input::isKeyDown(SDLK_KP3))whichend=3;
- if(Input::isKeyDown(SDLK_KP4))whichend=4;
- if(Input::isKeyDown(SDLK_KP5))whichend=5;
- if(Input::isKeyDown(SDLK_KP6))whichend=6;
- if(Input::isKeyDown(SDLK_KP7))whichend=7;
- if(Input::isKeyDown(SDLK_KP8))whichend=8;
- if(Input::isKeyDown(SDLK_KP9))whichend=9;
- if(Input::isKeyDown(SDLK_KP0))whichend=0;
- participantfacing[whichdialogue][indialogue][whichend]=facing;
+ 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(indialogue>=numdialogueboxes[whichdialogue]){
- indialogue=-1;
- directing=0;
- cameramode=0;
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
}
}
- if(!directing){
+ if (!Dialog::directing) {
pause_sound(whooshsound);
- viewer=dialoguecamera[whichdialogue][indialogue];
- viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
- rotation=dialoguecamerarotation[whichdialogue][indialogue];
- rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
- if(dialoguetime>0.5)
- if( Input::isKeyPressed(SDLK_1)||
- Input::isKeyPressed(SDLK_2)||
- Input::isKeyPressed(SDLK_3)||
- Input::isKeyPressed(SDLK_4)||
- Input::isKeyPressed(SDLK_5)||
- Input::isKeyPressed(SDLK_6)||
- Input::isKeyPressed(SDLK_7)||
- Input::isKeyPressed(SDLK_8)||
- Input::isKeyPressed(SDLK_9)||
- Input::isKeyPressed(SDLK_0)||
- Input::isKeyPressed(SDLK_MINUS)||
- Input::isKeyPressed(attackkey)){
- indialogue++;
- if(indialogue<numdialogueboxes[whichdialogue]){
- if(dialogueboxsound[whichdialogue][indialogue]!=0){
- playdialogueboxsound();
- if(dialogueboxsound[whichdialogue][indialogue]==-5){
- hotspot[numhotspots]=player[0].coords;
- hotspotsize[numhotspots]=10;
- hotspottype[numhotspots]=-1;
-
- numhotspots++;
+ viewer = Dialog::currentScene().camera;
+ viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
+ yaw = Dialog::currentScene().camerayaw;
+ pitch = Dialog::currentScene().camerapitch;
+ if (Dialog::dialoguetime > 0.5) {
+ if (Input::isKeyPressed(attackkey)) {
+ Dialog::indialogue++;
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
+ if (Dialog::currentScene().sound != 0) {
+ playdialoguescenesound();
+ if (Dialog::currentScene().sound == -5) {
+ Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
}
- if(dialogueboxsound[whichdialogue][indialogue]==-6){
- hostile=1;
+ if (Dialog::currentScene().sound == -6) {
+ hostile = 1;
}
- if(player[participantfocus[whichdialogue][indialogue]].dead){
- indialogue=-1;
- directing=0;
- cameramode=0;
+ if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
}
}
}
}
- if(indialogue>=numdialogueboxes[whichdialogue]){
- indialogue=-1;
- directing=0;
- cameramode=0;
- if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
- hostile=1;
+ }
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
+ if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
+ hostile = 1;
}
- if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
- windialogue=1;
+ if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
+ windialogue = true;
}
- if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
- hostile=1;
- for(int i=1;i<numplayers;i++){
- player[i].aitype = attacktypecutoff;
+ if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
+ hostile = 1;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ Person::players[i]->aitype = attacktypecutoff;
}
}
}
}
}
- static float keyrefreshdelay=0,bigrefreshdelay=0;
-
- if(!player[0].jumpkeydown){
- player[0].jumptogglekeydown=0;
+ if (!Person::players[0]->jumpkeydown) {
+ 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]->jumptogglekeydown = 1;
}
- if(player[0].jumpkeydown&&
- player[0].targetanimation!=jumpupanim&&
- player[0].targetanimation!=jumpdownanim&&
- !player[0].isFlip())
- player[0].jumptogglekeydown=1;
-
- dialoguetime+=multiplier;
- hawkrotation+=multiplier*25;
- realhawkcoords=0;
- realhawkcoords.x=25;
- realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
- hawkcalldelay-=multiplier/2;
+ Dialog::dialoguetime += multiplier;
+ hawkyaw += multiplier * 25;
+ realhawkcoords = 0;
+ realhawkcoords.x = 25;
+ realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
+ hawkcalldelay -= multiplier / 2;
- if(hawkcalldelay<=0){
+ if (hawkcalldelay <= 0) {
emit_sound_at(hawksound, realhawkcoords);
- hawkcalldelay=16+abs(Random()%8);
+ hawkcalldelay = 16 + abs(Random() % 8);
}
- static float temptexdetail;
-
- doDebugKeys();
+ doDevKeys();
doAttacks();
doJumpReversals();
- for(int k=0;k<numplayers;k++)
- if(k!=0&&player[k].immobile)
- player[k].coords=player[k].realoldcoords;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (k != 0 && Person::players[k]->immobile) {
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
+ }
+ }
- for(int k=0;k<numplayers;k++){
- if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
- if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
- player[k].DoDamage(1000);
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ Person::players[k]->DoDamage(1000);
}
}
}
//respawn
static bool respawnkeydown;
- if(!editorenabled&&
- (whichlevel!=-2&&
- (Input::isKeyDown(SDLK_z)&&
- Input::isKeyDown(SDLK_LMETA)&&
- debugmode)||
- (Input::isKeyDown(jumpkey)&&
- !respawnkeydown&&
- !oldattackkey&&
- player[0].dead))){
- targetlevel=whichlevel;
- loading=1;
- leveltime=5;
+ if (!editorenabled &&
+ (whichlevel != -2 &&
+ (Input::isKeyDown(SDL_SCANCODE_Z) &&
+ Input::isKeyDown(SDL_SCANCODE_LGUI) &&
+ devtools) ||
+ (Input::isKeyDown(jumpkey) &&
+ !respawnkeydown &&
+ !oldattackkey &&
+ Person::players[0]->dead))) {
+ targetlevel = whichlevel;
+ loading = 1;
+ leveltime = 5;
}
- if(!Input::isKeyDown(jumpkey))
- respawnkeydown=0;
- if(Input::isKeyDown(jumpkey))
- respawnkeydown=1;
-
-
-
+ respawnkeydown = Input::isKeyDown(jumpkey);
static bool movekey;
//?
- for(int i=0;i<numplayers;i++){
- static float oldtargetrotation;
- if(!player[i].skeleton.free){
- oldtargetrotation=player[i].targetrotation;
- if(i==0&&indialogue==-1){
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ static float oldtargetyaw;
+ if (!Person::players[i]->skeleton.free) {
+ oldtargetyaw = Person::players[i]->targetyaw;
+ if (i == 0 && !Dialog::inDialog()) {
//TODO: refactor repetitive code
- if(!animation[player[0].targetanimation].attack&&
- player[0].targetanimation!=staggerbackhighanim&&
- player[0].targetanimation!=staggerbackhardanim&&
- player[0].targetanimation!=crouchremoveknifeanim&&
- player[0].targetanimation!=removeknifeanim&&
- player[0].targetanimation!=backhandspringanim&&
- player[0].targetanimation!=dodgebackanim&&
- player[0].targetanimation!=walljumprightkickanim&&
- player[0].targetanimation!=walljumpleftkickanim){
- if(cameramode)
- player[0].targetrotation=0;
- else
- player[0].targetrotation=-rotation+180;
+ 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) {
+ if (cameramode) {
+ Person::players[0]->targetyaw = 0;
+ } else {
+ Person::players[0]->targetyaw = -yaw + 180;
+ }
}
- facing=0;
- facing.z=-1;
+ facing = 0;
+ facing.z = -1;
- flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
- if(cameramode){
- facing=flatfacing;
- }else{
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+ if (cameramode) {
+ facing = flatfacing;
+ } else {
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
}
- player[0].lookrotation=-rotation;
+ Person::players[0]->lookyaw = -yaw;
- player[i].targetheadrotation=rotation;
- player[i].targetheadrotation2=rotation2;
+ Person::players[i]->targetheadyaw = yaw;
+ Person::players[i]->targetheadpitch = pitch;
}
- if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
- if(!animation[player[i].targetanimation].attack&&
- player[i].targetanimation!=staggerbackhighanim&&
- player[i].targetanimation!=staggerbackhardanim&&
- player[i].targetanimation!=crouchremoveknifeanim&&
- player[i].targetanimation!=removeknifeanim&&
- player[i].targetanimation!=backhandspringanim&&
- player[i].targetanimation!=dodgebackanim&&
- player[i].targetanimation!=walljumprightkickanim&&
- player[i].targetanimation!=walljumpleftkickanim){
- player[i].targetrotation=-player[i].lookrotation+180;
+ 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]->targetyaw = -Person::players[i]->lookyaw + 180;
}
- facing=0;
- facing.z=-1;
+ facing = 0;
+ facing.z = -1;
- flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
- facing=DoRotation(facing,-player[i].lookrotation2,0,0);
- facing=DoRotation(facing,0,0-player[i].lookrotation,0);
+ facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
- player[i].targetheadrotation=player[i].lookrotation;
- player[i].targetheadrotation2=player[i].lookrotation2;
+ Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
+ Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
}
- if(indialogue!=-1){
- player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
- player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
+ if (Dialog::inDialog()) {
+ Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
+ Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
}
- bool pause;
-
- if(leveltime<.5)
- numenvsounds=0;
+ if (leveltime < .5) {
+ numenvsounds = 0;
+ }
- player[i].avoidsomething=0;
+ Person::players[i]->avoidsomething = 0;
//avoid flaming things
- for(int j=0;j<objects.numobjects;j++)
- if(objects.onfire[j])
- if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
- if( findDistancefast(&player[i].coords,&objects.position[j])<
- findDistancefast(&player[i].coords,&player[0].coords)){
- player[i].collided=0;
- player[i].avoidcollided=1;
- if(player[i].avoidsomething==0||
- findDistancefast(&player[i].coords,&objects.position[j])<
- findDistancefast(&player[i].coords,&player[i].avoidwhere)){
- player[i].avoidwhere=objects.position[j];
- player[i].avoidsomething=1;
+ 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)) {
+ 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, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = Object::objects[j]->position;
+ Person::players[i]->avoidsomething = 1;
}
}
+ }
+ }
+ }
//avoid flaming players
- for(int j=0;j<numplayers;j++)
- if(player[j].onfire)
- if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
- if( findDistancefast(&player[i].coords,&player[j].coords)<
- findDistancefast(&player[i].coords,&player[0].coords)){
- player[i].collided=0;
- player[i].avoidcollided=1;
- if(player[i].avoidsomething==0||
- findDistancefast(&player[i].coords,&player[j].coords)<
- findDistancefast(&player[i].coords,&player[i].avoidwhere)){
- player[i].avoidwhere=player[j].coords;
- player[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)) {
+ 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[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = Person::players[j]->coords;
+ Person::players[i]->avoidsomething = 1;
}
}
+ }
+ }
+ }
+
+ if (Person::players[i]->collided > .8) {
+ Person::players[i]->avoidcollided = 0;
+ }
- if(player[i].collided>.8)
- player[i].avoidcollided=0;
-
- doAI(i);
-
- if(animation[player[i].targetanimation].attack==reversed){
- //player[i].targetrotation=player[i].rotation;
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].attackkeydown=0;
- //player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
+ Person::players[i]->doAI();
+
+ if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
+ //Person::players[i]->targetyaw=Person::players[i]->yaw;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ //Person::players[i]->crouchkeydown=0;
+ Person::players[i]->throwkeydown = 0;
}
- if(indialogue!=-1){
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].crouchkeydown=0;
- player[i].drawkeydown=0;
- player[i].throwkeydown=0;
+ if (Dialog::inDialog()) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
- if(player[i].collided<-.3)
- player[i].collided=-.3;
- if(player[i].collided>1)
- player[i].collided=1;
- player[i].collided-=multiplier*4;
- player[i].whichdirectiondelay-=multiplier;
- if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
- player[i].avoidcollided=-.3;
- player[i].whichdirection=abs(Random()%2);
- player[i].whichdirectiondelay=.4;
+ if (Person::players[i]->collided < -.3) {
+ Person::players[i]->collided = -.3;
+ }
+ if (Person::players[i]->collided > 1) {
+ Person::players[i]->collided = 1;
+ }
+ Person::players[i]->collided -= multiplier * 4;
+ Person::players[i]->whichdirectiondelay -= multiplier;
+ if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
+ Person::players[i]->avoidcollided = -.3;
+ Person::players[i]->whichdirection = abs(Random() % 2);
+ Person::players[i]->whichdirectiondelay = .4;
+ }
+ if (Person::players[i]->avoidcollided > 1) {
+ Person::players[i]->avoidcollided = 1;
}
- if(player[i].avoidcollided>1)
- player[i].avoidcollided=1;
- player[i].avoidcollided-=multiplier/4;
- if(!player[i].skeleton.free){
- player[i].stunned-=multiplier;
- player[i].surprised-=multiplier;
+ Person::players[i]->avoidcollided -= multiplier / 4;
+ if (!Person::players[i]->skeleton.free) {
+ Person::players[i]->stunned -= multiplier;
+ 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) {
+ numresponded = 1;
}
- if(i!=0&&player[i].surprised<=0&&
- player[i].aitype==attacktypecutoff&&
- !player[i].dead&&
- !player[i].skeleton.free&&
- animation[player[i].targetanimation].attack==neutral)
- numresponded=1;
- if(!player[i].throwkeydown)
- player[i].throwtogglekeydown=0;
+ if (!Person::players[i]->throwkeydown) {
+ Person::players[i]->throwtogglekeydown = 0;
+ }
//pick up weapon
- if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
- if(player[i].weaponactive==-1&&
- player[i].num_weapons<2&&
- (player[i].isIdle()||
- player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].targetanimation==rollanim||
- player[i].targetanimation==backhandspringanim||
- player[i].isFlip()||
- player[i].isFlip()||
- player[i].aitype!=playercontrolled)){
- for(int j=0;j<weapons.numweapons;j++){
- if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
- player[i].aitype==playercontrolled)&&
- weapons.owner[j]==-1&&
- player[i].weaponactive==-1)
- if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
- if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
- if(player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].isRun()||
- player[i].isIdle()||
- player[i].aitype!=playercontrolled){
- player[i].throwtogglekeydown=1;
- setAnimation(i,crouchremoveknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
- player[i].hasvictim=0;
+ 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)) {
+ 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) {
+ 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]->throwtogglekeydown = 1;
+ Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
+ Person::players[i]->hasvictim = 0;
}
- if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].hasvictim=0;
-
- if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
- player[i].aitype==playercontrolled)&&
- weapons.owner[j]==-1||
- player[i].victim&&
- weapons.owner[j]==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
- if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
- if(weapons.type[j]!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- weapons.owner[j]=player[i].id;
- if(player[i].num_weapons>0)
- player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
- player[i].num_weapons++;
- player[i].weaponids[0]=j;
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ 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) &&
+ weapons[j].owner == -1 ||
+ 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) {
+ if (weapons[j].getType() != staff) {
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+ }
+
+ Person::players[i]->takeWeapon(j);
}
+ }
+ }
}
- }else if((player[i].isIdle()||
- player[i].isFlip()||
- player[i].aitype!=playercontrolled)&&
- findDistancefast(&player[i].coords,&weapons.position[j])<5&&
- player[i].coords.y<weapons.position[j].y){
- if(!player[i].isFlip()){
- player[i].throwtogglekeydown=1;
- setAnimation(i,removeknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+ } else if ((Person::players[i]->isIdle() ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled) &&
+ distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
+ Person::players[i]->coords.y < weapons[j].position.y) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setTargetAnimation(removeknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
}
- if(player[i].isFlip()){
- player[i].throwtogglekeydown=1;
- player[i].hasvictim=0;
-
- for(int k=0;k<weapons.numweapons;k++){
- if(player[i].weaponactive==-1)
- if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
- player[i].aitype==playercontrolled)&&
- weapons.owner[k]==-1||
- player[i].victim&&
- weapons.owner[k]==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
- player[i].weaponactive==-1){
- if(weapons.type[k]!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- weapons.owner[k]=player[i].id;
- if(player[i].num_weapons>0)
- player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
- player[i].num_weapons++;
- player[i].weaponids[0]=k;
+ if (Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
+
+ 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) &&
+ weapons[k].owner == -1 ||
+ 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) {
+ if (weapons[k].getType() != staff) {
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+ }
+
+ Person::players[i]->takeWeapon(k);
}
+ }
+ }
}
}
}
}
+ }
}
- if(player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].isRun()||
- player[i].isIdle()||player[i].targetanimation==rollanim||
- player[i].targetanimation==backhandspringanim){
- if(numplayers>1)
- for(int j=0;j<numplayers;j++){
- if(player[i].weaponactive==-1)
- if(j!=i)
- if(player[j].num_weapons&&
- player[j].skeleton.free&&
- findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
- (((player[j].skeleton.forward.y<0&&
- player[j].weaponstuckwhere==0)||
- (player[j].skeleton.forward.y>0&&
- player[j].weaponstuckwhere==1))||
- player[j].weaponstuck==-1||
- player[j].num_weapons>1)){
- if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].hasvictim=1;
- setAnimation(i,crouchremoveknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+ 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) {
+ 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)) {
+ 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]->setTargetAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
}
- if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].hasvictim=1;
- int k = player[j].weaponids[0];
- if(player[i].hasvictim){
+ 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;
+ int k = Person::players[j]->weaponids[0];
+ if (Person::players[i]->hasvictim) {
bool fleshstuck;
- fleshstuck=0;
- if(player[i].victim->weaponstuck!=-1){
- if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
- fleshstuck=1;
+ fleshstuck = 0;
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+ fleshstuck = 1;
+ }
+ }
+ if (!fleshstuck) {
+ if (weapons[k].getType() != staff) {
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
}
}
- if(!fleshstuck){
- if(weapons.type[k]!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
+ if (fleshstuck) {
+ emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
}
- if(fleshstuck)
- emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
- player[i].weaponactive=0;
- if(weapons.owner[k]!=-1){
- if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
- else player[i].victim->num_weapons=1;
+ if (weapons[k].owner != -1) {
+ if (Person::players[i]->victim->num_weapons == 1) {
+ Person::players[i]->victim->num_weapons = 0;
+ } else {
+ Person::players[i]->victim->num_weapons = 1;
+ }
- player[i].victim->skeleton.longdead=0;
- player[i].victim->skeleton.free=1;
- player[i].victim->skeleton.broken=0;
+ Person::players[i]->victim->skeleton.longdead = 0;
+ Person::players[i]->victim->skeleton.free = 1;
+ Person::players[i]->victim->skeleton.broken = 0;
- for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
- player[i].victim->skeleton.joints[l].velchange=0;
- player[i].victim->skeleton.joints[l].locked=0;
+ for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
+ Person::players[i]->victim->skeleton.joints[l].velchange = 0;
+ Person::players[i]->victim->skeleton.joints[l].locked = 0;
}
XYZ relative;
- relative=0;
- relative.y=10;
+ relative = 0;
+ relative.y = 10;
Normalise(&relative);
- XYZ footvel,footpoint;
- footvel=0;
- footpoint=weapons.position[k];
- if(player[i].victim->weaponstuck!=-1){
- if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
- if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
- weapons.bloody[k]=2;
- weapons.blooddrip[k]=5;
- player[i].victim->weaponstuck=-1;
- player[i].victim->bloodloss+=2000;
- player[i].victim->DoDamage(2000);
+ XYZ footvel, footpoint;
+ footvel = 0;
+ footpoint = weapons[k].position;
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+ if (bloodtoggle) {
+ Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+ }
+ weapons[k].bloody = 2;
+ weapons[k].blooddrip = 5;
+ Person::players[i]->victim->weaponstuck = -1;
+ Person::players[i]->victim->bloodloss += 2000;
+ Person::players[i]->victim->DoDamage(2000);
}
}
- if(player[i].victim->num_weapons>0){
- if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
- if(player[i].victim->weaponids[0]==k)
- player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
+ if (Person::players[i]->victim->num_weapons > 0) {
+ if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
+ Person::players[i]->victim->weaponstuck = 0;
+ }
+ if (Person::players[i]->victim->weaponids[0] == k) {
+ Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
+ }
}
- player[i].victim->weaponactive=-1;
+ Person::players[i]->victim->weaponactive = -1;
- playerJoint(player[i].victim,abdomen).velocity+=relative*6;
- playerJoint(player[i].victim,neck).velocity+=relative*6;
- playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
- playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
- }
- weapons.owner[k]=i;
- if(player[i].num_weapons>0){
- player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
+ Person::players[i]->victim->jointVel(abdomen) += relative * 6;
+ Person::players[i]->victim->jointVel(neck) += relative * 6;
+ Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
+ Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
}
- player[i].num_weapons++;
- player[i].weaponids[0]=k;
+ Person::players[i]->takeWeapon(k);
}
}
}
+ }
+ }
}
+ }
}
}
- if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(weapons.type[player[i].weaponids[0]]==knife){
- if(player[i].isIdle()||
- player[i].isRun()||
- player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].isFlip())
- if(numplayers>1)
- for(int j=0;j<numplayers;j++){
- if(i!=j)
- if(tutoriallevel!=1||tutorialstage==49)
- if(hostile)
- if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
- findDistancefast(&player[i].coords,&player[j].coords)<100&&
- findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
- !player[j].skeleton.free&&
- -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
- if(!player[i].isFlip()){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- setAnimation(i,knifethrowanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
- player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
+ 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()) {
+ 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)) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ 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);
}
- if(player[i].isFlip()){
- if(player[i].weaponactive!=-1){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
+ if (Person::players[i]->isFlip()) {
+ if (Person::players[i]->weaponactive != -1) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
XYZ aim;
- weapons.owner[player[i].weaponids[0]]=-1;
- aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
+ aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
Normalise(&aim);
- aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
-
- weapons.velocity[player[i].weaponids[0]]=aim*50;
- weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
- weapons.missed[player[i].weaponids[0]]=0;
- weapons.freetime[player[i].weaponids[0]]=0;
- weapons.firstfree[player[i].weaponids[0]]=1;
- weapons.physics[player[i].weaponids[0]]=0;
- player[i].num_weapons--;
- if(player[i].num_weapons){
- player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
+ aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
+
+ weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
}
- player[i].weaponactive=-1;
+ Person::players[i]->weaponactive = -1;
}
}
}
+ }
+ }
+ }
}
+ }
+ }
}
}
- if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
- player[i].throwtogglekeydown=1;
- weapons.owner[player[i].weaponids[0]]=-1;
- weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
- if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
- weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
- weapons.missed[player[i].weaponids[0]]=1;
- weapons.freetime[player[i].weaponids[0]]=0;
- weapons.firstfree[player[i].weaponids[0]]=1;
- weapons.physics[player[i].weaponids[0]]=1;
- player[i].num_weapons--;
- if(player[i].num_weapons){
- player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
- if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ XYZ tempVelocity = Person::players[i]->velocity * .2;
+ if (tempVelocity.x == 0) {
+ tempVelocity.x = .1;
+ }
+ weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
+ if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
+ Person::players[i]->weaponstuck = 0;
+ }
}
- player[i].weaponactive=-1;
- for(int j=0;j<numplayers;j++){
- player[j].wentforweapon=0;
+ Person::players[i]->weaponactive = -1;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
}
-
}
//draw weapon
- if(i==0||!player[0].dead||player[i].weaponactive!=-1)
- if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
- player[i].num_weapons==2&&
- player[i].weaponactive==-1&&
- player[i].isIdle()||
- player[0].dead&&
- player[i].weaponactive!=-1&&
- i!=0){
- bool isgood=1;
- if(player[i].weaponactive!=-1)
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
- isgood=0;
- if(isgood&&player[i].creature!=wolftype){
- if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
- setAnimation(i,drawrightanim);
- player[i].drawtogglekeydown=1;
+ 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]->weaponactive == -1) &&
+ Person::players[i]->isIdle() ||
+ Person::players[0]->dead &&
+ (Person::players[i]->weaponactive != -1) &&
+ i != 0) {
+ bool isgood = true;
+ if (Person::players[i]->weaponactive != -1) {
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
+ 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]->setTargetAnimation(drawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
- if((player[i].isIdle()||
- (player[i].aitype!=playercontrolled&&
- player[0].weaponactive!=-1&&
- player[i].isRun()))&&
- player[i].num_weapons&&
- weapons.type[player[i].weaponids[0]]==sword){
- setAnimation(i,drawleftanim);
- player[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]->setTargetAnimation(drawleftanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
- if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
- setAnimation(i,crouchdrawrightanim);
- player[i].drawtogglekeydown=1;
+ if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setTargetAnimation(crouchdrawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
}
}
+ }
+
//clean weapon
- if(player[i].isCrouch()&&
- weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
- bloodtoggle&&
- player[i].onterrain&&
- player[i].num_weapons&&
- player[i].weaponactive!=-1&&
- player[i].attackkeydown){
- if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
- player[i].onterrain&&
- bloodtoggle&&musictype!=stream_music2){
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
- setAnimation(i,crouchstabanim);
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
- setAnimation(i,swordgroundstabanim);
- player[i].hasvictim=0;
- //player[i].attacktogglekeydown=1;
+ 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) {
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
+ Person::players[i]->setTargetAnimation(crouchstabanim);
+ }
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
+ Person::players[i]->setTargetAnimation(swordgroundstabanim);
+ }
+ Person::players[i]->hasvictim = 0;
}
}
- if(!player[i].drawkeydown)
- player[i].drawtogglekeydown=0;
+ if (!Person::players[i]->drawkeydown) {
+ Person::players[i]->drawtogglekeydown = 0;
+ }
XYZ absflatfacing;
- if(i==0){
- absflatfacing=0;
- absflatfacing.z=-1;
+ if (i == 0) {
+ absflatfacing = 0;
+ absflatfacing.z = -1;
- absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
+ absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
+ } else {
+ absflatfacing = flatfacing;
}
- else absflatfacing=flatfacing;
-
- if(indialogue!=-1){
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].crouchkeydown=0;
- player[i].drawkeydown=0;
- player[i].throwkeydown=0;
+
+ if (Dialog::inDialog()) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
- movekey=0;
+ movekey = 0;
//Do controls
- if(!animation[player[i].targetanimation].attack&&
- player[i].targetanimation!=staggerbackhighanim&&
- player[i].targetanimation!=staggerbackhardanim&&
- player[i].targetanimation!=backhandspringanim&&
- player[i].targetanimation!=dodgebackanim){
- if(!player[i].forwardkeydown)
- player[i].forwardstogglekeydown=0;
- if(player[i].crouchkeydown){
+ 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) {
+ if (!Person::players[i]->forwardkeydown) {
+ Person::players[i]->forwardstogglekeydown = 0;
+ }
+ if (Person::players[i]->crouchkeydown) {
//Crouch
- target=-2;
- if(i==0){
- player[i].superruntoggle=1;
- if(numplayers>1)
- for(int j=0;j<numplayers;j++)
- if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
- if(findDistancefast(&player[j].coords,&player[i].coords)<16)
- player[i].superruntoggle=0;
+ target = -2;
+ if (i == 0) {
+ Person::players[i]->superruntoggle = 1;
+ 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]->aitype == passivetype) {
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
+ Person::players[i]->superruntoggle = 0;
+ }
+ }
+ }
+ }
}
- if(numplayers>1)
- for(int j=0;j<numplayers;j++){
- if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==sweepanim||
- player[j].targetanimation==upunchanim||
- player[j].targetanimation==wolfslapanim||
- ((player[j].targetanimation==swordslashanim||
- player[j].targetanimation==knifeslashstartanim||
- player[j].targetanimation==staffhitanim||
- player[j].targetanimation==staffspinhitanim)&&
- findDistancefast(&player[j].coords,&player[i].coords)<2))){
- if(target>=0)
- target=-1;
- else
- target=j;
+ 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]->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))) {
+ if (target >= 0) {
+ target = -1;
+ } else {
+ target = j;
+ }
}
}
}
- if(target>=0)
- player[target].Reverse();
- player[i].lowreversaldelay=.5;
+ }
+ if (target >= 0) {
+ Person::players[target]->Reverse();
+ }
+ Person::players[i]->lowreversaldelay = .5;
- if(player[i].isIdle()){
- setAnimation(i,player[i].getCrouch());
- player[i].transspeed=10;
+ if (Person::players[i]->isIdle()) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
+ Person::players[i]->transspeed = 10;
}
- if(player[i].isRun()||
- (player[i].isStop()&&
- (player[i].leftkeydown||
- player[i].rightkeydown||
- player[i].forwardkeydown||
- player[i].backkeydown))){
- setAnimation(i,rollanim);
- player[i].transspeed=20;
+ 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]->setTargetAnimation(rollanim);
+ Person::players[i]->transspeed = 20;
}
}
- if(!player[i].crouchkeydown){
+ if (!Person::players[i]->crouchkeydown) {
//Uncrouch
- if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
- target=-2;
- if(player[i].isCrouch()){
- if(numplayers>1)
- for(int j=0;j<numplayers;j++){
- if(j!=i&&
- !player[j].skeleton.free&&
- player[j].victim&&
- player[i].highreversaldelay<=0){
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==spinkickanim)&&
- player[i].isCrouch()){
- if(target>=0)
- target=-1;
- else
- target=j;
+ if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
+ Person::players[i]->superruntoggle = 0;
+ }
+ target = -2;
+ if (Person::players[i]->isCrouch()) {
+ 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) {
+ 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()) {
+ if (target >= 0) {
+ target = -1;
+ } else {
+ target = j;
+ }
}
}
}
- if(target>=0)
- player[target].Reverse();
- player[i].highreversaldelay=.5;
-
- if(player[i].isCrouch()){
- if(!player[i].wasCrouch()){
- player[i].currentanimation=player[i].getCrouch();
- player[i].currentframe=0;
+ }
+ if (target >= 0) {
+ Person::players[target]->Reverse();
+ }
+ Person::players[i]->highreversaldelay = .5;
+
+ if (Person::players[i]->isCrouch()) {
+ if (!Person::players[i]->wasCrouch()) {
+ Person::players[i]->animCurrent = Person::players[i]->getCrouch();
+ Person::players[i]->frameCurrent = 0;
}
- setAnimation(i,player[i].getIdle());
- player[i].transspeed=10;
+ Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
}
}
- if(player[i].targetanimation==sneakanim){
- setAnimation(i,player[i].getIdle());
- player[i].transspeed=10;
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
}
}
- if(player[i].forwardkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- if(player[i].aitype==passivetype)
- setAnimation(i,walkanim);
- else
- setAnimation(i,player[i].getRun());
+ 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)) {
+ if (Person::players[i]->aitype == passivetype) {
+ Person::players[i]->setTargetAnimation(walkanim);
+ } else {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
+ }
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch()) {
+ Person::players[i]->target = 0;
+ }
+ Person::players[i]->frameTarget = 0;
}
- if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
- setAnimation(i,climbanim);
- player[i].targetframe=1;
- player[i].jumpclimb=1;
+ 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(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity+=absflatfacing*5*multiplier;
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += absflatfacing * 5 * multiplier;
}
- player[i].forwardstogglekeydown=1;
- movekey=1;
+ Person::players[i]->forwardstogglekeydown = 1;
+ movekey = 1;
}
- if (player[i].rightkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ 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]->setTargetAnimation(Person::players[i]->getRun());
+ }
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch()) {
+ Person::players[i]->target = 0;
+ }
+ Person::players[i]->frameTarget = 0;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ Person::players[i]->targetyaw -= 90;
+ if (Person::players[i]->forwardkeydown) {
+ Person::players[i]->targetyaw += 45;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+ if (Person::players[i]->backkeydown) {
+ Person::players[i]->targetyaw -= 45;
}
- player[i].targetrotation-=90;
- if(player[i].forwardkeydown)player[i].targetrotation+=45;
- if(player[i].backkeydown)player[i].targetrotation-=45;
- movekey=1;
+ movekey = 1;
}
- if ( player[i].leftkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ 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]->setTargetAnimation(Person::players[i]->getRun());
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch()) {
+ Person::players[i]->target = 0;
+ }
+ Person::players[i]->frameTarget = 0;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+ Person::players[i]->targetyaw += 90;
+ if (Person::players[i]->forwardkeydown) {
+ Person::players[i]->targetyaw -= 45;
}
- player[i].targetrotation+=90;
- if(player[i].forwardkeydown)player[i].targetrotation-=45;
- if(player[i].backkeydown)player[i].targetrotation+=45;
- movekey=1;
+ if (Person::players[i]->backkeydown) {
+ Person::players[i]->targetyaw += 45;
+ }
+ movekey = 1;
}
- if(player[i].backkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ 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]->setTargetAnimation(Person::players[i]->getRun());
+ }
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch()) {
+ Person::players[i]->target = 0;
+ }
+ Person::players[i]->frameTarget = 0;
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity-=absflatfacing*5*multiplier;
+ if (Person::players[i]->animTarget == hanganim) {
+ Person::players[i]->animCurrent = jumpdownanim;
+ Person::players[i]->animTarget = jumpdownanim;
+ Person::players[i]->target = 0;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->velocity.y += gravity;
+ Person::players[i]->coords.y -= 1.4;
+ Person::players[i]->grabdelay = 1;
}
- if(player[i].targetanimation==hanganim){
- player[i].currentanimation=jumpdownanim;
- player[i].targetanimation=jumpdownanim;
- player[i].target=0;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].velocity=0;
- player[i].velocity.y+=gravity;
- player[i].coords.y-=1.4;
- player[i].grabdelay=1;
+ if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
+ Person::players[i]->targetyaw += 180;
}
- if ( !player[i].leftkeydown&&!player[i].rightkeydown)
- player[i].targetrotation+=180;
- movekey=1;
+ movekey = 1;
}
- if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
- if((((player[i].isLanding()&&player[i].targetframe>=3)||
- player[i].isRun()||
- player[i].targetanimation==walkanim||
- player[i].isCrouch()||
- player[i].targetanimation==sneakanim)&&
- player[i].jumppower>1)&&
- ((player[i].targetanimation!=rabbitrunninganim&&
- player[i].targetanimation!=wolfrunninganim)||i!=0)){
- player[i].jumpstart=0;
- setAnimation(i,jumpupanim);
- player[i].rotation=player[i].targetrotation;
- player[i].transspeed=20;
- player[i].FootLand(0,1);
- player[i].FootLand(1,1);
-
- facing=0;
- facing.z=-1;
- flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
-
- if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
- if(!movekey)player[i].velocity=0;
+ 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]->jumpstart = 0;
+ Person::players[i]->setTargetAnimation(jumpupanim);
+ Person::players[i]->yaw = Person::players[i]->targetyaw;
+ Person::players[i]->transspeed = 20;
+ Person::players[i]->FootLand(leftfoot, 1);
+ Person::players[i]->FootLand(rightfoot, 1);
+
+ facing = 0;
+ facing.z = -1;
+ flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
+
+ if (movekey) {
+ Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
+ }
+ if (!movekey) {
+ Person::players[i]->velocity = 0;
+ }
//Dodge sweep?
- target=-2;
- if(numplayers>1)
- for(int j=0;j<numplayers;j++){
- if(j!=i&&!player[j].skeleton.free&&player[j].victim){
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==sweepanim)){
- if(target>=0)target=-1;
- else target=j;
+ target = -2;
+ 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) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ (Person::players[j]->victim == Person::players[i]) &&
+ (Person::players[j]->animTarget == sweepanim)) {
+ if (target >= 0) {
+ target = -1;
+ } else {
+ target = j;
+ }
}
}
}
- if(target>=0)player[i].velocity.y=1;
- else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
- player[i].velocity.y=7;
- player[i].crouchtogglekeydown=1;
- }
- else player[i].velocity.y=5;
+ }
+ if (target >= 0) {
+ Person::players[i]->velocity.y = 1;
+ } 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;
+ }
- if(mousejump&&i==0&&debugmode){
- if(!player[i].isLanding())player[i].tempdeltav=deltav;
- if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
+ if (mousejump && i == 0 && devtools) {
+ if (!Person::players[i]->isLanding()) {
+ Person::players[i]->tempdeltav = deltav;
+ }
+ if (Person::players[i]->tempdeltav < 0) {
+ Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
}
+ }
- player[i].coords.y+=.2;
- player[i].jumppower-=1;
+ Person::players[i]->coords.y += .2;
+ Person::players[i]->jumppower -= 1;
- if (!i)
- emit_sound_at(whooshsound, player[i].coords, 128.);
+ if (!i) {
+ emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
+ }
- emit_sound_at(jumpsound, player[i].coords, 128.);
+ emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
}
- if((player[i].isIdle())&&player[i].jumppower>1){
- setAnimation(i,player[i].getLanding());
- player[i].targetframe=2;
- player[i].landhard=0;
- player[i].jumpstart=1;
- player[i].tempdeltav=deltav;
+ if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
+ 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(player[i].targetanimation==jumpupanim&&
- (((!floatjump&&
- !editorenabled)||
- !debugmode)||
- player[i].aitype!=playercontrolled)){
- if(player[i].jumppower>multiplier*6){
- player[i].velocity.y+=multiplier*6;
- player[i].jumppower-=multiplier*6;
+ if (Person::players[i]->animTarget == jumpupanim &&
+ (((!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(player[i].jumppower<=multiplier*6){
- player[i].velocity.y+=player[i].jumppower;
- player[i].jumppower=0;
+ if (Person::players[i]->jumppower <= multiplier * 6) {
+ Person::players[i]->velocity.y += Person::players[i]->jumppower;
+ Person::players[i]->jumppower = 0;
}
}
- if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
+ if (((floatjump || editorenabled) && devtools) && i == 0) {
+ Person::players[i]->velocity.y += multiplier * 30;
+ }
}
- if(!movekey){
- if(player[i].isRun()||player[i].targetanimation==walkanim)
- setAnimation(i,player[i].getStop());
- if(player[i].targetanimation==sneakanim){
- player[i].targetanimation=player[i].getCrouch();
- if(player[i].currentanimation==sneakanim)
- player[i].target=0;
- player[i].targetframe=0;
+ if (!movekey) {
+ 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) {
+ Person::players[i]->target = 0;
+ }
+ Person::players[i]->frameTarget = 0;
}
}
- if(player[i].targetanimation==walkanim&&
- (player[i].aitype==attacktypecutoff||
- player[i].aitype==searchtype||
- (player[i].aitype==passivetype&&
- player[i].numwaypoints<=1)))
- setAnimation(i,player[i].getStop());
- if(player[i].isRun()&&(player[i].aitype==passivetype))
- setAnimation(i,player[i].getStop());
+ 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]->setTargetAnimation(Person::players[i]->getStop());
+ }
+ if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
+ }
}
}
- if(player[i].targetanimation==rollanim)
- player[i].targetrotation=oldtargetrotation;
+ if (Person::players[i]->animTarget == rollanim) {
+ Person::players[i]->targetyaw = oldtargetyaw;
+ }
}
//Rotation
- for(int k=0;k<numplayers;k++){
- if(fabs(player[k].rotation-player[k].targetrotation)>180){
- if(player[k].rotation>player[k].targetrotation)
- player[k].rotation-=360;
- else
- player[k].rotation+=360;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
+ if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
+ Person::players[k]->yaw -= 360;
+ } else {
+ Person::players[k]->yaw += 360;
+ }
}
//stop to turn in right direction
- if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
- setAnimation(k,player[k].getStop());
-
- if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
- player[k].targettilt=0;
-
- if(player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=backhandspringanim&&
- player[k].targetanimation!=jumpdownanim&&
- !player[k].isFlip()){
- player[k].targettilt=0;
- if(player[k].jumppower<0&&!player[k].jumpkeydown)
- player[k].jumppower=0;
- player[k].jumppower+=multiplier*7;
- if(player[k].isCrouch())
- player[k].jumppower+=multiplier*7;
- if(player[k].jumppower>5)
- player[k].jumppower=5;
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
+ 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]->targettilt = 0;
+ if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
+ Person::players[k]->jumppower = 0;
+ }
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->isCrouch()) {
+ Person::players[k]->jumppower += multiplier * 7;
+ }
+ if (Person::players[k]->jumppower > 5) {
+ Person::players[k]->jumppower = 5;
+ }
}
- if(player[k].isRun())
- player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
+ if (Person::players[k]->isRun()) {
+ Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
+ }
- player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
- player[k].grabdelay-=multiplier;
+ Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
+ Person::players[k]->grabdelay -= multiplier;
}
//do animations
- for(int k=0;k<numplayers;k++){
- player[k].DoAnimations();
- player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
- player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ Person::players[k]->DoAnimations();
+ Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
+ Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
}
//do stuff
- objects.DoStuff();
-
- for(int j=numenvsounds-1;j>=0;j--){
- envsoundlife[j]-=multiplier;
- if(envsoundlife[j]<0){
+ Object::DoStuff();
+
+ for (int j = numenvsounds - 1; j >= 0; j--) {
+ envsoundlife[j] -= multiplier;
+ if (envsoundlife[j] < 0) {
numenvsounds--;
- envsoundlife[j]=envsoundlife[numenvsounds];
- envsound[j]=envsound[numenvsounds];
+ envsoundlife[j] = envsoundlife[numenvsounds];
+ envsound[j] = envsound[numenvsounds];
}
}
- if(slomo)
- OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
- else
- OPENAL_SetFrequency(OPENAL_ALL, 22050);
-
- if(tutoriallevel==1){
- XYZ temp;
- XYZ temp2;
- XYZ temp3;
- XYZ oldtemp;
- XYZ oldtemp2;
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
- temp3.x=1038;
- temp3.y=76;
- temp3.z=453;
- oldtemp=temp;
- oldtemp2=temp2;
- if(tutorialstage>=51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
- OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-
- emit_stream_np(stream_music3);
-
- gameon=0;
- mainmenu=5;
-
- fireSound();
-
- flash();
- }
- if(tutorialstage<51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
- emit_sound_at(fireendsound, player[0].coords);
-
- player[0].coords=(oldtemp+oldtemp2)/2;
-
- flash();
- }
- if(tutorialstage>=14&&tutorialstage<50)
- if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;i<player[1].skeleton.num_joints;i++){
- if(Random()%2==0){
- if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
- if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
- if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
- if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
- }
- }
+ OPENAL_SetFrequency(OPENAL_ALL, slomo);
- player[1].coords=(oldtemp+oldtemp2)/2;
- for(int i=0;i<player[1].skeleton.num_joints;i++){
- player[1].skeleton.joints[i].velocity=0;
- if(Random()%2==0){
- if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
- if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
- if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
- if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
- }
- }
- }
+ if (Tutorial::active) {
+ Tutorial::DoStuff(multiplier);
}
-
//3d sound
static float gLoc[3];
- gLoc[0]=viewer.x;
- gLoc[1]=viewer.y;
- gLoc[2]=viewer.z;
+ gLoc[0] = viewer.x;
+ gLoc[1] = viewer.y;
+ gLoc[2] = viewer.z;
static float vel[3];
- vel[0]=(viewer.x-oldviewer.x)/multiplier;
- vel[1]=(viewer.y-oldviewer.y)/multiplier;
- vel[2]=(viewer.z-oldviewer.z)/multiplier;
+ vel[0] = (viewer.x - oldviewer.x) / multiplier;
+ vel[1] = (viewer.y - oldviewer.y) / multiplier;
+ vel[2] = (viewer.z - oldviewer.z) / multiplier;
//Set orientation with forward and up vectors
static XYZ upvector;
- upvector=0;
- upvector.z=-1;
-
- upvector=DoRotation(upvector,-rotation2+90,0,0);
- upvector=DoRotation(upvector,0,0-rotation,0);
+ upvector = 0;
+ upvector.z = -1;
- facing=0;
- facing.z=-1;
+ upvector = DoRotation(upvector, -pitch + 90, 0, 0);
+ upvector = DoRotation(upvector, 0, 0 - yaw, 0);
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
+ facing = 0;
+ facing.z = -1;
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
static float ori[6];
ori[0] = -facing.x;
OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
OPENAL_Update();
- oldviewer=viewer;
- }
- }
+ oldviewer = viewer;
+ }
+ }
- if(Input::isKeyPressed(SDLK_F1))
- Screenshot();
+ if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
+ Screenshot();
+ }
}
+void Game::TickOnce()
+{
+ if (mainmenu) {
+ yaw += multiplier * 5;
+ } else if (Dialog::directing || !Dialog::inDialog()) {
+ yaw += deltah * .7;
+ if (invertmouse) {
+ pitch -= deltav * .7;
+ } else {
+ pitch += deltav * .7;
+ }
+ if (pitch > 90) {
+ pitch = 90;
+ }
+ if (pitch < -70) {
+ pitch = -70;
+ }
+ }
+}
+void Game::TickOnceAfter()
+{
+ static XYZ colviewer;
+ static XYZ coltarget;
+ static XYZ target;
+ static XYZ col;
+ static XYZ facing;
+ static float changedelay;
+ static bool alldead;
+ static float unseendelay;
+ static float cameraspeed;
+
+ if (!mainmenu) {
+ static int oldmusictype = musictype;
+
+ if (environment == snowyenvironment) {
+ leveltheme = stream_snowtheme;
+ }
+ if (environment == grassyenvironment) {
+ leveltheme = stream_grasstheme;
+ }
+ if (environment == desertenvironment) {
+ leveltheme = stream_deserttheme;
+ }
-void Game::TickOnce(){
- if(mainmenu)
- rotation+=multiplier*5;
- else
- if(directing||indialogue==-1) {
- rotation+=deltah*.7;
- if(!invertmouse)
- rotation2+=deltav*.7;
- if(invertmouse)
- rotation2-=deltav*.7;
- if(rotation2>90)
- rotation2=90;
- if(rotation2<-70)
- rotation2=-70;
- }
-}
+ realthreat = 0;
+
+ 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]->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;
+ }
+
+ if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
+ unseendelay -= multiplier;
+ if (unseendelay > 0) {
+ musictype = stream_fighttheme;
+ }
+ }
+
+ if (loading == 2) {
+ musictype = stream_menutheme;
+ musicvolume[2] = 512;
+ musicvolume[0] = 0;
+ musicvolume[1] = 0;
+ musicvolume[3] = 0;
+ }
+
+ if (musictoggle) {
+ if (musictype != oldmusictype && musictype == stream_fighttheme) {
+ emit_sound_np(alarmsound);
+ }
+ }
+ musicselected = musictype;
+
+ if (musicselected == leveltheme) {
+ musicvolume[0] += multiplier * 450;
+ } else {
+ musicvolume[0] -= multiplier * 450;
+ }
+ if (musicselected == stream_fighttheme) {
+ musicvolume[1] += multiplier * 450;
+ } else {
+ musicvolume[1] -= multiplier * 450;
+ }
+ if (musicselected == stream_menutheme) {
+ musicvolume[2] += multiplier * 450;
+ } else {
+ musicvolume[2] -= multiplier * 450;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ if (musicvolume[i] < 0) {
+ musicvolume[i] = 0;
+ }
+ if (musicvolume[i] > 512) {
+ musicvolume[i] = 512;
+ }
+ }
+
+ if (musicvolume[2] > 128 && !loading && !mainmenu) {
+ musicvolume[2] = 128;
+ }
+
+ if (musictoggle) {
+ if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
+ emit_stream_np(leveltheme, musicvolume[0]);
+ }
+ if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
+ emit_stream_np(stream_fighttheme, musicvolume[1]);
+ }
+ if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
+ emit_stream_np(stream_menutheme, musicvolume[2]);
+ }
+ if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
+ pause_sound(leveltheme);
+ }
+ if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
+ pause_sound(stream_fighttheme);
+ }
+ if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
+ pause_sound(stream_menutheme);
+ }
+
+ if (musicvolume[0] != oldmusicvolume[0]) {
+ OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
+ }
+ if (musicvolume[1] != oldmusicvolume[1]) {
+ OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
+ }
+ if (musicvolume[2] != oldmusicvolume[2]) {
+ OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
+ }
-void Game::TickOnceAfter(){
- static XYZ colviewer;
- static XYZ coltarget;
- static XYZ target;
- static XYZ col;
- static float brotate;
- static XYZ facing;
- static float changedelay;
- static bool alldead;
- static float unseendelay;
- static float cameraspeed;
-
- if(!mainmenu){
-
- if(environment==snowyenvironment)
- music1=stream_music1snow;
- if(environment==grassyenvironment)
- music1=stream_music1grass;
- if(environment==desertenvironment)
- music1=stream_music1desert;
-
- realthreat=0;
-
- musictype=music1;
- for(int i=0;i<numplayers;i++){
- if((player[i].aitype==attacktypecutoff||
- player[i].aitype==getweapontype||
- player[i].aitype==gethelptype||
- player[i].aitype==searchtype)&&
- !player[i].dead/*&&player[i].surprised<=0*/&&
- (player[i].targetanimation!=sneakattackedanim&&
- player[i].targetanimation!=knifesneakattackedanim&&
- player[i].targetanimation!=swordsneakattackedanim)){
- musictype=stream_music2;
- realthreat=1;
- }
- }
- if(player[0].dead)
- musictype=stream_music3;
-
-
- if(musictype==stream_music2)
- unseendelay=1;
-
- if(oldmusictype==stream_music2&&musictype!=stream_music2){
- unseendelay-=multiplier;
- if(unseendelay>0)
- musictype=stream_music2;
- }
-
-
- if(loading==2){
- musictype=stream_music3;
- musicvolume[2]=512;
- musicvolume[0]=0;
- musicvolume[1]=0;
- musicvolume[3]=0;
- }
-
- if(musictoggle)
- if(musictype!=oldmusictype&&musictype==stream_music2)
- emit_sound_np(alarmsound);
- musicselected=musictype;
-
- if(musicselected==music1)
- musicvolume[0]+=multiplier*450;
- else
- musicvolume[0]-=multiplier*450;
- if(musicselected==stream_music2)
- musicvolume[1]+=multiplier*450;
- else
- musicvolume[1]-=multiplier*450;
- if(musicselected==stream_music3)
- musicvolume[2]+=multiplier*450;
- else
- musicvolume[2]-=multiplier*450;
-
- for(int i=0;i<3;i++){
- if(musicvolume[i]<0)
- musicvolume[i]=0;
- if(musicvolume[i]>512)
- musicvolume[i]=512;
- }
-
- if(musicvolume[2]>128&&!loading&&!mainmenu)
- musicvolume[2]=128;
-
- if(musictoggle){
- if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
- emit_stream_np(music1, musicvolume[0]);
- if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
- emit_stream_np(stream_music2, musicvolume[1]);
- if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
- emit_stream_np(stream_music3, musicvolume[2]);
- if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
- pause_sound(music1);
- if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
- pause_sound(stream_music2);
- if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
- pause_sound(stream_music3);
-
- if(musicvolume[0]!=oldmusicvolume[0])
- OPENAL_SetVolume(channels[music1], musicvolume[0]);
- if(musicvolume[1]!=oldmusicvolume[1])
- OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
- if(musicvolume[2]!=oldmusicvolume[2])
- OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
-
- for(int i=0;i<3;i++)
- oldmusicvolume[i]=musicvolume[i];
- } else {
- pause_sound(music1);
- pause_sound(stream_music2);
- pause_sound(stream_music3);
-
- for(int i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
-
- killhotspot=2;
- for(int i=0;i<numhotspots;i++){
- if(hotspottype[i]>10&&hotspottype[i]<20){
- if(player[hotspottype[i]-10].dead==0)
- killhotspot=0;
- else if(killhotspot==2)
- killhotspot=1;
- }
- }
- if(killhotspot==2)
- killhotspot=0;
-
-
- winhotspot=0;
- for(int i=0;i<numhotspots;i++)
- if(hotspottype[i]==-1)
- if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
- winhotspot=1;
-
- int numalarmed=0;
- for(int i=1;i<numplayers;i++)
- if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
+ for (int i = 0; i < 3; i++) {
+ oldmusicvolume[i] = musicvolume[i];
+ }
+ } else {
+ pause_sound(leveltheme);
+ pause_sound(stream_fighttheme);
+ pause_sound(stream_menutheme);
+
+ for (int i = 0; i < 4; i++) {
+ oldmusicvolume[i] = 0;
+ musicvolume[i] = 0;
+ }
+ }
+
+ Hotspot::killhotspot = 2;
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
+ if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
+ Hotspot::killhotspot = 0;
+ } else if (Hotspot::killhotspot == 2) {
+ Hotspot::killhotspot = 1;
+ }
+ }
+ }
+ 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 (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
+ winhotspot = true;
+ }
+ }
+ }
+
+ int numalarmed = 0;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
numalarmed++;
- if(numalarmed>maxalarmed)
- maxalarmed=numalarmed;
-
- if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
- if(player[0].dead&&changedelay<=0){
- changedelay=1;
- targetlevel=whichlevel;
- }
- alldead=1;
- for(int i=1;i<numplayers;i++)
- if(!player[i].dead&&player[i].howactive<typedead1)
- alldead=0;
-
-
- if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
- changedelay=1;
- targetlevel=whichlevel+1;
- if(targetlevel>numchallengelevels-1)targetlevel=0;
- }
- if(winhotspot||windialogue){
- changedelay=0.1;
- targetlevel=whichlevel+1;
- if(targetlevel>numchallengelevels-1)targetlevel=0;
- }
-
-
- if(killhotspot){
- changedelay=1;
- targetlevel=whichlevel+1;
- if(targetlevel>numchallengelevels-1)targetlevel=0;
- }
-
- if(changedelay>0&&!player[0].dead&&!won){
- //high scores, awards, win
- if(campaign){
- accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
- scoreadded=1;
- }else{
- accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
- }
- won=1;
- }
- }
-
- if(!winfreeze){
-
- if(leveltime<1){
- loading=0;
- changedelay=.1;
- alldead=0;
- winhotspot=0;
- killhotspot=0;
- }
-
- if(!editorenabled&&gameon&&!mainmenu){
- if(changedelay!=-999)
- changedelay-=multiplier/7;
- if(player[0].dead)
- targetlevel=whichlevel;
- if(loading==2&&!campaign){
- flash();
-
- fireSound(firestartsound);
-
- if(!player[0].dead&&targetlevel!=whichlevel)
- startbonustotal=bonustotal;
- if(player[0].dead)
- Loadlevel(whichlevel);
- else
- Loadlevel(targetlevel);
-
- fireSound();
-
- loading=3;
- }
- if(loading==2&&targetlevel==whichlevel){
- flash();
- loadtime=0;
-
- fireSound(firestartsound);
-
- Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
-
- fireSound();
-
- loading=3;
- }
- if(changedelay<=-999&&
- whichlevel!=-2&&
- !loading&&
- (player[0].dead||
- (alldead&&maptype==mapkilleveryone)||
- (winhotspot)||
- (killhotspot))&&
- !winfreeze)
- loading=1;
- if((player[0].dead||
- (alldead&&maptype==mapkilleveryone)||
- (winhotspot)||
- (windialogue)||
- (killhotspot))&&
- changedelay<=0){
- if(whichlevel!=-2&&!loading&&!player[0].dead){
- winfreeze=1;
- changedelay=-999;
- }
- if(player[0].dead)
- loading=1;
- }
- }
-
- if(campaign)
- if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
- if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
- endgame=1;
- else if(mainmenu==0&&winfreeze){
- if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
- stealthloading=1;
- else
- stealthloading=0;
-
- if(!stealthloading){
- float gLoc[3]={0,0,0};
- float vel[3]={0,0,0};
- fireSound(firestartsound);
-
- flash();
- }
-
- startbonustotal=0;
-
- ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
- ipstream.ignore(256,':');
- ipstream >> campaignnumlevels;
- for(int i=0;i<campaignnumlevels;i++){
- ipstream.ignore(256,':');
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream >> campaignmapname[i];
- ipstream.ignore(256,':');
- ipstream >> campaigndescription[i];
- for(int j=0;j<256;j++){
- if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
- }
- ipstream.ignore(256,':');
- ipstream >> campaignchoosenext[i];
- ipstream.ignore(256,':');
- ipstream >> campaignnumnext[i];
- for(int j=0;j<campaignnumnext[i];j++){
- ipstream.ignore(256,':');
- ipstream >> campaignnextlevel[i][j];
- campaignnextlevel[i][j]-=1;
- }
- ipstream.ignore(256,':');
- ipstream >> campaignlocationx[i];
- ipstream.ignore(256,':');
- ipstream >> campaignlocationy[i];
- }
- ipstream.close();
-
- for(int i=0;i<campaignnumlevels;i++){
- levelvisible[i]=0;
- levelhighlight[i]=0;
- }
-
-
- for(int i=0;i<campaignnumlevels;i++){
- levelvisible[i]=0;
- levelhighlight[i]=0;
- }
-
- levelorder[0]=0;
- levelvisible[0]=1;
- for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
- levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
- levelvisible[levelorder[i+1]]=1;
- }
- int whichlevelstart;
- whichlevelstart=accountactive->getCampaignChoicesMade()-1;
- if(whichlevelstart<0){
- campaignchoicenum=1;
- campaignchoicewhich[0]=0;
- }
- else
- {
- campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
- for(int i=0;i<campaignchoicenum;i++){
- campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
- levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
- levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
- }
- }
-
- loading=2;
- loadtime=0;
- targetlevel=7;
- if(!firstload)LoadStuff();
- whichchoice=0;
- visibleloading=1;
- stillloading=1;
- Loadlevel(campaignmapname[campaignchoicewhich[0]]);
- campaign=1;
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
-
- stealthloading=0;
- }
-
- if(loading==3)
- loading=0;
+ }
+ }
+ if (numalarmed > maxalarmed) {
+ maxalarmed = numalarmed;
+ }
+
+ if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
+ if (Person::players[0]->dead) {
+ changedelay = 1;
+ targetlevel = whichlevel;
+ }
+ alldead = true;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
+ alldead = false;
+ break;
+ }
+ }
+
+ if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
+ changedelay = 1;
+ targetlevel = whichlevel + 1;
+ if (targetlevel > numchallengelevels - 1) {
+ targetlevel = 0;
+ }
+ }
+ if (winhotspot || windialogue) {
+ changedelay = 0.1;
+ targetlevel = whichlevel + 1;
+ if (targetlevel > numchallengelevels - 1) {
+ targetlevel = 0;
+ }
+ }
+
+ if (Hotspot::killhotspot) {
+ changedelay = 1;
+ targetlevel = whichlevel + 1;
+ if (targetlevel > numchallengelevels - 1) {
+ targetlevel = 0;
+ }
+ }
+ if (changedelay > 0 && !Person::players[0]->dead && !won) {
+ //high scores, awards, win
+ if (campaign) {
+ Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
+ scoreadded = 1;
+ } else {
+ wonleveltime = leveltime;
+ Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+ }
+ won = 1;
+ Account::saveFile(Folders::getUserSavePath());
+ }
}
- oldmusictype=musictype;
- }
-
- facing=0;
- facing.z=-1;
-
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
- viewerfacing=facing;
-
- brotate=0;
- if(!cameramode){
- if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
- else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
- target.y+=.1;
- if(player[0].skeleton.free){
- for(int i=0;i<player[0].skeleton.num_joints;i++){
- if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
- target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
- }
- target.y+=.1;
- }
- if(player[0].skeleton.free!=2&&!autocam){
- cameraspeed=20;
- if(findLengthfast(&player[0].velocity)>400){
- cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
- }
- if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
- coltarget=target-cameraloc;
- if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
- else {
- Normalise(&coltarget);
- if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
- else cameraloc=cameraloc+coltarget*multiplier*8;
- }
- if(editorenabled)cameraloc=target;
- cameradist+=multiplier*5;
- if(cameradist>2.3)cameradist=2.3;
- viewer=cameraloc-facing*cameradist;
- colviewer=viewer;
- coltarget=cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
- colviewer=viewer;
- coltarget=cameraloc;
- if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
- }
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
- colviewer=viewer;
- if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
- viewer=colviewer;
+ if (!winfreeze) {
+
+ if (leveltime < 1) {
+ loading = 0;
+ changedelay = .1;
+ alldead = false;
+ winhotspot = false;
+ Hotspot::killhotspot = 0;
+ }
+
+ if (!editorenabled && gameon && !mainmenu) {
+ if (changedelay != -999) {
+ changedelay -= multiplier / 7;
+ }
+ if (Person::players[0]->dead) {
+ targetlevel = whichlevel;
+ }
+ if (loading == 2 && !campaign) {
+ flash();
+
+ fireSound(firestartsound);
+
+ if (!Person::players[0]->dead && targetlevel != whichlevel) {
+ startbonustotal = bonustotal;
+ }
+
+ LoadLevel(targetlevel);
+ fireSound();
+
+ loading = 3;
+ }
+ if (loading == 2 && targetlevel == whichlevel) {
+ flash();
+ loadtime = 0;
+
+ fireSound(firestartsound);
+
+ 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))) {
+ loading = 1;
+ }
+ if ((Person::players[0]->dead ||
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
+ (windialogue) ||
+ (Hotspot::killhotspot)) &&
+ changedelay <= 0) {
+ if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
+ winfreeze = true;
+ changedelay = -999;
+ }
+ if (Person::players[0]->dead) {
+ loading = 1;
}
}
- 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)){
- cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
}
- }
- if(player[0].skeleton.free!=2&&autocam){
- cameraspeed=20;
- if(findLengthfast(&player[0].velocity)>400){
- cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
- }
- if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
- cameradist+=multiplier*5;
- if(cameradist>3.3)cameradist=3.3;
- coltarget=target-cameraloc;
- if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
- else if(findLengthfast(&coltarget)>1)
- {
- Normalise(&coltarget);
- if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
- else cameraloc=cameraloc+coltarget*multiplier*8;
- }
- if(editorenabled)cameraloc=target;
- viewer=cameraloc;
- colviewer=viewer;
- coltarget=cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
- colviewer=viewer;
- coltarget=cameraloc;
- if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
- }
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
- colviewer=viewer;
- if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
- viewer=colviewer;
+
+ if (campaign) {
+ // campaignchoosenext determines what to do when the level is complete:
+ // 0 = load next level
+ // 1 = go back to level select screen
+ // 2 = stealthload next level
+ if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
+ if (campaignlevels[actuallevel].nextlevel.empty()) {
+ endgame = 1;
+ }
+ } else if (mainmenu == 0 && winfreeze) {
+ stealthloading = (campaignlevels[actuallevel].choosenext == 2);
+
+ if (!stealthloading) {
+ fireSound(firestartsound);
+
+ flash();
+ }
+
+ startbonustotal = 0;
+
+ LoadCampaign();
+
+ loading = 2;
+ loadtime = 0;
+ targetlevel = 7;
+ if (!firstLoadDone) {
+ LoadStuff();
}
+ whichchoice = 0;
+ actuallevel = campaignlevels[actuallevel].nextlevel.front();
+ visibleloading = true;
+ stillloading = 1;
+ LoadLevel(campaignlevels[actuallevel].mapname.c_str());
+ campaign = 1;
+ mainmenu = 0;
+ gameon = 1;
+ pause_sound(stream_menutheme);
+
+ stealthloading = 0;
}
- 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)){
- cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
}
- }
- if(camerashake>.8)camerashake=.8;
- //if(woozy>10)woozy=10;
- //woozy+=multiplier;
- woozy+=multiplier;
- if(player[0].dead)camerashake=0;
- if(player[0].dead)woozy=0;
- camerashake-=multiplier*2;
- blackout-=multiplier*2;
- //if(player[0].isCrouch())woozy-=multiplier*8;
- if(camerashake<0)camerashake=0;
- if(blackout<0)blackout=0;
- //if(woozy<0)woozy=0;
- if(camerashake){
- viewer.x+=(float)(Random()%100)*.0005*camerashake;
- viewer.y+=(float)(Random()%100)*.0005*camerashake;
- viewer.z+=(float)(Random()%100)*.0005*camerashake;
- }
- }
-}
+ if (loading == 3) {
+ loading = 0;
+ }
+ }
+
+ oldmusictype = musictype;
+ }
+
+ facing = 0;
+ facing.z = -1;
+
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
+ viewerfacing = facing;
+
+ if (!cameramode) {
+ if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
+ target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+ } else {
+ target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+ }
+ target.y += .1;
+ if (Person::players[0]->skeleton.free) {
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
+ target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
+ }
+ }
+ target.y += .1;
+ }
+ if (Person::players[0]->skeleton.free != 2) {
+ cameraspeed = 20;
+ if (findLengthfast(&Person::players[0]->velocity) > 400) {
+ cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
+ }
+ if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
+ target.y += 1.4;
+ }
+ coltarget = target - cameraloc;
+ if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
+ cameraloc = target;
+ } else {
+ Normalise(&coltarget);
+ if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
+ cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
+ } else {
+ cameraloc = cameraloc + coltarget * multiplier * 8;
+ }
+ }
+ if (editorenabled) {
+ cameraloc = target;
+ }
+ cameradist += multiplier * 5;
+ if (cameradist > 2.3) {
+ cameradist = 2.3;
+ }
+ viewer = cameraloc - facing * cameradist;
+ colviewer = viewer;
+ coltarget = cameraloc;
+ Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
+ 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;
+ }
+ }
+ 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)) {
+ cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
+ }
+ }
+ if (camerashake > .8) {
+ camerashake = .8;
+ }
+ woozy += multiplier;
+ if (Person::players[0]->dead) {
+ camerashake = 0;
+ }
+ if (Person::players[0]->dead) {
+ woozy = 0;
+ }
+ camerashake -= multiplier * 2;
+ blackout -= multiplier * 2;
+ if (camerashake < 0) {
+ camerashake = 0;
+ }
+ if (blackout < 0) {
+ blackout = 0;
+ }
+ if (camerashake) {
+ viewer.x += (float)(Random() % 100) * .0005 * camerashake;
+ viewer.y += (float)(Random() % 100) * .0005 * camerashake;
+ viewer.z += (float)(Random() % 100) * .0005 * camerashake;
+ }
+ }
+}