#include <algorithm>
using namespace std;
+using namespace Game;
// Added more evilness needed for MSVC
#ifdef _MSC_VER
extern bool gamestarted;
extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
extern int killhotspot;
extern XYZ hotspot[40];
extern int hotspottype[40];
#undef DECLARE_COMMAND
};
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
#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){
return pitch(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){
-static void ch_quit(Game *game, const char *args)
+static void ch_quit(const char *args)
{
- game->tryquit = 1;
+ tryquit = 1;
}
-static void ch_map(Game *game, const char *args)
+static void ch_map(const char *args)
{
- game->Loadlevel(args);
- game->whichlevel = -2;
+ Loadlevel(args);
+ whichlevel = -2;
campaign = 0;
}
-static void ch_save(Game *game, const char *args){
+static void ch_save(const char *args){
char buf[64];
snprintf(buf, 63, ":Data:Maps:%s", args);
}
}
- 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, "Bi", numpathpoints);
+ for(int j=0;j<numpathpoints;j++){
+ fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+ for(int k=0;k<numpathpointconnect[j];k++)
+ fpackf(tfile, "Bi", pathpointconnect[j][k]);
}
- fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+ fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
fclose(tfile);
}
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
{
sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
}
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
{
tintr = atof(args);
}
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
{
tintg = atof(args);
}
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
{
tintb = atof(args);
}
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
{
player[0].speedmult = atof(args);
}
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
{
player[0].power = atof(args);
}
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
{
player[0].power = atof(args);
}
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
{
player[0].scale = atof(args) * .2;
}
return closest;
}
-static void ch_sizenear(Game *game, const char *args)
+static void ch_sizenear(const char *args)
{
int closest = find_closest();
}
}
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
{
set_proportion(0, args);
}
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
{
int closest = find_closest();
if (closest)
player[pnum].protectionlow = low;
}
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
{
set_protection(0, args);
}
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
{
int closest = find_closest();
if (closest)
player[pnum].armorlow = low;
}
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
{
set_armor(0, args);
}
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
{
int closest = find_closest();
if (closest)
set_armor(closest, args);
}
-static void ch_protectionreset(Game *game, const char *args)
+static void ch_protectionreset(const char *args)
{
set_protection(0, "1 1 1");
set_armor(0, "1 1 1");
player[pnum].metallow = low;
}
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
{
set_metal(0, args);
}
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
{
player[pnum].numclothes = 0;
- game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
+ LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
&player[pnum].skeleton.drawmodel.textureptr,1,
&player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
}
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
{
- set_noclothes(0, game, args);
+ set_noclothes(0, args);
}
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
{
int closest = find_closest();
if (closest)
- set_noclothes(closest, game, args);
+ set_noclothes(closest, args);
}
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
{
char buf[64];
snprintf(buf, 63, ":Data:Textures:%s.png", args);
- if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
+ if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
return;
player[pnum].DoMipmaps();
player[pnum].numclothes++;
}
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
{
- set_clothes(0, game, args);
+ set_clothes(0, args);
}
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
{
int closest = find_closest();
if (closest)
- set_clothes(closest, game, args);
+ set_clothes(closest, args);
}
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
{
player[0].skeleton.clothes = !player[0].skeleton.clothes;
}
-static void ch_cellophane(Game *game, const char *args)
+static void ch_cellophane(const char *args)
{
cellophane = !cellophane;
float mul = cellophane ? 0 : 1;
}
}
-static void ch_funnybunny(Game *game, const char *args)
+static void ch_funnybunny(const char *args)
{
player[0].skeleton.id=0;
player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
":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,
+ 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;
set_proportion(0, "1 1 1 1");
}
-static void ch_wolfie(Game *game, const char *args)
+static void ch_wolfie(const char *args)
{
player[0].skeleton.id=0;
player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
":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,
+ 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");
}
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
{
- ch_wolfie(game, args);
+ ch_wolfie(args);
}
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(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;
}
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
{
tutoriallevel = atoi(args);
}
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
{
hostile = atoi(args);
}
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
{
- game->indemo=1;
+ indemo=1;
hotspot[numhotspots]=player[0].coords;
hotspotsize[numhotspots]=0;
hotspottype[numhotspots]=-111;
numhotspots++;
}
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
{
- game->indemo=0;
+ indemo=0;
numhotspots--;
}
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
{
int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
for (int i = 0; i < n; i++)
}
}
-static void ch_path(Game *game, const char *args)
+static void ch_path(const char *args)
{
int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
for (int i = 0; i < n; i++)
}
}
-static void ch_hs(Game *game, const char *args)
+static void ch_hs(const char *args)
{
hotspot[numhotspots]=player[0].coords;
numhotspots++;
}
-static void ch_dialogue(Game *game, const char *args)
+static void ch_dialogue(const char *args)
{
int dlg;
char buf1[32], buf2[64];
numdialogues++;
}
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
{
char buf1[32], buf2[64];
int whichdi;
ipstream.close();
}
-static void ch_fixtype(Game *game, const char *args)
+static void ch_fixtype(const char *args)
{
int dlg;
sscanf(args, "%d", &dlg);
dialoguetype[0] = dlg;
}
-static void ch_fixrotation(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
{
participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
}
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
{
if (numdialogues)
numdialogues--;
}
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
{
if (numhotspots)
numhotspots--;
}
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
{
player[0].immobile = 1;
}
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
{
for (int i = 1; i < numplayers; i++)
player[i].immobile = 1;
}
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
{
player[0].immobile = 0;
}
-static void ch_default(Game *game, const char *args)
+static void ch_default(const char *args)
{
player[0].armorhead=1;
player[0].armorhigh=1;
}
player[0].numclothes=0;
- game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
+ LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
&player[0].skeleton.skinsize);
player[0].immobile=0;
}
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
{
int dlg;
sscanf(args, "%d", &dlg);
playdialogueboxsound();
}
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
{
maptype = mapkilleveryone;
}
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
{
maptype = mapkillmost;
}
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
{
maptype = mapkillsomeone;
}
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
{
maptype = mapgosomewhere;
}
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
{
viewdistance = atof(args)*100;
}
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
{
fadestart = atof(args);
}
-static void ch_slomo(Game *game, const char *args)
+static void ch_slomo(const char *args)
{
slomospeed = atof(args);
slomo = !slomo;
slomodelay = 1000;
}
-static void ch_slofreq(Game *game, const char *args)
+static void ch_slofreq(const char *args)
{
slomofreq = atof(args);
}
-static void ch_skytint(Game *game, const char *args)
+static void ch_skytint(const char *args)
{
sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
skyboxlightg=skyboxg;
skyboxlightb=skyboxb;
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
{
sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
{
skyboxtexture = !skyboxtexture;
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(const string 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]))
+ if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
{
- cmd_handlers[i](game, cmd + strlen(cmd_names[i])+1);
+ 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);
if(tfile) {
pause_sound(stream_firesound);
scoreadded=0;
- windialogue=0;
+ windialogue=false;
hostiletime=0;
won=0;
if(closest!=-1){
XYZ headspurtdirection;
//int i = player[closest].skeleton.jointlabels[head];
- Joint& headjoint=playerJoint(closest,head);
+ Joint& headjoint= player[closest].getJointFor(head);
for(int k=0;k<player[closest].skeleton.num_joints; k++){
if(!player[closest].skeleton.free)
flatvelocity2=player[closest].velocity;
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;
+ headspurtdirection=headjoint.position-player[closest].getJointFor(neck).position;
Normalise(&headspurtdirection);
Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
flatvelocity2+=headspurtdirection*8;
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);
+ player[k].setAnimation(walljumpleftanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)
pause_sound(whooshsound);
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);
+ player[k].setAnimation(walljumprightanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)pause_sound(whooshsound);
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);
+ player[k].setAnimation(walljumpbackanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)pause_sound(whooshsound);
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);
+ player[k].setAnimation(walljumpfrontanim);
emit_sound_at(movewhooshsound, player[k].coords);
if(k==0)pause_sound(whooshsound);
player[k].targetframe=1;
//hang ledge (?)
if(j>25){
- setAnimation(k,hanganim);
+ player[k].setAnimation(hanganim);
player[k].jumppower=0;
}
}
//stagger off ledge (?)
if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
player[k].RagDoll(0);
- setAnimation(k,jumpdownanim);
+ player[k].setAnimation(jumpdownanim);
if(!k)
emit_sound_at(whooshsound, player[k].coords, 128.);
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].setAnimation(dodgebackanim);
player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
}
}
if(player[k].targetanimation!=dodgebackanim){
if(k==0)numflipped++;
- setAnimation(k,backhandspringanim);
+ player[k].setAnimation(backhandspringanim);
player[k].targetrotation=-rotation+180;
if(player[k].leftkeydown)
player[k].targetrotation-=45;
if(player[k].targetanimation==crouchstabanim||
player[k].targetanimation==swordgroundstabanim||
player[k].targetanimation==staffgroundsmashanim){
- targetpoint+=(playerJoint(i,abdomen).position+
- playerJoint(i,neck).position)/2*
+ targetpoint+=(player[i].getJointFor(abdomen).position+
+ player[i].getJointFor(neck).position)/2*
player[i].scale;
}
player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
player[k].rabbitkickenabled)||
player[k].jumpkeydown)){
oldattackkey=1;
- setAnimation(k,rabbitkickanim);
+ player[k].setAnimation(rabbitkickanim);
}
//update counts
if(animation[player[k].targetanimation].attack&&k==0){
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;
+ tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale;
if(!player[k].skeleton.oldfree)
- tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
+ tempcoords2.y+=player[k].getJointFor(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)
if(player[k].howactive==typeactive||hostile)
if(player[k].isIdle()){
if(player[k].howactive<typesleeping)
- setAnimation(k,player[k].getStop());
+ player[k].setAnimation(player[k].getStop());
else if(player[k].howactive==typesleeping)
- setAnimation(k,getupfromfrontanim);
+ player[k].setAnimation(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());
+ player[i].setAnimation(player[k].getStop());
else
- setAnimation(i,getupfromfrontanim);
+ player[i].setAnimation(getupfromfrontanim);
if(!editorenabled)
player[i].howactive=typeactive;
}
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)
+ DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)
*player[i].scale+player[i].coords,
- DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
+ DoRotation(player[j].getJointFor(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)){
if(player[i].aitype!=passivetype){
if(player[i].howactive==typesleeping)
- setAnimation(i,getupfromfrontanim);
+ player[i].setAnimation(getupfromfrontanim);
player[i].howactive=typeactive;
}
}
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)*
+ DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
player[i].scale+player[i].coords,
- DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
+ DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*
player[j].scale+player[j].coords)&&
!player[j].isWallJump())||
(player[j].targetanimation==hanganim&&
j=checkcollide(test2,test);
if(j==-1){
player[i].velocity=0;
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
player[i].targetrotation+=180;
player[i].stunned=.5;
//player[i].aitype=passivetype;
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)*
+ DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
player[i].scale+player[i].coords,
- DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
+ DoRotation(player[0].getJointFor(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)){
player[i].runninghowlong=0;
//get help from buddies
- if(player[i].aitype==gethelptype){
+ if(player[i].aitype==gethelptype) {
player[i].runninghowlong+=multiplier;
player[i].aiupdatedelay-=multiplier;
- if(player[i].aiupdatedelay<0||player[i].ally==0){
+ 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){
+ if(!player[i].ally) {
int closest=-1;
float closestdist=-1;
- for(int k=0;k<numplayers;k++){
+ 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){
+ player[k].aitype==passivetype) {
float distance=findDistancefast(&player[i].coords,&player[k].coords);
- if(closestdist==-1||distance<closestdist){
+ if(closestdist==-1||distance<closestdist) {
closestdist=distance;
closest=k;
}
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;
+ facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+ flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
if(-1!=checkcollide(facing,flatfacing))
player[i].lastseentime-=.1;
if(weapons[player[0].weaponids[0]].getType()==knife){
if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
if(abs(Random()%2==0))
- setAnimation(i,backhandspringanim);
+ player[i].setAnimation(backhandspringanim);
else
- setAnimation(i,rollanim);
+ player[i].setAnimation(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].setAnimation(flipanim);
}
}
player[i].forwardkeydown=0;
j=checkcollide(test2,test);
if(j==-1) {
player[i].velocity=0;
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
player[i].targetrotation+=180;
player[i].stunned=.5;
player[i].aitype=pathfindtype;
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;
+ facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+ flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
if(player[i].occluded>=2)
if(-1!=checkcollide(facing,flatfacing)){
if(!player[i].pause)
case 8:
flash();
- SaveSettings(*this);
+ SaveSettings();
mainmenu=gameon?2:1;
break;
case 9:
case 4:
if(!waiting) {
fireSound();
- if(selected<nummenuitems-1 && keyselect==-1)
+ if(selected<(debugmode?10:9) && keyselect==-1)
keyselect=selected;
if(keyselect!=-1)
setKeySelected();
- if(selected==nummenuitems-1){
+ if(selected==(debugmode?10:9)){
flash();
-
mainmenu=3;
}
}
if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
tryquit=1;
if(mainmenu==3) {
- SaveSettings(*this);
+ SaveSettings();
}
}
}
//finished with settings menu
if(mainmenu==3){
- SaveSettings(*this);
+ SaveSettings();
}
//effects
if(mainmenu>=3&&mainmenu!=8){
archiveselected=0;
if(consolechars[0]>0) {
consoletext[0][consolechars[0]]='\0';
- cmd_dispatch(this, consoletext[0]);
+ cmd_dispatch(consoletext[0]);
for(int k=14;k>=1;k--) {
for(int j=0;j<255;j++)
consoletext[k][j]=consoletext[k-1][j];
if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
tryquit=1;
if(mainmenu==3) {
- SaveSettings(*this);
+ SaveSettings();
}
}
hostile=1;
}
if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
- windialogue=1;
+ windialogue=true;
}
if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
hostile=1;
player[i].isIdle()||
player[i].aitype!=playercontrolled){
player[i].throwtogglekeydown=1;
- setAnimation(i,crouchremoveknifeanim);
+ player[i].setAnimation(crouchremoveknifeanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
player[i].hasvictim=0;
}
player[i].coords.y<weapons[j].position.y){
if(!player[i].isFlip()){
player[i].throwtogglekeydown=1;
- setAnimation(i,removeknifeanim);
+ player[i].setAnimation(removeknifeanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
}
if(player[i].isFlip()){
player[i].throwtogglekeydown=1;
player[i].victim=&player[j];
player[i].hasvictim=1;
- setAnimation(i,crouchremoveknifeanim);
+ player[i].setAnimation(crouchremoveknifeanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
}
if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
player[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;
+ player[i].victim->getJointFor(abdomen).velocity+=relative*6;
+ player[i].victim->getJointFor(neck).velocity+=relative*6;
+ player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
+ player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
}
weapons[k].owner=i;
if(player[i].num_weapons>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)){
+ -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(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].setAnimation(knifethrowanim);
player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
}
player[i].victim=&player[j];
XYZ aim;
weapons[player[i].weaponids[0]].owner=-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=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(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(player[i].getJointFor(righthand).position,0,player[i].rotation,0)*player[i].scale);
Normalise(&aim);
aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
isgood=false;
if(isgood&&player[i].creature!=wolftype){
if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
- setAnimation(i,drawrightanim);
+ player[i].setAnimation(drawrightanim);
player[i].drawtogglekeydown=1;
}
if((player[i].isIdle()||
player[i].isRun()))&&
player[i].num_weapons&&
weapons[player[i].weaponids[0]].getType()==sword){
- setAnimation(i,drawleftanim);
+ player[i].setAnimation(drawleftanim);
player[i].drawtogglekeydown=1;
}
if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
- setAnimation(i,crouchdrawrightanim);
+ player[i].setAnimation(crouchdrawrightanim);
player[i].drawtogglekeydown=1;
}
}
player[i].attackkeydown&&
musictype!=stream_fighttheme) {
if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
- setAnimation(i,crouchstabanim);
+ player[i].setAnimation(crouchstabanim);
if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
- setAnimation(i,swordgroundstabanim);
+ player[i].setAnimation(swordgroundstabanim);
player[i].hasvictim=0;
}
}
player[i].lowreversaldelay=.5;
if(player[i].isIdle()){
- setAnimation(i,player[i].getCrouch());
+ player[i].setAnimation(player[i].getCrouch());
player[i].transspeed=10;
}
if(player[i].isRun()||
player[i].rightkeydown||
player[i].forwardkeydown||
player[i].backkeydown))){
- setAnimation(i,rollanim);
+ player[i].setAnimation(rollanim);
player[i].transspeed=20;
}
}
player[i].currentanimation=player[i].getCrouch();
player[i].currentframe=0;
}
- setAnimation(i,player[i].getIdle());
+ player[i].setAnimation(player[i].getIdle());
player[i].transspeed=10;
}
}
if(player[i].targetanimation==sneakanim){
- setAnimation(i,player[i].getIdle());
+ player[i].setAnimation(player[i].getIdle());
player[i].transspeed=10;
}
}
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
if(player[i].aitype==passivetype)
- setAnimation(i,walkanim);
+ player[i].setAnimation(walkanim);
else
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
player[i].targetframe=0;
}
if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
- setAnimation(i,climbanim);
+ player[i].setAnimation(climbanim);
player[i].targetframe=1;
player[i].jumpclimb=1;
}
player[i].targetframe>0&&
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
player[i].targetframe>0&&
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
player[i].targetframe>0&&
!player[i].jumpkeydown&&
player[i].crouchkeydown)){
- setAnimation(i,player[i].getRun());
+ player[i].setAnimation(player[i].getRun());
}
if(player[i].isCrouch()){
player[i].targetanimation=sneakanim;
((player[i].targetanimation!=rabbitrunninganim&&
player[i].targetanimation!=wolfrunninganim)||i!=0)){
player[i].jumpstart=0;
- setAnimation(i,jumpupanim);
+ player[i].setAnimation(jumpupanim);
player[i].rotation=player[i].targetrotation;
player[i].transspeed=20;
player[i].FootLand(0,1);
emit_sound_at(jumpsound, player[i].coords, 128.);
}
if((player[i].isIdle())&&player[i].jumppower>1){
- setAnimation(i,player[i].getLanding());
+ player[i].setAnimation(player[i].getLanding());
player[i].targetframe=2;
player[i].landhard=0;
player[i].jumpstart=1;
if(!movekey){
if(player[i].isRun()||player[i].targetanimation==walkanim)
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
if(player[i].targetanimation==sneakanim){
player[i].targetanimation=player[i].getCrouch();
if(player[i].currentanimation==sneakanim)
player[i].aitype==searchtype||
(player[i].aitype==passivetype&&
player[i].numwaypoints<=1)))
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
if(player[i].isRun()&&(player[i].aitype==passivetype))
- setAnimation(i,player[i].getStop());
+ player[i].setAnimation(player[i].getStop());
}
}
if(player[i].targetanimation==rollanim)
//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());
+ player[k].setAnimation(player[k].getStop());
if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
player[k].targettilt=0;
killhotspot=0;
- winhotspot=0;
+ winhotspot=false;
for(int i=0;i<numhotspots;i++)
if(hotspottype[i]==-1)
if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
- winhotspot=1;
+ winhotspot=true;
int numalarmed=0;
for(int i=1;i<numplayers;i++)
changedelay=1;
targetlevel=whichlevel;
}
- alldead=1;
- for(int i=1;i<numplayers;i++)
- if(!player[i].dead&&player[i].howactive<typedead1)
- alldead=0;
+ alldead=true;
+ for(int i=1;i<numplayers;i++) {
+ if(!player[i].dead&&player[i].howactive<typedead1) {
+ alldead=false;
+ break;
+ }
+ }
- if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
+ if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
changedelay=1;
targetlevel=whichlevel+1;
if(targetlevel>numchallengelevels-1)targetlevel=0;
}
- if(winhotspot||windialogue){
+ if(winhotspot||windialogue) {
changedelay=0.1;
targetlevel=whichlevel+1;
if(targetlevel>numchallengelevels-1)targetlevel=0;
if(leveltime<1){
loading=0;
changedelay=.1;
- alldead=0;
- winhotspot=0;
+ alldead=false;
+ winhotspot=false;
killhotspot=0;
}