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, "Bi", weapons[player[0].weaponids[j]].getType());
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);
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]]);
+ fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
if(player[j].numwaypoints<30){
fpackf(tfile, "Bi", player[j].numwaypoints);
for(int k=0;k<player[j].numwaypoints;k++){
}
void Game::Loadlevel(const char *name){
- cout << "loading level " << name << "…" << endl;
int templength;
float lamefloat;
static const char *pfx = ":Data:Maps:";
LoadingScreen();
}
- weapons.numweapons=0;
+ weapons.clear();
funpackf(tfile, "Bi", &mapvers);
if(mapvers>=15)
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++;
+ player[0].weaponids[j]=weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type,0));
}
if(visibleloading)
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++;
+ player[i-howmanyremoved].weaponids[j]=weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type,i));
}
}
funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
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;
- }
+ //~ for(int i=0;i<weapons.size();i++){
+ //~ }
LOG("Starting background music...");
temp2.y=75;
temp2.z=447;
+ Weapon w(knife,-1);
+ w.position=(temp+temp2)/2;
+ w.tippoint=(temp+temp2)/2;
- 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++;
+ w.velocity=0.1;
+ w.tipvelocity=0.1;
+ w.missed=1;
+ w.hitsomething=0;
+ w.freetime=0;
+ w.firstfree=1;
+ w.physics=1;
+
+ weapons.push_back(w);
}
break; case 40:
tutorialmaxtime=300;
break; case 43:
tutorialmaxtime=300;
break; case 44:
- weapons.owner[0]=1;
+ weapons[0].owner=1;
player[0].weaponactive=-1;
player[0].num_weapons=0;
player[1].weaponactive=0;
tutorialmaxtime=300;
break; case 45:
- weapons.owner[0]=1;
+ weapons[0].owner=1;
player[0].weaponactive=-1;
player[0].num_weapons=0;
player[1].weaponactive=0;
tutorialmaxtime=300;
break; case 46:
- weapons.owner[0]=1;
+ weapons[0].owner=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;
+ weapons[0].setType(sword);
tutorialmaxtime=300;
break; case 47: {
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;
+ Weapon w(sword,-1);
+ w.position=(temp+temp2)/2;
+ w.tippoint=(temp+temp2)/2;
+
+ w.velocity=0.1;
+ w.tipvelocity=0.1;
+ w.missed=1;
+ w.hitsomething=0;
+ w.freetime=0;
+ w.firstfree=1;
+ w.physics=1;
+
+ weapons.push_back(w);
+
+ weapons[0].owner=1;
+ weapons[1].owner=0;
player[0].weaponactive=0;
player[0].num_weapons=1;
player[0].weaponids[0]=1;
player[1].num_weapons=1;
player[1].weaponids[0]=0;
- weapons.numweapons++;
}
break; case 48:
canattack=0;
tutorialmaxtime=15;
- weapons.owner[0]=1;
- weapons.owner[1]=0;
+ weapons[0].owner=1;
+ weapons[1].owner=0;
player[0].weaponactive=0;
player[0].num_weapons=1;
player[0].weaponids[0]=1;
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++;
+ if(player[0].weaponactive!=-1)
+ weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
+ else
+ weapons[0].setType(staff);
break; case 49:
canattack=0;
cananger=0;
tutorialmaxtime=200;
- weapons.position[1]=1000;
- weapons.tippoint[1]=1000;
+ weapons[1].position=1000;
+ weapons[1].tippoint=1000;
+
+ weapons[0].setType(knife);
- weapons.numweapons=1;
- weapons.owner[0]=0;
+ weapons[0].owner=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;
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;
+ weapons.clear();
}
break; case 51:
tutorialmaxtime=80000;
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){
+ if(player[0].escapednum==2) {
tutorialsuccess=1;
reversaltrain=0;
cananger=0;
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;
- }
-
- 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;
- }
+ if(weapons[player[0].weaponids[0]].getType()==sword)
+ weapons[player[0].weaponids[0]].setType(staff);
+ else if(weapons[player[0].weaponids[0]].getType()==staff)
+ weapons[player[0].weaponids[0]].setType(knife);
+ else
+ weapons[player[0].weaponids[0]].setType(sword);
}
}
}
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(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(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(weapons[player[closest].weaponids[0]].getType()==sword)
+ weapons[player[closest].weaponids[0]].setType(staff);
+ else if(weapons[player[closest].weaponids[0]].getType()==staff)
+ weapons[player[closest].weaponids[0]].setType(knife);
+ else
+ weapons[player[closest].weaponids[0]].setType(sword);
}
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].weaponids[0]=weapons.size();
+
+ weapons.push_back(Weapon(knife,closest));
+
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;
- }
- 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;
- }
}
}
}
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]];
+ const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
//normal attacks (?)
player[k].hasvictim=0;
if(numplayers>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].lastpathfindpoint==player[i].finalpathfindpoint) {
player[i].aitype=passivetype;
}
player[i].attackkeydown=0;
player[i].throwkeydown=0;
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+ 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)
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]])
+ if(weapons[player[j].weaponids[0]].bloody)
smelldistance=100;
if(player[j].num_weapons==2)
- if(weapons.bloody[player[j].weaponids[1]])
+ if(weapons[player[j].weaponids[1]].bloody)
smelldistance=100;
}
if(j!=0)
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]);
+ for(int k=0;k<weapons.size();k++)
+ if(weapons[k].owner==-1){
+ float distance=findDistancefast(&player[i].coords,&weapons[k].position);
if(closestdist==-1||distance<closestdist){
closestdist=distance;
closest=k;
}
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){
+ if(weapons[player[i].ally].owner!=-1||
+ findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>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].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
player[i].lookrotation=player[i].targetrotation;
player[i].aiupdatedelay=.05;
player[i].forwardkeydown=1;
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(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);
}
//go for weapon on the ground
if(player[i].wentforweapon<3)
- for(int k=0;k<weapons.numweapons;k++)
+ for(int k=0;k<weapons.size();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){
+ weapons[k].owner==-1&&
+ weapons[i].velocity.x==0&&
+ weapons[i].velocity.z==0&&
+ weapons[i].velocity.y==0){
+ if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
player[i].wentforweapon++;
player[i].lastchecktime=6;
player[i].aitype=getweapontype;
j=checkcollide(test2,test,player[i].laststanding);
if(j==-1)
j=checkcollide(test2,test);
- if(j==-1){
+ if(j==-1) {
player[i].velocity=0;
setAnimation(i,player[i].getStop());
player[i].targetrotation+=180;
player[i].lastpathfindpoint2=-1;
player[i].lastpathfindpoint3=-1;
player[i].lastpathfindpoint4=-1;
- }else
+ } else
player[i].laststanding=j;
}
//lose sight of player in the air (?)
case 5:
fireSound();
flash();
- if((selected-NB_CAMPAIGN_MENU_ITEM-1 >= accountactive->getCampaignChoicesMade())) {
+ if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
startbonustotal=0;
loading=2;
TickOnceAfter();
else
LoadStuff();
- whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-1-accountactive->getCampaignChoicesMade();
+ whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+ actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
visibleloading=1;
stillloading=1;
- Loadlevel(campaignmapname[campaignchoicewhich[whichchoice]]);
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign=1;
mainmenu=0;
gameon=1;
if(mainmenu&&endgame==1)
mainmenu=10;
//go to level select after completing a campaign level
- if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1) {
+ if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
mainmenu=5;
gameon=0;
winfreeze=0;
fireSound();
flash();
- if(musictoggle){
+ if(musictoggle) {
OPENAL_SetFrequency(OPENAL_ALL, 0.001);
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
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||
+ for(int j=0;j<weapons.size();j++){
+ if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
player[i].aitype==playercontrolled)&&
- weapons.owner[j]==-1&&
+ weapons[j].owner==-1&&
player[i].weaponactive==-1)
- if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
- if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
+ if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
+ if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
if(player[i].isCrouch()||
player[i].targetanimation==sneakanim||
player[i].isRun()||
player[i].aitype!=playercontrolled){
player[i].throwtogglekeydown=1;
setAnimation(i,crouchremoveknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+ player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
player[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||
+ if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
player[i].aitype==playercontrolled)&&
- weapons.owner[j]==-1||
+ weapons[j].owner==-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)
+ weapons[j].owner==player[i].victim->id)
+ if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
+ if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
+ if(weapons[j].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
player[i].weaponactive=0;
- weapons.owner[j]=player[i].id;
+ weapons[j].owner=player[i].id;
if(player[i].num_weapons>0)
player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
player[i].num_weapons++;
}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){
+ findDistancefast(&player[i].coords,&weapons[j].position)<5&&
+ player[i].coords.y<weapons[j].position.y){
if(!player[i].isFlip()){
player[i].throwtogglekeydown=1;
setAnimation(i,removeknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
+ player[i].targetrotation=roughDirectionTo(player[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++){
+ for(int k=0;k<weapons.size();k++){
if(player[i].weaponactive==-1)
- if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
+ if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
player[i].aitype==playercontrolled)&&
- weapons.owner[k]==-1||
+ weapons[k].owner==-1||
player[i].victim&&
- weapons.owner[k]==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
+ weapons[k].owner==player[i].victim->id)
+ if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
player[i].weaponactive==-1){
- if(weapons.type[k]!=staff)
+ if(weapons[k].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
player[i].weaponactive=0;
- weapons.owner[k]=player[i].id;
+ weapons[k].owner=player[i].id;
if(player[i].num_weapons>0)
player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
player[i].num_weapons++;
}
}
if(!fleshstuck){
- if(weapons.type[k]!=staff)
+ if(weapons[k].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
}
if(fleshstuck)
emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
player[i].weaponactive=0;
- if(weapons.owner[k]!=-1){
+ if(weapons[k].owner!=-1){
if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
else player[i].victim->num_weapons=1;
Normalise(&relative);
XYZ footvel,footpoint;
footvel=0;
- footpoint=weapons.position[k];
+ footpoint=weapons[k].position;
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;
+ weapons[k].bloody=2;
+ weapons[k].blooddrip=5;
player[i].victim->weaponstuck=-1;
player[i].victim->bloodloss+=2000;
player[i].victim->DoDamage(2000);
playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
}
- weapons.owner[k]=i;
+ weapons[k].owner=i;
if(player[i].num_weapons>0){
player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
}
}
}
if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(weapons.type[player[i].weaponids[0]]==knife){
+ if(weapons[player[i].weaponids[0]].getType()==knife){
if(player[i].isIdle()||
player[i].isRun()||
player[i].isCrouch()||
player[i].throwtogglekeydown=1;
player[i].victim=&player[j];
XYZ aim;
- weapons.owner[player[i].weaponids[0]]=-1;
+ 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);
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;
+ weapons[player[i].weaponids[0]].velocity=aim*50;
+ weapons[player[i].weaponids[0]].tipvelocity=aim*50;
+ weapons[player[i].weaponids[0]].missed=0;
+ weapons[player[i].weaponids[0]].freetime=0;
+ weapons[player[i].weaponids[0]].firstfree=1;
+ weapons[player[i].weaponids[0]].physics=0;
player[i].num_weapons--;
if(player[i].num_weapons){
player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
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;
+ weapons[player[i].weaponids[0]].owner=-1;
+ weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
+ if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
+ weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
+ weapons[player[i].weaponids[0]].missed=1;
+ weapons[player[i].weaponids[0]].freetime=0;
+ weapons[player[i].weaponids[0]].firstfree=1;
+ weapons[player[i].weaponids[0]].physics=1;
player[i].num_weapons--;
if(player[i].num_weapons){
player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
}
//draw weapon
- if(i==0||!player[0].dead||player[i].weaponactive!=-1)
+ 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;
+ i!=0) {
+ bool isgood=true;
if(player[i].weaponactive!=-1)
- if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
- isgood=0;
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
+ isgood=false;
if(isgood&&player[i].creature!=wolftype){
- if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
+ if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
setAnimation(i,drawrightanim);
player[i].drawtogglekeydown=1;
}
player[0].weaponactive!=-1&&
player[i].isRun()))&&
player[i].num_weapons&&
- weapons.type[player[i].weaponids[0]]==sword){
+ weapons[player[i].weaponids[0]].getType()==sword){
setAnimation(i,drawleftanim);
player[i].drawtogglekeydown=1;
}
- if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
+ if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
setAnimation(i,crouchdrawrightanim);
player[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_fighttheme){
- 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;
- }
}
+
+ //clean weapon
+ if(player[i].weaponactive!=-1) {
+ if (player[i].isCrouch()&&
+ weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
+ bloodtoggle&&
+ player[i].onterrain&&
+ player[i].num_weapons&&
+ player[i].attackkeydown&&
+ musictype!=stream_fighttheme) {
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
+ setAnimation(i,crouchstabanim);
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
+ setAnimation(i,swordgroundstabanim);
+ player[i].hasvictim=0;
+ }
+ }
if(!player[i].drawkeydown)
player[i].drawtogglekeydown=0;
XYZ absflatfacing;
- if(i==0){
+ if(i==0) {
absflatfacing=0;
absflatfacing.z=-1;
absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
- }
- else absflatfacing=flatfacing;
+ } else
+ absflatfacing=flatfacing;
if(indialogue!=-1){
player[i].forwardkeydown=0;
fireSound(firestartsound);
- Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
+ Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
fireSound();
// 0 = load next level
// 1 = go back to level select screen
// 2 = stealthload next level
- if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
- if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
+ if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1){
+ if(campaignlevels[actuallevel].nextlevel.empty())
endgame=1;
} else if(mainmenu==0&&winfreeze) {
- stealthloading = (campaignchoosenext[campaignchoicewhich[whichchoice]]==2);
+ stealthloading = (campaignlevels[actuallevel].choosenext==2);
if(!stealthloading){
fireSound(firestartsound);
if(!firstload)
LoadStuff();
whichchoice=0;
+ cout << "from " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
+ actuallevel=campaignlevels[actuallevel].nextlevel.front();
+ cout << "to " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
visibleloading=1;
stillloading=1;
- Loadlevel(campaignmapname[campaignchoicewhich[0]]);
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign=1;
mainmenu=0;
gameon=1;