along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-/**> HEADER FILES <**/
-#include "Animation/Animation.h"
-#include "Audio/openal_wrapper.h"
-#include "Audio/Sounds.h"
-#include "Level/Awards.h"
-#include "Level/Dialog.h"
-#include "Objects/Person.h"
-#include "Utils/Folders.h"
+#include "Objects/Person.hpp"
-#include "Game.h"
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Audio/Sounds.hpp"
+#include "Game.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Dialog.hpp"
+#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
extern float multiplier;
extern Terrain terrain;
extern GLubyte bloodText[512 * 512 * 3];
extern GLubyte wolfbloodText[512 * 512 * 3];
extern int bloodtoggle;
-extern Objects objects;
extern bool autoslomo;
extern float camerashake;
extern float woozy;
extern bool winfreeze;
extern bool showpoints;
extern bool immediate;
-extern int tutoriallevel;
extern float smoketex;
-extern int tutorialstage;
extern bool reversaltrain;
extern bool canattack;
extern bool cananger;
victim->spurt = 1;
DoBlood(.2, 250);
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
emit_sound_at(heavyimpactsound, victim->coords);
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * 120 * damagemult;
}
victim->Puff(neck);
XYZ flatfacing, flatvelocity;
int howmany;
for (int i = 0; i < 10; i++) {
- howmany = abs(Random() % (skeleton.joints.size()));
+ howmany = fabs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity;
flatfacing = skeleton.joints[howmany].position * scale + coords;
// FIXME: should abstract out inputs
static int bleedxint, bleedyint;
static XYZ bloodvel;
- if (bloodtoggle && tutoriallevel != 1) {
+ if (bloodtoggle && !Tutorial::active) {
if (bleeding <= 0 && spurt) {
spurt = 0;
for (int i = 0; i < 3; i++) {
if (howmuch && id == 0)
blooddimamount = 1;
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (aitype != playercontrolled && howmuch > 0) {
// play pain sounds
int whichsound = -1;
Game::flash(.5, 0);
}
- if (bloodtoggle && decals && tutoriallevel != 1) {
+ if (bloodtoggle && decals && !Tutorial::active) {
if (bleeding <= 0 && spurt) {
spurt = 0;
for (int i = 0; i < 3; i++) {
deathbleeding += bleeding;
bloodloss += bleeding * 3;
- if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
+ if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
if (abs(Random() % 2) == 0) {
aitype = gethelptype;
lastseentime = 12;
float coordsx, coordsy;
float total;
- if (bloodtoggle && decals && tutoriallevel != 1) {
+ if (bloodtoggle && decals && !Tutorial::active) {
where -= coords;
if (!skeleton.free)
where = DoRotation(where, 0, -yaw, 0);
deathbleeding += bleeding;
bloodloss += bleeding * 3;
- if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
+ if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
if (abs(Random() % 2) == 0) {
aitype = gethelptype;
lastseentime = 12;
|| staggerdelay <= 0)
&& victim->animTarget != jumpupanim
&& victim->animTarget != jumpdownanim
- && (tutoriallevel != 1 || cananger)
+ && (!Tutorial::active || cananger)
&& hostile))
return;
void Person::DoDamage(float howmuch)
{
// subtract health (temporary?)
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
damage += howmuch / power;
// stats?
if (id != 0)
if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))
bonus = 0;
// subtract health
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
permanentdamage += howmuch / 2 / power;
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
superpermanentdamage += howmuch / 4 / power;
// visual effects
if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)
blackout = 1;
// cancel attack?
- if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile))
+ if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile))
aitype = attacktypecutoff;
- if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
+ if (!Tutorial::active && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
if (abs(Random() % 2) == 0) {
aitype = gethelptype;
lastseentime = 12;
if (howmuch > damagetolerance * 50 && skeleton.free != 2) {
XYZ flatvelocity2;
XYZ flatfacing2;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
if (skeleton.free) {
flatvelocity2 = skeleton.joints[i].velocity;
flatfacing2 = skeleton.joints[i].position * scale + coords;
}
// play sounds
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (speechdelay <= 0 && !dead && aitype != playercontrolled) {
int whichsound = -1;
skeleton.specialforward[0] = facing;
//skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
skeleton.FindRotationMuscle(i, animTarget);
}
void Person::RagDoll(bool checkcollision)
{
static XYZ change;
- static int l, i, j;
+ static int l, i;
static float speed;
if (!skeleton.free) {
if (id == 0)
if (!isnormal(tilt)) tilt = 0;
if (!isnormal(tilt2)) tilt2 = 0;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].delay = 0;
skeleton.joints[i].locked = 0;
skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
}
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velchange = 0;
}
speed *= speedmult;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height)
skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((targetFrame().joints[i].position - currentFrame().joints[i].position) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
else
change.y = (float)(Random() % 100) / 100;
change.z = (float)(Random() % 100) / 100;
skeleton.joints[i].velocity += change;
- skeleton.joints[abs(Random() % skeleton.joints.size())].velocity -= change;
+ skeleton.joints[fabs(Random() % skeleton.joints.size())].velocity -= change;
change.x = (float)(Random() % 100) / 100;
change.y = (float)(Random() % 100) / 100;
change.z = (float)(Random() % 100) / 100;
skeleton.joints[i].velchange += change;
- skeleton.joints[abs(Random() % skeleton.joints.size())].velchange -= change;
+ skeleton.joints[fabs(Random() % skeleton.joints.size())].velchange -= change;
}
if (checkcollision) {
- XYZ average;
XYZ lowpoint;
XYZ colpoint;
- int howmany;
- average = 0;
- howmany = 0;
- for (j = 0; j < skeleton.joints.size(); j++) {
- average += skeleton.joints[j].position;
- howmany++;
- }
- average /= howmany;
- coords += average * scale;
- for (j = 0; j < skeleton.joints.size(); j++) {
- skeleton.joints[j].position -= average;
+ if (!skeleton.joints.empty()) {
+ XYZ average;
+ average = 0;
+ for (unsigned j = 0; j < skeleton.joints.size(); j++) {
+ average += skeleton.joints[j].position;
+ }
+ average /= skeleton.joints.size();
+ coords += average * scale;
+ for (unsigned j = 0; j < skeleton.joints.size(); j++) {
+ skeleton.joints[j].position -= average;
+ }
}
whichpatchx = coords.x / (terrain.size / subdivision * terrain.scale);
i = terrain.patchobjects[whichpatchx][whichpatchz][l];
lowpoint = coords;
lowpoint.y += 1;
- if (SphereCheck(&lowpoint, 3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (SphereCheck(&lowpoint, 3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
coords.x = lowpoint.x;
coords.z = lowpoint.z;
}
updatedelay = 0;
velocity = 0;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
velocity += skeleton.joints[i].velocity * scale;
}
velocity /= skeleton.joints.size();
drawtogglekeydown = 1;
}
//Footstep sounds
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
- int whichsound;
+ int whichsound = -1;
if (onterrain) {
if (terrain.getOpacity(coords.x, coords.z) < .2) {
if (targetFrame().label == 1)
if (r == 2)
whichsound = highwhooshsound;
}
- if (Animation::animations[animTarget].attack == neutral)
+ if (Animation::animations[animTarget].attack == neutral) {
whichsound = movewhooshsound;
- } else if (targetFrame().label == 4)
+ }
+ } else if (targetFrame().label == 4) {
whichsound = knifeswishsound;
- if (targetFrame().label == 8 && tutoriallevel != 1)
+ }
+ if (targetFrame().label == 8 && !Tutorial::active) {
whichsound = landsound2;
+ }
- emit_sound_at(whichsound, coords, 256.);
+ if (whichsound != -1) {
+ emit_sound_at(whichsound, coords, 256.);
- if (id == 0)
- if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) {
- if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) {
- addEnvSound(coords, 15);
- } else {
- addEnvSound(coords, 6);
+ if (id == 0) {
+ if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) {
+ if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) {
+ addEnvSound(coords, 15);
+ } else {
+ addEnvSound(coords, 6);
+ }
}
}
- if (targetFrame().label == 3) {
- whichsound--;
- emit_sound_at(whichsound, coords, 128.);
+ if (targetFrame().label == 3) {
+ whichsound--;
+ emit_sound_at(whichsound, coords, 128.);
+ }
}
}
//Combat sounds
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (speechdelay <= 0)
if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int j = 0; j < victim->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < victim->skeleton.joints.size(); j++) {
victim->skeleton.joints[j].velchange = 0;
victim->skeleton.joints[j].locked = 0;
}
if (creature == wolftype)
DoBloodBig(0, 250);
}
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
if (creature == wolftype) {
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative.y -= 1;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 100;
camerashake += .4;
victim->spurt = 1;
DoBlood(.2, 250);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 160.);
}
if (creature == wolftype) {
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
camerashake += .4;
victim->spurt = 1;
DoBlood(.2, 250);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 160.);
}
if (creature == wolftype) {
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(head) += relative * damagemult * 100;
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].delay = 0;
victim->skeleton.joints[i].locked = 0;
relative = 0;
relative.y = 1;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity.y = relative.y * 10;
victim->skeleton.joints[i].position.y += relative.y * .3;
victim->skeleton.joints[i].oldposition.y += relative.y * .3;
escapednum = 0;
if (id == 0)
camerashake += .4;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, coords, 128.);
}
XYZ relative;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 90;
}
victim->Puff(abdomen);
escapednum = 0;
if (id == 0)
camerashake += .4;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(thudsound, coords);
}
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
//victim->skeleton.joints[i].delay=0;
victim->skeleton.joints[i].locked = 0;
Normalise(&relative);
relative.y += .3;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
if (!victim->dead)
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
victim->spurt = 1;
DoBlood(.2, 235);
}
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128);
}
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * 30;
}
victim->jointVel(head) += relative * damagemult * 150;
if (id == 0)
camerashake += .4;
if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height != lowheight) {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(thudsound, victim->coords);
}
} else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height == lowheight) {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(whooshhitsound, victim->coords);
}
} else {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords);
}
}
Normalise(&relative);
relative.y = .3;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * 5;
}
victim->jointVel(abdomen) += relative * damagemult * 400;
if (hasvictim)
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
escapednum = 0;
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
victim->DoBloodBig(1.5 / victim->armorhigh, 225);
award_bonus(id, Slicebonus);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(knifeslicesound, victim->coords);
}
//victim->jointVel(abdomen)+=relative*damagemult*200;
if (aitype != playercontrolled)
weaponmissdelay = .6;
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
weapons[weaponids[weaponactive]].bloody = 1;
- if (tutoriallevel != 1)
+ if (!Tutorial::active)
weapons[weaponids[weaponactive]].blooddrip += 3;
XYZ footvel, footpoint;
} else {
footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
}
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (bloodtoggle)
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3);
footvel = DoRotation(facing, 0, 90, 0) * .8;
Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
}
- if (tutoriallevel == 1) {
+ if (Tutorial::active) {
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3);
}
victim->DoDamage(damagemult * 0);
if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) {
award_bonus(id, Slashbonus);
escapednum = 0;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (normaldotproduct(victim->facing, victim->coords - coords) < 0)
victim->DoBloodBig(2 / victim->armorhigh, 190);
else
emit_sound_at(swordslicesound, victim->coords);
}
//victim->jointVel(abdomen)+=relative*damagemult*200;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
victim->frameTarget = 0;
victim->animTarget = staggerbackhardanim;
victim->targetyaw = targetyaw + 180;
victim->target = 0;
}
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
weapons[weaponids[weaponactive]].bloody = 1;
weapons[weaponids[weaponactive]].blooddrip += 3;
if (animTarget == staffhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250;
escapednum = 0;
if (id == 0)
relative = DoRotation(relative, 0, 90, 0);
relative.y -= 1;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 60;
}
victim->jointVel(head) += relative * damagemult * 230;
victim->jointVel(neck) += relative * damagemult * 230;
victim->Puff(head);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
victim->DoDamage(damagemult * 120 / victim->protectionhigh);
award_bonus(id, solidhit, 30);
if (animTarget == staffspinhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250;
escapednum = 0;
if (id == 0)
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 220;
victim->jointVel(neck) += relative * damagemult * 220;
victim->Puff(head);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
victim->DoDamage(damagemult * 350 / victim->protectionhead);
award_bonus(id, solidhit, 60);
if (animTarget == staffgroundsmashanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) {
escapednum = 0;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (!victim->dead)
weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500;
if (id == 0)
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
relative.y = -1;
Normalise(&relative);
if (!victim->dead) {
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 40;
}
if (victim->dead) {
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
}
}
victim->Puff(abdomen);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
victim->DoDamage(damagemult * 100 / victim->protectionhigh);
if (!victim->dead) {
DoBlood(.2, 250);
}
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
victim->Puff(head);
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
victim->animTarget = staggerbackhighanim;
victim->targetyaw = targetyaw + 180;
victim->target = 0;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(landsound2, victim->coords, 128.);
}
victim->Puff(abdomen);
escapednum = 0;
if (id == 0)
camerashake += .2;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(landsound2, victim->coords, 128.);
}
XYZ relative;
if (Animation::animations[victim->animTarget].height == middleheight || Animation::animations[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 15;
}
relative = DoRotation(relative, 0, -90, 0);
relative.y += .1;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity = relative * 80;
}
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity += relative * damagemult * 80;
}
victim->animTarget = staggerbackhighanim;
victim->targetyaw = targetyaw + 180;
victim->target = 0;
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(landsound2, victim->coords, 128.);
}
victim->Puff(abdomen);
victim->spurt = 1;
DoBlood(.2, 230);
}
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
if (creature == wolftype) {
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
award_bonus(id, staffreversebonus);
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
victim->RagDoll(0);
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
relative.y = 0;
Normalise(&relative);
relative.y -= .1;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1;
relative.y = 0;
Normalise(&relative);
relative.y -= .1;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1 - 1;
victim->spurt = 1;
DoBlood(.2, 230);
}
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
victim->RagDoll(0);
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
Normalise(&relative);
if (victim->id == 0)
relative /= 30;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->damage = victim->damagetolerance;
if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 6) {
escapednum = 0;
victim->velocity = 0;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (animTarget == knifefollowanim) {
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = 0;
}
}
if (hasvictim && animTarget == swordsneakattackanim && Animation::animations[animTarget].frames[frameCurrent].label == 6) {
escapednum = 0;
victim->velocity = 0;
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (weaponactive != -1) {
DoBlood(.2, 240);
}
if (weaponactive == -1) {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
}
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
//Animation end
- if (frameTarget > Animation::animations[animCurrent].frames.size() - 1) {
+ if (frameTarget > int(Animation::animations[animCurrent].frames.size()) - 1) {
frameTarget = 0;
if (wasStop()) {
animTarget = getIdle();
oldrot = 0;
targetrot = 0;
}
- if (frameCurrent >= Animation::animations[animCurrent].frames.size()) {
+ if (frameCurrent >= int(Animation::animations[animCurrent].frames.size())) {
frameCurrent = Animation::animations[animCurrent].frames.size() - 1;
}
if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
//Old rotates
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].position = currentFrame().joints[i].position;
}
skeleton.FindForwards();
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
}
//New rotates
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].position = targetFrame().joints[i].position;
}
skeleton.FindForwards();
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
oldframeTarget = frameTarget;
oldframeCurrent = frameCurrent;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier;
skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target);
}
offset = currentoffset * (1 - target) + targetoffset * target;
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
static XYZ flatfacing;
static XYZ flatvelocity;
static float flatvelspeed;
- static int i, j, l;
- static XYZ average;
- static int howmany;
+ static int i, l;
static int bloodsize;
static int startx, starty, endx, endy;
static GLubyte color;
}
while (flamedelay < 0 && onfire) {
flamedelay += .006;
- howmany = abs(Random() % (skeleton.joints.size()));
+ int howmany = fabs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
flatfacing = skeleton.joints[howmany].position * scale + coords;
Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
- while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
+ while (flamedelay < 0 && !onfire && Tutorial::active && id != 0) {
flamedelay += .05;
- howmany = abs(Random() % (skeleton.joints.size()));
+ int howmany = fabs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
flatfacing = skeleton.joints[howmany].position * scale + coords;
}
dead = 2;
if (animTarget == knifefollowedanim && !skeleton.free) {
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velocity.y = -2;
}
endy = starty;
for (i = startx; i < endx; i++) {
- for (j = starty; j < endy; j++) {
+ for (int j = starty; j < endy; j++) {
if (Random() % 2 == 0) {
color = Random() % 85 + 170;
if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2)
}
if (bloodtoggle && !bled)
for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
- j = terrain.patchobjects[whichpatchx][whichpatchz][l];
- XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
+ int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
+ XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
float size = .8;
float opacity = .6;
float yaw = 0;
- objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
+ Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
}
bled = 1;
}
dead = 0;
skeleton.free = 1;
damage -= 20;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = 0;
}
}
award_bonus(id, deepimpact);
DoDamage(damageamount / ((protectionhigh + protectionhead + protectionlow) / 3));
+ XYZ average;
average = 0;
- howmany = 0;
- for (j = 0; j < skeleton.joints.size(); j++) {
- average += skeleton.joints[j].position;
- howmany++;
- }
- average /= howmany;
- coords += average * scale;
- for (j = 0; j < skeleton.joints.size(); j++) {
- skeleton.joints[j].position -= average;
+ if (!skeleton.joints.empty()) {
+ for (unsigned j = 0; j < skeleton.joints.size(); j++) {
+ average += skeleton.joints[j].position;
+ }
+ average /= skeleton.joints.size();
+ coords += average * scale;
+ for (unsigned j = 0; j < skeleton.joints.size(); j++) {
+ skeleton.joints[j].position -= average;
+ }
+ average /= multiplier;
}
- average /= multiplier;
velocity = 0;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
velocity += skeleton.joints[i].velocity * scale;
}
velocity /= skeleton.joints.size();
}
if (bloodtoggle && !bled)
for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
- j = terrain.patchobjects[whichpatchx][whichpatchz][l];
- XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
+ int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
+ XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
float size = .2 * 1.2;
float opacity = .6;
float yaw = 0;
- objects.model[j].MakeDecal(blooddecal, &point, &size, &opacity, &yaw);
+ Object::objects[j]->model.MakeDecal(blooddecal, &point, &size, &opacity, &yaw);
}
bled = 1;
}
}
if (bloodtoggle && !bled)
for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
- j = terrain.patchobjects[whichpatchx][whichpatchz][l];
- XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
+ int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
+ XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
float size = .8;
float opacity = .6;
float yaw = 0;
- objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
+ Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
}
bled = 1;
}
canrecover = 0;
if (velocity.y < -30)
canrecover = 0;
- for (i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) {
+ for (i = 0; i < Object::objects.size(); i++) {
+ if (Object::objects[i]->type != treeleavestype && Object::objects[i]->type != bushtype && Object::objects[i]->type != firetype) {
colviewer = startpoint;
coltarget = endpoint;
- if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
canrecover = 0;
}
}
frameCurrent = 0;
target = 0;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
tempanimation.frames[0].joints[i].position = skeleton.joints[i].position;
tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0);
}
if (middle.y > 0 && animTarget != rollanim)
targetoffset.y = middle.y + 1;
- for (int i = 0; i < skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < skeleton.joints.size(); i++) {
tempanimation.frames[0].joints[i].position = skeleton.joints[i].position;
tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0);
}
if (aitype != passivetype || skeleton.free == 1)
if (findLengthfast(&velocity) > .1)
- for (i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] == firetype)
- if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) {
+ for (i = 0; i < Object::objects.size(); i++) {
+ if (Object::objects[i]->type == firetype)
+ if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) {
if (onfire) {
- if (!objects.onfire[i]) {
- emit_sound_at(firestartsound, objects.position[i]);
+ if (!Object::objects[i]->onfire) {
+ emit_sound_at(firestartsound, Object::objects[i]->position);
}
- objects.onfire[i] = 1;
+ Object::objects[i]->onfire = 1;
}
if (!onfire) {
- if (objects.onfire[i]) {
+ if (Object::objects[i]->onfire) {
CatchFire();
}
}
}
- if (objects.type[i] == bushtype)
- if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) {
+ if (Object::objects[i]->type == bushtype)
+ if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) {
if (onfire) {
- if (!objects.onfire[i]) {
- emit_sound_at(firestartsound, objects.position[i]);
+ if (!Object::objects[i]->onfire) {
+ emit_sound_at(firestartsound, Object::objects[i]->position);
}
- objects.onfire[i] = 1;
+ Object::objects[i]->onfire = 1;
}
if (!onfire) {
- if (objects.onfire[i]) {
+ if (Object::objects[i]->onfire) {
CatchFire();
}
}
- if (objects.messedwith[i] <= 0) {
+ if (Object::objects[i]->messedwith <= 0) {
XYZ tempvel;
XYZ pos;
addEnvSound(coords, 4 * findLength(&velocity));
}
- int howmany;
+ int howmany = 0;
if (environment == grassyenvironment)
howmany = findLength(&velocity) * 4;
if (environment == snowyenvironment)
howmany = findLength(&velocity) * 2;
if (detail == 2)
if (environment != desertenvironment)
- for (j = 0; j < howmany; j++) {
+ for (int j = 0; j < howmany; j++) {
tempvel.x = float(abs(Random() % 100) - 50) / 20;
tempvel.y = float(abs(Random() % 100) - 50) / 20;
tempvel.z = float(abs(Random() % 100) - 50) / 20;
howmany = findLength(&velocity) * 4;
if (detail == 2)
if (environment == snowyenvironment)
- for (j = 0; j < howmany; j++) {
+ for (int j = 0; j < howmany; j++) {
tempvel.x = float(abs(Random() % 100) - 50) / 20;
tempvel.y = float(abs(Random() % 100) - 50) / 20;
tempvel.z = float(abs(Random() % 100) - 50) / 20;
Sprite::setLastSpriteSpecial(2);
}
}
- objects.rotx[i] += velocity.x * multiplier * 6;
- objects.roty[i] += velocity.z * multiplier * 6;
- objects.messedwith[i] = .5;
+ Object::objects[i]->rotx += velocity.x * multiplier * 6;
+ Object::objects[i]->roty += velocity.z * multiplier * 6;
+ Object::objects[i]->messedwith = .5;
}
XYZ tempcoord;
- if (objects.type[i] == treeleavestype && environment != desertenvironment) {
- if (objects.pitch[i] == 0)
+ if (Object::objects[i]->type == treeleavestype && environment != desertenvironment) {
+ if (Object::objects[i]->pitch == 0)
tempcoord = coords;
else {
- tempcoord = coords - objects.position[i];
- tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0);
- tempcoord = DoRotation(tempcoord, -objects.pitch[i], 0, 0);
- tempcoord += objects.position[i];
+ tempcoord = coords - Object::objects[i]->position;
+ tempcoord = DoRotation(tempcoord, 0, -Object::objects[i]->yaw, 0);
+ tempcoord = DoRotation(tempcoord, -Object::objects[i]->pitch, 0, 0);
+ tempcoord += Object::objects[i]->position;
}
- if (distsqflat(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 8 && distsq(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 300 && tempcoord.y > objects.position[i].y + 3 * objects.scale[i]) {
- if (objects.messedwith[i] <= 0) {
+ if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) {
+ if (Object::objects[i]->messedwith <= 0) {
XYZ tempvel;
XYZ pos;
addEnvSound(coords, 4 * findLength(&velocity));
}
- int howmany;
+ int howmany = 0;
if (environment == grassyenvironment)
howmany = findLength(&velocity) * 4;
if (environment == snowyenvironment)
howmany = findLength(&velocity) * 2;
if (detail == 2)
if (environment != desertenvironment)
- for (j = 0; j < howmany; j++) {
+ for (int j = 0; j < howmany; j++) {
tempvel.x = float(abs(Random() % 100) - 50) / 20;
tempvel.y = float(abs(Random() % 100) - 50) / 20;
tempvel.z = float(abs(Random() % 100) - 50) / 20;
howmany = findLength(&velocity) * 4;
if (detail == 2)
if (environment == snowyenvironment)
- for (j = 0; j < howmany; j++) {
+ for (int j = 0; j < howmany; j++) {
tempvel.x = float(abs(Random() % 100) - 50) / 20;
tempvel.y = float(abs(Random() % 100) - 50) / 20;
tempvel.z = float(abs(Random() % 100) - 50) / 20;
Sprite::setLastSpriteSpecial(2);
}
}
- objects.messedwith[i] = .5;
+ Object::objects[i]->messedwith = .5;
}
}
}
if (hasvictim)
if (aitype != passivetype && victim->skeleton.free && !victim->dead)
play = 1;
- if (tutoriallevel == 1 && id != 0)
+ if (Tutorial::active && id != 0)
play = 0;
if (play && aitype != playercontrolled) {
int whichsound = -1;
}
static XYZ mid;
static float M[16];
- static int i, j, k;
+ static int i, k;
static int weaponattachmuscle;
static int weaponrotatemuscle;
static XYZ weaponpoint;
skeleton.drawmodelclothes.vertex[i] = 0;
skeleton.drawmodelclothes.vertex[i].y = 999;
}
- for (int i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
// convenience renames
const int p1 = skeleton.muscles[i].parent1->label;
const int p2 = skeleton.muscles[i].parent2->label;
glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
if (playerdetail || skeleton.free == 3) {
- for (j = 0; j < skeleton.muscles[i].vertices.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles[i].vertices.size(); j++) {
XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
glMatrixMode(GL_MODELVIEW);
}
}
if (!playerdetail || skeleton.free == 3) {
- for (j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) {
XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3;
glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
- for (j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) {
XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
}
- if (tutoriallevel && id != 0) {
+ if (Tutorial::active && id != 0) {
glColor4f(.7, .7, .7, 0.6);
glDepthMask(0);
glEnable(GL_LIGHTING);
}
if (playerdetail) {
if (!showpoints) {
- if ((tutoriallevel && id != 0))
+ if (Tutorial::active && (id != 0))
skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
else
skeleton.drawmodel.draw();
}
}
if (!playerdetail) {
- if ((tutoriallevel && id != 0))
+ if (Tutorial::active && (id != 0))
skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
else
skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
}
if (!(Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed))
- if (tutoriallevel && id != 0) {
+ if (Tutorial::active && id != 0) {
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glTranslatef(smoketex * .6, 0, 0);
if (playerdetail) {
if (!showpoints) {
- if ((tutoriallevel && id != 0))
+ if (Tutorial::active && (id != 0))
skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
else
skeleton.drawmodel.draw();
}
}
if (!playerdetail) {
- if ((tutoriallevel && id != 0))
+ if (Tutorial::active && (id != 0))
skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
else
skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
}
- if (tutoriallevel && id != 0) {
+ if (Tutorial::active && id != 0) {
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
i = weaponids[k];
if (weaponactive == k) {
if (weapons[i].getType() != staff) {
- for (j = 0; j < skeleton.muscles.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) {
weaponattachmuscle = j;
}
}
- for (j = 0; j < skeleton.muscles.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3);
}
if (weapons[i].getType() == staff) {
- for (j = 0; j < skeleton.muscles.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) {
weaponattachmuscle = j;
}
}
- for (j = 0; j < skeleton.muscles.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
if (weapons[i].getType() == staff)
weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
- for (j = 0; j < skeleton.muscles.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8;
else
weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8;
- for (j = 0; j < skeleton.muscles.size(); j++) {
+ for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}