X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=0690acd3da0158fe9c327fd74ba61d5017ea1fd9;hb=fa4037412902fd926281cd9b06d0f00db680138f;hp=3b47a602470a4f399824c5ff306466c70e55e66f;hpb=11fc7bb36280c27d231753a9b3b3e95210351144;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 3b47a60..0690acd 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -68,7 +68,6 @@ extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool floatjump; @@ -318,8 +317,8 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < objects.numobjects; i++) { - float distance = distsq(&objects.position[i], &Person::players[0]->coords); + for (int i = 0; i < Object::objects.size(); i++) { + float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; closest = i; @@ -419,78 +418,6 @@ int findPathDist(int start, int end) return smallestcount; } -int Game::checkcollide(XYZ startpoint, XYZ endpoint) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - - minx = min(startpoint.x, endpoint.x) - 1; - miny = min(startpoint.y, endpoint.y) - 1; - minz = min(startpoint.z, endpoint.z) - 1; - maxx = max(startpoint.x, endpoint.x) + 1; - maxy = max(startpoint.y, endpoint.y) + 1; - maxz = max(startpoint.z, endpoint.z) + 1; - - for (int i = 0; i < objects.numobjects; i++) { - if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius && - objects.position[i].x < maxx + objects.model[i].boundingsphereradius && - objects.position[i].y > miny - objects.model[i].boundingsphereradius && - objects.position[i].y < maxy + objects.model[i].boundingsphereradius && - objects.position[i].z > minz - objects.model[i].boundingsphereradius && - objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { - if ( objects.type[i] != treeleavestype && - objects.type[i] != bushtype && - objects.type[i] != firetype) { - colviewer = startpoint; - coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) - return i; - } - } - } - - return -1; -} - -int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - static int i; //FIXME: see below - - minx = min(startpoint.x, endpoint.x) - 1; - miny = min(startpoint.y, endpoint.y) - 1; - minz = min(startpoint.z, endpoint.z) - 1; - maxx = max(startpoint.x, endpoint.x) + 1; - maxy = max(startpoint.y, endpoint.y) + 1; - maxz = max(startpoint.z, endpoint.z) + 1; - - if (what != 1000) { - if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius && - objects.position[what].x < maxx + objects.model[what].boundingsphereradius && - objects.position[what].y > miny - objects.model[what].boundingsphereradius && - objects.position[what].y < maxy + objects.model[what].boundingsphereradius && - objects.position[what].z > minz - objects.model[what].boundingsphereradius && - objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { - if ( objects.type[what] != treeleavestype && - objects.type[what] != bushtype && - objects.type[what] != firetype) { - colviewer = startpoint; - coltarget = endpoint; - //FIXME: i/what - if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1) - return i; - } - } - } - - if (what == 1000) - if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) - return 1000; - - return -1; -} - void Setenvironment(int which) { LOGFUNC; @@ -513,10 +440,10 @@ void Setenvironment(int which) if (ambientsound) emit_stream_np(stream_wind); - objects.treetextureptr.load("Textures/SnowTree.png", 0); - objects.bushtextureptr.load("Textures/BushSnow.png", 0); - objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); - objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); + Object::treetextureptr.load("Textures/SnowTree.png", 0); + Object::bushtextureptr.load("Textures/BushSnow.png", 0); + Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + Object::boxtextureptr.load("Textures/SnowBox.jpg", 1); footstepsound = footstepsn1; footstepsound2 = footstepsn2; @@ -544,10 +471,10 @@ void Setenvironment(int which) } else if (environment == desertenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load("Textures/DesertTree.png", 0); - objects.bushtextureptr.load("Textures/BushDesert.png", 0); - objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); - objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); + Object::treetextureptr.load("Textures/DesertTree.png", 0); + Object::bushtextureptr.load("Textures/BushDesert.png", 0); + Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); if (ambientsound) @@ -579,10 +506,10 @@ void Setenvironment(int which) } else if (environment == grassyenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load("Textures/Tree.png", 0); - objects.bushtextureptr.load("Textures/Bush.png", 0); - objects.rocktextureptr.load("Textures/Boulder.jpg", 1); - objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); + Object::treetextureptr.load("Textures/Tree.png", 0); + Object::bushtextureptr.load("Textures/Bush.png", 0); + Object::rocktextureptr.load("Textures/Boulder.jpg", 1); + Object::boxtextureptr.load("Textures/GrassBox.jpg", 1); if (ambientsound) emit_stream_np(stream_wind, 100.); @@ -737,19 +664,12 @@ void Game::Loadlevel(const std::string& name) if (!stealthloading) { terrain.numdecals = 0; Sprite::deleteSprites(); - for (int i = 0; i < objects.numobjects; i++) - objects.model[i].numdecals = 0; - - int j = objects.numobjects; - for (int i = 0; i < j; i++) { - objects.DeleteObject(0); - if (visibleloading) - LoadingScreen(); - } - for (int i = 0; i < subdivision; i++) - for (int j = 0; j < subdivision; j++) + for (int i = 0; i < subdivision; i++) { + for (int j = 0; j < subdivision; j++) { terrain.patchobjectnum[i][j] = 0; + } + } if (visibleloading) LoadingScreen(); } @@ -844,12 +764,7 @@ void Game::Loadlevel(const std::string& name) funpackf(tfile, "Bi", &environment); - funpackf(tfile, "Bi", &objects.numobjects); - for (int i = 0; i < objects.numobjects; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); - if (objects.type[i] == treeleavestype) - objects.scale[i] = objects.scale[i - 1]; - } + Object::LoadObjectsFromFile(tfile, stealthloading); if (mapvers >= 7) { int numhotspots; @@ -877,24 +792,12 @@ void Game::Loadlevel(const std::string& name) LoadingScreen(); if (!stealthloading) { - objects.center = 0; - for (int i = 0; i < objects.numobjects; i++) - objects.center += objects.position[i]; - objects.center /= objects.numobjects; - + Object::ComputeCenter(); if (visibleloading) LoadingScreen(); - float maxdistance = 0; - float tempdist; - for (int i = 0; i < objects.numobjects; i++) { - tempdist = distsq(&objects.center, &objects.position[i]); - if (tempdist > maxdistance) { - maxdistance = tempdist; - } - } - objects.radius = fast_sqrt(maxdistance); + Object::ComputeRadius(); } if (visibleloading) @@ -937,18 +840,11 @@ void Game::Loadlevel(const std::string& name) oldenvironment = environment; if (!stealthloading) { - int j = objects.numobjects; - objects.numobjects = 0; - for (int i = 0; i < j; i++) { - objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]); - if (visibleloading) - LoadingScreen(); - } - + Object::AddObjectsToTerrain(); terrain.DoShadows(); if (visibleloading) LoadingScreen(); - objects.DoShadows(); + Object::DoShadows(); if (visibleloading) LoadingScreen(); } @@ -1681,9 +1577,9 @@ void doDevKeys() /* Grow tree leaves?? */ if (Input::isKeyPressed(SDL_SCANCODE_Y)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; + for (int i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == treeleavestype) { + Object::objects[i]->scale *= .9; } } } @@ -2024,12 +1920,13 @@ void doDevKeys() if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; + if (closest >= 0) { + Object::objects[closest]->position.y -= 500; + } } if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (objects.numobjects < max_objects - 1) { + if (Object::objects.size() < max_objects - 1) { XYZ scenecoords; scenecoords.x = Person::players[0]->coords.x; scenecoords.z = Person::players[0]->coords.z; @@ -2038,7 +1935,6 @@ void doDevKeys() scenecoords.y = Person::players[0]->coords.y - .5; if (editortype == firetype) scenecoords.y = Person::players[0]->coords.y - .5; - //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); float temprotat, temprotat2; temprotat = editoryaw; temprotat2 = editorpitch; @@ -2047,9 +1943,9 @@ void doDevKeys() if (temprotat2 < 0) temprotat2 = Random() % 360; - objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); + Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } } @@ -2194,11 +2090,13 @@ void doDevKeys() if (pathpointselected >= numpathpoints) pathpointselected = -1; } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { pathpointselected--; if (pathpointselected <= -2) pathpointselected = numpathpoints - 1; } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { if (pathpointselected != -1) { numpathpoints--; @@ -2266,6 +2164,7 @@ void doDevKeys() if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { mapradius += multiplier * 10; } + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorpitch += multiplier * 100; } @@ -2275,10 +2174,12 @@ void doDevKeys() if (editorpitch < -.01) editorpitch = -.01; } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); + if (closest >= 0) { + Object::DeleteObject(closest); + } } } } @@ -2445,9 +2346,9 @@ void doAerialAcrobatics() for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.type[i] != rocktype || - objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled || - objects.position[i].y > Person::players[k]->coords.y) { + if (Object::objects[i]->type != rocktype || + Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || + Object::objects[i]->position.y > Person::players[k]->coords.y) { lowpoint = Person::players[k]->coords; if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim && @@ -2458,7 +2359,7 @@ void doAerialAcrobatics() if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z); - if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { flatfacing = lowpoint - Person::players[k]->coords; Person::players[k]->coords = lowpoint; Person::players[k]->coords.y -= 1.3; @@ -2474,14 +2375,14 @@ void doAerialAcrobatics() Person::players[k]->jumpkeydown) { lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2492,14 +2393,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2510,14 +2411,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2528,14 +2429,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { Person::players[k]->setAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2550,11 +2451,11 @@ void doAerialAcrobatics() } } } - } else if (objects.type[i] == rocktype) { + } else if (Object::objects[i]->type == rocktype) { lowpoint2 = Person::players[k]->coords; lowpoint = Person::players[k]->coords; lowpoint.y += 2; - if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { Person::players[k]->coords = colpoint; Person::players[k]->collide = 1; tempcollide = 1; @@ -2597,8 +2498,8 @@ void doAerialAcrobatics() int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; lowpoint = Person::players[k]->coords; lowpoint.y += 1.35; - if (objects.type[i] != rocktype) - if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Object::objects[i]->type != rocktype) + if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim && Person::players[k]->onterrain) @@ -2614,14 +2515,14 @@ void doAerialAcrobatics() Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim)) { lowpoint = Person::players[k]->coords; - objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); + Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw); lowpoint = Person::players[k]->coords; lowpoint.y += .05; facing = 0; facing.z = -1; facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); lowpointtarget = lowpoint + facing * 1.4; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); if (whichhit != -1) { lowpoint = Person::players[k]->coords; lowpoint.y += .1; @@ -2650,27 +2551,27 @@ void doAerialAcrobatics() lowpointtarget6.y += 45 / 13; lowpointtarget6 += facing * .6; lowpointtarget7.y += 90 / 13; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (objects.friction[i] > .5) + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (Object::objects[i]->friction > .5) if (whichhit != -1) { if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) Person::players[k]->collided = 1; - if (checkcollide(lowpoint7, lowpointtarget7) == -1) - if (checkcollide(lowpoint6, lowpointtarget6) == -1) - if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) + if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) + if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) for (int j = 0; j < 45; j++) { lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.4; - if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, - &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { + if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) break; if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { @@ -2678,7 +2579,7 @@ void doAerialAcrobatics() lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; @@ -2689,7 +2590,7 @@ void doAerialAcrobatics() } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -3164,13 +3065,13 @@ void doAttacks() terrain.decalalivetime[j] < 2) terrain.DeleteDecal(j); } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) - objects.model[l].DeleteDecal(j); + for (int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) + for (int j = 0; j < Object::objects[l]->model.numdecals; j++) { + if ((Object::objects[l]->model.decaltype[j] == blooddecal || + Object::objects[l]->model.decaltype[j] == blooddecalslow) && + Object::objects[l]->model.decalalivetime[j] < 2) + Object::objects[l]->model.DeleteDecal(j); } } } @@ -3190,13 +3091,13 @@ void doAttacks() terrain.DeleteDecal(j); } } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) { - objects.model[l].DeleteDecal(j); + for (int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) + for (int j = 0; j < Object::objects[l]->model.numdecals; j++) { + if ((Object::objects[l]->model.decaltype[j] == blooddecal || + Object::objects[l]->model.decaltype[j] == blooddecalslow) && + Object::objects[l]->model.decalalivetime[j] < 2) { + Object::objects[l]->model.DeleteDecal(j); } } } @@ -3674,7 +3575,7 @@ void doAI(unsigned i) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain) - if (!Person::players[j]->isWallJump() && -1 == checkcollide( + if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide( DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) *Person::players[i]->scale + Person::players[i]->coords, DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) @@ -3817,7 +3718,7 @@ void doAI(unsigned i) if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) - if ((-1 == checkcollide( + if ((-1 == Object::checkcollide( DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)* Person::players[i]->scale + Person::players[i]->coords, DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)* @@ -3870,9 +3771,9 @@ void doAI(unsigned i) test2.y += 5; XYZ test = Person::players[i]->coords + Person::players[i]->facing; test.y -= 10; - j = checkcollide(test2, test, Person::players[i]->laststanding); + j = Object::checkcollide(test2, test, Person::players[i]->laststanding); if (j == -1) - j = checkcollide(test2, test); + j = Object::checkcollide(test2, test); if (j == -1) { Person::players[i]->velocity = 0; Person::players[i]->setAnimation(Person::players[i]->getStop()); @@ -3956,7 +3857,7 @@ void doAI(unsigned i) //TODO: factor out canSeePlayer() if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) - if ((checkcollide( + if ((Object::checkcollide( DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)* Person::players[i]->scale + Person::players[i]->coords, DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)* @@ -4030,7 +3931,7 @@ void doAI(unsigned i) XYZ flatfacing = Person::players[Person::players[i]->ally]->coords; facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale; flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale; - if (-1 != checkcollide(facing, flatfacing)) + if (-1 != Object::checkcollide(facing, flatfacing)) Person::players[i]->lastseentime -= .1; //no available ally, run back to player @@ -4247,9 +4148,9 @@ void doAI(unsigned i) test2.y += 5; XYZ test = Person::players[i]->coords + Person::players[i]->facing; test.y -= 10; - j = checkcollide(test2, test, Person::players[i]->laststanding); + j = Object::checkcollide(test2, test, Person::players[i]->laststanding); if (j == -1) - j = checkcollide(test2, test); + j = Object::checkcollide(test2, test); if (j == -1) { Person::players[i]->velocity = 0; Person::players[i]->setAnimation(Person::players[i]->getStop()); @@ -4415,7 +4316,7 @@ void doAI(unsigned i) facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale; flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale; if (Person::players[i]->occluded >= 2) - if (-1 != checkcollide(facing, flatfacing)) { + if (-1 != Object::checkcollide(facing, flatfacing)) { if (!Person::players[i]->pause) Person::players[i]->lastseentime -= .2; if (Person::players[i]->lastseentime <= 0 && @@ -4436,7 +4337,7 @@ void doAI(unsigned i) if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) { XYZ test = Person::players[0]->coords; test.y -= 40; - if (-1 == checkcollide(Person::players[0]->coords, test)) + if (-1 == Object::checkcollide(Person::players[0]->coords, test)) Person::players[i]->stunned = 1; } //stunned @@ -5084,17 +4985,17 @@ void Game::Tick() Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < objects.numobjects; j++) - if (objects.onfire[j]) - if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200) - if ( distsq(&Person::players[i]->coords, &objects.position[j]) < + for (int j = 0; j < Object::objects.size(); j++) + if (Object::objects[j]->onfire) + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) + if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &objects.position[j]) < + distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { - Person::players[i]->avoidwhere = objects.position[j]; + Person::players[i]->avoidwhere = Object::objects[j]->position; Person::players[i]->avoidsomething = 1; } } @@ -5364,7 +5265,7 @@ void Game::Tick() distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && !Person::players[j]->skeleton.free && - -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { + -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; @@ -5876,7 +5777,7 @@ void Game::Tick() } //do stuff - objects.DoStuff(); + Object::DoStuff(); for (int j = numenvsounds - 1; j >= 0; j--) { envsoundlife[j] -= multiplier; @@ -6388,20 +6289,20 @@ void Game::TickOnceAfter() viewer = cameraloc - facing * cameradist; colviewer = viewer; coltarget = cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; coltarget = cameraloc; - if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) viewer = col; } if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; - if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { viewer = colviewer; } }