X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=7e50cc0d41792850e3ea42b2fdf85ef3b2dd9fa0;hb=8b6e8f3ad7390309795eb35c0959264cb7924402;hp=7d66b43a1271e173a759fd603fe9d3d54e367215;hpb=5b566d01a77224e445ebb683184a1c59830a10b5;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 7d66b43..7e50cc0 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -31,10 +31,10 @@ along with Lugaru. If not, see . #include "Level/Dialog.hpp" #include "Level/Hotspot.hpp" #include "Menu/Menu.hpp" +#include "Tutorial.hpp" #include "User/Settings.hpp" #include "Utils/Folders.hpp" #include "Utils/Input.hpp" -#include "Tutorial.hpp" #if PLATFORM_UNIX #include @@ -60,7 +60,6 @@ using namespace Game; #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) #endif - extern float multiplier; extern XYZ viewer; extern int environment; @@ -102,7 +101,7 @@ extern float envsoundlife[30]; extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar -extern bool decals; +extern bool decalstoggle; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -149,7 +148,7 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; -const char *rabbitskin[] = { +const char* rabbitskin[] = { "Textures/Fur3.jpg", "Textures/Fur.jpg", "Textures/Fur2.jpg", @@ -162,16 +161,16 @@ const char *rabbitskin[] = { "Textures/WB2.jpg" }; -const char *wolfskin[] = { +const char* wolfskin[] = { "Textures/Wolf.jpg", "Textures/DarkWolf.jpg", "Textures/SnowWolf.jpg" }; -const char **creatureskin[] = {rabbitskin, wolfskin}; +const char** creatureskin[] = { rabbitskin, wolfskin }; #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; -STATIC_ASSERT (rabbittype == 0 && wolftype == 1) +STATIC_ASSERT(rabbittype == 0 && wolftype == 1) // utility functions @@ -214,78 +213,78 @@ inline float stepTowardf(float from, float to, float by) void Game::playdialoguescenesound() { XYZ temppos; - temppos = Person::players[Dialog::currentScene().participantfocus]->coords; + temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; int sound = -1; switch (Dialog::currentScene().sound) { - case -6: - sound = alarmsound; - break; - case -4: - sound = consolefailsound; - break; - case -3: - sound = consolesuccesssound; - break; - case -2: - sound = firestartsound; - break; - case -1: - sound = fireendsound; - break; - case 1: - sound = rabbitchitter; - break; - case 2: - sound = rabbitchitter2; - break; - case 3: - sound = rabbitpainsound; - break; - case 4: - sound = rabbitpain1sound; - break; - case 5: - sound = rabbitattacksound; - break; - case 6: - sound = rabbitattack2sound; - break; - case 7: - sound = rabbitattack3sound; - break; - case 8: - sound = rabbitattack4sound; - break; - case 9: - sound = growlsound; - break; - case 10: - sound = growl2sound; - break; - case 11: - sound = snarlsound; - break; - case 12: - sound = snarl2sound; - break; - case 13: - sound = barksound; - break; - case 14: - sound = bark2sound; - break; - case 15: - sound = bark3sound; - break; - case 16: - sound = barkgrowlsound; - break; - default: - break; + case -6: + sound = alarmsound; + break; + case -4: + sound = consolefailsound; + break; + case -3: + sound = consolesuccesssound; + break; + case -2: + sound = firestartsound; + break; + case -1: + sound = fireendsound; + break; + case 1: + sound = rabbitchitter; + break; + case 2: + sound = rabbitchitter2; + break; + case 3: + sound = rabbitpainsound; + break; + case 4: + sound = rabbitpain1sound; + break; + case 5: + sound = rabbitattacksound; + break; + case 6: + sound = rabbitattack2sound; + break; + case 7: + sound = rabbitattack3sound; + break; + case 8: + sound = rabbitattack4sound; + break; + case 9: + sound = growlsound; + break; + case 10: + sound = growl2sound; + break; + case 11: + sound = snarlsound; + break; + case 12: + sound = snarl2sound; + break; + case 13: + sound = barksound; + break; + case 14: + sound = bark2sound; + break; + case 15: + sound = bark3sound; + break; + case 16: + sound = barkgrowlsound; + break; + default: + break; } if (sound != -1) emit_sound_at(sound, temppos); @@ -313,11 +312,12 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < Object::objects.size(); i++) { - float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords); + for (unsigned int i = 0; i < Object::objects.size(); i++) { + float distance = distsq(&Object::objects[i]->position, + &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; - closest = i; + closest = (int)i; } } return closest; @@ -337,12 +337,12 @@ static void cmd_dispatch(const string cmd) } /********************> Tick() <*****/ -extern bool save_screenshot(const char * fname); -void Screenshot (void) +extern bool save_screenshot(const char* fname); +void Screenshot(void) { char filename[1024]; time_t t = time(NULL); - struct tm *tme = localtime(&t); + struct tm* tme = localtime(&t); sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); @@ -384,7 +384,6 @@ void Setenvironment(int which) pause_sound(stream_wind); pause_sound(stream_desertambient); - if (environment == snowyenvironment) { windvector = 0; windvector.z = 3; @@ -404,19 +403,15 @@ void Setenvironment(int which) terraintexture.load("Textures/Snow.jpg", 1); terraintexture2.load("Textures/Rock.jpg", 1); - temptexdetail = texdetail; if (texdetail > 1) texdetail = 4; - skybox->load( "Textures/Skybox(snow)/Front.jpg", - "Textures/Skybox(snow)/Left.jpg", - "Textures/Skybox(snow)/Back.jpg", - "Textures/Skybox(snow)/Right.jpg", - "Textures/Skybox(snow)/Up.jpg", - "Textures/Skybox(snow)/Down.jpg"); - - - + skybox->load("Textures/Skybox(snow)/Front.jpg", + "Textures/Skybox(snow)/Left.jpg", + "Textures/Skybox(snow)/Back.jpg", + "Textures/Skybox(snow)/Right.jpg", + "Textures/Skybox(snow)/Up.jpg", + "Textures/Skybox(snow)/Down.jpg"); texdetail = temptexdetail; } else if (environment == desertenvironment) { @@ -427,7 +422,6 @@ void Setenvironment(int which) Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); - if (ambientsound) emit_stream_np(stream_desertambient); @@ -439,19 +433,15 @@ void Setenvironment(int which) terraintexture.load("Textures/Sand.jpg", 1); terraintexture2.load("Textures/SandSlope.jpg", 1); - temptexdetail = texdetail; if (texdetail > 1) texdetail = 4; - skybox->load( "Textures/Skybox(sand)/Front.jpg", - "Textures/Skybox(sand)/Left.jpg", - "Textures/Skybox(sand)/Back.jpg", - "Textures/Skybox(sand)/Right.jpg", - "Textures/Skybox(sand)/Up.jpg", - "Textures/Skybox(sand)/Down.jpg"); - - - + skybox->load("Textures/Skybox(sand)/Front.jpg", + "Textures/Skybox(sand)/Left.jpg", + "Textures/Skybox(sand)/Back.jpg", + "Textures/Skybox(sand)/Right.jpg", + "Textures/Skybox(sand)/Up.jpg", + "Textures/Skybox(sand)/Down.jpg"); texdetail = temptexdetail; } else if (environment == grassyenvironment) { @@ -473,18 +463,15 @@ void Setenvironment(int which) terraintexture.load("Textures/GrassDirt.jpg", 1); terraintexture2.load("Textures/MossRock.jpg", 1); - temptexdetail = texdetail; if (texdetail > 1) texdetail = 4; - skybox->load( "Textures/Skybox(grass)/Front.jpg", - "Textures/Skybox(grass)/Left.jpg", - "Textures/Skybox(grass)/Back.jpg", - "Textures/Skybox(grass)/Right.jpg", - "Textures/Skybox(grass)/Up.jpg", - "Textures/Skybox(grass)/Down.jpg"); - - + skybox->load("Textures/Skybox(grass)/Front.jpg", + "Textures/Skybox(grass)/Left.jpg", + "Textures/Skybox(grass)/Back.jpg", + "Textures/Skybox(grass)/Right.jpg", + "Textures/Skybox(grass)/Up.jpg", + "Textures/Skybox(grass)/Down.jpg"); texdetail = temptexdetail; } @@ -495,23 +482,30 @@ void Setenvironment(int which) texdetail = temptexdetail; } -void Game::Loadlevel(int which) +bool Game::LoadLevel(int which) { stealthloading = 0; whichlevel = which; if (which == -1) { - Loadlevel("tutorial", true); + return LoadLevel("tutorial", true); } else if (which >= 0 && which <= 15) { char buf[32]; snprintf(buf, 32, "map%d", which + 1); // challenges - Loadlevel(buf); - } else - Loadlevel("mapsave"); + return LoadLevel(buf); + } else { + return LoadLevel("mapsave"); + } } -void Game::Loadlevel(const std::string& name, bool tutorial) +bool Game::LoadLevel(const std::string& name, bool tutorial) { + const std::string level_path = Folders::getResourcePath("Maps/" + name); + if (!Folders::file_exists(level_path)) { + perror(std::string("LoadLevel: Could not open file '" + level_path).c_str()); + return false; + } + int indemo; // FIXME this should be removed int templength; float lamefloat; @@ -543,9 +537,9 @@ void Game::Loadlevel(const std::string& name, bool tutorial) pause_sound(stream_firesound); int mapvers; - FILE *tfile; + FILE* tfile; errno = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); + tfile = Folders::openMandatoryFile(level_path, "rb"); pause_sound(stream_firesound); scoreadded = 0; @@ -579,7 +573,7 @@ void Game::Loadlevel(const std::string& name, bool tutorial) freeze = 0; winfreeze = 0; - for (int i = 0; i < 100; i++) + for (unsigned char i = 0; i < 100; i++) bonusnum[i] = 0; numfalls = 0; @@ -610,12 +604,12 @@ void Game::Loadlevel(const std::string& name, bool tutorial) } if (!stealthloading) { - terrain.numdecals = 0; + terrain.decals.clear(); Sprite::deleteSprites(); for (int i = 0; i < subdivision; i++) { for (int j = 0; j < subdivision; j++) { - terrain.patchobjectnum[i][j] = 0; + terrain.patchobjects[i][j].clear(); } } Game::LoadingScreen(); @@ -710,6 +704,10 @@ void Game::Loadlevel(const std::string& name, bool tutorial) funpackf(tfile, "Bi", &environment); + if (environment != oldenvironment) + Setenvironment(environment); + oldenvironment = environment; + Object::LoadObjectsFromFile(tfile, stealthloading); if (mapvers >= 7) { @@ -773,9 +771,6 @@ void Game::Loadlevel(const std::string& name, bool tutorial) funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); SetUpLighting(); - if (environment != oldenvironment) - Setenvironment(environment); - oldenvironment = environment; if (!stealthloading) { Object::AddObjectsToTerrain(); @@ -842,7 +837,6 @@ void Game::Loadlevel(const std::string& name, bool tutorial) } } - Game::LoadingScreen(); if (cellophane) { @@ -928,12 +922,11 @@ void Game::Loadlevel(const std::string& name, bool tutorial) oldmusicvolume[2] = 0; oldmusicvolume[3] = 0; - if (!firstload) - firstload = 1; - leveltime = 0; wonleveltime = 0; visibleloading = false; + + return true; } void doDevKeys() @@ -981,9 +974,9 @@ void doDevKeys() /* Grow tree leaves?? */ if (Input::isKeyPressed(SDL_SCANCODE_Y)) { - for (int i = 0; i < Object::objects.size(); i++) { - if (Object::objects[i]->type == treeleavestype) { - Object::objects[i]->scale *= .9; + for (auto& an_object : Object::objects) { + if (an_object->type == treeleavestype) { + an_object->scale *= .9; } } } @@ -1053,7 +1046,7 @@ void doDevKeys() Person::players[closest]->whichskin = 0; Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, - &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } Person::players[closest]->addClothes(); @@ -1080,7 +1073,6 @@ void doDevKeys() legprop = Person::players[closest]->proportionlegs.x / 1.1; } - if (Person::players[closest]->creature == rabbittype) { Person::players[closest]->creature = wolftype; Person::players[closest]->whichskin = 0; @@ -1123,7 +1115,6 @@ void doDevKeys() Person::players[closest]->proportionlegs = 1.1 * legprop; Person::players[closest]->proportionlegs.y = 1.05 * legprop; } - } } @@ -1285,7 +1276,6 @@ void doDevKeys() Person::players[closest]->skeleton.free = 2; camerashake += .6; - } } @@ -1318,7 +1308,7 @@ void doDevKeys() if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestPlayer(); if (closest >= 0) { - Person::players.erase(Person::players.begin()+closest); + Person::players.erase(Person::players.begin() + closest); } } @@ -1356,7 +1346,7 @@ void doDevKeys() if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { Person::players.push_back(shared_ptr(new Person())); - Person::players.back()->id = Person::players.size()-1; + Person::players.back()->id = Person::players.size() - 1; Person::players.back()->scale = Person::players[0]->scale; Person::players.back()->creature = rabbittype; @@ -1560,7 +1550,6 @@ void doDevKeys() editorsize = .1; } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { mapradius -= multiplier * 10; } @@ -1590,28 +1579,26 @@ void doDevKeys() void doJumpReversals() { - for (unsigned k = 0; k < Person::players.size(); k++) - for (unsigned i = k; i < Person::players.size(); i++) { - if (i == k) - continue; - if ( Person::players[k]->skeleton.free == 0 && - Person::players[i]->skeleton.oldfree == 0 && - (Person::players[i]->animTarget == jumpupanim || - Person::players[k]->animTarget == jumpupanim) && - (Person::players[i]->aitype == playercontrolled || - Person::players[k]->aitype == playercontrolled) && - ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) || - (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) { - if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) && - distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + for (unsigned k = 0; k < Person::players.size(); k++) { + for (unsigned i = k + 1; i < Person::players.size(); i++) { + if (Person::players[k]->skeleton.free == 0 && + Person::players[i]->skeleton.oldfree == 0 && + (Person::players[i]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpupanim) && + (Person::players[i]->aitype == playercontrolled || + Person::players[k]->aitype == playercontrolled) && + ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) || + (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) { + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) && + distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { //TODO: refactor two huge similar ifs if (Person::players[i]->animTarget == jumpupanim && - Person::players[k]->animTarget != getupfrombackanim && - Person::players[k]->animTarget != getupfromfrontanim && - Animation::animations[Person::players[k]->animTarget].height == middleheight && - normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && - ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || - Person::players[k]->aitype != playercontrolled)) { + Person::players[k]->animTarget != getupfrombackanim && + Person::players[k]->animTarget != getupfromfrontanim && + Animation::animations[Person::players[k]->animTarget].height == middleheight && + normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && + ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || + Person::players[k]->aitype != playercontrolled)) { Person::players[i]->victim = Person::players[k]; Person::players[i]->velocity = 0; Person::players[i]->animCurrent = jumpreversedanim; @@ -1645,12 +1632,12 @@ void doJumpReversals() Person::players[k]->stunned = .5; } if (Person::players[k]->animTarget == jumpupanim && - Person::players[i]->animTarget != getupfrombackanim && - Person::players[i]->animTarget != getupfromfrontanim && - Animation::animations[Person::players[i]->animTarget].height == middleheight && - normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && - ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || - Person::players[i]->aitype != playercontrolled)) { + Person::players[i]->animTarget != getupfrombackanim && + Person::players[i]->animTarget != getupfromfrontanim && + Animation::animations[Person::players[i]->animTarget].height == middleheight && + normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && + ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || + Person::players[i]->aitype != playercontrolled)) { Person::players[k]->victim = Person::players[i]; Person::players[k]->velocity = 0; Person::players[k]->animCurrent = jumpreversedanim; @@ -1686,6 +1673,7 @@ void doJumpReversals() } } } + } } void doAerialAcrobatics() @@ -1695,30 +1683,29 @@ void doAerialAcrobatics() Person::players[k]->turnspeed = 500; if ((Person::players[k]->isRun() && - ((Person::players[k]->targetyaw != rabbitrunninganim && - Person::players[k]->targetyaw != wolfrunninganim) || - Person::players[k]->frameTarget == 4)) || - Person::players[k]->animTarget == removeknifeanim || - Person::players[k]->animTarget == crouchremoveknifeanim || - Person::players[k]->animTarget == flipanim || - Person::players[k]->animTarget == fightsidestep || - Person::players[k]->animTarget == walkanim) { + ((Person::players[k]->targetyaw != rabbitrunninganim && + Person::players[k]->targetyaw != wolfrunninganim) || + Person::players[k]->frameTarget == 4)) || + Person::players[k]->animTarget == removeknifeanim || + Person::players[k]->animTarget == crouchremoveknifeanim || + Person::players[k]->animTarget == flipanim || + Person::players[k]->animTarget == fightsidestep || + Person::players[k]->animTarget == walkanim) { Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed); } - if (Person::players[k]->isStop() || - Person::players[k]->isLanding() || - Person::players[k]->animTarget == staggerbackhighanim || - (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) || - Person::players[k]->animTarget == staggerbackhardanim || - Person::players[k]->animTarget == backhandspringanim || - Person::players[k]->animTarget == dodgebackanim || - Person::players[k]->animTarget == rollanim || - (Animation::animations[Person::players[k]->animTarget].attack && - Person::players[k]->animTarget != rabbitkickanim && - (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && - (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { + Person::players[k]->isLanding() || + Person::players[k]->animTarget == staggerbackhighanim || + (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) || + Person::players[k]->animTarget == staggerbackhardanim || + Person::players[k]->animTarget == backhandspringanim || + Person::players[k]->animTarget == dodgebackanim || + Person::players[k]->animTarget == rollanim || + (Animation::animations[Person::players[k]->animTarget].attack && + Person::players[k]->animTarget != rabbitkickanim && + (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && + (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2); } @@ -1732,9 +1719,9 @@ void doAerialAcrobatics() //if player's position has changed (?) if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 && - !Person::players[k]->skeleton.free && - Person::players[k]->animTarget != climbanim && - Person::players[k]->animTarget != hanganim) { + !Person::players[k]->skeleton.free && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) { XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2; int whichhit; bool tempcollide = 0; @@ -1748,20 +1735,20 @@ void doAerialAcrobatics() //clip to terrain Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)); - 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]; + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (Object::objects[i]->type != rocktype || - Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || - Object::objects[i]->position.y > Person::players[k]->coords.y) { + Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || + Object::objects[i]->position.y > Person::players[k]->coords.y) { lowpoint = Person::players[k]->coords; if (Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != jumpdownanim && - !Person::players[k]->isFlip()) + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) lowpoint.y += 1.25; else lowpoint.y += 1.3; - if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && - Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) + if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && + Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z); if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { flatfacing = lowpoint - Person::players[k]->coords; @@ -1772,21 +1759,21 @@ void doAerialAcrobatics() //wall jumps //TODO: refactor four similar blocks if (Person::players[k]->aitype == playercontrolled && - (Person::players[k]->animTarget == jumpupanim || - Person::players[k]->animTarget == jumpdownanim || - Person::players[k]->isFlip()) && - !Person::players[k]->jumptogglekeydown && - Person::players[k]->jumpkeydown) { + (Person::players[k]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpdownanim || + Person::players[k]->isFlip()) && + !Person::players[k]->jumptogglekeydown && + Person::players[k]->jumpkeydown) { lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpleftanim); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1798,13 +1785,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumprightanim); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1816,13 +1803,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpbackanim); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1834,13 +1821,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpfrontanim); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1898,26 +1885,26 @@ void doAerialAcrobatics() } if (tempcollide) - for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; lowpoint = Person::players[k]->coords; lowpoint.y += 1.35; if (Object::objects[i]->type != rocktype) if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { if (Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != jumpdownanim && - Person::players[k]->onterrain) + Person::players[k]->animTarget != jumpdownanim && + Person::players[k]->onterrain) Person::players[k]->avoidcollided = 1; Person::players[k]->coords = lowpoint; Person::players[k]->coords.y -= 1.35; Person::players[k]->collide = 1; if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) && - (Person::players[k]->animCurrent != climbanim && + (Person::players[k]->animCurrent != climbanim && Person::players[k]->animCurrent != hanganim && !Person::players[k]->isWallJump() || - Person::players[k]->animTarget == jumpupanim || - Person::players[k]->animTarget == jumpdownanim)) { + Person::players[k]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpdownanim)) { lowpoint = Person::players[k]->coords; Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw); lowpoint = Person::players[k]->coords; @@ -1958,24 +1945,24 @@ void doAerialAcrobatics() 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) + if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) Person::players[k]->collided = 1; if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) - if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, - &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && - Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, - &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && - Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, - &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && - Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, - &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) + if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) for (int j = 0; j < 45; j++) { lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.4; if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, - &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { + &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) { @@ -1983,7 +1970,7 @@ void doAerialAcrobatics() lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; @@ -1994,7 +1981,7 @@ void doAerialAcrobatics() } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2015,7 +2002,7 @@ void doAerialAcrobatics() Person::players[k]->frameTarget = 1; //hang ledge (?) if (j > 25) { - Person::players[k]->setAnimation(hanganim); + Person::players[k]->setTargetAnimation(hanganim); Person::players[k]->jumppower = 0; } } @@ -2031,22 +2018,22 @@ void doAerialAcrobatics() if (Person::players[k]->collide <= 0) { //in the air if (!Person::players[k]->onterrain && - Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != jumpdownanim && - Person::players[k]->animTarget != climbanim && - Person::players[k]->animTarget != hanganim && - !Person::players[k]->isWallJump() && - !Person::players[k]->isFlip()) { + Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != jumpdownanim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim && + !Person::players[k]->isWallJump() && + !Person::players[k]->isFlip()) { if (Person::players[k]->animCurrent != climbanim && - Person::players[k]->animCurrent != tempanim && - Person::players[k]->animTarget != backhandspringanim && - (Person::players[k]->animTarget != rollanim || - Person::players[k]->frameTarget < 2 || - Person::players[k]->frameTarget > 6)) { + Person::players[k]->animCurrent != tempanim && + Person::players[k]->animTarget != backhandspringanim && + (Person::players[k]->animTarget != rollanim || + Person::players[k]->frameTarget < 2 || + Person::players[k]->frameTarget > 6)) { //stagger off ledge (?) if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) Person::players[k]->RagDoll(0); - Person::players[k]->setAnimation(jumpdownanim); + Person::players[k]->setTargetAnimation(jumpdownanim); if (!k) emit_sound_at(whooshsound, Person::players[k]->coords, 128.); @@ -2074,23 +2061,23 @@ void doAttacks() if (!oldattackkey) playerrealattackkeydown = Input::isKeyDown(attackkey); if ((Person::players[0]->parriedrecently <= 0 || - Person::players[0]->weaponactive == -1) && - (!oldattackkey || - (realthreat && - Person::players[0]->lastattack != swordslashanim && - Person::players[0]->lastattack != knifeslashstartanim && - Person::players[0]->lastattack != staffhitanim && - Person::players[0]->lastattack != staffspinhitanim))) + Person::players[0]->weaponactive == -1) && + (!oldattackkey || + (realthreat && + Person::players[0]->lastattack != swordslashanim && + Person::players[0]->lastattack != knifeslashstartanim && + Person::players[0]->lastattack != staffhitanim && + Person::players[0]->lastattack != staffspinhitanim))) Person::players[0]->attackkeydown = Input::isKeyDown(attackkey); if (Input::isKeyDown(attackkey) && - !oldattackkey && - !Person::players[0]->backkeydown) { + !oldattackkey && + !Person::players[0]->backkeydown) { for (unsigned k = 0; k < Person::players.size(); k++) { if ((Person::players[k]->animTarget == swordslashanim || - Person::players[k]->animTarget == staffhitanim || - Person::players[k]->animTarget == staffspinhitanim) && - Person::players[0]->animCurrent != dodgebackanim && - !Person::players[k]->skeleton.free) + Person::players[k]->animTarget == staffhitanim || + Person::players[k]->animTarget == staffspinhitanim) && + Person::players[0]->animCurrent != dodgebackanim && + !Person::players[k]->skeleton.free) Person::players[k]->Reverse(); } } @@ -2108,11 +2095,11 @@ void doAttacks() if (Person::players[k]->attackkeydown) { //dodge backward if (Person::players[k]->backkeydown && - Person::players[k]->animTarget != backhandspringanim && - (Person::players[k]->isIdle() || - Person::players[k]->isStop() || - Person::players[k]->isRun() || - Person::players[k]->animTarget == walkanim)) { + Person::players[k]->animTarget != backhandspringanim && + (Person::players[k]->isIdle() || + Person::players[k]->isStop() || + Person::players[k]->isRun() || + Person::players[k]->animTarget == walkanim)) { if (Person::players[k]->jumppower <= 1) { Person::players[k]->jumppower -= 2; } else { @@ -2120,11 +2107,11 @@ void doAttacks() if (i == k) continue; if (Person::players[i]->animTarget == swordslashanim || - Person::players[i]->animTarget == knifeslashstartanim || - Person::players[i]->animTarget == staffhitanim || - Person::players[i]->animTarget == staffspinhitanim) + Person::players[i]->animTarget == knifeslashstartanim || + Person::players[i]->animTarget == staffhitanim || + Person::players[i]->animTarget == staffspinhitanim) if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) { - Person::players[k]->setAnimation(dodgebackanim); + Person::players[k]->setTargetAnimation(dodgebackanim); Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); } @@ -2132,7 +2119,7 @@ void doAttacks() if (Person::players[k]->animTarget != dodgebackanim) { if (k == 0) numflipped++; - Person::players[k]->setAnimation(backhandspringanim); + Person::players[k]->setTargetAnimation(backhandspringanim); Person::players[k]->targetyaw = -yaw + 180; if (Person::players[k]->leftkeydown) Person::players[k]->targetyaw -= 45; @@ -2145,12 +2132,12 @@ void doAttacks() } //attack if (!Animation::animations[Person::players[k]->animTarget].attack && - !Person::players[k]->backkeydown && - (Person::players[k]->isIdle() || - Person::players[k]->isRun() || - Person::players[k]->animTarget == walkanim || - Person::players[k]->animTarget == sneakanim || - Person::players[k]->isCrouch())) { + !Person::players[k]->backkeydown && + (Person::players[k]->isIdle() || + Person::players[k]->isRun() || + Person::players[k]->animTarget == walkanim || + Person::players[k]->animTarget == sneakanim || + Person::players[k]->isCrouch())) { const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType(); //normal attacks (?) Person::players[k]->hasvictim = 0; @@ -2163,25 +2150,25 @@ void doAttacks() //choose an attack const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (distance < 4.5 && - !Person::players[i]->skeleton.free && - Person::players[i]->howactive < typedead1 && - Person::players[i]->animTarget != jumpreversedanim && - Person::players[i]->animTarget != rabbitkickreversedanim && - Person::players[i]->animTarget != rabbitkickanim && - Person::players[k]->animTarget != rabbitkickanim && - Person::players[i]->animTarget != getupfrombackanim && - (Person::players[i]->animTarget != staggerbackhighanim && - (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) && - Person::players[i]->animTarget != jumpdownanim && - Person::players[i]->animTarget != jumpupanim && - Person::players[i]->animTarget != getupfromfrontanim) { + !Person::players[i]->skeleton.free && + Person::players[i]->howactive < typedead1 && + Person::players[i]->animTarget != jumpreversedanim && + Person::players[i]->animTarget != rabbitkickreversedanim && + Person::players[i]->animTarget != rabbitkickanim && + Person::players[k]->animTarget != rabbitkickanim && + Person::players[i]->animTarget != getupfrombackanim && + (Person::players[i]->animTarget != staggerbackhighanim && + (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) && + Person::players[i]->animTarget != jumpdownanim && + Person::players[i]->animTarget != jumpupanim && + Person::players[i]->animTarget != getupfromfrontanim) { Person::players[k]->victim = Person::players[i]; Person::players[k]->hasvictim = 1; if (Person::players[k]->aitype == playercontrolled) { //human player //sweep if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - Person::players[k]->crouchkeydown && - Animation::animations[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->crouchkeydown && + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //winduppunch else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && @@ -2272,9 +2259,9 @@ void doAttacks() if (attackweapon) { //sweep if ((!Tutorial::active || !attackweapon) && - distance < 2.5 * sq(Person::players[k]->scale * 5) && - randattack == 0 && - Animation::animations[Person::players[i]->animTarget].height != lowheight) + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 0 && + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //knifeslashstart else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && @@ -2324,15 +2311,15 @@ void doAttacks() } //sneak attacks if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) && - Person::players[i]->howactive < typedead1 && - distance < 1.5 * sq(Person::players[k]->scale * 5) && - !Person::players[i]->skeleton.free && - Person::players[i]->animTarget != getupfrombackanim && - Person::players[i]->animTarget != getupfromfrontanim && - (Person::players[i]->surprised > 0 || - Person::players[i]->aitype == passivetype || - attackweapon && Person::players[i]->stunned > 0) && - normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { + Person::players[i]->howactive < typedead1 && + distance < 1.5 * sq(Person::players[k]->scale * 5) && + !Person::players[i]->skeleton.free && + Person::players[i]->animTarget != getupfrombackanim && + Person::players[i]->animTarget != getupfromfrontanim && + (Person::players[i]->surprised > 0 || + Person::players[i]->aitype == passivetype || + attackweapon && Person::players[i]->stunned > 0) && + normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { //sneakattack if (!attackweapon) { Person::players[k]->animCurrent = sneakattackanim; @@ -2379,8 +2366,8 @@ void doAttacks() } } if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && - Person::players[k]->victim == Person::players[i] && - (!Person::players[i]->skeleton.free)) { + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free)) { oldattackkey = 1; Person::players[k]->frameTarget = 0; Person::players[k]->target = 0; @@ -2392,7 +2379,7 @@ void doAttacks() Person::players[k]->lastattack = Person::players[k]->animTarget; } if (Person::players[k]->animTarget == knifefollowanim && - Person::players[k]->victim == Person::players[i]) { + Person::players[k]->victim == Person::players[i]) { oldattackkey = 1; Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); @@ -2428,20 +2415,20 @@ void doAttacks() if (i == k) continue; if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && - Animation::animations[Person::players[k]->animTarget].attack == neutral) { + Animation::animations[Person::players[k]->animTarget].attack == neutral) { const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) if (Person::players[i]->skeleton.free) if (distance < 3.5 * sq(Person::players[k]->scale * 5) && - (Person::players[i]->dead || - Person::players[i]->skeleton.longdead > 1000 || - Person::players[k]->isRun() || - hasstaff || - (attackweapon && - (Person::players[i]->skeleton.longdead > 2000 || - Person::players[i]->damage > Person::players[i]->damagetolerance / 8 || - Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) && - distance < 1.5 * sq(Person::players[k]->scale * 5)))) { + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead > 1000 || + Person::players[k]->isRun() || + hasstaff || + (attackweapon && + (Person::players[i]->skeleton.longdead > 2000 || + Person::players[i]->damage > Person::players[i]->damagetolerance / 8 || + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) && + distance < 1.5 * sq(Person::players[k]->scale * 5)))) { Person::players[k]->victim = Person::players[i]; Person::players[k]->hasvictim = 1; if (attackweapon && !Tutorial::active) { @@ -2456,75 +2443,57 @@ void doAttacks() Person::players[k]->animTarget = staffgroundsmashanim; } if (distance < 2.5 && - Person::players[k]->crouchkeydown && - Person::players[k]->animTarget != crouchstabanim && - !attackweapon && - Person::players[i]->dead && - Person::players[i]->skeleton.free && - Person::players[i]->skeleton.longdead > 1000) { + Person::players[k]->crouchkeydown && + Person::players[k]->animTarget != crouchstabanim && + !attackweapon && + Person::players[i]->dead && + Person::players[i]->skeleton.free && + Person::players[i]->skeleton.longdead > 1000) { Person::players[k]->animTarget = killanim; - //TODO: refactor this out, what does it do? - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) - terrain.DeleteDecal(j); - } - 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); - } + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } } } if (!Person::players[i]->dead || musictype != 2) if (distance < 3.5 && - (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) && - Person::players[k]->staggerdelay <= 0 && - (Person::players[i]->dead || - Person::players[i]->skeleton.longdead < 300 && + (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) && + Person::players[k]->staggerdelay <= 0 && + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead < 300 && Person::players[k]->lastattack != spinkickanim && Person::players[i]->skeleton.free) && - (!Person::players[i]->dead || musictype != stream_fighttheme)) { + (!Person::players[i]->dead || musictype != stream_fighttheme)) { Person::players[k]->animTarget = dropkickanim; - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) { - terrain.DeleteDecal(j); + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); } } - for (int l = 0; l < 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); - } - } - } } } if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && - Person::players[k]->victim == Person::players[i] && - (!Person::players[i]->skeleton.free || - Person::players[k]->animTarget == killanim || - Person::players[k]->animTarget == crouchstabanim || - Person::players[k]->animTarget == swordgroundstabanim || - Person::players[k]->animTarget == staffgroundsmashanim || - Person::players[k]->animTarget == dropkickanim)) { + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free || + Person::players[k]->animTarget == killanim || + Person::players[k]->animTarget == crouchstabanim || + Person::players[k]->animTarget == swordgroundstabanim || + Person::players[k]->animTarget == staffgroundsmashanim || + Person::players[k]->animTarget == dropkickanim)) { oldattackkey = 1; Person::players[k]->frameTarget = 0; Person::players[k]->target = 0; XYZ targetpoint = Person::players[i]->coords; if (Person::players[k]->animTarget == crouchstabanim || - Person::players[k]->animTarget == swordgroundstabanim || - Person::players[k]->animTarget == staffgroundsmashanim) { + Person::players[k]->animTarget == swordgroundstabanim || + Person::players[k]->animTarget == staffgroundsmashanim) { targetpoint += (Person::players[i]->jointPos(abdomen) + - Person::players[i]->jointPos(neck)) / 2 * + Person::players[i]->jointPos(neck)) / + 2 * Person::players[i]->scale; } Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint); @@ -2555,7 +2524,7 @@ void doAttacks() if (!Person::players[i]->skeleton.free) { if (Person::players[k]->hasvictim) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < - distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) Person::players[k]->victim = Person::players[i]; } else { Person::players[k]->victim = Person::players[i]; @@ -2567,38 +2536,38 @@ void doAttacks() if (Person::players[k]->aitype == playercontrolled) //rabbit kick if (Person::players[k]->attackkeydown && - Person::players[k]->isRun() && - Person::players[k]->wasRun() && - ((Person::players[k]->hasvictim && - distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) && - distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) && - !Person::players[k]->victim->skeleton.free && - Person::players[k]->victim->animTarget != getupfrombackanim && - Person::players[k]->victim->animTarget != getupfromfrontanim && - Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && - Person::players[k]->aitype != playercontrolled && //wat??? - normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && - Person::players[k]->rabbitkickenabled) || - Person::players[k]->jumpkeydown)) { + Person::players[k]->isRun() && + Person::players[k]->wasRun() && + ((Person::players[k]->hasvictim && + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) && + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) && + !Person::players[k]->victim->skeleton.free && + Person::players[k]->victim->animTarget != getupfrombackanim && + Person::players[k]->victim->animTarget != getupfromfrontanim && + Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && + Person::players[k]->aitype != playercontrolled && //wat??? + normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && + Person::players[k]->rabbitkickenabled) || + Person::players[k]->jumpkeydown)) { oldattackkey = 1; - Person::players[k]->setAnimation(rabbitkickanim); + Person::players[k]->setTargetAnimation(rabbitkickanim); } //update counts if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { numattacks++; switch (attackweapon) { - case 0: - numunarmedattack++; - break; - case knife: - numknifeattack++; - break; - case sword: - numswordattack++; - break; - case staff: - numstaffattack++; - break; + case 0: + numunarmedattack++; + break; + case knife: + numknifeattack++; + break; + case sword: + numswordattack++; + break; + case staff: + numstaffattack++; + break; } } } @@ -2616,25 +2585,27 @@ void doPlayerCollisions() for (unsigned i = k + 1; i < Person::players.size(); i++) { //neither player is part of a reversal if ((Animation::animations[Person::players[i]->animTarget].attack != reversed && - Animation::animations[Person::players[i]->animTarget].attack != reversal && - Animation::animations[Person::players[k]->animTarget].attack != reversed && - Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) + Animation::animations[Person::players[i]->animTarget].attack != reversal && + Animation::animations[Person::players[k]->animTarget].attack != reversed && + Animation::animations[Person::players[k]->animTarget].attack != reversal) || + (i != 0 && k != 0)) if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed && - Animation::animations[Person::players[i]->animCurrent].attack != reversal && - Animation::animations[Person::players[k]->animCurrent].attack != reversed && - Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) + Animation::animations[Person::players[i]->animCurrent].attack != reversal && + Animation::animations[Person::players[k]->animCurrent].attack != reversed && + Animation::animations[Person::players[k]->animCurrent].attack != reversal) || + (i != 0 && k != 0)) //neither is sleeping if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) //in same patch, neither is climbing if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx && - Person::players[i]->whichpatchz == Person::players[k]->whichpatchz && - Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free && - Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free && - Person::players[i]->animTarget != climbanim && - Person::players[i]->animTarget != hanganim && - Person::players[k]->animTarget != climbanim && - Person::players[k]->animTarget != hanganim) + Person::players[i]->whichpatchz == Person::players[k]->whichpatchz && + Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free && + Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free && + Person::players[i]->animTarget != climbanim && + Person::players[i]->animTarget != hanganim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) //players are close (bounding box test) if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) @@ -2643,8 +2614,7 @@ void doPlayerCollisions() if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) { //spread fire from player to player - if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) - < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { if (Person::players[i]->onfire || Person::players[k]->onfire) { if (!Person::players[i]->onfire) Person::players[i]->CatchFire(); @@ -2664,20 +2634,20 @@ void doPlayerCollisions() if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) collisionradius = 3; if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) && - (distsq(&tempcoords1, &tempcoords2) < collisionradius || - distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) { + (distsq(&tempcoords1, &tempcoords2) < collisionradius || + distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) { //jump down on a dead body if (k == 0 || i == 0) { int l = i ? i : k; if (Person::players[0]->animTarget == jumpdownanim && - !Person::players[0]->skeleton.oldfree && - !Person::players[0]->skeleton.free && - Person::players[l]->skeleton.oldfree && - Person::players[l]->skeleton.free && - Person::players[l]->dead && - Person::players[0]->lastcollide <= 0 && - fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 && - distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) { + !Person::players[0]->skeleton.oldfree && + !Person::players[0]->skeleton.free && + Person::players[l]->skeleton.oldfree && + Person::players[l]->skeleton.free && + Person::players[l]->dead && + Person::players[0]->lastcollide <= 0 && + fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 && + distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) { Person::players[0]->coords.y = Person::players[l]->coords.y; Person::players[l]->velocity = Person::players[0]->velocity; Person::players[l]->skeleton.free = 0; @@ -2690,28 +2660,28 @@ void doPlayerCollisions() } } - if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) || - (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) || - (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) { + if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) || + (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) || + (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) { rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity; if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim || - Person::players[i]->skeleton.free) && - (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim || - Person::players[k]->skeleton.free)) + Person::players[i]->skeleton.free) && + (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim || + Person::players[k]->skeleton.free)) if ((((k != 0 && findLengthfast(&rotatetarget) > 150 || - k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && - normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && - (k == 0 || - k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral || - /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) || - (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && + k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && + normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && + (k == 0 || + k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral || + /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) || + (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) { //If hit by body - if ( (i != 0 || Person::players[i]->skeleton.free) && - (k != 0 || Person::players[k]->skeleton.free) || - (Animation::animations[Person::players[i]->animTarget].height == highheight && - Animation::animations[Person::players[k]->animTarget].height == highheight)) { + if ((i != 0 || Person::players[i]->skeleton.free) && + (k != 0 || Person::players[k]->skeleton.free) || + (Animation::animations[Person::players[i]->animTarget].height == highheight && + Animation::animations[Person::players[k]->animTarget].height == highheight)) { if (!Tutorial::active) { emit_sound_at(heavyimpactsound, Person::players[i]->coords); } @@ -2733,37 +2703,35 @@ void doPlayerCollisions() for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity; } - } } - if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral || - Animation::animations[Person::players[i]->animTarget].attack == normalattack) && - (Animation::animations[Person::players[k]->animTarget].attack == neutral || - Animation::animations[Person::players[k]->animTarget].attack == normalattack)) { + if ((Animation::animations[Person::players[i]->animTarget].attack == neutral || + Animation::animations[Person::players[i]->animTarget].attack == normalattack) && + (Animation::animations[Person::players[k]->animTarget].attack == neutral || + Animation::animations[Person::players[k]->animTarget].attack == normalattack)) { //If bumped if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { rotatetarget = Person::players[k]->coords - Person::players[i]->coords; Normalise(&rotatetarget); Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2; - Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 - * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); if (Person::players[k]->howactive == typeactive || hostile) if (Person::players[k]->isIdle()) { if (Person::players[k]->howactive < typesleeping) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); else if (Person::players[k]->howactive == typesleeping) - Person::players[k]->setAnimation(getupfromfrontanim); + Person::players[k]->setTargetAnimation(getupfromfrontanim); if (!editorenabled) Person::players[k]->howactive = typeactive; } if (Person::players[i]->howactive == typeactive || hostile) if (Person::players[i]->isIdle()) { if (Person::players[i]->howactive < typesleeping) - Person::players[i]->setAnimation(Person::players[k]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[k]->getStop()); else - Person::players[i]->setAnimation(getupfromfrontanim); + Person::players[i]->setTargetAnimation(getupfromfrontanim); if (!editorenabled) Person::players[i]->howactive = typeactive; } @@ -2771,12 +2739,11 @@ void doPlayerCollisions() //jump down on player if (hostile) { if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim && - !Person::players[i]->isCrouch() && - Person::players[i]->animTarget != rollanim && - !Person::players[k]->skeleton.oldfree && ! - Person::players[k]->skeleton.free && - Person::players[k]->lastcollide <= 0 && - Person::players[k]->velocity.y < -10) { + !Person::players[i]->isCrouch() && + Person::players[i]->animTarget != rollanim && + !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free && + Person::players[k]->lastcollide <= 0 && + Person::players[k]->velocity.y < -10) { Person::players[i]->velocity = Person::players[k]->velocity; Person::players[k]->velocity = Person::players[k]->velocity * -.5; Person::players[k]->velocity.y = Person::players[i]->velocity.y; @@ -2786,12 +2753,12 @@ void doPlayerCollisions() award_bonus(k, AboveBonus); } if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim && - !Person::players[k]->isCrouch() && - Person::players[k]->animTarget != rollanim && - !Person::players[i]->skeleton.oldfree && - !Person::players[i]->skeleton.free && - Person::players[i]->lastcollide <= 0 && - Person::players[i]->velocity.y < -10) { + !Person::players[k]->isCrouch() && + Person::players[k]->animTarget != rollanim && + !Person::players[i]->skeleton.oldfree && + !Person::players[i]->skeleton.free && + Person::players[i]->lastcollide <= 0 && + Person::players[i]->velocity.y < -10) { Person::players[k]->velocity = Person::players[i]->velocity; Person::players[i]->velocity = Person::players[i]->velocity * -.3; Person::players[i]->velocity.y = Person::players[k]->velocity.y; @@ -2846,7 +2813,6 @@ void Game::Tick() printf("Stereo separation increased to %f\n", stereoseparation); } - if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) { if (Tutorial::stage != 51) { Tutorial::stagetime = Tutorial::maxtime; @@ -2890,7 +2856,7 @@ void Game::Tick() } //escape key pressed if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && - (gameon || mainmenu == 0)) { + (gameon || mainmenu == 0)) { selected = -1; if (mainmenu == 0 && !winfreeze) mainmenu = 2; //pause @@ -2986,8 +2952,6 @@ void Game::Tick() } } - - if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { //dialogues @@ -3044,11 +3008,11 @@ void Game::Tick() //bonuses if (!Tutorial::active) { if (bonustime == 0 && - bonus != solidhit && - bonus != spinecrusher && - bonus != tracheotomy && - bonus != backstab && - bonusvalue > 10) { + bonus != solidhit && + bonus != spinecrusher && + bonus != tracheotomy && + bonus != backstab && + bonusvalue > 10) { emit_sound_np(consolesuccesssound); } } else if (bonustime == 0) { @@ -3056,10 +3020,10 @@ void Game::Tick() } if (bonustime == 0) { if (bonus != solidhit && - bonus != twoxcombo && - bonus != threexcombo && - bonus != fourxcombo && - bonus != megacombo) + bonus != twoxcombo && + bonus != threexcombo && + bonus != fourxcombo && + bonus != megacombo) bonusnum[bonus]++; else bonusnum[bonus] += 0.15; @@ -3088,10 +3052,8 @@ void Game::Tick() } } - doAerialAcrobatics(); - static XYZ oldviewer; //control keys @@ -3118,7 +3080,6 @@ void Game::Tick() if (!Person::players[0]->jumpkeydown) Person::players[0]->jumpclimb = 0; - if (Dialog::inDialog()) { cameramode = 1; if (Dialog::directing) { @@ -3145,28 +3106,38 @@ void Game::Tick() viewer.y += multiplier * 4; if (Input::isKeyDown(crouchkey)) viewer.y -= multiplier * 4; - if ( Input::isKeyPressed(SDL_SCANCODE_1) || - Input::isKeyPressed(SDL_SCANCODE_2) || - Input::isKeyPressed(SDL_SCANCODE_3) || - Input::isKeyPressed(SDL_SCANCODE_4) || - Input::isKeyPressed(SDL_SCANCODE_5) || - Input::isKeyPressed(SDL_SCANCODE_6) || - Input::isKeyPressed(SDL_SCANCODE_7) || - Input::isKeyPressed(SDL_SCANCODE_8) || - Input::isKeyPressed(SDL_SCANCODE_9) || - Input::isKeyPressed(SDL_SCANCODE_0) || - Input::isKeyPressed(SDL_SCANCODE_MINUS)) { + if (Input::isKeyPressed(SDL_SCANCODE_1) || + Input::isKeyPressed(SDL_SCANCODE_2) || + Input::isKeyPressed(SDL_SCANCODE_3) || + Input::isKeyPressed(SDL_SCANCODE_4) || + Input::isKeyPressed(SDL_SCANCODE_5) || + Input::isKeyPressed(SDL_SCANCODE_6) || + Input::isKeyPressed(SDL_SCANCODE_7) || + Input::isKeyPressed(SDL_SCANCODE_8) || + Input::isKeyPressed(SDL_SCANCODE_9) || + Input::isKeyPressed(SDL_SCANCODE_0) || + Input::isKeyPressed(SDL_SCANCODE_MINUS)) { int whichend; - if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1; - if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2; - if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3; - if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4; - if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5; - if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6; - if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7; - if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8; - if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9; - if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0; + if (Input::isKeyPressed(SDL_SCANCODE_1)) + whichend = 1; + if (Input::isKeyPressed(SDL_SCANCODE_2)) + whichend = 2; + if (Input::isKeyPressed(SDL_SCANCODE_3)) + whichend = 3; + if (Input::isKeyPressed(SDL_SCANCODE_4)) + whichend = 4; + if (Input::isKeyPressed(SDL_SCANCODE_5)) + whichend = 5; + if (Input::isKeyPressed(SDL_SCANCODE_6)) + whichend = 6; + if (Input::isKeyPressed(SDL_SCANCODE_7)) + whichend = 7; + if (Input::isKeyPressed(SDL_SCANCODE_8)) + whichend = 8; + if (Input::isKeyPressed(SDL_SCANCODE_9)) + whichend = 9; + if (Input::isKeyPressed(SDL_SCANCODE_0)) + whichend = 0; if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) whichend = -1; if (whichend != -1) { @@ -3198,27 +3169,37 @@ void Game::Tick() } } //TODO: should these be KeyDown or KeyPressed? - if ( Input::isKeyDown(SDL_SCANCODE_KP_1) || - Input::isKeyDown(SDL_SCANCODE_KP_2) || - Input::isKeyDown(SDL_SCANCODE_KP_3) || - Input::isKeyDown(SDL_SCANCODE_KP_4) || - Input::isKeyDown(SDL_SCANCODE_KP_5) || - Input::isKeyDown(SDL_SCANCODE_KP_6) || - Input::isKeyDown(SDL_SCANCODE_KP_7) || - Input::isKeyDown(SDL_SCANCODE_KP_8) || - Input::isKeyDown(SDL_SCANCODE_KP_9) || - Input::isKeyDown(SDL_SCANCODE_KP_0)) { + if (Input::isKeyDown(SDL_SCANCODE_KP_1) || + Input::isKeyDown(SDL_SCANCODE_KP_2) || + Input::isKeyDown(SDL_SCANCODE_KP_3) || + Input::isKeyDown(SDL_SCANCODE_KP_4) || + Input::isKeyDown(SDL_SCANCODE_KP_5) || + Input::isKeyDown(SDL_SCANCODE_KP_6) || + Input::isKeyDown(SDL_SCANCODE_KP_7) || + Input::isKeyDown(SDL_SCANCODE_KP_8) || + Input::isKeyDown(SDL_SCANCODE_KP_9) || + Input::isKeyDown(SDL_SCANCODE_KP_0)) { int whichend; - if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1; - if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2; - if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3; - if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4; - if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5; - if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6; - if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7; - if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8; - if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9; - if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0; + if (Input::isKeyDown(SDL_SCANCODE_KP_1)) + whichend = 1; + if (Input::isKeyDown(SDL_SCANCODE_KP_2)) + whichend = 2; + if (Input::isKeyDown(SDL_SCANCODE_KP_3)) + whichend = 3; + if (Input::isKeyDown(SDL_SCANCODE_KP_4)) + whichend = 4; + if (Input::isKeyDown(SDL_SCANCODE_KP_5)) + whichend = 5; + if (Input::isKeyDown(SDL_SCANCODE_KP_6)) + whichend = 6; + if (Input::isKeyDown(SDL_SCANCODE_KP_7)) + whichend = 7; + if (Input::isKeyDown(SDL_SCANCODE_KP_8)) + whichend = 8; + if (Input::isKeyDown(SDL_SCANCODE_KP_9)) + whichend = 9; + if (Input::isKeyDown(SDL_SCANCODE_KP_0)) + whichend = 0; Dialog::currentScene().participantfacing[whichend] = facing; } if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { @@ -3246,7 +3227,7 @@ void Game::Tick() hostile = 1; } - if (Person::players[Dialog::currentScene().participantfocus]->dead) { + if (Person::players.at(Dialog::currentScene().participantfocus)->dead) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -3279,12 +3260,11 @@ void Game::Tick() Person::players[0]->jumptogglekeydown = 0; } if (Person::players[0]->jumpkeydown && - Person::players[0]->animTarget != jumpupanim && - Person::players[0]->animTarget != jumpdownanim && - !Person::players[0]->isFlip()) + Person::players[0]->animTarget != jumpupanim && + Person::players[0]->animTarget != jumpdownanim && + !Person::players[0]->isFlip()) Person::players[0]->jumptogglekeydown = 1; - Dialog::dialoguetime += multiplier; hawkyaw += multiplier * 25; realhawkcoords = 0; @@ -3321,21 +3301,20 @@ void Game::Tick() //respawn static bool respawnkeydown; if (!editorenabled && - (whichlevel != -2 && + (whichlevel != -2 && (Input::isKeyDown(SDL_SCANCODE_Z) && Input::isKeyDown(SDL_SCANCODE_LGUI) && devtools) || - (Input::isKeyDown(jumpkey) && - !respawnkeydown && - !oldattackkey && - Person::players[0]->dead))) { + (Input::isKeyDown(jumpkey) && + !respawnkeydown && + !oldattackkey && + Person::players[0]->dead))) { targetlevel = whichlevel; loading = 1; leveltime = 5; } respawnkeydown = Input::isKeyDown(jumpkey); - static bool movekey; //? @@ -3346,14 +3325,14 @@ void Game::Tick() if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code if (!Animation::animations[Person::players[0]->animTarget].attack && - Person::players[0]->animTarget != staggerbackhighanim && - Person::players[0]->animTarget != staggerbackhardanim && - Person::players[0]->animTarget != crouchremoveknifeanim && - Person::players[0]->animTarget != removeknifeanim && - Person::players[0]->animTarget != backhandspringanim && - Person::players[0]->animTarget != dodgebackanim && - Person::players[0]->animTarget != walljumprightkickanim && - Person::players[0]->animTarget != walljumpleftkickanim) { + Person::players[0]->animTarget != staggerbackhighanim && + Person::players[0]->animTarget != staggerbackhardanim && + Person::players[0]->animTarget != crouchremoveknifeanim && + Person::players[0]->animTarget != removeknifeanim && + Person::players[0]->animTarget != backhandspringanim && + Person::players[0]->animTarget != dodgebackanim && + Person::players[0]->animTarget != walljumprightkickanim && + Person::players[0]->animTarget != walljumpleftkickanim) { if (cameramode) Person::players[0]->targetyaw = 0; else @@ -3378,14 +3357,14 @@ void Game::Tick() } if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { if (!Animation::animations[Person::players[i]->animTarget].attack && - Person::players[i]->animTarget != staggerbackhighanim && - Person::players[i]->animTarget != staggerbackhardanim && - Person::players[i]->animTarget != crouchremoveknifeanim && - Person::players[i]->animTarget != removeknifeanim && - Person::players[i]->animTarget != backhandspringanim && - Person::players[i]->animTarget != dodgebackanim && - Person::players[i]->animTarget != walljumprightkickanim && - Person::players[i]->animTarget != walljumpleftkickanim) { + Person::players[i]->animTarget != staggerbackhighanim && + Person::players[i]->animTarget != staggerbackhardanim && + Person::players[i]->animTarget != crouchremoveknifeanim && + Person::players[i]->animTarget != removeknifeanim && + Person::players[i]->animTarget != backhandspringanim && + Person::players[i]->animTarget != dodgebackanim && + Person::players[i]->animTarget != walljumprightkickanim && + Person::players[i]->animTarget != walljumpleftkickanim) { Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180; } @@ -3411,15 +3390,15 @@ void Game::Tick() Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < Object::objects.size(); j++) + for (unsigned int j = 0; j < Object::objects.size(); j++) if (Object::objects[j]->onfire) if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) - if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) < - distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &Object::objects[j]->position) < + distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { Person::players[i]->avoidwhere = Object::objects[j]->position; Person::players[i]->avoidsomething = 1; @@ -3430,12 +3409,12 @@ void Game::Tick() for (unsigned j = 0; j < Person::players.size(); j++) if (Person::players[j]->onfire) if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) - if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) < - distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &Person::players[j]->coords) < + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { Person::players[i]->avoidwhere = Person::players[j]->coords; Person::players[i]->avoidsomething = 1; @@ -3489,10 +3468,10 @@ void Game::Tick() Person::players[i]->surprised -= multiplier; } if (i != 0 && Person::players[i]->surprised <= 0 && - Person::players[i]->aitype == attacktypecutoff && - !Person::players[i]->dead && - !Person::players[i]->skeleton.free && - Animation::animations[Person::players[i]->animTarget].attack == neutral) + Person::players[i]->aitype == attacktypecutoff && + !Person::players[i]->dead && + !Person::players[i]->skeleton.free && + Animation::animations[Person::players[i]->animTarget].attack == neutral) numresponded = 1; if (!Person::players[i]->throwkeydown) @@ -3501,28 +3480,28 @@ void Game::Tick() //pick up weapon if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) { if (Person::players[i]->weaponactive == -1 && - Person::players[i]->num_weapons < 2 && - (Person::players[i]->isIdle() || - Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->animTarget == rollanim || - Person::players[i]->animTarget == backhandspringanim || - Person::players[i]->isFlip() || - Person::players[i]->aitype != playercontrolled)) { + Person::players[i]->num_weapons < 2 && + (Person::players[i]->isIdle() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->animTarget == rollanim || + Person::players[i]->animTarget == backhandspringanim || + Person::players[i]->isFlip() || + Person::players[i]->aitype != playercontrolled)) { for (unsigned j = 0; j < weapons.size(); j++) { if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && - weapons[j].owner == -1 && - Person::players[i]->weaponactive == -1) + Person::players[i]->aitype == playercontrolled) && + weapons[j].owner == -1 && + Person::players[i]->weaponactive == -1) if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) { if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) { if (Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->isRun() || - Person::players[i]->isIdle() || - Person::players[i]->aitype != playercontrolled) { + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || + Person::players[i]->aitype != playercontrolled) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); Person::players[i]->hasvictim = 0; } @@ -3531,9 +3510,9 @@ void Game::Tick() Person::players[i]->hasvictim = 0; if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && + Person::players[i]->aitype == playercontrolled) && weapons[j].owner == -1 || - Person::players[i]->victim && + Person::players[i]->victim && weapons[j].owner == int(Person::players[i]->victim->id)) if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) { @@ -3550,7 +3529,7 @@ void Game::Tick() Person::players[i]->coords.y < weapons[j].position.y) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(removeknifeanim); + Person::players[i]->setTargetAnimation(removeknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); } if (Person::players[i]->isFlip()) { @@ -3560,12 +3539,12 @@ void Game::Tick() for (unsigned k = 0; k < weapons.size(); k++) { if (Person::players[i]->weaponactive == -1) if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && + Person::players[i]->aitype == playercontrolled) && weapons[k].owner == -1 || - Person::players[i]->victim && + Person::players[i]->victim && weapons[k].owner == int(Person::players[i]->victim->id)) if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 && - Person::players[i]->weaponactive == -1) { + Person::players[i]->weaponactive == -1) { if (weapons[k].getType() != staff) emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); @@ -3577,28 +3556,28 @@ void Game::Tick() } } if (Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->isRun() || - Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim || - Person::players[i]->animTarget == backhandspringanim) { + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim || + Person::players[i]->animTarget == backhandspringanim) { if (Person::players.size() > 1) for (unsigned j = 0; j < Person::players.size(); j++) { if (Person::players[i]->weaponactive == -1) if (j != i) if (Person::players[j]->num_weapons && - Person::players[j]->skeleton.free && - distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ && - (((Person::players[j]->skeleton.forward.y < 0 && - Person::players[j]->weaponstuckwhere == 0) || - (Person::players[j]->skeleton.forward.y > 0 && - Person::players[j]->weaponstuckwhere == 1)) || - Person::players[j]->weaponstuck == -1 || - Person::players[j]->num_weapons > 1)) { + Person::players[j]->skeleton.free && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ && + (((Person::players[j]->skeleton.forward.y < 0 && + Person::players[j]->weaponstuckwhere == 0) || + (Person::players[j]->skeleton.forward.y > 0 && + Person::players[j]->weaponstuckwhere == 1)) || + Person::players[j]->weaponstuck == -1 || + Person::players[j]->num_weapons > 1)) { if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; Person::players[i]->hasvictim = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { @@ -3678,24 +3657,24 @@ void Game::Tick() if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { if (weapons[Person::players[i]->weaponids[0]].getType() == knife) { if (Person::players[i]->isIdle() || - Person::players[i]->isRun() || - Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->isFlip()) + Person::players[i]->isRun() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isFlip()) if (Person::players.size() > 1) for (unsigned j = 0; j < Person::players.size(); j++) { if (i != j) if (!Tutorial::active || Tutorial::stage == 49) if (hostile) if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 && - distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && - distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && - !Person::players[j]->skeleton.free && - -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && + !Person::players[j]->skeleton.free && + -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; - Person::players[i]->setAnimation(knifethrowanim); + Person::players[i]->setTargetAnimation(knifethrowanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords); } @@ -3741,16 +3720,15 @@ void Game::Tick() } } } - } //draw weapon if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) { if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown || - (Person::players[i]->num_weapons == 2) && + (Person::players[i]->num_weapons == 2) && (Person::players[i]->weaponactive == -1) && Person::players[i]->isIdle() || - Person::players[0]->dead && + Person::players[0]->dead && (Person::players[i]->weaponactive != -1) && i != 0) { bool isgood = true; @@ -3759,20 +3737,20 @@ void Game::Tick() isgood = false; if (isgood && Person::players[i]->creature != wolftype) { if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(drawrightanim); + Person::players[i]->setTargetAnimation(drawrightanim); Person::players[i]->drawtogglekeydown = 1; } if ((Person::players[i]->isIdle() || - (Person::players[i]->aitype != playercontrolled && - Person::players[0]->weaponactive != -1 && - Person::players[i]->isRun())) && - Person::players[i]->num_weapons && - weapons[Person::players[i]->weaponids[0]].getType() == sword) { - Person::players[i]->setAnimation(drawleftanim); + (Person::players[i]->aitype != playercontrolled && + Person::players[0]->weaponactive != -1 && + Person::players[i]->isRun())) && + Person::players[i]->num_weapons && + weapons[Person::players[i]->weaponids[0]].getType() == sword) { + Person::players[i]->setTargetAnimation(drawleftanim); Person::players[i]->drawtogglekeydown = 1; } if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(crouchdrawrightanim); + Person::players[i]->setTargetAnimation(crouchdrawrightanim); Person::players[i]->drawtogglekeydown = 1; } } @@ -3782,16 +3760,16 @@ void Game::Tick() //clean weapon if (Person::players[i]->weaponactive != -1) { if (Person::players[i]->isCrouch() && - weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && - bloodtoggle && - Person::players[i]->onterrain && - Person::players[i]->num_weapons && - Person::players[i]->attackkeydown && - musictype != stream_fighttheme) { + weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && + bloodtoggle && + Person::players[i]->onterrain && + Person::players[i]->num_weapons && + Person::players[i]->attackkeydown && + musictype != stream_fighttheme) { if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) - Person::players[i]->setAnimation(crouchstabanim); + Person::players[i]->setTargetAnimation(crouchstabanim); if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) - Person::players[i]->setAnimation(swordgroundstabanim); + Person::players[i]->setTargetAnimation(swordgroundstabanim); Person::players[i]->hasvictim = 0; } } @@ -3821,10 +3799,10 @@ void Game::Tick() movekey = 0; //Do controls if (!Animation::animations[Person::players[i]->animTarget].attack && - Person::players[i]->animTarget != staggerbackhighanim && - Person::players[i]->animTarget != staggerbackhardanim && - Person::players[i]->animTarget != backhandspringanim && - Person::players[i]->animTarget != dodgebackanim) { + Person::players[i]->animTarget != staggerbackhighanim && + Person::players[i]->animTarget != staggerbackhardanim && + Person::players[i]->animTarget != backhandspringanim && + Person::players[i]->animTarget != dodgebackanim) { if (!Person::players[i]->forwardkeydown) Person::players[i]->forwardstogglekeydown = 0; if (Person::players[i]->crouchkeydown) { @@ -3843,15 +3821,15 @@ void Game::Tick() for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && - Person::players[j]->victim == Person::players[i] && - (Person::players[j]->animTarget == sweepanim || - Person::players[j]->animTarget == upunchanim || - Person::players[j]->animTarget == wolfslapanim || - ((Person::players[j]->animTarget == swordslashanim || - Person::players[j]->animTarget == knifeslashstartanim || - Person::players[j]->animTarget == staffhitanim || - Person::players[j]->animTarget == staffspinhitanim) && - distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) { + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == sweepanim || + Person::players[j]->animTarget == upunchanim || + Person::players[j]->animTarget == wolfslapanim || + ((Person::players[j]->animTarget == swordslashanim || + Person::players[j]->animTarget == knifeslashstartanim || + Person::players[j]->animTarget == staffhitanim || + Person::players[j]->animTarget == staffspinhitanim) && + distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) { if (target >= 0) target = -1; else @@ -3864,16 +3842,16 @@ void Game::Tick() Person::players[i]->lowreversaldelay = .5; if (Person::players[i]->isIdle()) { - Person::players[i]->setAnimation(Person::players[i]->getCrouch()); + Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch()); Person::players[i]->transspeed = 10; } if (Person::players[i]->isRun() || - (Person::players[i]->isStop() && - (Person::players[i]->leftkeydown || - Person::players[i]->rightkeydown || - Person::players[i]->forwardkeydown || - Person::players[i]->backkeydown))) { - Person::players[i]->setAnimation(rollanim); + (Person::players[i]->isStop() && + (Person::players[i]->leftkeydown || + Person::players[i]->rightkeydown || + Person::players[i]->forwardkeydown || + Person::players[i]->backkeydown))) { + Person::players[i]->setTargetAnimation(rollanim); Person::players[i]->transspeed = 20; } } @@ -3886,13 +3864,13 @@ void Game::Tick() if (Person::players.size() > 1) for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && - !Person::players[j]->skeleton.free && - Person::players[j]->victim && - Person::players[i]->highreversaldelay <= 0) { + !Person::players[j]->skeleton.free && + Person::players[j]->victim && + Person::players[i]->highreversaldelay <= 0) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && - Person::players[j]->victim == Person::players[i] && - (Person::players[j]->animTarget == spinkickanim) && - Person::players[i]->isCrouch()) { + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == spinkickanim) && + Person::players[i]->isCrouch()) { if (target >= 0) target = -1; else @@ -3909,30 +3887,30 @@ void Game::Tick() Person::players[i]->animCurrent = Person::players[i]->getCrouch(); Person::players[i]->frameCurrent = 0; } - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } if (Person::players[i]->animTarget == sneakanim) { - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } if (Person::players[i]->forwardkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { if (Person::players[i]->aitype == passivetype) - Person::players[i]->setAnimation(walkanim); + Person::players[i]->setTargetAnimation(walkanim); else - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -3940,8 +3918,8 @@ void Game::Tick() Person::players[i]->target = 0; Person::players[i]->frameTarget = 0; } - if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { - Person::players[i]->setAnimation(climbanim); + if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { + Person::players[i]->setTargetAnimation(climbanim); Person::players[i]->frameTarget = 1; Person::players[i]->jumpclimb = 1; } @@ -3953,16 +3931,16 @@ void Game::Tick() } if (Person::players[i]->rightkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -3980,18 +3958,18 @@ void Game::Tick() Person::players[i]->targetyaw -= 45; movekey = 1; } - if ( Person::players[i]->leftkeydown) { + if (Person::players[i]->leftkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -4011,16 +3989,16 @@ void Game::Tick() } if (Person::players[i]->backkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -4042,21 +4020,22 @@ void Game::Tick() Person::players[i]->coords.y -= 1.4; Person::players[i]->grabdelay = 1; } - if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) + if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) Person::players[i]->targetyaw += 180; movekey = 1; } if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) { if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) || - Person::players[i]->isRun() || - Person::players[i]->animTarget == walkanim || - Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim) && - Person::players[i]->jumppower > 1) && - ((Person::players[i]->animTarget != rabbitrunninganim && - Person::players[i]->animTarget != wolfrunninganim) || i != 0)) { + Person::players[i]->isRun() || + Person::players[i]->animTarget == walkanim || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim) && + Person::players[i]->jumppower > 1) && + ((Person::players[i]->animTarget != rabbitrunninganim && + Person::players[i]->animTarget != wolfrunninganim) || + i != 0)) { Person::players[i]->jumpstart = 0; - Person::players[i]->setAnimation(jumpupanim); + Person::players[i]->setTargetAnimation(jumpupanim); Person::players[i]->yaw = Person::players[i]->targetyaw; Person::players[i]->transspeed = 20; Person::players[i]->FootLand(leftfoot, 1); @@ -4077,8 +4056,8 @@ void Game::Tick() for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && - (Person::players[j]->victim == Person::players[i]) && - (Person::players[j]->animTarget == sweepanim)) { + (Person::players[j]->victim == Person::players[i]) && + (Person::players[j]->animTarget == sweepanim)) { if (target >= 0) target = -1; else @@ -4088,11 +4067,11 @@ void Game::Tick() } if (target >= 0) Person::players[i]->velocity.y = 1; - else - if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) { + else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) { Person::players[i]->velocity.y = 7; Person::players[i]->crouchtogglekeydown = 1; - } else Person::players[i]->velocity.y = 5; + } else + Person::players[i]->velocity.y = 5; if (mousejump && i == 0 && devtools) { if (!Person::players[i]->isLanding()) @@ -4110,17 +4089,17 @@ void Game::Tick() emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) { - Person::players[i]->setAnimation(Person::players[i]->getLanding()); + Person::players[i]->setTargetAnimation(Person::players[i]->getLanding()); Person::players[i]->frameTarget = 2; Person::players[i]->landhard = 0; Person::players[i]->jumpstart = 1; Person::players[i]->tempdeltav = deltav; } if (Person::players[i]->animTarget == jumpupanim && - (((!floatjump && - !editorenabled) || - !devtools) || - Person::players[i]->aitype != playercontrolled)) { + (((!floatjump && + !editorenabled) || + !devtools) || + Person::players[i]->aitype != playercontrolled)) { if (Person::players[i]->jumppower > multiplier * 6) { Person::players[i]->velocity.y += multiplier * 6; Person::players[i]->jumppower -= multiplier * 6; @@ -4135,23 +4114,25 @@ void Game::Tick() } if (!movekey) { - if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } if (Person::players[i]->animTarget == sneakanim) { Person::players[i]->animTarget = Person::players[i]->getCrouch(); - if (Person::players[i]->animCurrent == sneakanim) + if (Person::players[i]->animCurrent == sneakanim) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } } if (Person::players[i]->animTarget == walkanim && - (Person::players[i]->aitype == attacktypecutoff || - Person::players[i]->aitype == searchtype || - (Person::players[i]->aitype == passivetype && - Person::players[i]->numwaypoints <= 1))) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + (Person::players[i]->aitype == attacktypecutoff || + Person::players[i]->aitype == searchtype || + (Person::players[i]->aitype == passivetype && + Person::players[i]->numwaypoints <= 1))) + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); } } if (Person::players[i]->animTarget == rollanim) @@ -4169,15 +4150,15 @@ void Game::Tick() //stop to turn in right direction if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) Person::players[k]->targettilt = 0; if (Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != backhandspringanim && - Person::players[k]->animTarget != jumpdownanim && - !Person::players[k]->isFlip()) { + Person::players[k]->animTarget != backhandspringanim && + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) { Person::players[k]->targettilt = 0; if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) Person::players[k]->jumppower = 0; @@ -4219,7 +4200,6 @@ void Game::Tick() Tutorial::DoStuff(multiplier); } - //3d sound static float gLoc[3]; gLoc[0] = viewer.x; @@ -4244,7 +4224,6 @@ void Game::Tick() facing = DoRotation(facing, -pitch, 0, 0); facing = DoRotation(facing, 0, 0 - yaw, 0); - static float ori[6]; ori[0] = -facing.x; ori[1] = facing.y; @@ -4309,13 +4288,13 @@ void Game::TickOnceAfter() musictype = leveltheme; for (unsigned i = 0; i < Person::players.size(); i++) { if ((Person::players[i]->aitype == attacktypecutoff || - Person::players[i]->aitype == getweapontype || - Person::players[i]->aitype == gethelptype || - Person::players[i]->aitype == searchtype) && - !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ && - (Person::players[i]->animTarget != sneakattackedanim && - Person::players[i]->animTarget != knifesneakattackedanim && - Person::players[i]->animTarget != swordsneakattackedanim)) { + Person::players[i]->aitype == getweapontype || + Person::players[i]->aitype == gethelptype || + Person::players[i]->aitype == searchtype) && + !Person::players[i]->dead && + (Person::players[i]->animTarget != sneakattackedanim && + Person::players[i]->animTarget != knifesneakattackedanim && + Person::players[i]->animTarget != swordsneakattackedanim)) { musictype = stream_fighttheme; realthreat = 1; } @@ -4323,7 +4302,6 @@ void Game::TickOnceAfter() if (Person::players[0]->dead) musictype = stream_menutheme; - if (musictype == stream_fighttheme) unseendelay = 1; @@ -4333,7 +4311,6 @@ void Game::TickOnceAfter() musictype = stream_fighttheme; } - if (loading == 2) { musictype = stream_menutheme; musicvolume[2] = 512; @@ -4416,7 +4393,6 @@ void Game::TickOnceAfter() if (Hotspot::killhotspot == 2) Hotspot::killhotspot = 0; - winhotspot = false; for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { if (Hotspot::hotspots[i].type == -1) { @@ -4437,7 +4413,7 @@ void Game::TickOnceAfter() } if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) { - if (Person::players[0]->dead && changedelay <= 0) { + if (Person::players[0]->dead) { changedelay = 1; targetlevel = whichlevel; } @@ -4449,7 +4425,6 @@ void Game::TickOnceAfter() } } - if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) { changedelay = 1; targetlevel = whichlevel + 1; @@ -4463,7 +4438,6 @@ void Game::TickOnceAfter() targetlevel = 0; } - if (Hotspot::killhotspot) { changedelay = 1; targetlevel = whichlevel + 1; @@ -4507,11 +4481,8 @@ void Game::TickOnceAfter() if (!Person::players[0]->dead && targetlevel != whichlevel) startbonustotal = bonustotal; - if (Person::players[0]->dead) - Loadlevel(whichlevel); - else - Loadlevel(targetlevel); + LoadLevel(targetlevel); fireSound(); loading = 3; @@ -4522,26 +4493,26 @@ void Game::TickOnceAfter() fireSound(firestartsound); - Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); + LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); fireSound(); loading = 3; } if (changedelay <= -999 && - whichlevel != -2 && - !loading && - (Person::players[0]->dead || - (alldead && maptype == mapkilleveryone) || - (winhotspot) || - (Hotspot::killhotspot))) + whichlevel != -2 && + !loading && + (Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (Hotspot::killhotspot))) loading = 1; if ((Person::players[0]->dead || - (alldead && maptype == mapkilleveryone) || - (winhotspot) || - (windialogue) || - (Hotspot::killhotspot)) && - changedelay <= 0) { + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (Hotspot::killhotspot)) && + changedelay <= 0) { if (whichlevel != -2 && !loading && !Person::players[0]->dead) { winfreeze = true; changedelay = -999; @@ -4575,13 +4546,14 @@ void Game::TickOnceAfter() loading = 2; loadtime = 0; targetlevel = 7; - if (!firstload) + if (!firstLoadDone) { LoadStuff(); + } whichchoice = 0; actuallevel = campaignlevels[actuallevel].nextlevel.front(); visibleloading = true; stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + LoadLevel(campaignlevels[actuallevel].mapname.c_str()); campaign = 1; mainmenu = 0; gameon = 1; @@ -4593,7 +4565,6 @@ void Game::TickOnceAfter() if (loading == 3) loading = 0; - } oldmusictype = musictype; @@ -4645,22 +4616,21 @@ void Game::TickOnceAfter() colviewer = viewer; coltarget = cameraloc; 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 (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) - viewer = col; + for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) { + unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + coltarget = cameraloc; + 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 (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { - viewer = colviewer; - } + } + for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) { + unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + viewer = colviewer; } + } cameradist = findDistance(&viewer, &target); viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6); if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) { @@ -4687,4 +4657,3 @@ void Game::TickOnceAfter() } } } -