X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=81780500ffa30acba2823aca35dd58d7d7d24fb1;hb=0aab437dc560d2afa982e61cc2547756ad7b0761;hp=4a0229bb673bc2c2a89ff0c14de8c5a16d290771;hpb=25e3d5e35a7fd7efdffc420efe3c41a91cefe43f;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 4a0229b..8178050 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1,24 +1,41 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ +// Enable full math definitions +#define _USE_MATH_DEFINES + +#include "Game.hpp" + +#include "Animation/Animation.hpp" +#include "Audio/openal_wrapper.hpp" +#include "Devtools/ConsoleCmds.hpp" +#include "Level/Awards.hpp" +#include "Level/Campaign.hpp" +#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" + #if PLATFORM_UNIX #include #include @@ -27,18 +44,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #endif -#include +#include +#include #include #include -#include "Game.h" -#include "openal_wrapper.h" -#include "Settings.h" -#include "Input.h" -#include "Animation.h" -#include "Awards.h" -#include "Menu.h" - -#include +#include +#include using namespace std; using namespace Game; @@ -49,7 +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; @@ -58,7 +68,6 @@ extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool floatjump; @@ -79,11 +88,9 @@ extern bool ambientsound; extern bool mousejump; extern float viewdistance; extern bool freeze; -extern bool keyboardfrozen; -extern bool loadingstuff; extern XYZ windvector; -extern bool debugmode; -static int leveltheme; +extern bool devtools; +int leveltheme; extern int mainmenu; extern int oldmainmenu; extern bool visibleloading; @@ -94,8 +101,7 @@ extern float envsoundlife[30]; extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar -extern bool decals; -extern float tintr, tintg, tintb; +extern bool decalstoggle; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -106,12 +112,7 @@ extern float skyboxlightb; extern float fadestart; extern float slomospeed; extern float slomofreq; -extern int tutoriallevel; extern float smoketex; -extern float tutorialstagetime; -extern int tutorialstage; -extern float tutorialmaxtime; -extern float tutorialsuccess; extern bool againbonus; extern bool reversaltrain; extern bool canattack; @@ -120,20 +121,11 @@ extern float damagedealt; extern int maptype; extern int editoractive; extern int editorpathtype; -extern TGAImageRec texture; extern float hostiletime; extern bool gamestarted; -extern int numhotspots; -extern int killhotspot; -extern XYZ hotspot[40]; -extern int hotspottype[40]; -extern float hotspotsize[40]; -extern char hotspottext[40][256]; -extern int currenthotspot; - extern int hostile; extern bool stillloading; @@ -141,95 +133,10 @@ extern bool winfreeze; extern bool campaign; +extern void toggleFullscreen(); - -void Loadlevel(int which); -void Loadlevel(const char *name); - - - -class CampaignLevel -{ -private: - int width; - struct Position { - int x, y; - }; -public: - std::string mapname; - std::string description; - int choosenext; - /* - 0 = Immediately load next level at the end of this one. - 1 = Go back to the world map. - 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. - */ - //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. - std::vector nextlevel; - Position location; - CampaignLevel() : width(10) { - choosenext = 1; - location.x = 0; - location.y = 0; - } - int getStartX() { - return 30 + 120 + location.x * 400 / 512; - } - int getStartY() { - return 30 + 30 + (512 - location.y) * 400 / 512; - } - int getEndX() { - return getStartX() + width; - } - int getEndY() { - return getStartY() + width; - } - XYZ getCenter() { - XYZ center; - center.x = getStartX() + width / 2; - center.y = getStartY() + width / 2; - return center; - } - int getWidth() { - return width; - } - istream& operator<< (istream& is) { - is.ignore(256, ':'); - is.ignore(256, ':'); - is.ignore(256, ' '); - is >> mapname; - is.ignore(256, ':'); - is >> description; - for (int pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { - description.replace(pos, 1, 1, ' '); - } - is.ignore(256, ':'); - is >> choosenext; - is.ignore(256, ':'); - int numnext, next; - is >> numnext; - for (int j = 0; j < numnext; j++) { - is.ignore(256, ':'); - is >> next; - nextlevel.push_back(next - 1); - } - is.ignore(256, ':'); - is >> location.x; - is.ignore(256, ':'); - is >> location.y; - return is; - } - friend istream& operator>> (istream& is, CampaignLevel& cl) { - return cl << is; - } -}; - -int indemo = 0; bool won = false; -int entername = 0; -vector campaignlevels; int whichchoice = 0; -int actuallevel = 0; bool winhotspot = false; bool windialogue = false; bool realthreat = 0; @@ -241,70 +148,43 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; - - -static const char *rabbitskin[] = { - ":Data:Textures:Fur3.jpg", - ":Data:Textures:Fur.jpg", - ":Data:Textures:Fur2.jpg", - ":Data:Textures:Lynx.jpg", - ":Data:Textures:Otter.jpg", - ":Data:Textures:Opal.jpg", - ":Data:Textures:Sable.jpg", - ":Data:Textures:Chocolate.jpg", - ":Data:Textures:BW2.jpg", - ":Data:Textures:WB2.jpg" -}; - -static const char *wolfskin[] = { - ":Data:Textures:Wolf.jpg", - ":Data:Textures:Darkwolf.jpg", - ":Data:Textures:Snowwolf.jpg" -}; - -#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; -STATIC_ASSERT (rabbittype == 0 && wolftype == 1) - -static const char **creatureskin[] = {rabbitskin, wolfskin}; - -/* Return true if PFX is a prefix of STR (case-insensitive). */ -static bool stripfx(const char *str, const char *pfx) -{ - return !strncasecmp(str, pfx, strlen(pfx)); -} - -static const char *cmd_names[] = { -#define DECLARE_COMMAND(cmd) #cmd, -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND +const char* rabbitskin[] = { + "Textures/Fur3.jpg", + "Textures/Fur.jpg", + "Textures/Fur2.jpg", + "Textures/Lynx.jpg", + "Textures/Otter.jpg", + "Textures/Opal.jpg", + "Textures/Sable.jpg", + "Textures/Chocolate.jpg", + "Textures/BW2.jpg", + "Textures/WB2.jpg" }; -typedef void (*console_handler)(const char *args); - -#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args); -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND - -static console_handler cmd_handlers[] = { -#define DECLARE_COMMAND(cmd) ch_##cmd, -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND +const char* wolfskin[] = { + "Textures/Wolf.jpg", + "Textures/DarkWolf.jpg", + "Textures/SnowWolf.jpg" }; +const char** creatureskin[] = { rabbitskin, wolfskin }; +#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; +STATIC_ASSERT(rabbittype == 0 && wolftype == 1) // utility functions // TODO: this is slightly incorrect -inline float roughDirection(XYZ vec) +float roughDirection(XYZ vec) { Normalise(&vec); float angle = -asin(-vec.x) * 180 / M_PI; - if (vec.z < 0) + if (vec.z < 0) { angle = 180 - angle; + } return angle; } -inline float roughDirectionTo(XYZ start, XYZ end) +float roughDirectionTo(XYZ start, XYZ end) { return roughDirection(end - start); } @@ -313,384 +193,115 @@ inline float pitchOf(XYZ vec) Normalise(&vec); return -asin(vec.y) * 180 / M_PI; } -inline float pitchTo(XYZ start, XYZ end) +float pitchTo(XYZ start, XYZ end) { return pitchOf(end - start); } -inline float sq(float n) +float sq(float n) { return n * n; } inline float stepTowardf(float from, float to, float by) { - if (fabs(from - to) < by) + if (fabs(from - to) < by) { return to; - else if (from > to) + } else if (from > to) { return from - by; - else + } else { return from + by; + } } -void playdialogueboxsound() +void Game::playdialoguescenesound() { XYZ temppos; - temppos = player[participantfocus[whichdialogue][indialogue]].coords; + temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; int sound = -1; - switch (dialogueboxsound[whichdialogue][indialogue]) { - 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; + 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; } - if (sound != -1) + if (sound != -1) { emit_sound_at(sound, temppos); -} - -// ================================================================ - -bool AddClothes(const char *fileName, GLubyte *array) -{ - LOGFUNC; - //Load Image - unsigned char fileNamep[256]; - CopyCStringToPascal(fileName, fileNamep); - bool opened; - opened = upload_image( fileNamep , 1); - - float alphanum; - //Is it valid? - if (opened) { - if (tintr > 1) tintr = 1; - if (tintg > 1) tintg = 1; - if (tintb > 1) tintb = 1; - - if (tintr < 0) tintr = 0; - if (tintg < 0) tintg = 0; - if (tintb < 0) tintb = 0; - - int bytesPerPixel = texture.bpp / 8; - - int tempnum = 0; - alphanum = 255; - for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) { - if (bytesPerPixel == 3) - alphanum = 255; - else if ((i + 1) % 4 == 0) - alphanum = texture.data[i]; - //alphanum/=2; - if ((i + 1) % 4 || bytesPerPixel == 3) { - if ((i % 4) == 0) - texture.data[i] *= tintr; - if ((i % 4) == 1) - texture.data[i] *= tintg; - if ((i % 4) == 2) - texture.data[i] *= tintb; - array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255); - tempnum++; - } - } - } else - return 0; - return 1; -} - - - -static void ch_quit(const char *args) -{ - tryquit = 1; -} - -static void ch_map(const char *args) -{ - Loadlevel(args); - whichlevel = -2; - campaign = 0; -} - -static void ch_save(const char *args) -{ - char buf[64]; - snprintf(buf, 63, ":Data:Maps:%s", args); - - int mapvers = 12; - - FILE *tfile; - tfile = fopen( ConvertFileName(buf), "wb" ); - fpackf(tfile, "Bi", mapvers); - fpackf(tfile, "Bi", maptype); - fpackf(tfile, "Bi", hostile); - fpackf(tfile, "Bf Bf", viewdistance, fadestart); - fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb); - fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb); - fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, - player[0].yaw, player[0].targetyaw, player[0].num_weapons); - if (player[0].num_weapons > 0 && player[0].num_weapons < 5) - for (int j = 0; j < player[0].num_weapons; j++) - fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType()); - - fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow); - fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow); - fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow); - fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult); - - fpackf(tfile, "Bi", player[0].numclothes); - - fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature); - - fpackf(tfile, "Bi", numdialogues); - - for (int k = 0; k < numdialogues; k++) { - fpackf(tfile, "Bi", numdialogueboxes[k]); - fpackf(tfile, "Bi", dialoguetype[k]); - for (int l = 0; l < 10; l++) { - fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z); - fpackf(tfile, "Bf", participantyaw[k][l]); - } - for (int l = 0; l < numdialogueboxes[k]; l++) { - fpackf(tfile, "Bi", dialogueboxlocation[k][l]); - fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]); - fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]); - fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]); - fpackf(tfile, "Bi", dialogueboxsound[k][l]); - - int templength = strlen(dialoguetext[k][l]); - fpackf(tfile, "Bi", (templength)); - for (int m = 0; m < templength; m++) { - fpackf(tfile, "Bb", dialoguetext[k][l][m]); - if (dialoguetext[k][l][m] == '\0') - break; - } - - templength = strlen(dialoguename[k][l]); - fpackf(tfile, "Bi", templength); - for (int m = 0; m < templength; m++) { - fpackf(tfile, "Bb", dialoguename[k][l][m]); - if (dialoguename[k][l][m] == '\0') - break; - } - - fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z); - fpackf(tfile, "Bi", participantfocus[k][l]); - fpackf(tfile, "Bi", participantaction[k][l]); - - for (int m = 0; m < 10; m++) - fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z); - - fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]); - } - } - - for (int k = 0; k < player[0].numclothes; k++) { - int templength = strlen(player[0].clothes[k]); - fpackf(tfile, "Bi", templength); - for (int l = 0; l < templength; l++) - fpackf(tfile, "Bb", player[0].clothes[k][l]); - fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]); - } - - fpackf(tfile, "Bi", environment); - - fpackf(tfile, "Bi", objects.numobjects); - - for (int k = 0; k < objects.numobjects; k++) - fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k], - objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]); - - fpackf(tfile, "Bi", numhotspots); - for (int i = 0; i < numhotspots; i++) { - fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z); - int templength = strlen(hotspottext[i]); - fpackf(tfile, "Bi", templength); - for (int l = 0; l < templength; l++) - fpackf(tfile, "Bb", hotspottext[i][l]); - } - - fpackf(tfile, "Bi", numplayers); - if (numplayers < maxplayers) - for (int j = 1; j < numplayers; j++) { - fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, - player[j].coords.x, player[j].coords.y, player[j].coords.z, - player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].yaw); - if (player[j].num_weapons < 5) - for (int k = 0; k < player[j].num_weapons; k++) - fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType()); - if (player[j].numwaypoints < 30) { - fpackf(tfile, "Bi", player[j].numwaypoints); - for (int k = 0; k < player[j].numwaypoints; k++) { - fpackf(tfile, "Bf", player[j].waypoints[k].x); - fpackf(tfile, "Bf", player[j].waypoints[k].y); - fpackf(tfile, "Bf", player[j].waypoints[k].z); - fpackf(tfile, "Bi", player[j].waypointtype[k]); - } - fpackf(tfile, "Bi", player[j].waypoint); - } else { - player[j].numwaypoints = 0; - player[j].waypoint = 0; - fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint); - } - - fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow); - fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow); - fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow); - fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult); - - float headprop, bodyprop, armprop, legprop; - if (player[j].creature == wolftype) { - headprop = player[j].proportionhead.x / 1.1; - bodyprop = player[j].proportionbody.x / 1.1; - armprop = player[j].proportionarms.x / 1.1; - legprop = player[j].proportionlegs.x / 1.1; - } else if (player[j].creature == rabbittype) { - headprop = player[j].proportionhead.x / 1.2; - bodyprop = player[j].proportionbody.x / 1.05; - armprop = player[j].proportionarms.x / 1.00; - legprop = player[j].proportionlegs.x / 1.1; - } - - fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop); - - fpackf(tfile, "Bi", player[j].numclothes); - if (player[j].numclothes) - for (int k = 0; k < player[j].numclothes; k++) { - int templength; - templength = strlen(player[j].clothes[k]); - fpackf(tfile, "Bi", templength); - for (int l = 0; l < templength; l++) - fpackf(tfile, "Bb", player[j].clothes[k][l]); - fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]); - } - } - - fpackf(tfile, "Bi", numpathpoints); - for (int j = 0; j < numpathpoints; j++) { - fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]); - for (int k = 0; k < numpathpointconnect[j]; k++) - fpackf(tfile, "Bi", pathpointconnect[j][k]); } - - fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius); - - fclose(tfile); -} - -static void ch_cellar(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_tint(const char *args) -{ - sscanf(args, "%f%f%f", &tintr, &tintg, &tintb); -} - -static void ch_tintr(const char *args) -{ - tintr = atof(args); -} - -static void ch_tintg(const char *args) -{ - tintg = atof(args); -} - -static void ch_tintb(const char *args) -{ - tintb = atof(args); -} - -static void ch_speed(const char *args) -{ - player[0].speedmult = atof(args); -} - -static void ch_strength(const char *args) -{ - player[0].power = atof(args); -} - -static void ch_power(const char *args) -{ - player[0].power = atof(args); } -static void ch_size(const char *args) -{ - player[0].scale = atof(args) * .2; -} +// ================================================================ -static int findClosestPlayer() +int Game::findClosestPlayer() { int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 1; i < numplayers; i++) { - float distance = distsq(&player[i].coords, &player[0].coords); + for (unsigned i = 1; i < Person::players.size(); i++) { + float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; closest = i; @@ -704,2379 +315,882 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < objects.numobjects; i++) { - float distance = distsq(&objects.position[i], &player[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; } -static void ch_sizenear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - player[closest].scale = atof(args) * .2; -} - -static void set_proportion(int pnum, const char *args) +static void cmd_dispatch(const string cmd) { - float headprop, bodyprop, armprop, legprop; + int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); - sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); - - if (player[pnum].creature == wolftype) { - player[pnum].proportionhead = 1.1 * headprop; - player[pnum].proportionbody = 1.1 * bodyprop; - player[pnum].proportionarms = 1.1 * armprop; - player[pnum].proportionlegs = 1.1 * legprop; - } else if (player[pnum].creature == rabbittype) { - player[pnum].proportionhead = 1.2 * headprop; - player[pnum].proportionbody = 1.05 * bodyprop; - player[pnum].proportionarms = 1.00 * armprop; - player[pnum].proportionlegs = 1.1 * legprop; - player[pnum].proportionlegs.y = 1.05 * legprop; + for (i = 0; i < n_cmds; i++) { + if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) { + cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl; + cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str()); + break; + } } + emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); } -static void ch_proportion(const char *args) -{ - set_proportion(0, args); -} - -static void ch_proportionnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_proportion(closest, args); -} - -static void set_protection(int pnum, const char *args) +/********************> Tick() <*****/ +extern bool save_screenshot(const char* fname); +void Screenshot(void) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + char filename[1024]; + time_t t = time(NULL); + 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); - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; + save_screenshot(filename); } -static void ch_protection(const char *args) +void Game::SetUpLighting() { - set_protection(0, args); + if (environment == snowyenvironment) { + light.setColors(.65, .65, .7, .4, .4, .44); + } + if (environment == desertenvironment) { + light.setColors(.95, .95, .95, .4, .35, .3); + } + if (environment == grassyenvironment) { + light.setColors(.95, .95, 1, .4, .4, .44); + } + if (!skyboxtexture) { + light.setColors(1, 1, 1, .4, .4, .4); + } + float average; + average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; + light.color[0] *= (skyboxlightr + average) / 2; + light.color[1] *= (skyboxlightg + average) / 2; + light.color[2] *= (skyboxlightb + average) / 2; + light.ambient[0] *= (skyboxlightr + average) / 2; + light.ambient[1] *= (skyboxlightg + average) / 2; + light.ambient[2] *= (skyboxlightb + average) / 2; } -static void ch_protectionnear(const char *args) +void Setenvironment(int which) { - int closest = findClosestPlayer(); - if (closest >= 0) - set_protection(closest, args); -} + LOGFUNC; -static void set_armor(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + LOG(" Setting environment..."); - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; -} + float temptexdetail; + environment = which; -static void ch_armor(const char *args) -{ - set_armor(0, args); -} + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); + pause_sound(stream_wind); + pause_sound(stream_desertambient); -static void ch_armornear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_armor(closest, args); -} + if (environment == snowyenvironment) { + windvector = 0; + windvector.z = 3; + if (ambientsound) { + emit_stream_np(stream_wind); + } -static void ch_protectionreset(const char *args) -{ - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); -} + Object::treetextureptr.load("Textures/SnowTree.png", 0); + Object::bushtextureptr.load("Textures/BushSnow.png", 0); + Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + Object::boxtextureptr.load("Textures/SnowBox.jpg", 1); -static void set_metal(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; -} + terraintexture.load("Textures/Snow.jpg", 1); + terraintexture2.load("Textures/Rock.jpg", 1); -static void ch_metal(const char *args) -{ - set_metal(0, args); -} + 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"); -static void set_noclothes(int pnum, const char *args) -{ - player[pnum].numclothes = 0; - player[pnum].skeleton.drawmodel.textureptr.load( - creatureskin[player[pnum].creature][player[pnum].whichskin], 1, - &player[pnum].skeleton.skinText[0], &player[pnum].skeleton.skinsize); -} + texdetail = temptexdetail; + } else if (environment == desertenvironment) { + windvector = 0; + windvector.z = 2; + Object::treetextureptr.load("Textures/DesertTree.png", 0); + Object::bushtextureptr.load("Textures/BushDesert.png", 0); + Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); -static void ch_noclothes(const char *args) -{ - set_noclothes(0, args); -} - -static void ch_noclothesnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_noclothes(closest, args); -} - - -static void set_clothes(int pnum, const char *args) -{ - char buf[64]; - snprintf(buf, 63, ":Data:Textures:%s.png", args); - - if (!AddClothes(buf, &player[pnum].skeleton.skinText[pnum])) - return; - - player[pnum].DoMipmaps(); - strcpy(player[pnum].clothes[player[pnum].numclothes], buf); - player[pnum].clothestintr[player[pnum].numclothes] = tintr; - player[pnum].clothestintg[player[pnum].numclothes] = tintg; - player[pnum].clothestintb[player[pnum].numclothes] = tintb; - player[pnum].numclothes++; -} - -static void ch_clothes(const char *args) -{ - set_clothes(0, args); -} - -static void ch_clothesnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_clothes(closest, args); -} - -static void ch_belt(const char *args) -{ - player[0].skeleton.clothes = !player[0].skeleton.clothes; -} - - -static void ch_cellophane(const char *args) -{ - cellophane = !cellophane; - float mul = cellophane ? 0 : 1; - - for (int i = 0; i < numplayers; i++) { - player[i].proportionhead.z = player[i].proportionhead.x * mul; - player[i].proportionbody.z = player[i].proportionbody.x * mul; - player[i].proportionarms.z = player[i].proportionarms.x * mul; - player[i].proportionlegs.z = player[i].proportionlegs.x * mul; - } -} - -static void ch_funnybunny(const char *args) -{ - player[0].skeleton.id = 0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow", - ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid", - ":Data:Models:Body2.solid", ":Data:Models:Body3.solid", - ":Data:Models:Body4.solid", ":Data:Models:Body5.solid", - ":Data:Models:Body6.solid", ":Data:Models:Body7.solid", - ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1); - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); - player[0].creature = rabbittype; - player[0].scale = .2; - player[0].headless = 0; - player[0].damagetolerance = 200; - set_proportion(0, "1 1 1 1"); -} - -static void ch_wolfie(const char *args) -{ - player[0].skeleton.id = 0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low", - ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid", - ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid", - ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid", - ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid", - ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0); - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); - player[0].creature = wolftype; - player[0].damagetolerance = 300; - set_proportion(0, "1 1 1 1"); -} - -static void ch_wolfieisgod(const char *args) -{ - ch_wolfie(args); -} - -static void ch_wolf(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_snowwolf(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_darkwolf(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_lizardwolf(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_white(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_brown(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_black(const char *args) -{ - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); -} - -static void ch_sizemin(const char *args) -{ - for (int i = 1; i < numplayers; i++) - if (player[i].scale < 0.8 * 0.2) - player[i].scale = 0.8 * 0.2; -} - -static void ch_tutorial(const char *args) -{ - tutoriallevel = atoi(args); -} - -static void ch_hostile(const char *args) -{ - hostile = atoi(args); -} - -static void ch_indemo(const char *args) -{ - indemo = 1; - hotspot[numhotspots] = player[0].coords; - hotspotsize[numhotspots] = 0; - hotspottype[numhotspots] = -111; - strcpy(hotspottext[numhotspots], "mapname"); - numhotspots++; -} - -static void ch_notindemo(const char *args) -{ - indemo = 0; - numhotspots--; -} - -static void ch_type(const char *args) -{ - int n = sizeof(editortypenames) / sizeof(editortypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, editortypenames[i])) { - editoractive = i; - break; - } -} - -static void ch_path(const char *args) -{ - int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, pathtypenames[i])) { - editorpathtype = i; - break; - } -} - -static void ch_hs(const char *args) -{ - hotspot[numhotspots] = player[0].coords; - - float size; - int type, shift; - sscanf(args, "%f%d %n", &size, &type, &shift); - - hotspotsize[numhotspots] = size; - hotspottype[numhotspots] = type; - - strcpy(hotspottext[numhotspots], args + shift); - strcat(hotspottext[numhotspots], "\n"); - - numhotspots++; -} - -static void ch_dialogue(const char *args) -{ - int dlg; - char buf1[32], buf2[64]; - - sscanf(args, "%d %31s", &dlg, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - dialoguetype[numdialogues] = dlg; - - memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); - memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256, ':'); - ipstream >> numdialogueboxes[numdialogues]; - for (int i = 0; i < numdialogueboxes[numdialogues]; i++) { - ipstream.ignore(256, ':'); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream >> dialogueboxlocation[numdialogues][i]; - ipstream.ignore(256, ':'); - ipstream >> dialogueboxcolor[numdialogues][i][0]; - ipstream >> dialogueboxcolor[numdialogues][i][1]; - ipstream >> dialogueboxcolor[numdialogues][i][2]; - ipstream.ignore(256, ':'); - ipstream.getline(dialoguename[numdialogues][i], 64); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream.getline(dialoguetext[numdialogues][i], 128); - for (int j = 0; j < 128; j++) { - if (dialoguetext[numdialogues][i][j] == '\\') - dialoguetext[numdialogues][i][j] = '\n'; - } - ipstream.ignore(256, ':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } - - for (int i = 0; i < numdialogueboxes[numdialogues]; i++) { - for (int j = 0; j < numplayers; j++) { - participantfacing[numdialogues][i][j] = player[j].facing; - } - } - ipstream.close(); - - directing = 1; - indialogue = 0; - whichdialogue = numdialogues; - - numdialogues++; -} - -static void ch_fixdialogue(const char *args) -{ - char buf1[32], buf2[64]; - int whichdi; - - sscanf(args, "%d %31s", &whichdi, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi])); - memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256, ':'); - ipstream >> numdialogueboxes[whichdi]; - for (int i = 0; i < numdialogueboxes[whichdi]; i++) { - ipstream.ignore(256, ':'); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream >> dialogueboxlocation[whichdi][i]; - ipstream.ignore(256, ':'); - ipstream >> dialogueboxcolor[whichdi][i][0]; - ipstream >> dialogueboxcolor[whichdi][i][1]; - ipstream >> dialogueboxcolor[whichdi][i][2]; - ipstream.ignore(256, ':'); - ipstream.getline(dialoguename[whichdi][i], 64); - ipstream.ignore(256, ':'); - ipstream.ignore(256, ' '); - ipstream.getline(dialoguetext[whichdi][i], 128); - for (int j = 0; j < 128; j++) { - if (dialoguetext[whichdi][i][j] == '\\') - dialoguetext[whichdi][i][j] = '\n'; - } - ipstream.ignore(256, ':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - - ipstream.close(); -} - -static void ch_fixtype(const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; -} - -static void ch_fixrotation(const char *args) -{ - participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = player[participantfocus[whichdialogue][indialogue]].yaw; -} - -static void ch_ddialogue(const char *args) -{ - if (numdialogues) - numdialogues--; -} - -static void ch_dhs(const char *args) -{ - if (numhotspots) - numhotspots--; -} - -static void ch_immobile(const char *args) -{ - player[0].immobile = 1; -} - -static void ch_allimmobile(const char *args) -{ - for (int i = 1; i < numplayers; i++) - player[i].immobile = 1; -} - -static void ch_mobile(const char *args) -{ - player[0].immobile = 0; -} - -static void ch_default(const char *args) -{ - player[0].armorhead = 1; - player[0].armorhigh = 1; - player[0].armorlow = 1; - player[0].protectionhead = 1; - player[0].protectionhigh = 1; - player[0].protectionlow = 1; - player[0].metalhead = 1; - player[0].metalhigh = 1; - player[0].metallow = 1; - player[0].power = 1; - player[0].speedmult = 1; - player[0].scale = 1; - - if (player[0].creature == wolftype) { - player[0].proportionhead = 1.1; - player[0].proportionbody = 1.1; - player[0].proportionarms = 1.1; - player[0].proportionlegs = 1.1; - } else if (player[0].creature == rabbittype) { - player[0].proportionhead = 1.2; - player[0].proportionbody = 1.05; - player[0].proportionarms = 1.00; - player[0].proportionlegs = 1.1; - player[0].proportionlegs.y = 1.05; - } - - player[0].numclothes = 0; - player[0].skeleton.drawmodel.textureptr.load( - creatureskin[player[0].creature][player[0].whichskin], 1, - &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); - - editoractive = typeactive; - player[0].immobile = 0; -} - -static void ch_play(const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) { - player[participantfocus[whichdialogue][i]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]]; - player[participantfocus[whichdialogue][i]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; - player[participantfocus[whichdialogue][i]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; - player[participantfocus[whichdialogue][i]].velocity = 0; - player[participantfocus[whichdialogue][i]].animTarget = player[participantfocus[whichdialogue][i]].getIdle(); - player[participantfocus[whichdialogue][i]].frameTarget = 0; - } - - directing = 0; - indialogue = 0; - - playdialogueboxsound(); -} - -static void ch_mapkilleveryone(const char *args) -{ - maptype = mapkilleveryone; -} - -static void ch_mapkillmost(const char *args) -{ - maptype = mapkillmost; -} - -static void ch_mapkillsomeone(const char *args) -{ - maptype = mapkillsomeone; -} - -static void ch_mapgosomewhere(const char *args) -{ - maptype = mapgosomewhere; -} - -static void ch_viewdistance(const char *args) -{ - viewdistance = atof(args) * 100; -} - -static void ch_fadestart(const char *args) -{ - fadestart = atof(args); -} - -static void ch_slomo(const char *args) -{ - slomospeed = atof(args); - slomo = !slomo; - slomodelay = 1000; -} - -static void ch_slofreq(const char *args) -{ - slomofreq = atof(args); -} - -static void ch_skytint(const char *args) -{ - sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); - - skyboxlightr = skyboxr; - skyboxlightg = skyboxg; - skyboxlightb = skyboxb; - - SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skylight(const char *args) -{ - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - - SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skybox(const char *args) -{ - skyboxtexture = !skyboxtexture; - - SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void cmd_dispatch(const string cmd) -{ - int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); - - for (i = 0; i < n_cmds; i++) - if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) { - cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl; - cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str()); - break; - } - emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); -} - -/********************> Tick() <*****/ -extern bool save_image(const char * fname); -void Screenshot (void) -{ - char temp[1024]; - time_t t = time(NULL); - struct tm *tme = localtime(&t); - sprintf(temp, "Screenshots/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); - -#if defined(_WIN32) - mkdir("Screenshots"); -#else - mkdir("Screenshots", S_IRWXU); -#endif - - save_image(temp); -} - -void Game::SetUpLighting() -{ - if (environment == snowyenvironment) - light.setColors(.65, .65, .7, .4, .4, .44); - if (environment == desertenvironment) - light.setColors(.95, .95, .95, .4, .35, .3); - if (environment == grassyenvironment) - light.setColors(.95, .95, 1, .4, .4, .44); - if (!skyboxtexture) - light.setColors(1, 1, 1, .4, .4, .4); - float average; - average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; - light.color[0] *= (skyboxlightr + average) / 2; - light.color[1] *= (skyboxlightg + average) / 2; - light.color[2] *= (skyboxlightb + average) / 2; - light.ambient[0] *= (skyboxlightr + average) / 2; - light.ambient[1] *= (skyboxlightg + average) / 2; - light.ambient[2] *= (skyboxlightb + average) / 2; -} - -int findPathDist(int start, int end) -{ - int smallestcount, count, connected; - int last, last2, last3, last4; - int closest; - - smallestcount = 1000; - for (int i = 0; i < 50; i++) { - count = 0; - last = start; - last2 = -1; - last3 = -1; - last4 = -1; - while (last != end && count < 30) { - closest = -1; - for (int j = 0; j < numpathpoints; j++) { - if (j != last && j != last2 && j != last3 && j != last4) { - connected = 0; - if (numpathpointconnect[j]) - for (int k = 0; k < numpathpointconnect[j]; k++) { - if (pathpointconnect[j][k] == last)connected = 1; - } - if (!connected) - if (numpathpointconnect[last]) - for (int k = 0; k < numpathpointconnect[last]; k++) { - if (pathpointconnect[last][k] == j)connected = 1; - } - if (connected) - if (closest == -1 || Random() % 2 == 0) { - closest = j; - } - } - } - last4 = last3; - last3 = last2; - last2 = last; - last = closest; - count++; - } - if (count < smallestcount) - smallestcount = count; - } - return smallestcount; -} - -int Game::checkcollide(XYZ startpoint, XYZ endpoint) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - - minx = min(startpoint.x, endpoint.x) - 1; - miny = min(startpoint.y, endpoint.y) - 1; - minz = min(startpoint.z, endpoint.z) - 1; - maxx = max(startpoint.x, endpoint.x) + 1; - maxy = max(startpoint.y, endpoint.y) + 1; - maxz = max(startpoint.z, endpoint.z) + 1; - - for (int i = 0; i < objects.numobjects; i++) { - if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius && - objects.position[i].x < maxx + objects.model[i].boundingsphereradius && - objects.position[i].y > miny - objects.model[i].boundingsphereradius && - objects.position[i].y < maxy + objects.model[i].boundingsphereradius && - objects.position[i].z > minz - objects.model[i].boundingsphereradius && - objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { - if ( objects.type[i] != treeleavestype && - objects.type[i] != bushtype && - objects.type[i] != firetype) { - colviewer = startpoint; - coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) - return i; - } - } - } - - //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; - - return -1; -} - -int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - static int i; //FIXME: see below - - minx = min(startpoint.x, endpoint.x) - 1; - miny = min(startpoint.y, endpoint.y) - 1; - minz = min(startpoint.z, endpoint.z) - 1; - maxx = max(startpoint.x, endpoint.x) + 1; - maxy = max(startpoint.y, endpoint.y) + 1; - maxz = max(startpoint.z, endpoint.z) + 1; - - if (what != 1000) { - if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius && - objects.position[what].x < maxx + objects.model[what].boundingsphereradius && - objects.position[what].y > miny - objects.model[what].boundingsphereradius && - objects.position[what].y < maxy + objects.model[what].boundingsphereradius && - objects.position[what].z > minz - objects.model[what].boundingsphereradius && - objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { - if ( objects.type[what] != treeleavestype && - objects.type[what] != bushtype && - objects.type[what] != firetype) { - colviewer = startpoint; - coltarget = endpoint; - //FIXME: i/what - if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1) - return i; - } - } - } - - if (what == 1000) - if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) - return 1000; - - return -1; -} - -void Setenvironment(int which) -{ - LOGFUNC; - - LOG(" Setting environment..."); - - float temptexdetail; - environment = which; - - pause_sound(stream_snowtheme); - pause_sound(stream_grasstheme); - pause_sound(stream_deserttheme); - pause_sound(stream_wind); - pause_sound(stream_desertambient); - - - if (environment == snowyenvironment) { - windvector = 0; - windvector.z = 3; - if (ambientsound) - emit_stream_np(stream_wind); - - objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1); - objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1); - objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0); - objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0); - - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; - - terraintexture.load(":Data:Textures:snow.jpg", 1, 0); - terraintexture2.load(":Data:Textures:rock.jpg", 1, 0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - - - - - temptexdetail = texdetail; - if (texdetail > 1) - texdetail = 4; - skybox->load( ":Data:Textures:Skybox(snow):Front.jpg", - ":Data:Textures:Skybox(snow):Left.jpg", - ":Data:Textures:Skybox(snow):Back.jpg", - ":Data:Textures:Skybox(snow):Right.jpg", - ":Data:Textures:Skybox(snow):Up.jpg", - ":Data:Textures:Skybox(snow):Down.jpg"); - - - - - texdetail = temptexdetail; - } else if (environment == desertenvironment) { - windvector = 0; - windvector.z = 2; - objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1); - objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1); - objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0); - objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0); - - - if (ambientsound) - emit_stream_np(stream_desertambient); - - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepsn1; - footstepsound4 = footstepsn2; - - terraintexture.load(":Data:Textures:sand.jpg", 1, 0); - terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); + if (ambientsound) { + emit_stream_np(stream_desertambient); + } + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepsn1; + footstepsound4 = footstepsn2; + terraintexture.load("Textures/Sand.jpg", 1); + terraintexture2.load("Textures/SandSlope.jpg", 1); temptexdetail = texdetail; - if (texdetail > 1) + if (texdetail > 1) { texdetail = 4; - skybox->load( ":Data:Textures:Skybox(sand):Front.jpg", - ":Data:Textures:Skybox(sand):Left.jpg", - ":Data:Textures:Skybox(sand):Back.jpg", - ":Data:Textures:Skybox(sand):Right.jpg", - ":Data:Textures:Skybox(sand):Up.jpg", - ":Data: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) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1); - objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1); - objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0); - objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0); + Object::treetextureptr.load("Textures/Tree.png", 0); + Object::bushtextureptr.load("Textures/Bush.png", 0); + Object::rocktextureptr.load("Textures/Boulder.jpg", 1); + Object::boxtextureptr.load("Textures/GrassBox.jpg", 1); - if (ambientsound) + if (ambientsound) { emit_stream_np(stream_wind, 100.); + } footstepsound = footstepgr1; footstepsound2 = footstepgr2; footstepsound3 = footstepst1; footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0); - terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0); - - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); - - + terraintexture.load("Textures/GrassDirt.jpg", 1); + terraintexture2.load("Textures/MossRock.jpg", 1); temptexdetail = texdetail; - if (texdetail > 1) + if (texdetail > 1) { texdetail = 4; - skybox->load( ":Data:Textures:Skybox(grass):Front.jpg", - ":Data:Textures:Skybox(grass):Left.jpg", - ":Data:Textures:Skybox(grass):Back.jpg", - ":Data:Textures:Skybox(grass):Right.jpg", - ":Data:Textures:Skybox(grass):Up.jpg", - ":Data: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; } temptexdetail = texdetail; texdetail = 1; - terrain.load(":Data:Textures:heightmap.png"); + terrain.load("Textures/HeightMap.png"); texdetail = temptexdetail; } -void LoadCampaign() -{ - if (!accountactive) - return; - ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str())); - ipstream.ignore(256, ':'); - int numlevels; - ipstream >> numlevels; - campaignlevels.clear(); - for (int i = 0; i < numlevels; i++) { - CampaignLevel cl; - ipstream >> cl; - campaignlevels.push_back(cl); - } - ipstream.close(); - - ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str())); - if (test.good()) { - Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0); - } else { - Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0); - } - - if (accountactive->getCampaignChoicesMade() == 0) { - accountactive->setCampaignScore(0); - accountactive->resetFasttime(); - } -} - -vector ListCampaigns() -{ - DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); - struct dirent *campaign = NULL; - if (!campaigns) { - perror("Problem while loading campaigns"); - cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; - exit(EXIT_FAILURE); - } - vector campaignNames; - while ((campaign = readdir(campaigns)) != NULL) { - string name(campaign->d_name); - if (name.length() < 5) - continue; - if (!name.compare(name.length() - 4, 4, ".txt")) { - campaignNames.push_back(name.substr(0, name.length() - 4)); - } - } - closedir(campaigns); - return campaignNames; -} - -void Loadlevel(int which) +bool Game::LoadLevel(int which) { stealthloading = 0; whichlevel = which; if (which == -1) { - tutoriallevel = -1; - Loadlevel("tutorial"); + 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 Loadlevel(const char *name) +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; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop, legprop, armprop, bodyprop; LOGFUNC; LOG(std::string("Loading level...") + name); - if (!gameon) - visibleloading = 1; - if (stealthloading) - visibleloading = 0; - if (!stillloading) + if (!gameon) { + visibleloading = true; + } + if (stealthloading) { + visibleloading = false; + } + if (!stillloading) { loadtime = 0; + } gamestarted = 1; numenvsounds = 0; - if (tutoriallevel != -1) - tutoriallevel = 0; - else - tutoriallevel = 1; + Tutorial::active = tutorial; - if (tutoriallevel == 1) - tutorialstage = 0; - if (tutorialstage == 0) { - tutorialstagetime = 0; - tutorialmaxtime = 1; + if (Tutorial::active) { + Tutorial::stage = 0; + } + if (Tutorial::stage == 0) { + Tutorial::stagetime = 0; + Tutorial::maxtime = 1; } - loadingstuff = 1; pause_sound(whooshsound); pause_sound(stream_firesound); - // Change the map filename into something that is os specific - buf = (char*) alloca(strlen(pfx) + strlen(name) + 1); - sprintf(buf, "%s%s", pfx, name); - const char *FixedFN = ConvertFileName(buf); - int mapvers; - FILE *tfile; - //~ char* buff=getcwd(NULL,0); - //~ cout << buff << " " << FixedFN << endl; - //~ free(buff); - tfile = fopen( FixedFN, "rb" ); - if (tfile) { - pause_sound(stream_firesound); - scoreadded = 0; - windialogue = false; - hostiletime = 0; - won = 0; - - animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral); - - numdialogues = 0; - - for (int i = 0; i < 20; i++) - dialoguegonethrough[i] = 0; - - indialogue = -1; - cameramode = 0; - - damagedealt = 0; - damagetaken = 0; - - if (accountactive) - difficulty = accountactive->getDifficulty(); - - numhotspots = 0; - currenthotspot = -1; - bonustime = 1; - - skyboxtexture = 1; - skyboxr = 1; - skyboxg = 1; - skyboxb = 1; - - freeze = 0; - winfreeze = 0; - - for (int i = 0; i < 100; i++) - bonusnum[i] = 0; - - numfalls = 0; - numflipfail = 0; - numseen = 0; - numstaffattack = 0; - numswordattack = 0; - numknifeattack = 0; - numunarmedattack = 0; - numescaped = 0; - numflipped = 0; - numwallflipped = 0; - numthrowkill = 0; - numafterkill = 0; - numreversals = 0; - numattacks = 0; - maxalarmed = 0; - numresponded = 0; - - bonustotal = startbonustotal; - bonus = 0; - gameon = 1; - changedelay = 0; - if (console) { - emit_sound_np(consolesuccesssound); - freeze = 0; - console = false; - } - - if (!stealthloading) { - terrain.numdecals = 0; - Sprite::deleteSprites(); - for (int i = 0; i < objects.numobjects; i++) - objects.model[i].numdecals = 0; - - int j = objects.numobjects; - for (int i = 0; i < j; i++) { - objects.DeleteObject(0); - if (visibleloading) - LoadingScreen(); - } - - for (int i = 0; i < subdivision; i++) - for (int j = 0; j < subdivision; j++) - terrain.patchobjectnum[i][j] = 0; - if (visibleloading) - LoadingScreen(); - } - - weapons.clear(); - - funpackf(tfile, "Bi", &mapvers); - if (mapvers >= 15) - funpackf(tfile, "Bi", &indemo); - else - indemo = 0; - if (mapvers >= 5) - funpackf(tfile, "Bi", &maptype); - else - maptype = mapkilleveryone; - if (mapvers >= 6) - funpackf(tfile, "Bi", &hostile); - else - hostile = 1; - if (mapvers >= 4) - funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); - else { - viewdistance = 100; - fadestart = .6; - } - if (mapvers >= 2) - funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); - else { - skyboxtexture = 1; - skyboxr = 1; - skyboxg = 1; - skyboxb = 1; - } - if (mapvers >= 10) - funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); - else { - skyboxlightr = skyboxr; - skyboxlightg = skyboxg; - skyboxlightb = skyboxb; - } - if (!stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x, &player[0].coords.y, &player[0].coords.z, &player[0].yaw, &player[0].targetyaw, &player[0].num_weapons); - if (stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &player[0].num_weapons); - player[0].originalcoords = player[0].coords; - if (player[0].num_weapons > 0 && player[0].num_weapons < 5) - for (int j = 0; j < player[0].num_weapons; j++) { - player[0].weaponids[j] = weapons.size(); - int type; - funpackf(tfile, "Bi", &type); - weapons.push_back(Weapon(type, 0)); - } - - if (visibleloading) - LoadingScreen(); - - funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow); - funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow); - funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow); - funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult); - - funpackf(tfile, "Bi", &player[0].numclothes); - - if (mapvers >= 9) - funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); - else { - player[0].whichskin = 0; - player[0].creature = rabbittype; - } - - player[0].lastattack = -1; - player[0].lastattack2 = -1; - player[0].lastattack3 = -1; - - //dialogues - if (mapvers >= 8) { - funpackf(tfile, "Bi", &numdialogues); - for (int k = 0; k < numdialogues; k++) { - funpackf(tfile, "Bi", &numdialogueboxes[k]); - funpackf(tfile, "Bi", &dialoguetype[k]); - for (int l = 0; l < 10; l++) { - funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z); - funpackf(tfile, "Bf", &participantyaw[k][l]); - } - for (int l = 0; l < numdialogueboxes[k]; l++) { - funpackf(tfile, "Bi", &dialogueboxlocation[k][l]); - funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]); - funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]); - funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]); - funpackf(tfile, "Bi", &dialogueboxsound[k][l]); - - funpackf(tfile, "Bi", &templength); - if (templength > 128 || templength <= 0) - templength = 128; - int m; - for (m = 0; m < templength; m++) { - funpackf(tfile, "Bb", &dialoguetext[k][l][m]); - if (dialoguetext[k][l][m] == '\0') - break; - } - dialoguetext[k][l][m] = 0; - - funpackf(tfile, "Bi", &templength); - if (templength > 64 || templength <= 0) - templength = 64; - for (m = 0; m < templength; m++) { - funpackf(tfile, "Bb", &dialoguename[k][l][m]); - if (dialoguename[k][l][m] == '\0') - break; - } - dialoguename[k][l][m] = 0; - funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z); - funpackf(tfile, "Bi", &participantfocus[k][l]); - funpackf(tfile, "Bi", &participantaction[k][l]); - - for (m = 0; m < 10; m++) - funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z); - - funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]); - } - } - } else - numdialogues = 0; - - for (int k = 0; k < player[0].numclothes; k++) { - funpackf(tfile, "Bi", &templength); - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &player[0].clothes[k][l]); - player[0].clothes[k][templength] = '\0'; - funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]); - } - - funpackf(tfile, "Bi", &environment); - - funpackf(tfile, "Bi", &objects.numobjects); - for (int i = 0; i < objects.numobjects; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); - if (objects.type[i] == treeleavestype) - objects.scale[i] = objects.scale[i - 1]; - } - - if (mapvers >= 7) { - funpackf(tfile, "Bi", &numhotspots); - for (int i = 0; i < numhotspots; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); - funpackf(tfile, "Bi", &templength); - if (templength) - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &hotspottext[i][l]); - hotspottext[i][templength] = '\0'; - if (hotspottype[i] == -111) - indemo = 1; - } - } else - numhotspots = 0; - - if (visibleloading) - LoadingScreen(); - - if (!stealthloading) { - objects.center = 0; - for (int i = 0; i < objects.numobjects; i++) - objects.center += objects.position[i]; - objects.center /= objects.numobjects; - - - if (visibleloading) - LoadingScreen(); - - float maxdistance = 0; - float tempdist; - //~ int whichclosest; - for (int i = 0; i < objects.numobjects; i++) { - tempdist = distsq(&objects.center, &objects.position[i]); - if (tempdist > maxdistance) { - //~ whichclosest=i; - maxdistance = tempdist; - } - } - objects.radius = fast_sqrt(maxdistance); - } - - if (visibleloading) - LoadingScreen(); - //mapcenter=objects.center; - //mapradius=objects.radius; - - funpackf(tfile, "Bi", &numplayers); - int howmanyremoved = 0; - bool removeanother = 0; - if (numplayers > 1 && numplayers < maxplayers) { - for (int i = 1; i < numplayers; i++) { - if (visibleloading) - LoadingScreen(); - removeanother = 0; - - funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &player[i - howmanyremoved].whichskin, &player[i - howmanyremoved].creature, &player[i - howmanyremoved].coords.x, &player[i - howmanyremoved].coords.y, &player[i - howmanyremoved].coords.z, &player[i - howmanyremoved].num_weapons); - if (mapvers >= 5) - funpackf(tfile, "Bi", &player[i - howmanyremoved].howactive); - else - player[i - howmanyremoved].howactive = typeactive; - if (mapvers >= 3) - funpackf(tfile, "Bf", &player[i - howmanyremoved].scale); - else - player[i - howmanyremoved].scale = -1; - if (mapvers >= 11) - funpackf(tfile, "Bb", &player[i - howmanyremoved].immobile); - else - player[i - howmanyremoved].immobile = 0; - if (mapvers >= 12) - funpackf(tfile, "Bf", &player[i - howmanyremoved].yaw); - else - player[i - howmanyremoved].yaw = 0; - player[i - howmanyremoved].targetyaw = player[i - howmanyremoved].yaw; - if (player[i - howmanyremoved].num_weapons < 0 || player[i - howmanyremoved].num_weapons > 5) { - removeanother = 1; - howmanyremoved++; - } - if (!removeanother) { - if (player[i - howmanyremoved].num_weapons > 0 && player[i - howmanyremoved].num_weapons < 5) { - for (int j = 0; j < player[i - howmanyremoved].num_weapons; j++) { - player[i - howmanyremoved].weaponids[j] = weapons.size(); - int type; - funpackf(tfile, "Bi", &type); - weapons.push_back(Weapon(type, i)); - } - } - funpackf(tfile, "Bi", &player[i - howmanyremoved].numwaypoints); - //player[i-howmanyremoved].numwaypoints=10; - for (int j = 0; j < player[i - howmanyremoved].numwaypoints; j++) { - funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].x); - funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].y); - funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].z); - if (mapvers >= 5) - funpackf(tfile, "Bi", &player[i - howmanyremoved].waypointtype[j]); - else - player[i - howmanyremoved].waypointtype[j] = wpkeepwalking; - } + FILE* tfile; + errno = 0; + tfile = Folders::openMandatoryFile(level_path, "rb"); - funpackf(tfile, "Bi", &player[i - howmanyremoved].waypoint); - if (player[i - howmanyremoved].waypoint > player[i - howmanyremoved].numwaypoints - 1) - player[i - howmanyremoved].waypoint = 0; - - funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].armorhead, &player[i - howmanyremoved].armorhigh, &player[i - howmanyremoved].armorlow); - funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].protectionhead, &player[i - howmanyremoved].protectionhigh, &player[i - howmanyremoved].protectionlow); - funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].metalhead, &player[i - howmanyremoved].metalhigh, &player[i - howmanyremoved].metallow); - funpackf(tfile, "Bf Bf", &player[i - howmanyremoved].power, &player[i - howmanyremoved].speedmult); - - if (mapvers >= 4) - funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop); - else { - headprop = 1; - bodyprop = 1; - armprop = 1; - legprop = 1; - } - if (player[i - howmanyremoved].creature == wolftype) { - player[i - howmanyremoved].proportionhead = 1.1 * headprop; - player[i - howmanyremoved].proportionbody = 1.1 * bodyprop; - player[i - howmanyremoved].proportionarms = 1.1 * armprop; - player[i - howmanyremoved].proportionlegs = 1.1 * legprop; - } - - if (player[i - howmanyremoved].creature == rabbittype) { - player[i - howmanyremoved].proportionhead = 1.2 * headprop; - player[i - howmanyremoved].proportionbody = 1.05 * bodyprop; - player[i - howmanyremoved].proportionarms = 1.00 * armprop; - player[i - howmanyremoved].proportionlegs = 1.1 * legprop; - player[i - howmanyremoved].proportionlegs.y = 1.05 * legprop; - } - - funpackf(tfile, "Bi", &player[i - howmanyremoved].numclothes); - if (player[i - howmanyremoved].numclothes) { - for (int k = 0; k < player[i - howmanyremoved].numclothes; k++) { - int templength; - funpackf(tfile, "Bi", &templength); - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &player[i - howmanyremoved].clothes[k][l]); - player[i - howmanyremoved].clothes[k][templength] = '\0'; - funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].clothestintr[k], &player[i - howmanyremoved].clothestintg[k], &player[i - howmanyremoved].clothestintb[k]); - } - } - } - } - } - if (visibleloading) - LoadingScreen(); - - numplayers -= howmanyremoved; - funpackf(tfile, "Bi", &numpathpoints); - if (numpathpoints > 30 || numpathpoints < 0) - numpathpoints = 0; - for (int j = 0; j < numpathpoints; j++) { - funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); - for (int k = 0; k < numpathpointconnect[j]; k++) { - funpackf(tfile, "Bi", &pathpointconnect[j][k]); - } - } - if (visibleloading) - LoadingScreen(); + pause_sound(stream_firesound); + scoreadded = 0; + windialogue = false; + hostiletime = 0; + won = 0; - funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); + //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral); - SetUpLighting(); - if (environment != oldenvironment) - Setenvironment(environment); - oldenvironment = environment; - - if (!stealthloading) { - int j = objects.numobjects; - objects.numobjects = 0; - for (int i = 0; i < j; i++) { - objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]); - if (visibleloading) - LoadingScreen(); - } + Dialog::dialogs.clear(); - terrain.DoShadows(); - if (visibleloading) - LoadingScreen(); - objects.DoShadows(); - if (visibleloading) - LoadingScreen(); - } + Dialog::indialogue = -1; + cameramode = 0; - fclose(tfile); - - if (numplayers > maxplayers - 1) - numplayers = maxplayers - 1; - for (int i = 0; i < numplayers; i++) { - if (visibleloading) - LoadingScreen(); - player[i].burnt = 0; - player[i].bled = 0; - player[i].onfire = 0; - if (i == 0 || player[i].scale < 0) - player[i].scale = .2; - player[i].skeleton.free = 0; - player[i].skeleton.id = i; - if (i == 0 && mapvers < 9) - player[i].creature = rabbittype; - if (player[i].creature != wolftype) { - player[i].skeleton.Load( - (char *)":Data:Skeleton:Basic Figure", - (char *)":Data:Skeleton:Basic Figurelow", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Body.solid", - (char *)":Data:Models:Body2.solid", - (char *)":Data:Models:Body3.solid", - (char *)":Data:Models:Body4.solid", - (char *)":Data:Models:Body5.solid", - (char *)":Data:Models:Body6.solid", - (char *)":Data:Models:Body7.solid", - (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid", 0); - } else { - if (player[i].creature != wolftype) { - player[i].skeleton.Load( - (char *)":Data:Skeleton:Basic Figure", - (char *)":Data:Skeleton:Basic Figurelow", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Body.solid", - (char *)":Data:Models:Body2.solid", - (char *)":Data:Models:Body3.solid", - (char *)":Data:Models:Body4.solid", - (char *)":Data:Models:Body5.solid", - (char *)":Data:Models:Body6.solid", - (char *)":Data:Models:Body7.solid", - (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid", 1); - player[i].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1); - } - if (player[i].creature == wolftype) { - player[i].skeleton.Load( - (char *)":Data:Skeleton:Basic Figure Wolf", - (char *)":Data:Skeleton:Basic Figure Wolf Low", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Wolf.solid", - (char *)":Data:Models:Wolf2.solid", - (char *)":Data:Models:Wolf3.solid", - (char *)":Data:Models:Wolf4.solid", - (char *)":Data:Models:Wolf5.solid", - (char *)":Data:Models:Wolf6.solid", - (char *)":Data:Models:Wolf7.solid", - (char *)":Data:Models:Wolflow.solid", - (char *)":Data:Models:Belt.solid", 0); - } - } + damagedealt = 0; + damagetaken = 0; + if (Account::hasActive()) { + difficulty = Account::active().getDifficulty(); + } - //~ int texsize; - //~ texsize=512*512*3/texdetail/texdetail; + Hotspot::hotspots.clear(); + Hotspot::current = -1; + bonustime = 1; - player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin], 1, &player[i].skeleton.skinText[0], &player[i].skeleton.skinsize); + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; - if (player[i].numclothes) { - for (int j = 0; j < player[i].numclothes; j++) { - tintr = player[i].clothestintr[j]; - tintg = player[i].clothestintg[j]; - tintb = player[i].clothestintb[j]; - AddClothes((char *)player[i].clothes[j], &player[i].skeleton.skinText[0]); - } - player[i].DoMipmaps(); - } + freeze = 0; + winfreeze = 0; - player[i].animCurrent = bounceidleanim; - player[i].animTarget = bounceidleanim; - player[i].frameCurrent = 0; - player[i].frameTarget = 1; - player[i].target = 0; - player[i].speed = 1 + (float)(Random() % 100) / 1000; - if (difficulty == 0) - player[i].speed -= .2; - if (difficulty == 1) - player[i].speed -= .1; - - player[i].velocity = 0; - player[i].oldcoords = player[i].coords; - player[i].realoldcoords = player[i].coords; - - player[i].id = i; - player[i].skeleton.id = i; - player[i].updatedelay = 0; - player[i].normalsupdatedelay = 0; - - player[i].aitype = passivetype; - player[i].madskills = 0; - - if (i == 0) { - player[i].proportionhead = 1.2; - player[i].proportionbody = 1.05; - player[i].proportionarms = 1.00; - player[i].proportionlegs = 1.1; - player[i].proportionlegs.y = 1.05; - } - player[i].headless = 0; - player[i].currentoffset = 0; - player[i].targetoffset = 0; + for (unsigned char i = 0; i < 100; i++) { + bonusnum[i] = 0; + } - player[i].damagetolerance = 200; + numfalls = 0; + numflipfail = 0; + numseen = 0; + numstaffattack = 0; + numswordattack = 0; + numknifeattack = 0; + numunarmedattack = 0; + numescaped = 0; + numflipped = 0; + numwallflipped = 0; + numthrowkill = 0; + numafterkill = 0; + numreversals = 0; + numattacks = 0; + maxalarmed = 0; + numresponded = 0; + + bonustotal = startbonustotal; + bonus = 0; + gameon = 1; + changedelay = 0; + if (console) { + emit_sound_np(consolesuccesssound); + freeze = 0; + console = false; + } - if (player[i].creature == wolftype) { - if (i == 0 || player[i].scale < 0) - player[i].scale = .23; - player[i].damagetolerance = 300; - } + if (!stealthloading) { + terrain.decals.clear(); + Sprite::deleteSprites(); - if (visibleloading) - LoadingScreen(); - if (cellophane) { - player[i].proportionhead.z = 0; - player[i].proportionbody.z = 0; - player[i].proportionarms.z = 0; - player[i].proportionlegs.z = 0; + for (int i = 0; i < subdivision; i++) { + for (int j = 0; j < subdivision; j++) { + terrain.patchobjects[i][j].clear(); } - - player[i].tempanimation.Load((char *)"Tempanim", 0, 0); - - player[i].headmorphness = 0; - player[i].targetheadmorphness = 1; - player[i].headmorphstart = 0; - player[i].headmorphend = 0; - - player[i].pausetime = 0; - - player[i].dead = 0; - player[i].jumppower = 5; - player[i].damage = 0; - player[i].permanentdamage = 0; - player[i].superpermanentdamage = 0; - - player[i].forwardkeydown = 0; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].jumpkeydown = 0; - player[i].crouchkeydown = 0; - player[i].throwkeydown = 0; - - player[i].collided = -10; - player[i].loaded = 1; - player[i].bloodloss = 0; - player[i].weaponactive = -1; - player[i].weaponstuck = -1; - player[i].bleeding = 0; - player[i].deathbleeding = 0; - player[i].stunned = 0; - player[i].hasvictim = 0; - player[i].wentforweapon = 0; } + Game::LoadingScreen(); + } - player[0].aitype = playercontrolled; - player[0].weaponactive = -1; - - if (difficulty == 1) - player[0].power = 1 / .9; - - if (difficulty == 0) - player[0].power = 1 / .8; - - if (difficulty == 1) - player[0].damagetolerance = 250; - if (difficulty == 0) - player[0].damagetolerance = 300; - if (difficulty == 0) - player[0].armorhead *= 1.5; - if (difficulty == 0) - player[0].armorhigh *= 1.5; - if (difficulty == 0) - player[0].armorlow *= 1.5; - cameraloc = player[0].coords; - cameraloc.y += 5; - yaw = player[0].yaw; - - hawkcoords = player[0].coords; - hawkcoords.y += 30; - - if (visibleloading) - LoadingScreen(); - //~ for(int i=0;i= 15) { + funpackf(tfile, "Bi", &indemo); } else { - perror("Problem"); + indemo = 0; } - leveltime = 0; - loadingstuff = 0; - visibleloading = 0; -} - -void doTutorial() -{ - if (tutorialstagetime > tutorialmaxtime) { - tutorialstage++; - tutorialsuccess = 0; - if (tutorialstage <= 1) { - canattack = 0; - cananger = 0; - reversaltrain = 0; - } - switch (tutorialstage) { - case 1: - tutorialmaxtime = 5; - break; - case 2: - tutorialmaxtime = 2; - break; - case 3: - tutorialmaxtime = 600; - break; - case 4: - tutorialmaxtime = 1000; - break; - case 5: - tutorialmaxtime = 600; - break; - case 6: - tutorialmaxtime = 600; - break; - case 7: - tutorialmaxtime = 600; - break; - case 8: - tutorialmaxtime = 600; - break; - case 9: - tutorialmaxtime = 600; - break; - case 10: - tutorialmaxtime = 2; - break; - case 11: - tutorialmaxtime = 1000; - break; - case 12: - tutorialmaxtime = 1000; - break; - case 13: - tutorialmaxtime = 2; - break; - case 14: { - tutorialmaxtime = 3; - - XYZ temp, temp2; - - temp.x = 1011; - temp.y = 84; - temp.z = 491; - temp2.x = 1025; - temp2.y = 75; - temp2.z = 447; - - player[1].coords = (temp + temp2) / 2; - - emit_sound_at(fireendsound, player[1].coords); - - for (int i = 0; i < player[1].skeleton.num_joints; i++) { - if (Random() % 2 == 0) { - if (!player[1].skeleton.free) - temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2; - if (player[1].skeleton.free) - temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2; - if (!player[1].skeleton.free) - temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords; - if (player[1].skeleton.free) - temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } - } - } - break; - case 15: - tutorialmaxtime = 500; - break; - case 16: - tutorialmaxtime = 500; - break; - case 17: - tutorialmaxtime = 500; - break; - case 18: - tutorialmaxtime = 500; - break; - case 19: - tutorialstage = 20; - //tutorialmaxtime=500; - break; - case 20: - tutorialmaxtime = 500; - break; - case 21: - tutorialmaxtime = 500; - if (bonus == cannon) { - bonus = Slicebonus; - againbonus = 1; - } else - againbonus = 0; - break; - case 22: - tutorialmaxtime = 500; - break; - case 23: - tutorialmaxtime = 500; - break; - case 24: - tutorialmaxtime = 500; - break; - case 25: - tutorialmaxtime = 500; - break; - case 26: - tutorialmaxtime = 2; - break; - case 27: - tutorialmaxtime = 4; - reversaltrain = 1; - cananger = 1; - player[1].aitype = attacktypecutoff; - break; - case 28: - tutorialmaxtime = 400; - break; - case 29: - tutorialmaxtime = 400; - player[0].escapednum = 0; - break; - case 30: - tutorialmaxtime = 4; - reversaltrain = 0; - cananger = 0; - player[1].aitype = passivetype; - break; - case 31: - tutorialmaxtime = 13; - break; - case 32: - tutorialmaxtime = 8; - break; - case 33: - tutorialmaxtime = 400; - cananger = 1; - canattack = 1; - player[1].aitype = attacktypecutoff; - break; - case 34: - tutorialmaxtime = 400; - break; - case 35: - tutorialmaxtime = 400; - break; - case 36: - tutorialmaxtime = 2; - reversaltrain = 0; - cananger = 0; - player[1].aitype = passivetype; - break; - case 37: - damagedealt = 0; - damagetaken = 0; - tutorialmaxtime = 50; - cananger = 1; - canattack = 1; - player[1].aitype = attacktypecutoff; - break; - case 38: - tutorialmaxtime = 4; - canattack = 0; - cananger = 0; - player[1].aitype = passivetype; - break; - case 39: { - XYZ temp, temp2; - - temp.x = 1011; - temp.y = 84; - temp.z = 491; - temp2.x = 1025; - temp2.y = 75; - temp2.z = 447; - - Weapon w(knife, -1); - w.position = (temp + temp2) / 2; - w.tippoint = (temp + temp2) / 2; - - w.velocity = 0.1; - w.tipvelocity = 0.1; - w.missed = 1; - w.hitsomething = 0; - w.freetime = 0; - w.firstfree = 1; - w.physics = 1; - - weapons.push_back(w); + if (mapvers >= 5) { + funpackf(tfile, "Bi", &maptype); + } else { + maptype = mapkilleveryone; + } + if (mapvers >= 6) { + funpackf(tfile, "Bi", &hostile); + } else { + hostile = 1; + } + if (mapvers >= 4) { + funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); + } else { + viewdistance = 100; + fadestart = .6; + } + if (mapvers >= 2) { + funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); + } else { + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + } + if (mapvers >= 10) { + funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); + } else { + skyboxlightr = skyboxr; + skyboxlightg = skyboxg; + skyboxlightb = skyboxb; + } + /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */ + if (stealthloading) { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons); + } else { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons); + } + if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) { + for (int j = 0; j < Person::players[0]->num_weapons; j++) { + Person::players[0]->weaponids[j] = weapons.size(); + int type; + funpackf(tfile, "Bi", &type); + weapons.push_back(Weapon(type, 0)); } - break; - case 40: - tutorialmaxtime = 300; - break; - case 41: - tutorialmaxtime = 300; - break; - case 42: - tutorialmaxtime = 8; - break; - case 43: - tutorialmaxtime = 300; - break; - case 44: - weapons[0].owner = 1; - player[0].weaponactive = -1; - player[0].num_weapons = 0; - player[1].weaponactive = 0; - player[1].num_weapons = 1; - player[1].weaponids[0] = 0; - - cananger = 1; - canattack = 1; - player[1].aitype = attacktypecutoff; - - tutorialmaxtime = 300; - break; - case 45: - weapons[0].owner = 1; - player[0].weaponactive = -1; - player[0].num_weapons = 0; - player[1].weaponactive = 0; - player[1].num_weapons = 1; - player[1].weaponids[0] = 0; - - tutorialmaxtime = 300; - break; - case 46: - weapons[0].owner = 1; - player[0].weaponactive = -1; - player[0].num_weapons = 0; - player[1].weaponactive = 0; - player[1].num_weapons = 1; - player[1].weaponids[0] = 0; + } + + Game::LoadingScreen(); + + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow); + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow); + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow); + funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult); - weapons[0].setType(sword); + funpackf(tfile, "Bi", &Person::players[0]->numclothes); - tutorialmaxtime = 300; - break; - case 47: { - tutorialmaxtime = 10; - - XYZ temp, temp2; - - temp.x = 1011; - temp.y = 84; - temp.z = 491; - temp2.x = 1025; - temp2.y = 75; - temp2.z = 447; - - Weapon w(sword, -1); - w.position = (temp + temp2) / 2; - w.tippoint = (temp + temp2) / 2; - - w.velocity = 0.1; - w.tipvelocity = 0.1; - w.missed = 1; - w.hitsomething = 0; - w.freetime = 0; - w.firstfree = 1; - w.physics = 1; - - weapons.push_back(w); - - weapons[0].owner = 1; - weapons[1].owner = 0; - player[0].weaponactive = 0; - player[0].num_weapons = 1; - player[0].weaponids[0] = 1; - player[1].weaponactive = 0; - player[1].num_weapons = 1; - player[1].weaponids[0] = 0; + if (mapvers >= 9) { + funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature); + } else { + Person::players[0]->whichskin = 0; + Person::players[0]->creature = rabbittype; + } - } - break; - case 48: - canattack = 0; - cananger = 0; - player[1].aitype = passivetype; - - tutorialmaxtime = 15; - - weapons[0].owner = 1; - weapons[1].owner = 0; - player[0].weaponactive = 0; - player[0].num_weapons = 1; - player[0].weaponids[0] = 1; - player[1].weaponactive = 0; - player[1].num_weapons = 1; - player[1].weaponids[0] = 0; - - if (player[0].weaponactive != -1) - weapons[player[0].weaponids[player[0].weaponactive]].setType(staff); - else - weapons[0].setType(staff); - break; - case 49: - canattack = 0; - cananger = 0; - player[1].aitype = passivetype; + Person::players[0]->lastattack = -1; + Person::players[0]->lastattack2 = -1; + Person::players[0]->lastattack3 = -1; + + //dialogues + if (mapvers >= 8) { + Dialog::loadDialogs(tfile); + } - tutorialmaxtime = 200; + for (int k = 0; k < Person::players[0]->numclothes; k++) { + funpackf(tfile, "Bi", &templength); + for (int l = 0; l < templength; l++) { + funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]); + } + Person::players[0]->clothes[k][templength] = '\0'; + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]); + } - weapons[1].position = 1000; - weapons[1].tippoint = 1000; + funpackf(tfile, "Bi", &environment); - weapons[0].setType(knife); + if (environment != oldenvironment) { + Setenvironment(environment); + } + oldenvironment = environment; - weapons[0].owner = 0; - player[1].weaponactive = -1; - player[1].num_weapons = 0; - player[0].weaponactive = 0; - player[0].num_weapons = 1; - player[0].weaponids[0] = 0; + Object::LoadObjectsFromFile(tfile, stealthloading); - break; - case 50: { - tutorialmaxtime = 8; - - XYZ temp, temp2; - emit_sound_at(fireendsound, player[1].coords); - - for (int i = 0; i < player[1].skeleton.num_joints; i++) { - if (Random() % 2 == 0) { - if (!player[1].skeleton.free) - temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2; - if (player[1].skeleton.free) - temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2; - if (!player[1].skeleton.free) - temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords; - if (player[1].skeleton.free) - temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); + if (mapvers >= 7) { + int numhotspots; + funpackf(tfile, "Bi", &numhotspots); + if (numhotspots < 0) { + cerr << "Map " << name << " have an invalid number of hotspots" << endl; + numhotspots = 0; + } + Hotspot::hotspots.resize(numhotspots); + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z); + funpackf(tfile, "Bi", &templength); + if (templength) { + for (int l = 0; l < templength; l++) { + funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]); } } + Hotspot::hotspots[i].text[templength] = '\0'; + if (Hotspot::hotspots[i].type == -111) { + indemo = 1; + } + } + } else { + Hotspot::hotspots.clear(); + } + + Game::LoadingScreen(); + + if (!stealthloading) { + Object::ComputeCenter(); + Object::ComputeRadius(); + } - player[1].num_weapons = 0; - player[1].weaponstuck = -1; - player[1].weaponactive = -1; + Game::LoadingScreen(); - weapons.clear(); + int numplayers; + funpackf(tfile, "Bi", &numplayers); + if (numplayers > maxplayers) { + cout << "Warning: this level contains more players than allowed" << endl; + } + unsigned j = 1; + for (int i = 1; i < numplayers; i++) { + try { + Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); + j++; + } catch (InvalidPersonException e) { + cerr << "Invalid Person found in " << name << endl; } - break; - case 51: - tutorialmaxtime = 80000; - break; - default: - break; + } + Game::LoadingScreen(); + + funpackf(tfile, "Bi", &numpathpoints); + if (numpathpoints > 30 || numpathpoints < 0) { + numpathpoints = 0; + } + for (int j = 0; j < numpathpoints; j++) { + funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); + for (int k = 0; k < numpathpointconnect[j]; k++) { + funpackf(tfile, "Bi", &pathpointconnect[j][k]); } - if (tutorialstage <= 51) - tutorialstagetime = 0; } + Game::LoadingScreen(); - //Tutorial success - if (tutorialstagetime < tutorialmaxtime - 3) { - switch (tutorialstage) { - case 3: - if (deltah || deltav) - tutorialsuccess += multiplier; - break; - case 4: - if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown) - tutorialsuccess += multiplier; - break; - case 5: - if (player[0].jumpkeydown) - tutorialsuccess = 1; - break; - case 6: - if (player[0].isCrouch()) - tutorialsuccess = 1; - break; - case 7: - if (player[0].animTarget == rollanim) - tutorialsuccess = 1; - break; - case 8: - if (player[0].animTarget == sneakanim) - tutorialsuccess += multiplier; - break; - case 9: - if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim) - tutorialsuccess += multiplier; - break; - case 11: - if (player[0].isWallJump()) - tutorialsuccess = 1; - break; - case 12: - if (player[0].animTarget == flipanim) - tutorialsuccess = 1; - break; - case 15: - if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim) - tutorialsuccess = 1; - break; - case 16: - if (player[0].animTarget == winduppunchanim) - tutorialsuccess = 1; - break; - case 17: - if (player[0].animTarget == spinkickanim) - tutorialsuccess = 1; - break; - case 18: - if (player[0].animTarget == sweepanim) - tutorialsuccess = 1; - break; - case 19: - if (player[0].animTarget == dropkickanim) - tutorialsuccess = 1; - break; - case 20: - if (player[0].animTarget == rabbitkickanim) - tutorialsuccess = 1; - break; - case 21: - if (bonus == cannon) - tutorialsuccess = 1; - break; - case 22: - if (bonus == spinecrusher) - tutorialsuccess = 1; - break; - case 23: - if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim) - tutorialsuccess = 1; - break; - case 24: - if (player[0].animTarget == rabbittacklinganim) - tutorialsuccess = 1; - break; - case 25: - if (player[0].animTarget == backhandspringanim) - tutorialsuccess = 1; - break; - case 28: - if (animation[player[0].animTarget].attack == reversed && player[0].feint) - tutorialsuccess = 1; - break; - case 29: - if (player[0].escapednum == 2) { - tutorialsuccess = 1; - reversaltrain = 0; - cananger = 0; - player[1].aitype = passivetype; + funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); + + SetUpLighting(); + + if (!stealthloading) { + Object::AddObjectsToTerrain(); + terrain.DoShadows(); + Game::LoadingScreen(); + Object::DoShadows(); + Game::LoadingScreen(); + } + + fclose(tfile); + + for (unsigned i = 0; i < Person::players.size(); i++) { + Game::LoadingScreen(); + if (i == 0) { + Person::players[i]->burnt = 0; + Person::players[i]->bled = 0; + Person::players[i]->onfire = 0; + Person::players[i]->scale = .2; + if (mapvers < 9) { + Person::players[i]->creature = rabbittype; } - break; - case 33: - if (animation[player[0].animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 34: - if (animation[player[0].animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 35: - if (animation[player[0].animTarget].attack == reversal) { - tutorialsuccess = 1; - reversaltrain = 0; - cananger = 0; - player[1].aitype = passivetype; + } + Person::players[i]->skeleton.free = 0; + + Person::players[i]->skeletonLoad(); + + Person::players[i]->addClothes(); + + if (i == 0) { + Person::players[i]->animCurrent = bounceidleanim; + Person::players[i]->animTarget = bounceidleanim; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->target = 0; + } + Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000; + if (difficulty == 0) { + Person::players[i]->speed -= .2; + } + if (difficulty == 1) { + Person::players[i]->speed -= .1; + } + + if (i == 0) { + Person::players[i]->velocity = 0; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[i]->realoldcoords = Person::players[i]->coords; + + Person::players[i]->id = i; + Person::players[i]->updatedelay = 0; + Person::players[i]->normalsupdatedelay = 0; + + Person::players[i]->proportionhead = 1.2; + Person::players[i]->proportionbody = 1.05; + Person::players[i]->proportionarms = 1.00; + Person::players[i]->proportionlegs = 1.1; + Person::players[i]->proportionlegs.y = 1.05; + Person::players[i]->headless = 0; + Person::players[i]->currentoffset = 0; + Person::players[i]->targetoffset = 0; + if (Person::players[i]->creature == wolftype) { + Person::players[i]->scale = .23; + Person::players[i]->damagetolerance = 300; + } else { + Person::players[i]->damagetolerance = 200; } - break; - case 40: - if (player[0].num_weapons > 0) - tutorialsuccess = 1; - break; - case 41: - if (player[0].weaponactive == -1 && player[0].num_weapons > 0) - tutorialsuccess = 1; - break; - case 43: - if (player[0].animTarget == knifeslashstartanim) - tutorialsuccess = 1; - break; - case 44: - if (animation[player[0].animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 45: - if (animation[player[0].animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 46: - if (animation[player[0].animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 49: - if (player[1].weaponstuck != -1) - tutorialsuccess = 1; - break; - default: - break; } - if (tutorialsuccess >= 1) - tutorialstagetime = tutorialmaxtime - 3; + Game::LoadingScreen(); - if (tutorialstagetime == tutorialmaxtime - 3) { - emit_sound_np(consolesuccesssound); + if (cellophane) { + Person::players[i]->proportionhead.z = 0; + Person::players[i]->proportionbody.z = 0; + Person::players[i]->proportionarms.z = 0; + Person::players[i]->proportionlegs.z = 0; } - if (tutorialsuccess >= 1) { - if (tutorialstage == 34 || tutorialstage == 35) - tutorialstagetime = tutorialmaxtime - 1; + Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral); + + if (i == 0) { + Person::players[i]->headmorphness = 0; + Person::players[i]->targetheadmorphness = 1; + Person::players[i]->headmorphstart = 0; + Person::players[i]->headmorphend = 0; + + Person::players[i]->pausetime = 0; + + Person::players[i]->dead = 0; + Person::players[i]->jumppower = 5; + Person::players[i]->damage = 0; + Person::players[i]->permanentdamage = 0; + Person::players[i]->superpermanentdamage = 0; + + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->throwkeydown = 0; + + Person::players[i]->collided = -10; + Person::players[i]->loaded = 1; + Person::players[i]->bloodloss = 0; + Person::players[i]->weaponactive = -1; + Person::players[i]->weaponstuck = -1; + Person::players[i]->bleeding = 0; + Person::players[i]->deathbleeding = 0; + Person::players[i]->stunned = 0; + Person::players[i]->hasvictim = 0; + Person::players[i]->wentforweapon = 0; } } - if (tutorialstage < 14 || tutorialstage >= 50) { - player[1].coords.y = 300; - player[1].velocity = 0; + Person::players[0]->aitype = playercontrolled; + + if (difficulty == 1) { + Person::players[0]->power = 1 / .9; + Person::players[0]->damagetolerance = 250; + } else if (difficulty == 0) { + Person::players[0]->power = 1 / .8; + Person::players[0]->damagetolerance = 300; + Person::players[0]->armorhead *= 1.5; + Person::players[0]->armorhigh *= 1.5; + Person::players[0]->armorlow *= 1.5; + } + + cameraloc = Person::players[0]->coords; + cameraloc.y += 5; + yaw = Person::players[0]->yaw; + + hawkcoords = Person::players[0]->coords; + hawkcoords.y += 30; + + Game::LoadingScreen(); + + LOG("Starting background music..."); + + OPENAL_StopSound(OPENAL_ALL); + if (ambientsound) { + if (environment == snowyenvironment) { + emit_stream_np(stream_wind); + } else if (environment == desertenvironment) { + emit_stream_np(stream_desertambient); + } else if (environment == grassyenvironment) { + emit_stream_np(stream_wind, 100.); + } } + oldmusicvolume[0] = 0; + oldmusicvolume[1] = 0; + oldmusicvolume[2] = 0; + oldmusicvolume[3] = 0; + + leveltime = 0; + wonleveltime = 0; + visibleloading = false; + + return true; } -void doDebugKeys() +void doDevKeys() { float headprop, bodyprop, armprop, legprop; - if (debugmode) { - if (Input::isKeyPressed(SDLK_h)) { - player[0].damagetolerance = 200000; - player[0].damage = 0; - player[0].burnt = 0; - player[0].permanentdamage = 0; - player[0].superpermanentdamage = 0; + if (!devtools) { + return; + } + + if (Input::isKeyDown(SDL_SCANCODE_LALT)) { + /* Invicible */ + if (Input::isKeyPressed(SDL_SCANCODE_H)) { + Person::players[0]->damagetolerance = 200000; + Person::players[0]->damage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; } - if (Input::isKeyPressed(SDLK_j)) { + /* Change environment */ + if (Input::isKeyPressed(SDL_SCANCODE_J)) { environment++; - if (environment > 2) + if (environment > 2) { environment = 0; + } Setenvironment(environment); } - if (Input::isKeyPressed(SDLK_c)) { - cameramode = 1 - cameramode; + /* Camera mode */ + if (Input::isKeyPressed(SDL_SCANCODE_C)) { + cameramode = !cameramode; } - if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) { - if (player[0].num_weapons > 0) { - if (weapons[player[0].weaponids[0]].getType() == sword) - weapons[player[0].weaponids[0]].setType(staff); - else if (weapons[player[0].weaponids[0]].getType() == staff) - weapons[player[0].weaponids[0]].setType(knife); - else - weapons[player[0].weaponids[0]].setType(sword); - } + /* Toggle Slow motion */ + if (Input::isKeyPressed(SDL_SCANCODE_B)) { + slomo = 1 - slomo; + slomodelay = 1000; } - if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - if (player[closest].num_weapons) { - if (weapons[player[closest].weaponids[0]].getType() == sword) - weapons[player[closest].weaponids[0]].setType(staff); - else if (weapons[player[closest].weaponids[0]].getType() == staff) - weapons[player[closest].weaponids[0]].setType(knife); - else - weapons[player[closest].weaponids[0]].setType(sword); - } - if (!player[closest].num_weapons) { - player[closest].weaponids[0] = weapons.size(); + /* Ragdoll */ + if (Input::isKeyPressed(SDL_SCANCODE_N)) { + Person::players[0]->RagDoll(0); - weapons.push_back(Weapon(knife, closest)); + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); + } - player[closest].num_weapons = 1; + /* Grow tree leaves?? */ + if (Input::isKeyPressed(SDL_SCANCODE_Y)) { + for (auto& an_object : Object::objects) { + if (an_object->type == treeleavestype) { + an_object->scale *= .9; } } } - if (Input::isKeyDown(SDLK_u)) { - int closest = findClosestPlayer(); + /* Change (or add) weapon */ + if (Input::isKeyPressed(SDL_SCANCODE_X)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { - player[closest].yaw += multiplier * 50; - player[closest].targetyaw = player[closest].yaw; + if (Person::players[closest]->num_weapons > 0) { + if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) { + weapons[Person::players[closest]->weaponids[0]].setType(staff); + } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) { + weapons[Person::players[closest]->weaponids[0]].setType(knife); + } else { + weapons[Person::players[closest]->weaponids[0]].setType(sword); + } + } else { + Person::players[closest]->weaponids[0] = weapons.size(); + + weapons.push_back(Weapon(knife, closest)); + + Person::players[closest]->num_weapons = 1; + } } } - - if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) { - int closest = findClosestPlayer(); - if (Input::isKeyDown(SDLK_LCTRL)) - closest = 0; + /* Change yaw? */ + if (Input::isKeyDown(SDL_SCANCODE_U)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } if (closest >= 0) { - player[closest].whichskin++; - if (player[closest].whichskin > 9) - player[closest].whichskin = 0; - if (player[closest].whichskin > 2 && player[closest].creature == wolftype) - player[closest].whichskin = 0; - - player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin], 1, - &player[closest].skeleton.skinText[0], &player[closest].skeleton.skinsize); + Person::players[closest]->yaw += multiplier * 50; + Person::players[closest]->targetyaw = Person::players[closest]->yaw; } + } - if (player[closest].numclothes) { - for (int i = 0; i < player[closest].numclothes; i++) { - tintr = player[closest].clothestintr[i]; - tintg = player[closest].clothestintg[i]; - tintb = player[closest].clothestintb[i]; - AddClothes((char *)player[closest].clothes[i], &player[closest].skeleton.skinText[0]); - } - player[closest].DoMipmaps(); + /* Toggle fire */ + if (Input::isKeyPressed(SDL_SCANCODE_F)) { + Person::players[0]->onfire = 1 - Person::players[0]->onfire; + if (Person::players[0]->onfire) { + Person::players[0]->CatchFire(); + } + if (!Person::players[0]->onfire) { + emit_sound_at(fireendsound, Person::players[0]->coords); + pause_sound(stream_firesound); } } - if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) { - int closest = findClosestPlayer(); + /* Change skin */ + if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { - if (player[closest].creature == wolftype) { - headprop = player[closest].proportionhead.x / 1.1; - bodyprop = player[closest].proportionbody.x / 1.1; - armprop = player[closest].proportionarms.x / 1.1; - legprop = player[closest].proportionlegs.x / 1.1; + Person::players[closest]->whichskin++; + if (Person::players[closest]->whichskin > 9) { + Person::players[closest]->whichskin = 0; } - - if (player[closest].creature == rabbittype) { - headprop = player[closest].proportionhead.x / 1.2; - bodyprop = player[closest].proportionbody.x / 1.05; - armprop = player[closest].proportionarms.x / 1.00; - legprop = player[closest].proportionlegs.x / 1.1; + if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) { + 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); + } - if (player[closest].creature == rabbittype) { - player[closest].skeleton.id = closest; - player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0); - player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[closest].skeleton.skinText[closest], &player[closest].skeleton.skinsize); - player[closest].whichskin = 0; - player[closest].creature = wolftype; + Person::players[closest]->addClothes(); + } - player[closest].proportionhead = 1.1; - player[closest].proportionbody = 1.1; - player[closest].proportionarms = 1.1; - player[closest].proportionlegs = 1.1; - player[closest].proportionlegs.y = 1.1; - player[closest].scale = .23 * 5 * player[0].scale; + /* Change creature type */ + if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - player[closest].damagetolerance = 300; + if (closest >= 0) { + if (Person::players[closest]->creature == wolftype) { + headprop = Person::players[closest]->proportionhead.x / 1.1; + bodyprop = Person::players[closest]->proportionbody.x / 1.1; + armprop = Person::players[closest]->proportionarms.x / 1.1; + legprop = Person::players[closest]->proportionlegs.x / 1.1; } else { - player[closest].skeleton.id = closest; - player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1); - player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &player[closest].skeleton.skinText[0], &player[closest].skeleton.skinsize); - player[closest].whichskin = 0; - player[closest].creature = rabbittype; - - player[closest].proportionhead = 1.2; - player[closest].proportionbody = 1.05; - player[closest].proportionarms = 1.00; - player[closest].proportionlegs = 1.1; - player[closest].proportionlegs.y = 1.05; - player[closest].scale = .2 * 5 * player[0].scale; - - player[closest].damagetolerance = 200; + // rabbittype + headprop = Person::players[closest]->proportionhead.x / 1.2; + bodyprop = Person::players[closest]->proportionbody.x / 1.05; + armprop = Person::players[closest]->proportionarms.x / 1.00; + legprop = Person::players[closest]->proportionlegs.x / 1.1; } - if (player[closest].creature == wolftype) { - player[closest].proportionhead = 1.1 * headprop; - player[closest].proportionbody = 1.1 * bodyprop; - player[closest].proportionarms = 1.1 * armprop; - player[closest].proportionlegs = 1.1 * legprop; + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->creature = wolftype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(); + + Person::players[closest]->proportionhead = 1.1; + Person::players[closest]->proportionbody = 1.1; + Person::players[closest]->proportionarms = 1.1; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.1; + Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; + + Person::players[closest]->damagetolerance = 300; + } else { + Person::players[closest]->creature = rabbittype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(true); + + Person::players[closest]->proportionhead = 1.2; + Person::players[closest]->proportionbody = 1.05; + Person::players[closest]->proportionarms = 1.00; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.05; + Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale; + + Person::players[closest]->damagetolerance = 200; } - if (player[closest].creature == rabbittype) { - player[closest].proportionhead = 1.2 * headprop; - player[closest].proportionbody = 1.05 * bodyprop; - player[closest].proportionarms = 1.00 * armprop; - player[closest].proportionlegs = 1.1 * legprop; - player[closest].proportionlegs.y = 1.05 * legprop; + if (Person::players[closest]->creature == wolftype) { + Person::players[closest]->proportionhead = 1.1 * headprop; + Person::players[closest]->proportionbody = 1.1 * bodyprop; + Person::players[closest]->proportionarms = 1.1 * armprop; + Person::players[closest]->proportionlegs = 1.1 * legprop; } + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->proportionhead = 1.2 * headprop; + Person::players[closest]->proportionbody = 1.05 * bodyprop; + Person::players[closest]->proportionarms = 1.00 * armprop; + Person::players[closest]->proportionlegs = 1.1 * legprop; + Person::players[closest]->proportionlegs.y = 1.05 * legprop; + } } } - if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) { - slomo = 1 - slomo; - slomodelay = 1000; - } - - - if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) { + /* Decapitate */ + if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 1; i < numplayers; i++) { - float distance = distsq(&player[i].coords, &player[0].coords); - if (!player[i].headless) + for (unsigned i = 1; i < Person::players.size(); i++) { + float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); + if (!Person::players[i]->headless) { if (distance < closestdist) { closestdist = distance; closest = i; } + } } XYZ flatfacing2, flatvelocity2; XYZ blah; - if (closest != -1 && distsq(&player[closest].coords, &player[0].coords) < 144) { - blah = player[closest].coords; + if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + blah = Person::players[closest]->coords; XYZ headspurtdirection; - //int i = player[closest].skeleton.jointlabels[head]; - Joint& headjoint = player[closest].joint(head); - for (int k = 0; k < player[closest].skeleton.num_joints; k++) { - if (!player[closest].skeleton.free) - flatvelocity2 = player[closest].velocity; - if (player[closest].skeleton.free) + //int i = Person::players[closest]->skeleton.jointlabels[head]; + Joint& headjoint = Person::players[closest]->joint(head); + for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->velocity; + } + if (Person::players[closest]->skeleton.free) { flatvelocity2 = headjoint.velocity; - if (!player[closest].skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords; - if (player[closest].skeleton.free) - flatfacing2 = headjoint.position * player[closest].scale + player[closest].coords; + } + if (!Person::players[closest]->skeleton.free) { + flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + } + if (Person::players[closest]->skeleton.free) { + flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - headspurtdirection = headjoint.position - player[closest].jointPos(neck); + headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck); Normalise(&headspurtdirection); Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1); flatvelocity2 += headspurtdirection * 8; @@ -3087,35 +1201,41 @@ void doDebugKeys() emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah, 100.); - if (player[closest].skeleton.free == 2) - player[closest].skeleton.free = 0; - player[closest].RagDoll(0); - player[closest].dead = 2; - player[closest].headless = 1; - player[closest].DoBloodBig(3, 165); + if (Person::players[closest]->skeleton.free == 2) { + Person::players[closest]->skeleton.free = 0; + } + Person::players[closest]->RagDoll(0); + Person::players[closest]->dead = 2; + Person::players[closest]->headless = 1; + Person::players[closest]->DoBloodBig(3, 165); camerashake += .3; } } - if (((Input::isKeyPressed(SDLK_i) && Input::isKeyDown(SDLK_LSHIFT)))) { + /* Explode */ + if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { int closest = findClosestPlayer(); XYZ flatfacing2, flatvelocity2; XYZ blah; - if (closest >= 0 && distsq(&player[closest].coords, &player[0].coords) < 144) { - blah = player[closest].coords; + if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + blah = Person::players[closest]->coords; emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for (int i = 0; i < player[closest].skeleton.num_joints; i++) { - if (!player[closest].skeleton.free) - flatvelocity2 = player[closest].velocity; - if (player[closest].skeleton.free) - flatvelocity2 = player[closest].skeleton.joints[i].velocity; - if (!player[closest].skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords; - if (player[closest].skeleton.free) - flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords; + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->velocity; + } + if (Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + } + if (!Person::players[closest]->skeleton.free) { + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + } + if (Person::players[closest]->skeleton.free) { + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -3124,15 +1244,19 @@ void doDebugKeys() Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - for (int i = 0; i < player[closest].skeleton.num_joints; i++) { - if (!player[closest].skeleton.free) - flatvelocity2 = player[closest].velocity; - if (player[closest].skeleton.free) - flatvelocity2 = player[closest].skeleton.joints[i].velocity; - if (!player[closest].skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords; - if (player[closest].skeleton.free) - flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords; + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->velocity; + } + if (Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + } + if (!Person::players[closest]->skeleton.free) { + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + } + if (Person::players[closest]->skeleton.free) { + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -3140,15 +1264,19 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); } - for (int i = 0; i < player[closest].skeleton.num_joints; i++) { - if (!player[closest].skeleton.free) - flatvelocity2 = player[closest].velocity; - if (player[closest].skeleton.free) - flatvelocity2 = player[closest].skeleton.joints[i].velocity; - if (!player[closest].skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords; - if (player[closest].skeleton.free) - flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords; + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->velocity; + } + if (Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + } + if (!Person::players[closest]->skeleton.free) { + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + } + if (Person::players[closest]->skeleton.free) { + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -3156,15 +1284,19 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } - for (int i = 0; i < player[closest].skeleton.num_joints; i++) { - if (!player[closest].skeleton.free) - flatvelocity2 = player[closest].velocity; - if (player[closest].skeleton.free) - flatvelocity2 = player[closest].skeleton.joints[i].velocity; - if (!player[closest].skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords; - if (player[closest].skeleton.free) - flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords; + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->velocity; + } + if (Person::players[closest]->skeleton.free) { + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + } + if (!Person::players[closest]->skeleton.free) { + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + } + if (Person::players[closest]->skeleton.free) { + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -3173,405 +1305,347 @@ void doDebugKeys() } XYZ temppos; - for (int j = 0; j < numplayers; j++) { - if (j != closest) { - if (distsq(&player[j].coords, &player[closest].coords) < 25) { - player[j].DoDamage((25 - distsq(&player[j].coords, &player[closest].coords)) * 60); - if (player[j].skeleton.free == 2) - player[j].skeleton.free = 1; - player[j].skeleton.longdead = 0; - player[j].RagDoll(0); - for (int i = 0; i < player[j].skeleton.num_joints; i++) { - temppos = player[j].skeleton.joints[i].position + player[j].coords; - if (distsq(&temppos, &player[closest].coords) < 25) { - flatvelocity2 = temppos - player[closest].coords; + for (unsigned j = 0; j < Person::players.size(); j++) { + if (int(j) != closest) { + if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) { + Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60); + if (Person::players[j]->skeleton.free == 2) { + Person::players[j]->skeleton.free = 1; + } + Person::players[j]->skeleton.longdead = 0; + Person::players[j]->RagDoll(0); + for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { + temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; + if (distsq(&temppos, &Person::players[closest]->coords) < 25) { + flatvelocity2 = temppos - Person::players[closest]->coords; Normalise(&flatvelocity2); - player[j].skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &player[closest].coords)) * 20); + Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20); } } } } } - player[closest].DoDamage(10000); - player[closest].RagDoll(0); - player[closest].dead = 2; - player[closest].coords = 20; - player[closest].skeleton.free = 2; + Person::players[closest]->DoDamage(10000); + Person::players[closest]->RagDoll(0); + Person::players[closest]->dead = 2; + Person::players[closest]->coords = 20; + Person::players[closest]->skeleton.free = 2; camerashake += .6; - } } - if (Input::isKeyPressed(SDLK_f)) { - player[0].onfire = 1 - player[0].onfire; - if (player[0].onfire) { - player[0].CatchFire(); - } - if (!player[0].onfire) { - emit_sound_at(fireendsound, player[0].coords); - pause_sound(stream_firesound); + /* Enable editor */ + if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + editorenabled = !editorenabled; + if (editorenabled) { + Person::players[0]->damagetolerance = 100000; + } else { + Person::players[0]->damagetolerance = 200; } + Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } + } - if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) { - //if(!player[0].skeleton.free)player[0].damage+=500; - player[0].RagDoll(0); - //player[0].spurt=1; - //player[0].DoDamage(1000); - - emit_sound_at(whooshsound, player[0].coords, 128.); + //skip level + if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { + targetlevel++; + if (targetlevel > numchallengelevels - 1) { + targetlevel = 0; } + loading = 1; + leveltime = 5; + } - if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; - } + if (editorenabled) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + Person::players.erase(Person::players.begin() + closest); } } - if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) { - editorenabled = 1 - editorenabled; - if (editorenabled) { - player[0].damagetolerance = 100000; - } else { - player[0].damagetolerance = 200; + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + int closest = findClosestObject(); + if (closest >= 0) { + Object::objects[closest]->position.y -= 500; } - player[0].damage = 0; // these lines were in both if and else, but I think they would better fit in the if - player[0].permanentdamage = 0; - player[0].superpermanentdamage = 0; - player[0].bloodloss = 0; - player[0].deathbleeding = 0; } - //skip level - if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) { - targetlevel++; - if (targetlevel > numchallengelevels - 1) - targetlevel = 0; - loading = 1; - leveltime = 5; - } + if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (Object::objects.size() < max_objects - 1) { + XYZ scenecoords; + scenecoords.x = Person::players[0]->coords.x; + scenecoords.z = Person::players[0]->coords.z; + scenecoords.y = Person::players[0]->coords.y - 3; + if (editortype == bushtype) { + scenecoords.y = Person::players[0]->coords.y - .5; + } + if (editortype == firetype) { + scenecoords.y = Person::players[0]->coords.y - .5; + } + float temprotat, temprotat2; + temprotat = editoryaw; + temprotat2 = editorpitch; + if (temprotat < 0 || editortype == bushtype) { + temprotat = Random() % 360; + } + if (temprotat2 < 0) { + temprotat2 = Random() % 360; + } - if (editorenabled) { - if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - //player[closest]=player[numplayers-1]; - //player[closest].skeleton=player[numplayers-1].skeleton; - numplayers--; + Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + if (editortype == treetrunktype) { + Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } } + } - if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + Person::players.push_back(shared_ptr(new Person())); - if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) { - //drawmode++; - //if(drawmode>2)drawmode=0; - if (objects.numobjects < max_objects - 1) { - XYZ boxcoords; - boxcoords.x = player[0].coords.x; - boxcoords.z = player[0].coords.z; - boxcoords.y = player[0].coords.y - 3; - if (editortype == bushtype) - boxcoords.y = player[0].coords.y - .5; - if (editortype == firetype) - boxcoords.y = player[0].coords.y - .5; - //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360); - float temprotat, temprotat2; - temprotat = editoryaw; - temprotat2 = editorpitch; - if (temprotat < 0 || editortype == bushtype) - temprotat = Random() % 360; - if (temprotat2 < 0) - temprotat2 = Random() % 360; - - objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); - if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); - } + Person::players.back()->id = Person::players.size() - 1; + + Person::players.back()->scale = Person::players[0]->scale; + Person::players.back()->creature = rabbittype; + Person::players.back()->howactive = editoractive; + + int k = abs(Random() % 2) + 1; + if (k == 0) { + Person::players.back()->whichskin = 0; + } else if (k == 1) { + Person::players.back()->whichskin = 1; + } else { + Person::players.back()->whichskin = 2; } - if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { - if (numplayers < maxplayers - 1) { - player[numplayers].scale = .2 * 5 * player[0].scale; - player[numplayers].creature = rabbittype; - player[numplayers].howactive = editoractive; - player[numplayers].skeleton.id = numplayers; - player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1); - - //texsize=512*512*3/texdetail/texdetail; - //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize]; - //player[numplayers].skeleton.skinText.resize(texsize); - - int k = abs(Random() % 2) + 1; - if (k == 0) { - player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &player[numplayers].skeleton.skinText[0], &player[numplayers].skeleton.skinsize); - player[numplayers].whichskin = 0; - } else if (k == 1) { - player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &player[numplayers].skeleton.skinText[0], &player[numplayers].skeleton.skinsize); - player[numplayers].whichskin = 1; - } else { - player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &player[numplayers].skeleton.skinText[0], &player[numplayers].skeleton.skinsize); - player[numplayers].whichskin = 2; - } + Person::players.back()->skeletonLoad(true); - player[numplayers].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1); - player[numplayers].power = 1; - player[numplayers].speedmult = 1; - player[numplayers].animCurrent = bounceidleanim; - player[numplayers].animTarget = bounceidleanim; - player[numplayers].frameCurrent = 0; - player[numplayers].frameTarget = 1; - player[numplayers].target = 0; - player[numplayers].bled = 0; - player[numplayers].speed = 1 + (float)(Random() % 100) / 1000; - - player[numplayers].targetyaw = player[0].targetyaw; - player[numplayers].yaw = player[0].yaw; - - player[numplayers].velocity = 0; - player[numplayers].coords = player[0].coords; - player[numplayers].oldcoords = player[numplayers].coords; - player[numplayers].realoldcoords = player[numplayers].coords; - - player[numplayers].id = numplayers; - player[numplayers].skeleton.id = numplayers; - player[numplayers].updatedelay = 0; - player[numplayers].normalsupdatedelay = 0; - - player[numplayers].aitype = passivetype; - - if (player[0].creature == wolftype) { - headprop = player[0].proportionhead.x / 1.1; - bodyprop = player[0].proportionbody.x / 1.1; - armprop = player[0].proportionarms.x / 1.1; - legprop = player[0].proportionlegs.x / 1.1; - } + Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); + Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; - if (player[0].creature == rabbittype) { - headprop = player[0].proportionhead.x / 1.2; - bodyprop = player[0].proportionbody.x / 1.05; - armprop = player[0].proportionarms.x / 1.00; - legprop = player[0].proportionlegs.x / 1.1; - } + Person::players.back()->targetyaw = Person::players[0]->targetyaw; + Person::players.back()->yaw = Person::players[0]->yaw; - if (player[numplayers].creature == wolftype) { - player[numplayers].proportionhead = 1.1 * headprop; - player[numplayers].proportionbody = 1.1 * bodyprop; - player[numplayers].proportionarms = 1.1 * armprop; - player[numplayers].proportionlegs = 1.1 * legprop; - } + Person::players.back()->coords = Person::players[0]->coords; + Person::players.back()->oldcoords = Person::players.back()->coords; + Person::players.back()->realoldcoords = Person::players.back()->coords; - if (player[numplayers].creature == rabbittype) { - player[numplayers].proportionhead = 1.2 * headprop; - player[numplayers].proportionbody = 1.05 * bodyprop; - player[numplayers].proportionarms = 1.00 * armprop; - player[numplayers].proportionlegs = 1.1 * legprop; - player[numplayers].proportionlegs.y = 1.05 * legprop; - } + if (Person::players[0]->creature == wolftype) { + headprop = Person::players[0]->proportionhead.x / 1.1; + bodyprop = Person::players[0]->proportionbody.x / 1.1; + armprop = Person::players[0]->proportionarms.x / 1.1; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } else { + // rabbittype + headprop = Person::players[0]->proportionhead.x / 1.2; + bodyprop = Person::players[0]->proportionbody.x / 1.05; + armprop = Person::players[0]->proportionarms.x / 1.00; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } - player[numplayers].headless = 0; - player[numplayers].onfire = 0; + if (Person::players.back()->creature == wolftype) { + Person::players.back()->proportionhead = 1.1 * headprop; + Person::players.back()->proportionbody = 1.1 * bodyprop; + Person::players.back()->proportionarms = 1.1 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + } - if (cellophane) { - player[numplayers].proportionhead.z = 0; - player[numplayers].proportionbody.z = 0; - player[numplayers].proportionarms.z = 0; - player[numplayers].proportionlegs.z = 0; - } + if (Person::players.back()->creature == rabbittype) { + Person::players.back()->proportionhead = 1.2 * headprop; + Person::players.back()->proportionbody = 1.05 * bodyprop; + Person::players.back()->proportionarms = 1.00 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + Person::players.back()->proportionlegs.y = 1.05 * legprop; + } - player[numplayers].tempanimation.Load((char *)"Tempanim", 0, 0); - - player[numplayers].damagetolerance = 200; - - player[numplayers].protectionhead = player[0].protectionhead; - player[numplayers].protectionhigh = player[0].protectionhigh; - player[numplayers].protectionlow = player[0].protectionlow; - player[numplayers].armorhead = player[0].armorhead; - player[numplayers].armorhigh = player[0].armorhigh; - player[numplayers].armorlow = player[0].armorlow; - player[numplayers].metalhead = player[0].metalhead; - player[numplayers].metalhigh = player[0].metalhigh; - player[numplayers].metallow = player[0].metallow; - - player[numplayers].immobile = player[0].immobile; - - player[numplayers].numclothes = player[0].numclothes; - if (player[numplayers].numclothes) - for (int i = 0; i < player[numplayers].numclothes; i++) { - strcpy(player[numplayers].clothes[i], player[0].clothes[i]); - player[numplayers].clothestintr[i] = player[0].clothestintr[i]; - player[numplayers].clothestintg[i] = player[0].clothestintg[i]; - player[numplayers].clothestintb[i] = player[0].clothestintb[i]; - tintr = player[numplayers].clothestintr[i]; - tintg = player[numplayers].clothestintg[i]; - tintb = player[numplayers].clothestintb[i]; - AddClothes((char *)player[numplayers].clothes[i], &player[numplayers].skeleton.skinText[0]); - } - if (player[numplayers].numclothes) { - player[numplayers].DoMipmaps(); - } + if (cellophane) { + Person::players.back()->proportionhead.z = 0; + Person::players.back()->proportionbody.z = 0; + Person::players.back()->proportionarms.z = 0; + Person::players.back()->proportionlegs.z = 0; + } - player[numplayers].power = player[0].power; - player[numplayers].speedmult = player[0].speedmult; - - player[numplayers].damage = 0; - player[numplayers].permanentdamage = 0; - player[numplayers].superpermanentdamage = 0; - player[numplayers].deathbleeding = 0; - player[numplayers].bleeding = 0; - player[numplayers].numwaypoints = 0; - player[numplayers].waypoint = 0; - player[numplayers].jumppath = 0; - player[numplayers].weaponstuck = -1; - player[numplayers].weaponactive = -1; - player[numplayers].num_weapons = 0; - player[numplayers].bloodloss = 0; - player[numplayers].dead = 0; - - player[numplayers].loaded = 1; - - numplayers++; - } + Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral); + + Person::players.back()->damagetolerance = 200; + + Person::players.back()->protectionhead = Person::players[0]->protectionhead; + Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; + Person::players.back()->protectionlow = Person::players[0]->protectionlow; + Person::players.back()->armorhead = Person::players[0]->armorhead; + Person::players.back()->armorhigh = Person::players[0]->armorhigh; + Person::players.back()->armorlow = Person::players[0]->armorlow; + Person::players.back()->metalhead = Person::players[0]->metalhead; + Person::players.back()->metalhigh = Person::players[0]->metalhigh; + Person::players.back()->metallow = Person::players[0]->metallow; + + Person::players.back()->immobile = Person::players[0]->immobile; + + Person::players.back()->numclothes = Person::players[0]->numclothes; + for (int i = 0; i < Person::players.back()->numclothes; i++) { + strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); + Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; + Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; + Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; } + Person::players.back()->addClothes(); - if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) { - if (player[numplayers - 1].numwaypoints < 90) { - player[numplayers - 1].waypoints[player[numplayers - 1].numwaypoints] = player[0].coords; - player[numplayers - 1].waypointtype[player[numplayers - 1].numwaypoints] = editorpathtype; - player[numplayers - 1].numwaypoints++; - } + Person::players.back()->power = Person::players[0]->power; + Person::players.back()->speedmult = Person::players[0]->speedmult; + + Person::players.back()->loaded = true; + } + + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (Person::players.back()->numwaypoints < 90) { + Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; + Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; + Person::players.back()->numwaypoints++; } + } - if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LCTRL)) { - if (numpathpoints < 30) { - bool connected, alreadyconnected; - connected = 0; - if (numpathpoints > 1) - for (int i = 0; i < numpathpoints; i++) { - if (distsq(&pathpoint[i], &player[0].coords) < .5 && i != pathpointselected && !connected) { - alreadyconnected = 0; - for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { - if (pathpointconnect[pathpointselected][j] == i) - alreadyconnected = 1; - } - if (!alreadyconnected) { - numpathpointconnect[pathpointselected]++; - connected = 1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (numpathpoints < 30) { + bool connected, alreadyconnected; + connected = 0; + if (numpathpoints > 1) { + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { + alreadyconnected = 0; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) { + alreadyconnected = 1; } } + if (!alreadyconnected) { + numpathpointconnect[pathpointselected]++; + connected = 1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; + } } - if (!connected) { - numpathpoints++; - pathpoint[numpathpoints - 1] = player[0].coords; - numpathpointconnect[numpathpoints - 1] = 0; - if (numpathpoints > 1 && pathpointselected != -1) { - numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; - } - pathpointselected = numpathpoints - 1; } } + if (!connected) { + numpathpoints++; + pathpoint[numpathpoints - 1] = Person::players[0]->coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { + numpathpointconnect[pathpointselected]++; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; + } + pathpointselected = numpathpoints - 1; + } } + } - if (Input::isKeyPressed(SDLK_PERIOD)) { - pathpointselected++; - if (pathpointselected >= numpathpoints) - pathpointselected = -1; + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { + pathpointselected++; + if (pathpointselected >= numpathpoints) { + pathpointselected = -1; } - if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) { - pathpointselected--; - if (pathpointselected <= -2) - pathpointselected = numpathpoints - 1; + } + + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + pathpointselected--; + if (pathpointselected <= -2) { + pathpointselected = numpathpoints - 1; } - if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) { - if (pathpointselected != -1) { - numpathpoints--; - pathpoint[pathpointselected] = pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; - for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { - pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; - } - for (int i = 0; i < numpathpoints; i++) { - for (int j = 0; j < numpathpointconnect[i]; j++) { - if (pathpointconnect[i][j] == pathpointselected) { - pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; - numpathpointconnect[i]--; - } - if (pathpointconnect[i][j] == numpathpoints) { - pathpointconnect[i][j] = pathpointselected; - } + } + + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (pathpointselected != -1) { + numpathpoints--; + pathpoint[pathpointselected] = pathpoint[numpathpoints]; + numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; + for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { + pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; + } + for (int i = 0; i < numpathpoints; i++) { + for (int j = 0; j < numpathpointconnect[i]; j++) { + if (pathpointconnect[i][j] == pathpointselected) { + pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; + numpathpointconnect[i]--; + } + if (pathpointconnect[i][j] == numpathpoints) { + pathpointconnect[i][j] = pathpointselected; } } - pathpointselected = numpathpoints - 1; } + pathpointselected = numpathpoints - 1; } + } - if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype--; + if (editortype == treeleavestype || editortype == 10) { editortype--; - if (editortype == treeleavestype || editortype == 10) - editortype--; - if (editortype < 0) - editortype = firetype; } + if (editortype < 0) { + editortype = firetype; + } + } - if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype++; + if (editortype == treeleavestype || editortype == 10) { editortype++; - if (editortype == treeleavestype || editortype == 10) - editortype++; - if (editortype > firetype) - editortype = 0; } - - if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { - editoryaw -= multiplier * 100; - if (editoryaw < -.01) - editoryaw = -.01; + if (editortype > firetype) { + editortype = 0; } + } - if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { - editoryaw += multiplier * 100; + if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01) { + editoryaw = -.01; } + } + + if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw += multiplier * 100; + } + + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize += multiplier; + } - if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) { - editorsize += multiplier; + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1) { + editorsize = .1; } + } - if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) { - editorsize -= multiplier; - if (editorsize < .1) - editorsize = .1; - } + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius -= multiplier * 10; + } + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius += multiplier * 10; + } - if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) { - mapradius -= multiplier * 10; - } + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch += multiplier * 100; + } - if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) { - mapradius += multiplier * 10; - } - if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) { - editorpitch += multiplier * 100; + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01) { + editorpitch = -.01; } + } - if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) { - editorpitch -= multiplier * 100; - if (editorpitch < -.01) - editorpitch = -.01; - } - if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) { + Object::DeleteObject(closest); } } } @@ -3579,350 +1653,365 @@ void doDebugKeys() void doJumpReversals() { - for (int k = 0; k < numplayers; k++) - for (int i = k; i < numplayers; i++) { - if (i == k) - continue; - if ( player[k].skeleton.free == 0 && - player[i].skeleton.oldfree == 0 && - (player[i].animTarget == jumpupanim || - player[k].animTarget == jumpupanim) && - (player[i].aitype == playercontrolled || - player[k].aitype == playercontrolled) && - (player[i].aitype == attacktypecutoff && player[i].stunned <= 0 || - player[k].aitype == attacktypecutoff && player[k].stunned <= 0)) { - if ( distsq(&player[i].coords, &player[k].coords) < 10 * sq((player[i].scale + player[k].scale) * 2.5) && - distsqflat(&player[i].coords, &player[k].coords) < 2 * sq((player[i].scale + player[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 (player[i].animTarget == jumpupanim && - player[k].animTarget != getupfrombackanim && - player[k].animTarget != getupfromfrontanim && - animation[player[k].animTarget].height == middleheight && - normaldotproduct(player[i].velocity, player[k].coords - player[i].coords) < 0 && - (player[k].aitype == playercontrolled && player[k].attackkeydown || - player[k].aitype != playercontrolled)) { - player[i].victim = &player[k]; - player[i].velocity = 0; - player[i].animCurrent = jumpreversedanim; - player[i].animTarget = jumpreversedanim; - player[i].frameCurrent = 0; - player[i].frameTarget = 1; - player[i].targettilt2 = 0; - player[k].victim = &player[i]; - player[k].velocity = 0; - player[k].animCurrent = jumpreversalanim; - player[k].animTarget = jumpreversalanim; - player[k].frameCurrent = 0; - player[k].frameTarget = 1; - player[k].targettilt2 = 0; - if (player[i].coords.y < player[k].coords.y + 1) { - player[i].animCurrent = rabbitkickreversedanim; - player[i].animTarget = rabbitkickreversedanim; - player[i].frameCurrent = 1; - player[i].frameTarget = 2; - player[k].animCurrent = rabbitkickreversalanim; - player[k].animTarget = rabbitkickreversalanim; - player[k].frameCurrent = 1; - player[k].frameTarget = 2; + 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[i]->victim = Person::players[k]; + Person::players[i]->velocity = 0; + Person::players[i]->animCurrent = jumpreversedanim; + Person::players[i]->animTarget = jumpreversedanim; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->targettilt2 = 0; + Person::players[k]->victim = Person::players[i]; + Person::players[k]->velocity = 0; + Person::players[k]->animCurrent = jumpreversalanim; + Person::players[k]->animTarget = jumpreversalanim; + Person::players[k]->frameCurrent = 0; + Person::players[k]->frameTarget = 1; + Person::players[k]->targettilt2 = 0; + if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) { + Person::players[i]->animCurrent = rabbitkickreversedanim; + Person::players[i]->animTarget = rabbitkickreversedanim; + Person::players[i]->frameCurrent = 1; + Person::players[i]->frameTarget = 2; + Person::players[k]->animCurrent = rabbitkickreversalanim; + Person::players[k]->animTarget = rabbitkickreversalanim; + Person::players[k]->frameCurrent = 1; + Person::players[k]->frameTarget = 2; + } + Person::players[i]->target = 0; + Person::players[k]->oldcoords = Person::players[k]->coords; + Person::players[i]->coords = Person::players[k]->coords; + Person::players[k]->targetyaw = Person::players[i]->targetyaw; + Person::players[k]->yaw = Person::players[i]->targetyaw; + if (Person::players[k]->aitype == attacktypecutoff) { + Person::players[k]->stunned = .5; } - player[i].target = 0; - player[k].oldcoords = player[k].coords; - player[i].coords = player[k].coords; - player[k].targetyaw = player[i].targetyaw; - player[k].yaw = player[i].targetyaw; - if (player[k].aitype == attacktypecutoff) - player[k].stunned = .5; } - if (player[k].animTarget == jumpupanim && - player[i].animTarget != getupfrombackanim && - player[i].animTarget != getupfromfrontanim && - animation[player[i].animTarget].height == middleheight && - normaldotproduct(player[k].velocity, player[i].coords - player[k].coords) < 0 && - ((player[i].aitype == playercontrolled && player[i].attackkeydown) || - player[i].aitype != playercontrolled)) { - player[k].victim = &player[i]; - player[k].velocity = 0; - player[k].animCurrent = jumpreversedanim; - player[k].animTarget = jumpreversedanim; - player[k].frameCurrent = 0; - player[k].frameTarget = 1; - player[k].targettilt2 = 0; - player[i].victim = &player[k]; - player[i].velocity = 0; - player[i].animCurrent = jumpreversalanim; - player[i].animTarget = jumpreversalanim; - player[i].frameCurrent = 0; - player[i].frameTarget = 1; - player[i].targettilt2 = 0; - if (player[k].coords.y < player[i].coords.y + 1) { - player[k].animTarget = rabbitkickreversedanim; - player[k].animCurrent = rabbitkickreversedanim; - player[i].animCurrent = rabbitkickreversalanim; - player[i].animTarget = rabbitkickreversalanim; - player[k].frameCurrent = 1; - player[k].frameTarget = 2; - player[i].frameCurrent = 1; - player[i].frameTarget = 2; + 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[k]->victim = Person::players[i]; + Person::players[k]->velocity = 0; + Person::players[k]->animCurrent = jumpreversedanim; + Person::players[k]->animTarget = jumpreversedanim; + Person::players[k]->frameCurrent = 0; + Person::players[k]->frameTarget = 1; + Person::players[k]->targettilt2 = 0; + Person::players[i]->victim = Person::players[k]; + Person::players[i]->velocity = 0; + Person::players[i]->animCurrent = jumpreversalanim; + Person::players[i]->animTarget = jumpreversalanim; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->targettilt2 = 0; + if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) { + Person::players[k]->animTarget = rabbitkickreversedanim; + Person::players[k]->animCurrent = rabbitkickreversedanim; + Person::players[i]->animCurrent = rabbitkickreversalanim; + Person::players[i]->animTarget = rabbitkickreversalanim; + Person::players[k]->frameCurrent = 1; + Person::players[k]->frameTarget = 2; + Person::players[i]->frameCurrent = 1; + Person::players[i]->frameTarget = 2; + } + Person::players[k]->target = 0; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[k]->coords = Person::players[i]->coords; + Person::players[i]->targetyaw = Person::players[k]->targetyaw; + Person::players[i]->yaw = Person::players[k]->targetyaw; + if (Person::players[i]->aitype == attacktypecutoff) { + Person::players[i]->stunned = .5; } - player[k].target = 0; - player[i].oldcoords = player[i].coords; - player[k].coords = player[i].coords; - player[i].targetyaw = player[k].targetyaw; - player[i].yaw = player[k].targetyaw; - if (player[i].aitype == attacktypecutoff) - player[i].stunned = .5; } } } } + } } void doAerialAcrobatics() { static XYZ facing, flatfacing; - for (int k = 0; k < numplayers; k++) { - player[k].turnspeed = 500; - - if ((player[k].isRun() && - ((player[k].targetyaw != rabbitrunninganim && - player[k].targetyaw != wolfrunninganim) || - player[k].frameTarget == 4)) || - player[k].animTarget == removeknifeanim || - player[k].animTarget == crouchremoveknifeanim || - player[k].animTarget == flipanim || - player[k].animTarget == fightsidestep || - player[k].animTarget == walkanim) { - player[k].yaw = stepTowardf(player[k].yaw, player[k].targetyaw, multiplier * player[k].turnspeed); + for (unsigned k = 0; k < Person::players.size(); k++) { + 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]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed); } - - if (player[k].isStop() || - player[k].isLanding() || - player[k].animTarget == staggerbackhighanim || - (player[k].animTarget == sneakanim && player[k].animCurrent == sneakanim) || - player[k].animTarget == staggerbackhardanim || - player[k].animTarget == backhandspringanim || - player[k].animTarget == dodgebackanim || - player[k].animTarget == rollanim || - (animation[player[k].animTarget].attack && - player[k].animTarget != rabbitkickanim && - (player[k].animTarget != crouchstabanim || player[k].hasvictim) && - (player[k].animTarget != swordgroundstabanim || player[k].hasvictim))) { - player[k].yaw = stepTowardf(player[k].yaw, player[k].targetyaw, multiplier * player[k].turnspeed * 2); + 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]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2); } - if (player[k].animTarget == sneakanim && player[k].animCurrent != sneakanim) { - player[k].yaw = stepTowardf(player[k].yaw, player[k].targetyaw, multiplier * player[k].turnspeed * 4); + if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) { + Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4); } - /*if(player[k].aitype!=passivetype||(distsq(&player[k].coords,&viewer)DoStuff(); + if (Person::players[k]->immobile && k != 0) { + Person::players[k]->coords = Person::players[k]->realoldcoords; + } //if player's position has changed (?) - if (distsq(&player[k].coords, &player[k].realoldcoords) > 0 && - !player[k].skeleton.free && - player[k].animTarget != climbanim && - player[k].animTarget != hanganim) { + 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) { XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2; int whichhit; bool tempcollide = 0; - if (player[k].collide < -.3) - player[k].collide = -.3; - if (player[k].collide > 1) - player[k].collide = 1; - player[k].collide -= multiplier * 30; + if (Person::players[k]->collide < -.3) { + Person::players[k]->collide = -.3; + } + if (Person::players[k]->collide > 1) { + Person::players[k]->collide = 1; + } + Person::players[k]->collide -= multiplier * 30; //clip to terrain - player[k].coords.y = max(player[k].coords.y, terrain.getHeight(player[k].coords.x, player[k].coords.z)); - - for (int l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) { - int i = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l]; - if (objects.type[i] != rocktype || - objects.scale[i] > .5 && player[k].aitype == playercontrolled || - objects.position[i].y > player[k].coords.y) { - lowpoint = player[k].coords; - if (player[k].animTarget != jumpupanim && - player[k].animTarget != jumpdownanim && - !player[k].isFlip()) + Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)); + + 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) { + lowpoint = Person::players[k]->coords; + if (Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) { lowpoint.y += 1.25; - else + } else { lowpoint.y += 1.3; - if ( player[k].coords.y < terrain.getHeight(player[k].coords.x, player[k].coords.z) && - player[k].coords.y > terrain.getHeight(player[k].coords.x, player[k].coords.z) - .1) - player[k].coords.y = terrain.getHeight(player[k].coords.x, player[k].coords.z); - if (player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { - flatfacing = lowpoint - player[k].coords; - player[k].coords = lowpoint; - player[k].coords.y -= 1.3; - player[k].collide = 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; + Person::players[k]->coords = lowpoint; + Person::players[k]->coords.y -= 1.3; + Person::players[k]->collide = 1; tempcollide = 1; //wall jumps //TODO: refactor four similar blocks - if (player[k].aitype == playercontrolled && - (player[k].animTarget == jumpupanim || - player[k].animTarget == jumpdownanim || - player[k].isFlip()) && - !player[k].jumptogglekeydown && - player[k].jumpkeydown) { - lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, -90, 0) * 1.5; + 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) { + lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumpleftanim); - emit_sound_at(movewhooshsound, player[k].coords); - if (k == 0) + 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.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(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) - player[k].yaw = 180 - player[k].yaw; - player[k].targetyaw = player[k].yaw; - player[k].lowyaw = player[k].yaw; - if (k == 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; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { numwallflipped++; + } } else { lowpoint = tempcoords1; - lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, 90, 0) * 1.5; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumprightanim); - emit_sound_at(movewhooshsound, player[k].coords); - if (k == 0) + 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.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(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) - player[k].yaw = 180 - player[k].yaw; - player[k].targetyaw = player[k].yaw; - player[k].lowyaw = player[k].yaw; - if (k == 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; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { numwallflipped++; + } } else { lowpoint = tempcoords1; - lowpointtarget = lowpoint + player[k].facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumpbackanim); - emit_sound_at(movewhooshsound, player[k].coords); - if (k == 0) + 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.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(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) - player[k].yaw = 180 - player[k].yaw; - player[k].targetyaw = player[k].yaw; - player[k].lowyaw = player[k].yaw; - if (k == 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; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { numwallflipped++; + } } else { lowpoint = tempcoords1; - lowpointtarget = lowpoint - player[k].facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumpfrontanim); - emit_sound_at(movewhooshsound, player[k].coords); - if (k == 0) + 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.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(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) - player[k].yaw = 180 - player[k].yaw; - player[k].yaw += 180; - player[k].targetyaw = player[k].yaw; - player[k].lowyaw = player[k].yaw; - if (k == 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; + } + Person::players[k]->yaw += 180; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { numwallflipped++; + } } } } } } } - } else if (objects.type[i] == rocktype) { - lowpoint2 = player[k].coords; - lowpoint = player[k].coords; + } else if (Object::objects[i]->type == rocktype) { + lowpoint2 = Person::players[k]->coords; + lowpoint = Person::players[k]->coords; lowpoint.y += 2; - if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { - player[k].coords = colpoint; - player[k].collide = 1; + if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + Person::players[k]->coords = colpoint; + Person::players[k]->collide = 1; tempcollide = 1; - if (player[k].animTarget == jumpdownanim || player[k].isFlip()) { + if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if (player[k].isFlip() && animation[player[k].animTarget].label[player[k].frameTarget] == 7) - player[k].RagDoll(0); + if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) { + Person::players[k]->RagDoll(0); + } - if (player[k].animTarget == jumpupanim) { - player[k].jumppower = -4; - player[k].animTarget = player[k].getIdle(); + if (Person::players[k]->animTarget == jumpupanim) { + Person::players[k]->jumppower = -4; + Person::players[k]->animTarget = Person::players[k]->getIdle(); } - player[k].target = 0; - player[k].frameTarget = 0; - player[k].onterrain = 1; + Person::players[k]->target = 0; + Person::players[k]->frameTarget = 0; + Person::players[k]->onterrain = 1; - if (player[k].id == 0) { + if (Person::players[k]->id == 0) { pause_sound(whooshsound); OPENAL_SetVolume(channels[whooshsound], 0); } //landing - if ((player[k].animTarget == jumpdownanim || player[k].isFlip()) && !player[k].wasLanding()) { - if (player[k].isFlip()) - player[k].jumppower = -4; - player[k].animTarget = player[k].getLanding(); - emit_sound_at(landsound, player[k].coords, 128.); + if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) { + if (Person::players[k]->isFlip()) { + Person::players[k]->jumppower = -4; + } + Person::players[k]->animTarget = Person::players[k]->getLanding(); + emit_sound_at(landsound, Person::players[k]->coords, 128.); if (k == 0) { - envsound[numenvsounds] = player[k].coords; - envsoundvol[numenvsounds] = 16; - envsoundlife[numenvsounds] = .4; - numenvsounds++; + addEnvSound(Person::players[k]->coords); } - } } } } } - if (tempcollide && (/*player[k].jumptogglekeydown*/1 == 1 || player[k].aitype != playercontrolled)) - for (int l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) { - int i = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l]; - lowpoint = player[k].coords; + if (tempcollide) { + 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 (objects.type[i] != rocktype) - if (player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { - if (player[k].animTarget != jumpupanim && - player[k].animTarget != jumpdownanim && - player[k].onterrain) - player[k].avoidcollided = 1; - player[k].coords = lowpoint; - player[k].coords.y -= 1.35; - player[k].collide = 1; - - if ((player[k].grabdelay <= 0 || player[k].aitype != playercontrolled) && - (player[k].animCurrent != climbanim && - player[k].animCurrent != hanganim && - !player[k].isWallJump() || - player[k].animTarget == jumpupanim || - player[k].animTarget == jumpdownanim)) { - lowpoint = player[k].coords; - objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); - lowpoint = player[k].coords; + 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]->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 != hanganim && + !Person::players[k]->isWallJump() || + 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; lowpoint.y += .05; facing = 0; facing.z = -1; - facing = DoRotation(facing, 0, player[k].targetyaw + 180, 0); + facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); lowpointtarget = lowpoint + facing * 1.4; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); if (whichhit != -1) { - lowpoint = player[k].coords; + lowpoint = Person::players[k]->coords; lowpoint.y += .1; lowpointtarget = lowpoint + facing * 1.4; lowpoint2 = lowpoint; @@ -3949,2480 +2038,910 @@ void doAerialAcrobatics() lowpointtarget6.y += 45 / 13; lowpointtarget6 += facing * .6; lowpointtarget7.y += 90 / 13; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (objects.friction[i] > .5) + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (Object::objects[i]->friction > .5) { if (whichhit != -1) { - if (whichhit != -1 && player[k].animTarget != jumpupanim && player[k].animTarget != jumpdownanim) - player[k].collided = 1; - if (checkcollide(lowpoint7, lowpointtarget7) == -1) - if (checkcollide(lowpoint6, lowpointtarget6) == -1) - if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if (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) { for (int j = 0; j < 45; j++) { - lowpoint = player[k].coords; + lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.4; - if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, - &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { - if (j <= 6 || j <= 25 && player[k].animTarget == jumpdownanim) + if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { + if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) { break; - if (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim) { - lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0); - lowpoint = player[k].coords; + } + if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { + lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; - flatfacing = player[k].coords; - player[k].coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; - player[k].coords.y = lowpointtarget.y - .07; - player[k].currentoffset = (flatfacing - player[k].coords) / player[k].scale; - - if (j > 10 || !player[k].isRun()) { - if (player[k].animTarget == jumpdownanim || player[k].animTarget == jumpupanim) { - if (k == 0) + flatfacing = Person::players[k]->coords; + 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; + + if (j > 10 || !Person::players[k]->isRun()) { + if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) { + if (k == 0) { pause_sound(whooshsound); + } } - emit_sound_at(jumpsound, player[k].coords, 128.); + emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) - player[k].yaw = 180 - player[k].yaw; - player[k].targetyaw = player[k].yaw; - player[k].lowyaw = player[k].yaw; + 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; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; - //player[k].velocity=lowpointtarget*.03; - player[k].velocity = 0; + //Person::players[k]->velocity=lowpointtarget*.03; + Person::players[k]->velocity = 0; //climb ledge (?) - if (player[k].animTarget == jumpupanim) { - player[k].animTarget = climbanim; - player[k].jumppower = 0; - player[k].jumpclimb = 1; + if (Person::players[k]->animTarget == jumpupanim) { + Person::players[k]->animTarget = climbanim; + Person::players[k]->jumppower = 0; + Person::players[k]->jumpclimb = 1; } - player[k].transspeed = 6; - player[k].target = 0; - player[k].frameTarget = 1; + Person::players[k]->transspeed = 6; + Person::players[k]->target = 0; + Person::players[k]->frameTarget = 1; //hang ledge (?) if (j > 25) { - player[k].setAnimation(hanganim); - player[k].jumppower = 0; + Person::players[k]->setTargetAnimation(hanganim); + Person::players[k]->jumppower = 0; } } break; } } } + } + } + } } + } } } } + } } - if (player[k].collide <= 0) { + } + if (Person::players[k]->collide <= 0) { //in the air - if (!player[k].onterrain && - player[k].animTarget != jumpupanim && - player[k].animTarget != jumpdownanim && - player[k].animTarget != climbanim && - player[k].animTarget != hanganim && - !player[k].isWallJump() && - !player[k].isFlip()) { - if (player[k].animCurrent != climbanim && - player[k].animCurrent != tempanim && - player[k].animTarget != backhandspringanim && - (player[k].animTarget != rollanim || - player[k].frameTarget < 2 || - player[k].frameTarget > 6)) { + 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()) { + 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)) { //stagger off ledge (?) - if (player[k].animTarget == staggerbackhighanim || player[k].animTarget == staggerbackhardanim) - player[k].RagDoll(0); - player[k].setAnimation(jumpdownanim); + if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) { + Person::players[k]->RagDoll(0); + } + Person::players[k]->setTargetAnimation(jumpdownanim); - if (!k) - emit_sound_at(whooshsound, player[k].coords, 128.); + if (!k) { + emit_sound_at(whooshsound, Person::players[k]->coords, 128.); + } } //gravity - player[k].velocity.y += gravity; + Person::players[k]->velocity.y += gravity; } } } - player[k].realoldcoords = player[k].coords; + Person::players[k]->realoldcoords = Person::players[k]->coords; } } void doAttacks() { - static XYZ relative; static int randattack; static bool playerrealattackkeydown = 0; - if (!Input::isKeyDown(attackkey)) + if (!Input::isKeyDown(attackkey)) { oldattackkey = 0; - if (oldattackkey) - player[0].attackkeydown = 0; - if (oldattackkey) + } + if (oldattackkey) { + Person::players[0]->attackkeydown = 0; + } + if (oldattackkey) { playerrealattackkeydown = 0; - if (!oldattackkey) + } + if (!oldattackkey) { playerrealattackkeydown = Input::isKeyDown(attackkey); - if ((player[0].parriedrecently <= 0 || - player[0].weaponactive == -1) && - (!oldattackkey || - (realthreat && - player[0].lastattack != swordslashanim && - player[0].lastattack != knifeslashstartanim && - player[0].lastattack != staffhitanim && - player[0].lastattack != staffspinhitanim))) - player[0].attackkeydown = 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]->attackkeydown = Input::isKeyDown(attackkey); + } if (Input::isKeyDown(attackkey) && - !oldattackkey && - !player[0].backkeydown) { - for (int k = 0; k < numplayers; k++) { - if ((player[k].animTarget == swordslashanim || - player[k].animTarget == staffhitanim || - player[k].animTarget == staffspinhitanim) && - player[0].animCurrent != dodgebackanim && - !player[k].skeleton.free) - player[k].Reverse(); + !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]->Reverse(); + } } } - if (!hostile || indialogue != -1) - player[0].attackkeydown = 0; + if (!hostile || Dialog::inDialog()) { + Person::players[0]->attackkeydown = 0; + } - for (int k = 0; k < numplayers; k++) { - if (indialogue != -1) - player[k].attackkeydown = 0; - if (player[k].animTarget != rabbitrunninganim && player[k].animTarget != wolfrunninganim) { - if (player[k].aitype != playercontrolled) - player[k].victim = &player[0]; + for (unsigned k = 0; k < Person::players.size(); k++) { + if (Dialog::inDialog()) { + Person::players[k]->attackkeydown = 0; + } + if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) { + if (Person::players[k]->aitype != playercontrolled) { + Person::players[k]->victim = Person::players[0]; + } //attack key pressed - if (player[k].attackkeydown) { + if (Person::players[k]->attackkeydown) { //dodge backward - if (player[k].backkeydown && - player[k].animTarget != backhandspringanim && - (player[k].isIdle() || - player[k].isStop() || - player[k].isRun() || - player[k].animTarget == walkanim)) { - if (player[k].jumppower <= 1) { - player[k].jumppower -= 2; + 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)) { + if (Person::players[k]->jumppower <= 1) { + Person::players[k]->jumppower -= 2; } else { - for (int i = 0; i < numplayers; i++) { - if (i == k) + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k) { continue; - if (player[i].animTarget == swordslashanim || - player[i].animTarget == knifeslashstartanim || - player[i].animTarget == staffhitanim || - player[i].animTarget == staffspinhitanim) - if (distsq(&player[k].coords, &player[i].coords) < 6.5 && !player[i].skeleton.free) { - player[k].setAnimation(dodgebackanim); - player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords); - player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords); + } + if (Person::players[i]->animTarget == swordslashanim || + 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]->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); } + } } - if (player[k].animTarget != dodgebackanim) { - if (k == 0) + if (Person::players[k]->animTarget != dodgebackanim) { + if (k == 0) { numflipped++; - player[k].setAnimation(backhandspringanim); - player[k].targetyaw = -yaw + 180; - if (player[k].leftkeydown) - player[k].targetyaw -= 45; - if (player[k].rightkeydown) - player[k].targetyaw += 45; - player[k].yaw = player[k].targetyaw; - player[k].jumppower -= 2; + } + Person::players[k]->setTargetAnimation(backhandspringanim); + Person::players[k]->targetyaw = -yaw + 180; + if (Person::players[k]->leftkeydown) { + Person::players[k]->targetyaw -= 45; + } + if (Person::players[k]->rightkeydown) { + Person::players[k]->targetyaw += 45; + } + Person::players[k]->yaw = Person::players[k]->targetyaw; + Person::players[k]->jumppower -= 2; } } } //attack - if (!animation[player[k].animTarget].attack && - !player[k].backkeydown && - (player[k].isIdle() || - player[k].isRun() || - player[k].animTarget == walkanim || - player[k].animTarget == sneakanim || - player[k].isCrouch())) { - const int attackweapon = player[k].weaponactive == -1 ? 0 : weapons[player[k].weaponids[player[k].weaponactive]].getType(); + 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())) { + const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType(); //normal attacks (?) - player[k].hasvictim = 0; - if (numplayers > 1) - for (int i = 0; i < numplayers; i++) { - if (i == k || !(k == 0 || i == 0)) + Person::players[k]->hasvictim = 0; + if (Person::players.size() > 1) { + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k || !(k == 0 || i == 0)) { continue; - if (!player[k].hasvictim) - if (animation[player[k].animTarget].attack != reversal) { + } + if (!Person::players[k]->hasvictim) { + if (Animation::animations[Person::players[k]->animTarget].attack != reversal) { //choose an attack - const float distance = distsq(&player[k].coords, &player[i].coords); + const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (distance < 4.5 && - !player[i].skeleton.free && - player[i].howactive < typedead1 && - player[i].animTarget != jumpreversedanim && - player[i].animTarget != rabbitkickreversedanim && - player[i].animTarget != rabbitkickanim && - player[k].animTarget != rabbitkickanim && - player[i].animTarget != getupfrombackanim && - (player[i].animTarget != staggerbackhighanim && - (player[i].animTarget != staggerbackhardanim || - animation[staggerbackhardanim].label[player[i].frameTarget] == 6)) && - player[i].animTarget != jumpdownanim && - player[i].animTarget != jumpupanim && - player[i].animTarget != getupfromfrontanim) { - player[k].victim = &player[i]; - player[k].hasvictim = 1; - if (player[k].aitype == playercontrolled) { //human player + !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(player[k].scale * 5) && - player[k].crouchkeydown && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = sweepanim; - //winduppunch - else if (distance < 1.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].forwardkeydown && - !player[k].leftkeydown && - !player[k].rightkeydown && - !player[k].crouchkeydown && - !attackweapon && - !reversaltrain) - player[k].animTarget = winduppunchanim; - //upunch - else if (distance < 2.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].forwardkeydown && - !player[k].leftkeydown && - !player[k].rightkeydown && - !player[k].crouchkeydown && - !attackweapon) - player[k].animTarget = upunchanim; - //knifefollow - else if (distance < 2.5 * sq(player[k].scale * 5) && - player[i].staggerdelay > 0 && - attackweapon == knife && - player[i].bloodloss > player[i].damagetolerance / 2) - player[k].animTarget = knifefollowanim; - //knifeslashstart - else if (distance < 2.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].forwardkeydown && - !player[k].leftkeydown && - !player[k].rightkeydown && - !player[k].crouchkeydown && - attackweapon == knife && - player[k].weaponmissdelay <= 0) - player[k].animTarget = knifeslashstartanim; - //swordslash - else if (distance < 4.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].crouchkeydown && - attackweapon == sword && - player[k].weaponmissdelay <= 0) - player[k].animTarget = swordslashanim; - //staffhit - else if (distance < 4.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].crouchkeydown && - attackweapon == staff && - player[k].weaponmissdelay <= 0 && - !player[k].leftkeydown && - !player[k].rightkeydown && - !player[k].forwardkeydown) - player[k].animTarget = staffhitanim; - //staffspinhit - else if (distance < 4.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].crouchkeydown && - attackweapon == staff && - player[k].weaponmissdelay <= 0) - player[k].animTarget = staffspinhitanim; - //spinkick - else if (distance < 2.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = spinkickanim; - //lowkick - else if (distance < 2.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height == lowheight && - animation[player[k].animTarget].attack != normalattack) - player[k].animTarget = lowkickanim; + 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]->animTarget = sweepanim; + //winduppunch + } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + !attackweapon && + !reversaltrain) { + Person::players[k]->animTarget = winduppunchanim; + //upunch + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + !attackweapon) { + Person::players[k]->animTarget = upunchanim; + //knifefollow + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[i]->staggerdelay > 0 && + attackweapon == knife && + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) { + Person::players[k]->animTarget = knifefollowanim; + //knifeslashstart + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = knifeslashstartanim; + //swordslash + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = swordslashanim; + //staffhit + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->forwardkeydown) { + Person::players[k]->animTarget = staffhitanim; + //staffspinhit + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = staffspinhitanim; + //spinkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = spinkickanim; + //lowkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) { + Person::players[k]->animTarget = lowkickanim; + } } else { //AI player - if (distance < 4.5 * sq(player[k].scale * 5)) { + if (distance < 4.5 * sq(Person::players[k]->scale * 5)) { randattack = abs(Random() % 5); - if (!attackweapon && distance < 2.5 * sq(player[k].scale * 5)) { + if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) { //sweep - if (randattack == 0 && animation[player[i].animTarget].height != lowheight) - player[k].animTarget = sweepanim; - //upunch - else if (randattack == 1 && animation[player[i].animTarget].height != lowheight && - !attackweapon) - player[k].animTarget = upunchanim; - //spinkick - else if (randattack == 2 && animation[player[i].animTarget].height != lowheight) - player[k].animTarget = spinkickanim; - //lowkick - else if (animation[player[i].animTarget].height == lowheight) - player[k].animTarget = lowkickanim; + if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = sweepanim; + //upunch + } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight && + !attackweapon) { + Person::players[k]->animTarget = upunchanim; + //spinkick + } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = spinkickanim; + //lowkick + } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) { + Person::players[k]->animTarget = lowkickanim; + } } if (attackweapon) { //sweep - if ((tutoriallevel != 1 || !attackweapon) && - distance < 2.5 * sq(player[k].scale * 5) && - randattack == 0 && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = sweepanim; - //knifeslashstart - else if (distance < 2.5 * sq(player[k].scale * 5) && - attackweapon == knife && - player[k].weaponmissdelay <= 0) - player[k].animTarget = knifeslashstartanim; - //swordslash - else if (!(player[0].victim == &player[i] && - player[0].hasvictim && - player[0].animTarget == swordslashanim) && - attackweapon == sword && - player[k].weaponmissdelay <= 0) - player[k].animTarget = swordslashanim; - //staffhit - else if (!(player[0].victim == &player[i] && - player[0].hasvictim && - player[0].animTarget == swordslashanim) && - attackweapon == staff && - player[k].weaponmissdelay <= 0 && - randattack < 3) - player[k].animTarget = staffhitanim; - //staffspinhit - else if (!(player[0].victim == &player[i] && - player[0].hasvictim && - player[0].animTarget == swordslashanim) && - attackweapon == staff && - player[k].weaponmissdelay <= 0 && - randattack >= 3) - player[k].animTarget = staffspinhitanim; - //spinkick - else if ((tutoriallevel != 1 || !attackweapon) && - distance < 2.5 * sq(player[k].scale * 5) && - randattack == 1 && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = spinkickanim; - //lowkick - else if (distance < 2.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height == lowheight && - animation[player[k].animTarget].attack != normalattack) - player[k].animTarget = lowkickanim; + if ((!Tutorial::active || !attackweapon) && + 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) && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = knifeslashstartanim; + //swordslash + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = swordslashanim; + //staffhit + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack < 3) { + Person::players[k]->animTarget = staffhitanim; + //staffspinhit + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack >= 3) { + Person::players[k]->animTarget = staffspinhitanim; + //spinkick + } else if ((!Tutorial::active || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 1 && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = spinkickanim; + //lowkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) { + Person::players[k]->animTarget = lowkickanim; + } } } } //upunch becomes wolfslap - if (player[k].animTarget == upunchanim && player[k].creature == wolftype) - player[k].animTarget = wolfslapanim; + if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) { + Person::players[k]->animTarget = wolfslapanim; + } } //sneak attacks - if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) && - player[i].howactive < typedead1 && - distance < 1.5 * sq(player[k].scale * 5) && - !player[i].skeleton.free && - player[i].animTarget != getupfrombackanim && - player[i].animTarget != getupfromfrontanim && - (player[i].stunned > 0 && player[k].madskills || - player[i].surprised > 0 || - player[i].aitype == passivetype || - attackweapon && player[i].stunned > 0) && - normaldotproduct(player[i].facing, player[i].coords - player[k].coords) > 0) { + 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) { //sneakattack if (!attackweapon) { - player[k].animCurrent = sneakattackanim; - player[k].animTarget = sneakattackanim; - player[i].animCurrent = sneakattackedanim; - player[i].animTarget = sneakattackedanim; - player[k].oldcoords = player[k].coords; - player[k].coords = player[i].coords; + Person::players[k]->animCurrent = sneakattackanim; + Person::players[k]->animTarget = sneakattackanim; + Person::players[i]->animCurrent = sneakattackedanim; + Person::players[i]->animTarget = sneakattackedanim; + Person::players[k]->oldcoords = Person::players[k]->coords; + Person::players[k]->coords = Person::players[i]->coords; } //knifesneakattack if (attackweapon == knife) { - player[k].animCurrent = knifesneakattackanim; - player[k].animTarget = knifesneakattackanim; - player[i].animCurrent = knifesneakattackedanim; - player[i].animTarget = knifesneakattackedanim; - player[i].oldcoords = player[i].coords; - player[i].coords = player[k].coords; + Person::players[k]->animCurrent = knifesneakattackanim; + Person::players[k]->animTarget = knifesneakattackanim; + Person::players[i]->animCurrent = knifesneakattackedanim; + Person::players[i]->animTarget = knifesneakattackedanim; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[i]->coords = Person::players[k]->coords; } //swordsneakattack if (attackweapon == sword) { - player[k].animCurrent = swordsneakattackanim; - player[k].animTarget = swordsneakattackanim; - player[i].animCurrent = swordsneakattackedanim; - player[i].animTarget = swordsneakattackedanim; - player[i].oldcoords = player[i].coords; - player[i].coords = player[k].coords; + Person::players[k]->animCurrent = swordsneakattackanim; + Person::players[k]->animTarget = swordsneakattackanim; + Person::players[i]->animCurrent = swordsneakattackedanim; + Person::players[i]->animTarget = swordsneakattackedanim; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[i]->coords = Person::players[k]->coords; } if (attackweapon != staff) { - player[k].victim = &player[i]; - player[k].hasvictim = 1; - player[i].targettilt2 = 0; - player[i].frameTarget = 1; - player[i].frameCurrent = 0; - player[i].target = 0; - player[i].velocity = 0; - player[k].targettilt2 = player[i].targettilt2; - player[k].frameCurrent = player[i].frameCurrent; - player[k].frameTarget = player[i].frameTarget; - player[k].target = player[i].target; - player[k].velocity = 0; - player[k].targetyaw = player[i].yaw; - player[k].yaw = player[i].yaw; - player[i].targetyaw = player[i].yaw; + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + Person::players[i]->targettilt2 = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->frameCurrent = 0; + Person::players[i]->target = 0; + Person::players[i]->velocity = 0; + Person::players[k]->targettilt2 = Person::players[i]->targettilt2; + Person::players[k]->frameCurrent = Person::players[i]->frameCurrent; + Person::players[k]->frameTarget = Person::players[i]->frameTarget; + Person::players[k]->target = Person::players[i]->target; + Person::players[k]->velocity = 0; + Person::players[k]->targetyaw = Person::players[i]->yaw; + Person::players[k]->yaw = Person::players[i]->yaw; + Person::players[i]->targetyaw = Person::players[i]->yaw; } } - if (animation[player[k].animTarget].attack == normalattack && - player[k].victim == &player[i] && - (!player[i].skeleton.free)) { + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free)) { oldattackkey = 1; - player[k].frameTarget = 0; - player[k].target = 0; - - player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords); - player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords); - player[k].lastattack3 = player[k].lastattack2; - player[k].lastattack2 = player[k].lastattack; - player[k].lastattack = player[k].animTarget; + Person::players[k]->frameTarget = 0; + Person::players[k]->target = 0; + + 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); + Person::players[k]->lastattack3 = Person::players[k]->lastattack2; + Person::players[k]->lastattack2 = Person::players[k]->lastattack; + Person::players[k]->lastattack = Person::players[k]->animTarget; } - if (player[k].animTarget == knifefollowanim && - player[k].victim == &player[i]) { + if (Person::players[k]->animTarget == knifefollowanim && + Person::players[k]->victim == Person::players[i]) { oldattackkey = 1; - player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords); - player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords); - player[k].victim = &player[i]; - player[k].hasvictim = 1; - player[i].animTarget = knifefollowedanim; - player[i].animCurrent = knifefollowedanim; - player[i].targettilt2 = 0; - player[i].targettilt2 = player[k].targettilt2; - player[i].frameTarget = 1; - player[i].frameCurrent = 0; - player[i].target = 0; - player[i].velocity = 0; - player[k].animCurrent = knifefollowanim; - player[k].animTarget = knifefollowanim; - player[k].targettilt2 = player[i].targettilt2; - player[k].frameCurrent = player[i].frameCurrent; - player[k].frameTarget = player[i].frameTarget; - player[k].target = player[i].target; - player[k].velocity = 0; - player[k].oldcoords = player[k].coords; - player[i].coords = player[k].coords; - player[i].targetyaw = player[k].targetyaw; - player[i].yaw = player[k].targetyaw; - player[k].yaw = player[k].targetyaw; - player[i].yaw = player[k].targetyaw; + 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); + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + Person::players[i]->animTarget = knifefollowedanim; + Person::players[i]->animCurrent = knifefollowedanim; + Person::players[i]->targettilt2 = 0; + Person::players[i]->targettilt2 = Person::players[k]->targettilt2; + Person::players[i]->frameTarget = 1; + Person::players[i]->frameCurrent = 0; + Person::players[i]->target = 0; + Person::players[i]->velocity = 0; + Person::players[k]->animCurrent = knifefollowanim; + Person::players[k]->animTarget = knifefollowanim; + Person::players[k]->targettilt2 = Person::players[i]->targettilt2; + Person::players[k]->frameCurrent = Person::players[i]->frameCurrent; + Person::players[k]->frameTarget = Person::players[i]->frameTarget; + Person::players[k]->target = Person::players[i]->target; + Person::players[k]->velocity = 0; + Person::players[k]->oldcoords = Person::players[k]->coords; + Person::players[i]->coords = Person::players[k]->coords; + Person::players[i]->targetyaw = Person::players[k]->targetyaw; + Person::players[i]->yaw = Person::players[k]->targetyaw; + Person::players[k]->yaw = Person::players[k]->targetyaw; + Person::players[i]->yaw = Person::players[k]->targetyaw; } } + } } + } const bool hasstaff = attackweapon == staff; - if (k == 0 && numplayers > 1) - for (int i = 0; i < numplayers; i++) { - if (i == k) + if (k == 0 && Person::players.size() > 1) { + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k) { continue; - if ((playerrealattackkeydown || player[i].dead || !hasstaff) && - animation[player[k].animTarget].attack == neutral) { - const float distance = distsq(&player[k].coords, &player[i].coords); - if (!player[i].dead || !realthreat || (!attackweapon && player[k].crouchkeydown)) - if (player[i].skeleton.free) - if (distance < 3.5 * sq(player[k].scale * 5) && - (player[i].dead || - player[i].skeleton.longdead > 1000 || - player[k].isRun() || - hasstaff || - (attackweapon && - (player[i].skeleton.longdead > 2000 || - player[i].damage > player[i].damagetolerance / 8 || - player[i].bloodloss > player[i].damagetolerance / 2) && - distance < 1.5 * sq(player[k].scale * 5)))) { - player[k].victim = &player[i]; - player[k].hasvictim = 1; - if (attackweapon && tutoriallevel != 1) { + } + if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && + 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[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + if (attackweapon && !Tutorial::active) { //crouchstab - if (player[k].crouchkeydown && attackweapon == knife && distance < 1.5 * sq(player[k].scale * 5)) - player[k].animTarget = crouchstabanim; + if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) { + Person::players[k]->animTarget = crouchstabanim; + } //swordgroundstab - if (player[k].crouchkeydown && distance < 1.5 * sq(player[k].scale * 5) && attackweapon == sword) - player[k].animTarget = swordgroundstabanim; + if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) { + Person::players[k]->animTarget = swordgroundstabanim; + } //staffgroundsmash - if (distance < 3.5 * sq(player[k].scale * 5) && attackweapon == staff) - player[k].animTarget = staffgroundsmashanim; + if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) { + Person::players[k]->animTarget = staffgroundsmashanim; + } } if (distance < 2.5 && - player[k].crouchkeydown && - player[k].animTarget != crouchstabanim && - !attackweapon && - player[i].dead && - player[i].skeleton.free && - player[i].skeleton.longdead > 1000) { - player[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 < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) - objects.model[l].DeleteDecal(j); - } + 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; + 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 (!player[i].dead || musictype != 2) + if (!Person::players[i]->dead || musictype != 2) { if (distance < 3.5 && - (player[k].isRun() || player[k].isIdle() && player[k].attackkeydown) && - player[k].staggerdelay <= 0 && - (player[i].dead || - player[i].skeleton.longdead < 300 && - player[k].lastattack != spinkickanim && - player[i].skeleton.free) && - (!player[i].dead || musictype != stream_fighttheme)) { - player[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); + (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[k]->animTarget = dropkickanim; + 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 < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) { - objects.model[l].DeleteDecal(j); - } - } - } } + } } - if (animation[player[k].animTarget].attack == normalattack && - player[k].victim == &player[i] && - (!player[i].skeleton.free || - player[k].animTarget == killanim || - player[k].animTarget == crouchstabanim || - player[k].animTarget == swordgroundstabanim || - player[k].animTarget == staffgroundsmashanim || - player[k].animTarget == dropkickanim)) { + } + } + 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)) { oldattackkey = 1; - player[k].frameTarget = 0; - player[k].target = 0; - - XYZ targetpoint = player[i].coords; - if (player[k].animTarget == crouchstabanim || - player[k].animTarget == swordgroundstabanim || - player[k].animTarget == staffgroundsmashanim) { - targetpoint += (player[i].jointPos(abdomen) + - player[i].jointPos(neck)) / 2 * - player[i].scale; + 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) { + targetpoint += (Person::players[i]->jointPos(abdomen) + + Person::players[i]->jointPos(neck)) / + 2 * + Person::players[i]->scale; } - player[k].targetyaw = roughDirectionTo(player[k].coords, targetpoint); - player[k].targettilt2 = pitchTo(player[k].coords, targetpoint); + Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint); + Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint); - if (player[k].animTarget == crouchstabanim || player[k].animTarget == swordgroundstabanim) { - player[k].targetyaw += (float)(abs(Random() % 100) - 50) / 4; + if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) { + Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4; } - if (player[k].animTarget == staffgroundsmashanim) - player[k].targettilt2 += 10; + if (Person::players[k]->animTarget == staffgroundsmashanim) { + Person::players[k]->targettilt2 += 10; + } - player[k].lastattack3 = player[k].lastattack2; - player[k].lastattack2 = player[k].lastattack; - player[k].lastattack = player[k].animTarget; + Person::players[k]->lastattack3 = Person::players[k]->lastattack2; + Person::players[k]->lastattack2 = Person::players[k]->lastattack; + Person::players[k]->lastattack = Person::players[k]->animTarget; - if (player[k].animTarget == swordgroundstabanim) { - player[k].targetyaw += 30; + if (Person::players[k]->animTarget == swordgroundstabanim) { + Person::players[k]->targetyaw += 30; } } } } - if (!player[k].hasvictim) { + } + if (!Person::players[k]->hasvictim) { //find victim - for (int i = 0; i < numplayers; i++) { - if (i == k || !(i == 0 || k == 0)) + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k || !(i == 0 || k == 0)) { continue; - if (!player[i].skeleton.free) { - if (player[k].hasvictim) { - if (distsq(&player[k].coords, &player[i].coords) < - distsq(&player[k].coords, &player[k].victim->coords)) - player[k].victim = &player[i]; - } else { - player[k].victim = &player[i]; - player[k].hasvictim = 1; - } - } - } - } - if (player[k].aitype == playercontrolled) - //rabbit kick - if (player[k].attackkeydown && - player[k].isRun() && - player[k].wasRun() && - ((player[k].hasvictim && - distsq(&player[k].coords, &player[k].victim->coords) < 12 * sq(player[k].scale * 5) && - distsq(&player[k].coords, &player[k].victim->coords) > 7 * sq(player[k].scale * 5) && - !player[k].victim->skeleton.free && - player[k].victim->animTarget != getupfrombackanim && - player[k].victim->animTarget != getupfromfrontanim && - animation[player[k].victim->animTarget].height != lowheight && - player[k].aitype != playercontrolled && //wat??? - normaldotproduct(player[k].facing, player[k].victim->coords - player[k].coords) > 0 && - player[k].rabbitkickenabled) || - player[k].jumpkeydown)) { - oldattackkey = 1; - player[k].setAnimation(rabbitkickanim); - } - //update counts - if (animation[player[k].animTarget].attack && k == 0) { - numattacks++; - switch (attackweapon) { - case 0: - numunarmedattack++; - break; - case knife: - numknifeattack++; - break; - case sword: - numswordattack++; - break; - case staff: - numstaffattack++; - break; - } - } - } - } - } - } -} - -void doPlayerCollisions() -{ - static XYZ rotatetarget; - static float collisionradius; - if (numplayers > 1) - for (int k = 0; k < numplayers; k++) - for (int i = k + 1; i < numplayers; i++) { - //neither player is part of a reversal - if ((animation[player[i].animTarget].attack != reversed && - animation[player[i].animTarget].attack != reversal && - animation[player[k].animTarget].attack != reversed && - animation[player[k].animTarget].attack != reversal) || (i != 0 && k != 0)) - if ((animation[player[i].animCurrent].attack != reversed && - animation[player[i].animCurrent].attack != reversal && - animation[player[k].animCurrent].attack != reversed && - animation[player[k].animCurrent].attack != reversal) || (i != 0 && k != 0)) - //neither is sleeping - if (player[i].howactive <= typesleeping && player[k].howactive <= typesleeping) - if (player[i].howactive != typesittingwall && player[k].howactive != typesittingwall) - //in same patch, neither is climbing - if (player[i].whichpatchx == player[k].whichpatchx && - player[i].whichpatchz == player[k].whichpatchz && - player[k].skeleton.oldfree == player[k].skeleton.free && - player[i].skeleton.oldfree == player[i].skeleton.free && - player[i].animTarget != climbanim && - player[i].animTarget != hanganim && - player[k].animTarget != climbanim && - player[k].animTarget != hanganim) - //players are close (bounding box test) - if (player[i].coords.y > player[k].coords.y - 3) - if (player[i].coords.y < player[k].coords.y + 3) - if (player[i].coords.x > player[k].coords.x - 3) - if (player[i].coords.x < player[k].coords.x + 3) - if (player[i].coords.z > player[k].coords.z - 3) - if (player[i].coords.z < player[k].coords.z + 3) { - //spread fire from player to player - if (distsq(&player[i].coords, &player[k].coords) - < 3 * sq((player[i].scale + player[k].scale) * 2.5)) { - if (player[i].onfire || player[k].onfire) { - if (!player[i].onfire) - player[i].CatchFire(); - if (!player[k].onfire) - player[k].CatchFire(); - } - } - - XYZ tempcoords1 = player[i].coords; - XYZ tempcoords2 = player[k].coords; - if (!player[i].skeleton.oldfree) - tempcoords1.y += player[i].jointPos(abdomen).y * player[i].scale; - if (!player[k].skeleton.oldfree) - tempcoords2.y += player[k].jointPos(abdomen).y * player[k].scale; - collisionradius = 1.2 * sq((player[i].scale + player[k].scale) * 2.5); - if (player[0].hasvictim) - if (player[0].animTarget == rabbitkickanim && (k == 0 || i == 0) && !player[0].victim->skeleton.free) - collisionradius = 3; - if ((!player[i].skeleton.oldfree || !player[k].skeleton.oldfree) && - (distsq(&tempcoords1, &tempcoords2) < collisionradius || - distsq(&player[i].coords, &player[k].coords) < collisionradius)) { - //jump down on a dead body - if (k == 0 || i == 0) { - int l = i ? i : k; - if (player[0].animTarget == jumpdownanim && - !player[0].skeleton.oldfree && - !player[0].skeleton.free && - player[l].skeleton.oldfree && - player[l].skeleton.free && - player[l].dead && - player[0].lastcollide <= 0 && - fabs(player[l].coords.y - player[0].coords.y) < .2 && - distsq(&player[0].coords, &player[l].coords) < .7 * sq((player[l].scale + player[0].scale) * 2.5)) { - player[0].coords.y = player[l].coords.y; - player[l].velocity = player[0].velocity; - player[l].skeleton.free = 0; - player[l].yaw = 0; - player[l].RagDoll(0); - player[l].DoDamage(20); - camerashake += .3; - player[l].skeleton.longdead = 0; - player[0].lastcollide = 1; - } - } - - if ( (player[i].skeleton.oldfree == 1 && findLengthfast(&player[i].velocity) > 1) || - (player[k].skeleton.oldfree == 1 && findLengthfast(&player[k].velocity) > 1) || - (player[i].skeleton.oldfree == 0 && player[k].skeleton.oldfree == 0)) { - rotatetarget = player[k].velocity - player[i].velocity; - if ((player[i].animTarget != getupfrombackanim && player[i].animTarget != getupfromfrontanim || - player[i].skeleton.free) && - (player[k].animTarget != getupfrombackanim && player[k].animTarget != getupfromfrontanim || - player[k].skeleton.free)) - if ((((k != 0 && findLengthfast(&rotatetarget) > 150 || - k == 0 && findLengthfast(&rotatetarget) > 50 && player[0].rabbitkickragdoll) && - normaldotproduct(rotatetarget, player[k].coords - player[i].coords) > 0) && - (k == 0 || - k != 0 && player[i].skeleton.oldfree == 1 && animation[player[k].animCurrent].attack == neutral || - /*i!=0&&*/player[k].skeleton.oldfree == 1 && animation[player[i].animCurrent].attack == neutral)) || - (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) && - (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim || player[k].isFlip()) && - k == 0 && !player[i].skeleton.oldfree && !player[k].skeleton.oldfree) { - //If hit by body - if ( (i != 0 || player[i].skeleton.free) && - (k != 0 || player[k].skeleton.free) || - (animation[player[i].animTarget].height == highheight && - animation[player[k].animTarget].height == highheight)) { - if (tutoriallevel != 1) { - emit_sound_at(heavyimpactsound, player[i].coords); - } - - player[i].RagDoll(0); - if (player[i].damage > player[i].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[i].dead) { - award_bonus(0, aimbonus); - } - player[i].DoDamage(findLengthfast(&rotatetarget) / 4); - player[k].RagDoll(0); - if (player[k].damage > player[k].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[k].dead) { - award_bonus(0, aimbonus); // Huh, again? - } - player[k].DoDamage(findLengthfast(&rotatetarget) / 4); - - for (int j = 0; j < player[i].skeleton.num_joints; j++) { - player[i].skeleton.joints[j].velocity = player[i].skeleton.joints[j].velocity / 5 + player[k].velocity; - } - for (int j = 0; j < player[k].skeleton.num_joints; j++) { - player[k].skeleton.joints[j].velocity = player[k].skeleton.joints[j].velocity / 5 + player[i].velocity; - } - - } - } - if ( (animation[player[i].animTarget].attack == neutral || - animation[player[i].animTarget].attack == normalattack) && - (animation[player[k].animTarget].attack == neutral || - animation[player[k].animTarget].attack == normalattack)) { - //If bumped - if (player[i].skeleton.oldfree == 0 && player[k].skeleton.oldfree == 0) { - if (distsq(&player[k].coords, &player[i].coords) < .5 * sq((player[i].scale + player[k].scale) * 2.5)) { - rotatetarget = player[k].coords - player[i].coords; - Normalise(&rotatetarget); - player[k].coords = (player[k].coords + player[i].coords) / 2; - player[i].coords = player[k].coords - rotatetarget * fast_sqrt(.6) / 2 - * sq((player[i].scale + player[k].scale) * 2.5); - player[k].coords += rotatetarget * fast_sqrt(.6) / 2 * sq((player[i].scale + player[k].scale) * 2.5); - if (player[k].howactive == typeactive || hostile) - if (player[k].isIdle()) { - if (player[k].howactive < typesleeping) - player[k].setAnimation(player[k].getStop()); - else if (player[k].howactive == typesleeping) - player[k].setAnimation(getupfromfrontanim); - if (!editorenabled) - player[k].howactive = typeactive; - } - if (player[i].howactive == typeactive || hostile) - if (player[i].isIdle()) { - if (player[i].howactive < typesleeping) - player[i].setAnimation(player[k].getStop()); - else - player[i].setAnimation(getupfromfrontanim); - if (!editorenabled) - player[i].howactive = typeactive; - } - } - //jump down on player - if (hostile) { - if (k == 0 && i != 0 && player[k].animTarget == jumpdownanim && - !player[i].isCrouch() && - player[i].animTarget != rollanim && - !player[k].skeleton.oldfree && ! - player[k].skeleton.free && - player[k].lastcollide <= 0 && - player[k].velocity.y < -10) { - player[i].velocity = player[k].velocity; - player[k].velocity = player[k].velocity * -.5; - player[k].velocity.y = player[i].velocity.y; - player[i].DoDamage(20); - player[i].RagDoll(0); - player[k].lastcollide = 1; - award_bonus(k, AboveBonus); - } - if (i == 0 && k != 0 && player[i].animTarget == jumpdownanim && - !player[k].isCrouch() && - player[k].animTarget != rollanim && - !player[i].skeleton.oldfree && - !player[i].skeleton.free && - player[i].lastcollide <= 0 && - player[i].velocity.y < -10) { - player[k].velocity = player[i].velocity; - player[i].velocity = player[i].velocity * -.3; - player[i].velocity.y = player[k].velocity.y; - player[k].DoDamage(20); - player[k].RagDoll(0); - player[i].lastcollide = 1; - award_bonus(i, AboveBonus); - } - } - } - } - } - player[i].CheckKick(); - player[k].CheckKick(); - } - } - } -} - -void doAI(int i) -{ - static bool connected; - if (player[i].aitype != playercontrolled && indialogue == -1) { - player[i].jumpclimb = 0; - //disable movement in editor - if (editorenabled) - player[i].stunned = 1; - - player[i].pause = 0; - if (distsqflat(&player[0].coords, &player[i].coords) < 30 && - player[0].coords.y > player[i].coords.y + 2 && - !player[0].onterrain) - player[i].pause = 1; - - //pathfinding - if (player[i].aitype == pathfindtype) { - if (player[i].finalpathfindpoint == -1) { - float closestdistance; - float tempdist; - int closest; - XYZ colpoint; - closest = -1; - closestdistance = -1; - for (int j = 0; j < numpathpoints; j++) - if (closest == -1 || distsq(&player[i].finalfinaltarget, &pathpoint[j]) < closestdistance) { - closestdistance = distsq(&player[i].finalfinaltarget, &pathpoint[j]); - closest = j; - player[i].finaltarget = pathpoint[j]; - } - player[i].finalpathfindpoint = closest; - for (int j = 0; j < numpathpoints; j++) - for (int k = 0; k < numpathpointconnect[j]; k++) { - DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint ); - if (sq(tempdist) < closestdistance) - if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) < - findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) { - closestdistance = sq(tempdist); - closest = j; - player[i].finaltarget = colpoint; - } - } - player[i].finalpathfindpoint = closest; - - } - if (player[i].targetpathfindpoint == -1) { - float closestdistance; - float tempdist; - int closest; - XYZ colpoint; - closest = -1; - closestdistance = -1; - if (player[i].lastpathfindpoint == -1) { - for (int j = 0; j < numpathpoints; j++) { - if (j != player[i].lastpathfindpoint) - if (closest == -1 || (distsq(&player[i].coords, &pathpoint[j]) < closestdistance)) { - closestdistance = distsq(&player[i].coords, &pathpoint[j]); - closest = j; } - } - player[i].targetpathfindpoint = closest; - for (int j = 0; j < numpathpoints; j++) - if (j != player[i].lastpathfindpoint) - for (int k = 0; k < numpathpointconnect[j]; k++) { - DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint ); - if (sq(tempdist) < closestdistance) { - if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) < - findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) { - closestdistance = sq(tempdist); - closest = j; + 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)) { + Person::players[k]->victim = Person::players[i]; } - } - } - player[i].targetpathfindpoint = closest; - } else { - for (int j = 0; j < numpathpoints; j++) - if (j != player[i].lastpathfindpoint && - j != player[i].lastpathfindpoint2 && - j != player[i].lastpathfindpoint3 && - j != player[i].lastpathfindpoint4) { - connected = 0; - if (numpathpointconnect[j]) - for (int k = 0; k < numpathpointconnect[j]; k++) - if (pathpointconnect[j][k] == player[i].lastpathfindpoint) - connected = 1; - if (!connected) - if (numpathpointconnect[player[i].lastpathfindpoint]) - for (int k = 0; k < numpathpointconnect[player[i].lastpathfindpoint]; k++) - if (pathpointconnect[player[i].lastpathfindpoint][k] == j) - connected = 1; - if (connected) { - tempdist = findPathDist(j, player[i].finalpathfindpoint); - if (closest == -1 || tempdist < closestdistance) { - closestdistance = tempdist; - closest = j; - } - } - } - player[i].targetpathfindpoint = closest; - } - } - player[i].losupdatedelay -= multiplier; - - player[i].targetyaw = roughDirectionTo(player[i].coords, pathpoint[player[i].targetpathfindpoint]); - player[i].lookyaw = player[i].targetyaw; - - //reached target point - if (distsqflat(&player[i].coords, &pathpoint[player[i].targetpathfindpoint]) < .6) { - player[i].lastpathfindpoint4 = player[i].lastpathfindpoint3; - player[i].lastpathfindpoint3 = player[i].lastpathfindpoint2; - player[i].lastpathfindpoint2 = player[i].lastpathfindpoint; - player[i].lastpathfindpoint = player[i].targetpathfindpoint; - if (player[i].lastpathfindpoint2 == -1) - player[i].lastpathfindpoint2 = player[i].lastpathfindpoint; - if (player[i].lastpathfindpoint3 == -1) - player[i].lastpathfindpoint3 = player[i].lastpathfindpoint2; - if (player[i].lastpathfindpoint4 == -1) - player[i].lastpathfindpoint4 = player[i].lastpathfindpoint3; - player[i].targetpathfindpoint = -1; - } - if ( distsqflat(&player[i].coords, &player[i].finalfinaltarget) < - distsqflat(&player[i].coords, &player[i].finaltarget) || - distsqflat(&player[i].coords, &player[i].finaltarget) < .6 * sq(player[i].scale * 5) || - player[i].lastpathfindpoint == player[i].finalpathfindpoint) { - player[i].aitype = passivetype; - } - - player[i].forwardkeydown = 1; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].crouchkeydown = 0; - player[i].attackkeydown = 0; - player[i].throwkeydown = 0; - - if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) - player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); - - if (player[i].collided < 1 || player[i].animTarget != jumpupanim) - player[i].jumpkeydown = 0; - if ((player[i].collided > .8 && player[i].jumppower >= 5)) - player[i].jumpkeydown = 1; - - if ((tutoriallevel != 1 || cananger) && - hostile && - !player[0].dead && - distsq(&player[i].coords, &player[0].coords) < 400 && - player[i].occluded < 25) { - if (distsq(&player[i].coords, &player[0].coords) < 12 && - animation[player[0].animTarget].height != lowheight && - !editorenabled && - (player[0].coords.y < player[i].coords.y + 5 || player[0].onterrain)) - player[i].aitype = attacktypecutoff; - if (distsq(&player[i].coords, &player[0].coords) < 30 && - animation[player[0].animTarget].height == highheight && - !editorenabled) - player[i].aitype = attacktypecutoff; - - if (player[i].losupdatedelay < 0 && !editorenabled && player[i].occluded < 2) { - player[i].losupdatedelay = .2; - for (int j = 0; j < numplayers; j++) - if (j == 0 || player[j].skeleton.free || player[j].aitype != passivetype) - if (abs(Random() % 2) || animation[player[j].animTarget].height != lowheight || j != 0) - if (distsq(&player[i].coords, &player[j].coords) < 400) - if (normaldotproduct(player[i].facing, player[j].coords - player[i].coords) > 0) - if (player[j].coords.y < player[i].coords.y + 5 || player[j].onterrain) - if (!player[j].isWallJump() && -1 == checkcollide( - DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0) - *player[i].scale + player[i].coords, - DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0) - *player[j].scale + player[j].coords) || - (player[j].animTarget == hanganim && - normaldotproduct(player[j].facing, player[i].coords - player[j].coords) < 0)) { - player[i].aitype = searchtype; - player[i].lastchecktime = 12; - player[i].lastseen = player[j].coords; - player[i].lastseentime = 12; - } - } - } - if (player[i].aitype == attacktypecutoff && musictype != 2) - if (player[i].creature != wolftype) { - player[i].stunned = .6; - player[i].surprised = .6; - } - } - - if (player[i].aitype != passivetype && leveltime > .5) - player[i].howactive = typeactive; - - if (player[i].aitype == passivetype) { - player[i].aiupdatedelay -= multiplier; - player[i].losupdatedelay -= multiplier; - player[i].lastseentime += multiplier; - player[i].pausetime -= multiplier; - if (player[i].lastseentime > 1) - player[i].lastseentime = 1; - - if (player[i].aiupdatedelay < 0) { - if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) { - player[i].targetyaw = roughDirectionTo(player[i].coords, player[i].waypoints[player[i].waypoint]); - player[i].lookyaw = player[i].targetyaw; - player[i].aiupdatedelay = .05; - - if (distsqflat(&player[i].coords, &player[i].waypoints[player[i].waypoint]) < 1) { - if (player[i].waypointtype[player[i].waypoint] == wppause) - player[i].pausetime = 4; - player[i].waypoint++; - if (player[i].waypoint > player[i].numwaypoints - 1) - player[i].waypoint = 0; - - } - } - - if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) - player[i].forwardkeydown = 1; - else - player[i].forwardkeydown = 0; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].crouchkeydown = 0; - player[i].attackkeydown = 0; - player[i].throwkeydown = 0; - - if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { - if (!player[i].avoidsomething) - player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); - rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); - leftdist = distsq(&leftpos, &player[i].avoidwhere); - rightdist = distsq(&rightpos, &player[i].avoidwhere); - if (leftdist < rightdist) - player[i].targetyaw += 90; - else - player[i].targetyaw -= 90; - } - } - } - if (player[i].collided < 1 || player[i].animTarget != jumpupanim) - player[i].jumpkeydown = 0; - if ((player[i].collided > .8 && player[i].jumppower >= 5)) - player[i].jumpkeydown = 1; - - - //hearing sounds - if (!editorenabled) { - if (player[i].howactive <= typesleeping) - if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile) - for (int j = 0; j < numenvsounds; j++) { - float vol = player[i].howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j]; - if (vol > 0 && distsq(&player[i].coords, &envsound[j]) < - 2 * (vol + vol * (player[i].creature == rabbittype) * 3)) - player[i].aitype = attacktypecutoff; - } - - if (player[i].aitype != passivetype) { - if (player[i].howactive == typesleeping) - player[i].setAnimation(getupfromfrontanim); - player[i].howactive = typeactive; - } - } - - if (player[i].howactive < typesleeping && - ((tutoriallevel != 1 || cananger) && hostile) && - !player[0].dead && - distsq(&player[i].coords, &player[0].coords) < 400 && - player[i].occluded < 25) { - if (distsq(&player[i].coords, &player[0].coords) < 12 && - animation[player[0].animTarget].height != lowheight && !editorenabled) - player[i].aitype = attacktypecutoff; - if (distsq(&player[i].coords, &player[0].coords) < 30 && - animation[player[0].animTarget].height == highheight && !editorenabled) - player[i].aitype = attacktypecutoff; - - //wolf smell - if (player[i].creature == wolftype) { - XYZ windsmell; - for (int j = 0; j < numplayers; j++) { - if (j == 0 || (player[j].dead && player[j].bloodloss > 0)) { - float smelldistance = 50; - if (j == 0 && player[j].num_weapons > 0) { - if (weapons[player[j].weaponids[0]].bloody) - smelldistance = 100; - if (player[j].num_weapons == 2) - if (weapons[player[j].weaponids[1]].bloody) - smelldistance = 100; - } - if (j != 0) - smelldistance = 100; - windsmell = windvector; - Normalise(&windsmell); - windsmell = windsmell * 2 + player[j].coords; - if (distsq(&player[i].coords, &windsmell) < smelldistance && !editorenabled) - player[i].aitype = attacktypecutoff; - } - } - } - - if (player[i].howactive < typesleeping && player[i].losupdatedelay < 0 && !editorenabled && player[i].occluded < 2) { - player[i].losupdatedelay = .2; - for (int j = 0; j < numplayers; j++) { - if (j == 0 || player[j].skeleton.free || player[j].aitype != passivetype) { - if (abs(Random() % 2) || animation[player[j].animTarget].height != lowheight || j != 0) - if (distsq(&player[i].coords, &player[j].coords) < 400) - if (normaldotproduct(player[i].facing, player[j].coords - player[i].coords) > 0) - if ((-1 == checkcollide( - DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)* - player[i].scale + player[i].coords, - DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)* - player[j].scale + player[j].coords) && - !player[j].isWallJump()) || - (player[j].animTarget == hanganim && - normaldotproduct(player[j].facing, player[i].coords - player[j].coords) < 0)) { - player[i].lastseentime -= .2; - if (j == 0 && animation[player[j].animTarget].height == lowheight) - player[i].lastseentime -= .4; - else - player[i].lastseentime -= .6; - } - if (player[i].lastseentime <= 0) { - player[i].aitype = searchtype; - player[i].lastchecktime = 12; - player[i].lastseen = player[j].coords; - player[i].lastseentime = 12; - } - } - } - } - } - //alerted surprise - if (player[i].aitype == attacktypecutoff && musictype != 2) { - if (player[i].creature != wolftype) { - player[i].stunned = .6; - player[i].surprised = .6; - } - if (player[i].creature == wolftype) { - player[i].stunned = .47; - player[i].surprised = .47; - } - numseen++; - } - } - - //search for player - int j; - if (player[i].aitype == searchtype) { - player[i].aiupdatedelay -= multiplier; - player[i].losupdatedelay -= multiplier; - if (!player[i].pause) - player[i].lastseentime -= multiplier; - player[i].lastchecktime -= multiplier; - - if (player[i].isRun() && !player[i].onground) { - if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) { - XYZ test2 = player[i].coords + player[i].facing; - test2.y += 5; - XYZ test = player[i].coords + player[i].facing; - test.y -= 10; - j = checkcollide(test2, test, player[i].laststanding); - if (j == -1) - j = checkcollide(test2, test); - if (j == -1) { - player[i].velocity = 0; - player[i].setAnimation(player[i].getStop()); - player[i].targetyaw += 180; - player[i].stunned = .5; - //player[i].aitype=passivetype; - player[i].aitype = pathfindtype; - player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint = -1; - player[i].targetpathfindpoint = -1; - player[i].lastpathfindpoint = -1; - player[i].lastpathfindpoint2 = -1; - player[i].lastpathfindpoint3 = -1; - player[i].lastpathfindpoint4 = -1; - } else - player[i].laststanding = j; - } - } - //check out last seen location - if (player[i].aiupdatedelay < 0) { - player[i].targetyaw = roughDirectionTo(player[i].coords, player[i].lastseen); - player[i].lookyaw = player[i].targetyaw; - player[i].aiupdatedelay = .05; - player[i].forwardkeydown = 1; - - if (distsqflat(&player[i].coords, &player[i].lastseen) < 1 * sq(player[i].scale * 5) || player[i].lastchecktime < 0) { - player[i].forwardkeydown = 0; - player[i].aiupdatedelay = 1; - player[i].lastseen.x += (float(Random() % 100) - 50) / 25; - player[i].lastseen.z += (float(Random() % 100) - 50) / 25; - player[i].lastchecktime = 3; - } - - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].crouchkeydown = 0; - player[i].attackkeydown = 0; - player[i].throwkeydown = 0; - - if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { - if (!player[i].avoidsomething) - player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); - rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); - leftdist = distsq(&leftpos, &player[i].avoidwhere); - rightdist = distsq(&rightpos, &player[i].avoidwhere); - if (leftdist < rightdist) - player[i].targetyaw += 90; - else - player[i].targetyaw -= 90; - } - } - } - if (player[i].collided < 1 || player[i].animTarget != jumpupanim) - player[i].jumpkeydown = 0; - if ((player[i].collided > .8 && player[i].jumppower >= 5)) - player[i].jumpkeydown = 1; - - if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile)) - for (int k = 0; k < numenvsounds; k++) { - if (distsq(&player[i].coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (player[i].creature == rabbittype) * 3)) { - player[i].aitype = attacktypecutoff; - } - } - - if (!player[0].dead && - player[i].losupdatedelay < 0 && - !editorenabled && - player[i].occluded < 2 && - ((tutoriallevel != 1 || cananger) && hostile)) { - player[i].losupdatedelay = .2; - if (distsq(&player[i].coords, &player[0].coords) < 4 && animation[player[i].animTarget].height != lowheight) { - player[i].aitype = attacktypecutoff; - player[i].lastseentime = 1; - } - if (abs(Random() % 2) || animation[player[i].animTarget].height != lowheight) - //TODO: factor out canSeePlayer() - if (distsq(&player[i].coords, &player[0].coords) < 400) - if (normaldotproduct(player[i].facing, player[0].coords - player[i].coords) > 0) - if ((checkcollide( - DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)* - player[i].scale + player[i].coords, - DoRotation(player[0].jointPos(head), 0, player[0].yaw, 0)* - player[0].scale + player[0].coords) == -1) || - (player[0].animTarget == hanganim && normaldotproduct( - player[0].facing, player[i].coords - player[0].coords) < 0)) { - /* //TODO: changed j to 0 on a whim, make sure this is correct - (player[j].animTarget==hanganim&&normaldotproduct( - player[j].facing,player[i].coords-player[j].coords)<0) - */ - player[i].aitype = attacktypecutoff; - player[i].lastseentime = 1; - } - } - //player escaped - if (player[i].lastseentime < 0) { - //player[i].aitype=passivetype; - numescaped++; - player[i].aitype = pathfindtype; - player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint = -1; - player[i].targetpathfindpoint = -1; - player[i].lastpathfindpoint = -1; - player[i].lastpathfindpoint2 = -1; - player[i].lastpathfindpoint3 = -1; - player[i].lastpathfindpoint4 = -1; - } - } - - if (player[i].aitype != gethelptype) - player[i].runninghowlong = 0; - - //get help from buddies - if (player[i].aitype == gethelptype) { - player[i].runninghowlong += multiplier; - player[i].aiupdatedelay -= multiplier; - - if (player[i].aiupdatedelay < 0 || player[i].ally == 0) { - player[i].aiupdatedelay = .2; - - //find closest ally - //TODO: factor out closest search somehow - if (!player[i].ally) { - int closest = -1; - float closestdist = -1; - for (int k = 0; k < numplayers; k++) { - if (k != i && k != 0 && !player[k].dead && - player[k].howactive < typedead1 && - !player[k].skeleton.free && - player[k].aitype == passivetype) { - float distance = distsq(&player[i].coords, &player[k].coords); - if (closestdist == -1 || distance < closestdist) { - closestdist = distance; - closest = k; - } - closest = k; - } - } - if (closest != -1) - player[i].ally = closest; - else - player[i].ally = 0; - player[i].lastseen = player[0].coords; - player[i].lastseentime = 12; - } - - - player[i].lastchecktime = 12; - - XYZ facing = player[i].coords; - XYZ flatfacing = player[player[i].ally].coords; - facing.y += player[i].jointPos(head).y * player[i].scale; - flatfacing.y += player[player[i].ally].jointPos(head).y * player[player[i].ally].scale; - if (-1 != checkcollide(facing, flatfacing)) - player[i].lastseentime -= .1; - - //no available ally, run back to player - if (player[i].ally <= 0 || - player[player[i].ally].skeleton.free || - player[player[i].ally].aitype != passivetype || - player[i].lastseentime <= 0) { - player[i].aitype = searchtype; - player[i].lastseentime = 12; - } - - //seek out ally - if (player[i].ally > 0) { - player[i].targetyaw = roughDirectionTo(player[i].coords, player[player[i].ally].coords); - player[i].lookyaw = player[i].targetyaw; - player[i].aiupdatedelay = .05; - player[i].forwardkeydown = 1; - - if (distsqflat(&player[i].coords, &player[player[i].ally].coords) < 3) { - player[i].aitype = searchtype; - player[i].lastseentime = 12; - player[player[i].ally].aitype = searchtype; - if (player[player[i].ally].lastseentime < player[i].lastseentime) { - player[player[i].ally].lastseen = player[i].lastseen; - player[player[i].ally].lastseentime = player[i].lastseentime; - player[player[i].ally].lastchecktime = player[i].lastchecktime; - } - } - - if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { - if (!player[i].avoidsomething) - player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); - rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); - leftdist = distsq(&leftpos, &player[i].avoidwhere); - rightdist = distsq(&rightpos, &player[i].avoidwhere); - if (leftdist < rightdist) - player[i].targetyaw += 90; - else - player[i].targetyaw -= 90; - } - } - } - - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].crouchkeydown = 0; - player[i].attackkeydown = 0; - } - if (player[i].collided < 1 || player[i].animTarget != jumpupanim) - player[i].jumpkeydown = 0; - if (player[i].collided > .8 && player[i].jumppower >= 5) - player[i].jumpkeydown = 1; - } - - //retreiving a weapon on the ground - if (player[i].aitype == getweapontype) { - player[i].aiupdatedelay -= multiplier; - player[i].lastchecktime -= multiplier; - - if (player[i].aiupdatedelay < 0) { - player[i].aiupdatedelay = .2; - - //ALLY IS WEPON - if (player[i].ally < 0) { - int closest = -1; - float closestdist = -1; - for (int k = 0; k < weapons.size(); k++) - if (weapons[k].owner == -1) { - float distance = distsq(&player[i].coords, &weapons[k].position); - if (closestdist == -1 || distance < closestdist) { - closestdist = distance; - closest = k; - } - closest = k; - } - if (closest != -1) - player[i].ally = closest; - else - player[i].ally = -1; - } - - player[i].lastseentime = 12; - - if (!player[0].dead && ((tutoriallevel != 1 || cananger) && hostile)) - if (player[i].ally < 0 || player[i].weaponactive != -1 || player[i].lastchecktime <= 0) { - player[i].aitype = attacktypecutoff; - player[i].lastseentime = 1; - } - if (!player[0].dead) - if (player[i].ally >= 0) { - if (weapons[player[i].ally].owner != -1 || - distsq(&player[i].coords, &weapons[player[i].ally].position) > 16) { - player[i].aitype = attacktypecutoff; - player[i].lastseentime = 1; - } - //TODO: factor these out as moveToward() - player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[player[i].ally].position); - player[i].lookyaw = player[i].targetyaw; - player[i].aiupdatedelay = .05; - player[i].forwardkeydown = 1; - - - if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { - if (!player[i].avoidsomething) - player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); - rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); - leftdist = distsq(&leftpos, &player[i].avoidwhere); - rightdist = distsq(&rightpos, &player[i].avoidwhere); - if (leftdist < rightdist) - player[i].targetyaw += 90; - else - player[i].targetyaw -= 90; + } else { + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + } } } } - - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].attackkeydown = 0; - player[i].throwkeydown = 1; - player[i].crouchkeydown = 0; - if (player[i].animTarget != crouchremoveknifeanim && - player[i].animTarget != removeknifeanim) - player[i].throwtogglekeydown = 0; - player[i].drawkeydown = 0; - } - if (player[i].collided < 1 || player[i].animTarget != jumpupanim) - player[i].jumpkeydown = 0; - if ((player[i].collided > .8 && player[i].jumppower >= 5)) - player[i].jumpkeydown = 1; - } - - if (player[i].aitype == attacktypecutoff) { - player[i].aiupdatedelay -= multiplier; - //dodge or reverse rabbit kicks, knife throws, flips - if (player[i].damage < player[i].damagetolerance * 2 / 3) - if ((player[0].animTarget == rabbitkickanim || - player[0].animTarget == knifethrowanim || - (player[0].isFlip() && - normaldotproduct(player[0].facing, player[0].coords - player[i].coords) < 0)) && - !player[0].skeleton.free && - (player[i].aiupdatedelay < .1)) { - player[i].attackkeydown = 0; - if (player[i].isIdle()) - player[i].crouchkeydown = 1; - if (player[0].animTarget != rabbitkickanim && player[0].weaponactive != -1) { - if (weapons[player[0].weaponids[0]].getType() == knife) { - if (player[i].isIdle() || player[i].isCrouch() || player[i].isRun() || player[i].isFlip()) { - if (abs(Random() % 2 == 0)) - player[i].setAnimation(backhandspringanim); - else - player[i].setAnimation(rollanim); - player[i].targetyaw += 90 * (abs(Random() % 2) * 2 - 1); - player[i].wentforweapon = 0; - } - if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim) - player[i].setAnimation(flipanim); + 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)) { + oldattackkey = 1; + Person::players[k]->setTargetAnimation(rabbitkickanim); } } - player[i].forwardkeydown = 0; - player[i].aiupdatedelay = .02; - } - //get confused by flips - if (player[0].isFlip() && - !player[0].skeleton.free && - player[0].animTarget != walljumprightkickanim && - player[0].animTarget != walljumpleftkickanim) { - if (distsq(&player[0].coords, &player[i].coords) < 25) - if ((1 - player[i].damage / player[i].damagetolerance) > .5) - player[i].stunned = 1; - } - //go for weapon on the ground - if (player[i].wentforweapon < 3) - for (int k = 0; k < weapons.size(); k++) - if (player[i].creature != wolftype) - if (player[i].num_weapons == 0 && - weapons[k].owner == -1 && - weapons[i].velocity.x == 0 && - weapons[i].velocity.z == 0 && - weapons[i].velocity.y == 0) { - if (distsq(&player[i].coords, &weapons[k].position) < 16) { - player[i].wentforweapon++; - player[i].lastchecktime = 6; - player[i].aitype = getweapontype; - player[i].ally = -1; - } + //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; } - //dodge/reverse walljump kicks - if (player[i].damage < player[i].damagetolerance / 2) - if (animation[player[i].animTarget].height != highheight) - if (player[i].damage < player[i].damagetolerance * .5 && - ((player[0].animTarget == walljumprightkickanim || - player[0].animTarget == walljumpleftkickanim) && - ((player[i].aiupdatedelay < .15 && - difficulty == 2) || - (player[i].aiupdatedelay < .08 && - difficulty != 2)))) { - player[i].crouchkeydown = 1; - } - //walked off a ledge (?) - if (player[i].isRun() && !player[i].onground) - if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) { - XYZ test2 = player[i].coords + player[i].facing; - test2.y += 5; - XYZ test = player[i].coords + player[i].facing; - test.y -= 10; - j = checkcollide(test2, test, player[i].laststanding); - if (j == -1) - j = checkcollide(test2, test); - if (j == -1) { - player[i].velocity = 0; - player[i].setAnimation(player[i].getStop()); - player[i].targetyaw += 180; - player[i].stunned = .5; - player[i].aitype = pathfindtype; - player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint = -1; - player[i].targetpathfindpoint = -1; - player[i].lastpathfindpoint = -1; - player[i].lastpathfindpoint2 = -1; - player[i].lastpathfindpoint3 = -1; - player[i].lastpathfindpoint4 = -1; - } else - player[i].laststanding = j; - } - //lose sight of player in the air (?) - if (player[0].coords.y > player[i].coords.y + 5 && - animation[player[0].animTarget].height != highheight && - !player[0].onterrain) { - player[i].aitype = pathfindtype; - player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint = -1; - player[i].targetpathfindpoint = -1; - player[i].lastpathfindpoint = -1; - player[i].lastpathfindpoint2 = -1; - player[i].lastpathfindpoint3 = -1; - player[i].lastpathfindpoint4 = -1; - } - //it's time to think (?) - if (player[i].aiupdatedelay < 0 && - !animation[player[i].animTarget].attack && - player[i].animTarget != staggerbackhighanim && - player[i].animTarget != staggerbackhardanim && - player[i].animTarget != backhandspringanim && - player[i].animTarget != dodgebackanim) { - //draw weapon - if (player[i].weaponactive == -1 && player[i].num_weapons > 0) - player[i].drawkeydown = Random() % 2; - else - player[i].drawkeydown = 0; - player[i].rabbitkickenabled = Random() % 2; - //chase player - XYZ rotatetarget = player[0].coords + player[0].velocity; - XYZ targetpoint = player[0].coords; - if (distsq(&player[0].coords, &player[i].coords) < - distsq(&rotatetarget, &player[i].coords)) - targetpoint += player[0].velocity * - findDistance(&player[0].coords, &player[i].coords) / findLength(&player[i].velocity); - player[i].targetyaw = roughDirectionTo(player[i].coords, targetpoint); - player[i].lookyaw = player[i].targetyaw; - player[i].aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000); - - if (distsq(&player[i].coords, &player[0].coords) > 5 && (player[0].weaponactive == -1 || player[i].weaponactive != -1)) - player[i].forwardkeydown = 1; - else if ((distsq(&player[i].coords, &player[0].coords) > 16 || - distsq(&player[i].coords, &player[0].coords) < 9) && - player[0].weaponactive != -1) - player[i].forwardkeydown = 1; - else if (Random() % 6 == 0 || (player[i].creature == wolftype && Random() % 3 == 0)) - player[i].forwardkeydown = 1; - else - player[i].forwardkeydown = 0; - //chill out around the corpse - if (player[0].dead) { - player[i].forwardkeydown = 0; - if (Random() % 10 == 0) - player[i].forwardkeydown = 1; - if (Random() % 100 == 0) { - player[i].aitype = pathfindtype; - player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint = -1; - player[i].targetpathfindpoint = -1; - player[i].lastpathfindpoint = -1; - player[i].lastpathfindpoint2 = -1; - player[i].lastpathfindpoint3 = -1; - player[i].lastpathfindpoint4 = -1; } } - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].crouchkeydown = 0; - player[i].throwkeydown = 0; - - if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) - player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); - //attack!!! - if (Random() % 2 == 0 || player[i].weaponactive != -1 || player[i].creature == wolftype) - player[i].attackkeydown = 1; - else - player[i].attackkeydown = 0; - if (player[i].isRun() && Random() % 6 && distsq(&player[i].coords, &player[0].coords) > 7) - player[i].attackkeydown = 0; - - //TODO: wat - if (player[i].aitype != playercontrolled && - (player[i].isIdle() || - player[i].isCrouch() || - player[i].isRun())) { - int target = -2; - for (int j = 0; j < numplayers; j++) - if (j != i && !player[j].skeleton.free && - player[j].hasvictim && - (tutoriallevel == 1 && reversaltrain || - Random() % 2 == 0 && difficulty == 2 || - Random() % 4 == 0 && difficulty == 1 || - Random() % 8 == 0 && difficulty == 0 || - player[j].lastattack2 == player[j].animTarget && - player[j].lastattack3 == player[j].animTarget && - (Random() % 2 == 0 || difficulty == 2) || - (player[i].isIdle() || player[i].isRun()) && - player[j].weaponactive != -1 || - player[j].animTarget == swordslashanim && - player[i].weaponactive != -1 || - player[j].animTarget == staffhitanim || - player[j].animTarget == staffspinhitanim)) - if (distsq(&player[j].coords, &player[j].victim->coords) < 4 && - player[j].victim == &player[i] && - (player[j].animTarget == sweepanim || - player[j].animTarget == spinkickanim || - player[j].animTarget == staffhitanim || - player[j].animTarget == staffspinhitanim || - player[j].animTarget == winduppunchanim || - player[j].animTarget == upunchanim || - player[j].animTarget == wolfslapanim || - player[j].animTarget == knifeslashstartanim || - player[j].animTarget == swordslashanim && - (distsq(&player[j].coords, &player[i].coords) < 2 || - player[i].weaponactive != -1))) { - if (target >= 0) - target = -1; - else - target = j; - } - if (target >= 0) - player[target].Reverse(); - } - - if (player[i].collided < 1) - player[i].jumpkeydown = 0; - if (player[i].collided > .8 && player[i].jumppower >= 5 || - distsq(&player[i].coords, &player[0].coords) > 400 && - player[i].onterrain && - player[i].creature == rabbittype) - player[i].jumpkeydown = 1; - //TODO: why are we controlling the human? - if (normaldotproduct(player[i].facing, player[0].coords - player[i].coords) > 0) - player[0].jumpkeydown = 0; - if (player[0].animTarget == jumpdownanim && - distsq(&player[0].coords, &player[i].coords) < 40) - player[i].crouchkeydown = 1; - if (player[i].jumpkeydown) - player[i].attackkeydown = 0; - - if (tutoriallevel == 1) - if (!canattack) - player[i].attackkeydown = 0; - - - XYZ facing = player[i].coords; - XYZ flatfacing = player[0].coords; - facing.y += player[i].jointPos(head).y * player[i].scale; - flatfacing.y += player[0].jointPos(head).y * player[0].scale; - if (player[i].occluded >= 2) - if (-1 != checkcollide(facing, flatfacing)) { - if (!player[i].pause) - player[i].lastseentime -= .2; - if (player[i].lastseentime <= 0 && - (player[i].creature != wolftype || - player[i].weaponstuck == -1)) { - player[i].aitype = searchtype; - player[i].lastchecktime = 12; - player[i].lastseen = player[0].coords; - player[i].lastseentime = 12; - } - } else - player[i].lastseentime = 1; - } - } - if (animation[player[0].animTarget].height == highheight && - (player[i].aitype == attacktypecutoff || - player[i].aitype == searchtype)) - if (player[0].coords.y > terrain.getHeight(player[0].coords.x, player[0].coords.z) + 10) { - XYZ test = player[0].coords; - test.y -= 40; - if (-1 == checkcollide(player[0].coords, test)) - player[i].stunned = 1; - } - //stunned - if (player[i].aitype == passivetype && !(player[i].numwaypoints > 1) || - player[i].stunned > 0 || - player[i].pause && player[i].damage > player[i].superpermanentdamage) { - if (player[i].pause) - player[i].lastseentime = 1; - player[i].targetyaw = player[i].yaw; - player[i].forwardkeydown = 0; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].jumpkeydown = 0; - player[i].attackkeydown = 0; - player[i].crouchkeydown = 0; - player[i].throwkeydown = 0; - } - - - XYZ facing; - facing = 0; - facing.z = -1; - - XYZ flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0); - facing = flatfacing; - - if (player[i].aitype == attacktypecutoff) { - player[i].targetheadyaw = 180 - roughDirectionTo(player[i].coords, player[0].coords); - player[i].targetheadpitch = pitchTo(player[i].coords, player[0].coords); - } else if (player[i].howactive >= typesleeping) { - player[i].targetheadyaw = player[i].targetyaw; - player[i].targetheadpitch = 0; - } else { - if (player[i].interestdelay <= 0) { - player[i].interestdelay = .7 + (float)(abs(Random() % 100)) / 100; - player[i].headtarget = player[i].coords; - player[i].headtarget.x += (float)(abs(Random() % 200) - 100) / 100; - player[i].headtarget.z += (float)(abs(Random() % 200) - 100) / 100; - player[i].headtarget.y += (float)(abs(Random() % 200) - 100) / 300; - player[i].headtarget += player[i].facing * 1.5; - } - player[i].targetheadyaw = 180 - roughDirectionTo(player[i].coords, player[i].headtarget); - player[i].targetheadpitch = pitchTo(player[i].coords, player[i].headtarget); - } - } -} - - - -void updateSettingsMenu() -{ - char sbuf[256]; - if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59) - sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight); - else - sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); - Menu::setText(0, sbuf); - if (newdetail == 0) Menu::setText(1, "Detail: Low"); - if (newdetail == 1) Menu::setText(1, "Detail: Medium"); - if (newdetail == 2) Menu::setText(1, "Detail: High"); - if (bloodtoggle == 0) Menu::setText(2, "Blood: Off"); - if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail"); - if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)"); - if (difficulty == 0) Menu::setText(3, "Difficulty: Easier"); - if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult"); - if (difficulty == 2) Menu::setText(3, "Difficulty: Insane"); - Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)"); - Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled"); - Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled"); - Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No"); - sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5)); - Menu::setText(10, sbuf); - sprintf (sbuf, "Volume: %d%%", (int)(volume * 100)); - Menu::setText(11, sbuf); - Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off"); - if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth) - sprintf (sbuf, "Back"); - else - sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)"); - Menu::setText(8, sbuf); -} - -void updateStereoConfigMenu() -{ - char sbuf[256]; - sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); - Menu::setText(0, sbuf); - sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); - Menu::setText(1, sbuf); - sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); - Menu::setText(2, sbuf); -} - -void updateControlsMenu() -{ - Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey))); - Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey))); - Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey))); - Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey))); - Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey))); - Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey))); - Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey))); - Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey))); - Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey))); - if (debugmode) - Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey))); -} - -/* -Values of mainmenu : -1 Main menu -2 Menu pause (resume/end game) -3 Option menu -4 Controls configuration menu -5 Main game menu (choose level or challenge) -6 Deleting user menu -7 User managment menu (select/add) -8 Choose difficulty menu -9 Challenge level selection menu -10 End of the campaign congratulation (is that really a menu?) -11 Same that 9 ??? => unused -18 stereo configuration -*/ - -void Game::LoadMenu() -{ - Menu::clearMenu(); - switch (mainmenu) { - case 1: - case 2: - Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128); - Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32); - Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32); - Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32); - break; - case 3: - Menu::addButton( 0, "", 10 + 20, 440); - Menu::addButton( 1, "", 10 + 60, 405); - Menu::addButton( 2, "", 10 + 70, 370); - Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000); - Menu::addButton( 4, "", 10 , 335); - Menu::addButton( 5, "", 10 + 60, 300); - Menu::addButton( 6, "", 10 + 70, 265); - Menu::addButton( 9, "", 10 , 230); - Menu::addButton(10, "", 20 , 195); - Menu::addButton(11, "", 10 + 60, 160); - Menu::addButton(13, "", 30 , 125); - Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90); - Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55); - Menu::addButton(8, "Back", 10, 10); - updateSettingsMenu(); - break; - case 4: - Menu::addButton(0, "", 10 , 400); - Menu::addButton(1, "", 10 + 40, 360); - Menu::addButton(2, "", 10 + 40, 320); - Menu::addButton(3, "", 10 + 30, 280); - Menu::addButton(4, "", 10 + 20, 240); - Menu::addButton(5, "", 10 + 40, 200); - Menu::addButton(6, "", 10 + 40, 160); - Menu::addButton(7, "", 10 + 30, 120); - Menu::addButton(8, "", 10 + 20, 80); - if (debugmode) - Menu::addButton(9, "", 10 + 10, 40); - Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10); - updateControlsMenu(); - break; - case 5: { - LoadCampaign(); - Menu::addLabel(-1, accountactive->getName(), 5, 400); - Menu::addButton(1, "Tutorial", 5, 300); - Menu::addButton(2, "Challenge", 5, 240); - Menu::addButton(3, "Delete User", 400, 10); - Menu::addButton(4, "Main Menu", 5, 10); - Menu::addButton(5, "Change User", 5, 180); - Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420); - - //show campaign map - //with (2,-5) offset from old code - Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400); - //show levels - int numlevels = accountactive->getCampaignChoicesMade(); - numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1; - for (int i = 0; i < numlevels; i++) { - XYZ midpoint = campaignlevels[i].getCenter(); - float itemsize = campaignlevels[i].getWidth(); - const bool active = i >= accountactive->getCampaignChoicesMade(); - if (!active) - itemsize /= 2; - - if (i >= 1) { - XYZ start = campaignlevels[i - 1].getCenter(); - Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0); - } - Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture, - midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0); - - if (active) { - Menu::addMapLabel(-2, campaignlevels[i].description, - campaignlevels[i].getStartX() + 10, - campaignlevels[i].getStartY() - 4); } } } - break; - case 6: - Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400); - Menu::addButton(1, "Yes", 10, 360); - Menu::addButton(2, "No", 10, 320); - break; - case 7: - if (Account::getNbAccounts() < 8) - Menu::addButton(0, "New User", 10, 400); - else - Menu::addLabel(0, "No More Users", 10, 400); - Menu::addLabel(-2, "", 20, 400); - Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10); - for (int i = 0; i < Account::getNbAccounts(); i++) - Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1)); - break; - case 8: - Menu::addButton(0, "Easier", 10, 400); - Menu::addButton(1, "Difficult", 10, 360); - Menu::addButton(2, "Insane", 10, 320); - break; - case 9: - for (int i = 0; i < numchallengelevels; i++) { - char temp[255]; - string name = ""; - sprintf (temp, "Level %d", i + 1); - for (int j = strlen(temp); j < 17; j++) - strcat(temp, " "); - name += temp; - sprintf (temp, "%d", (int)accountactive->getHighScore(i)); - for (int j = strlen(temp); j < (32 - 17); j++) - strcat(temp, " "); - name += temp; - sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60)); - if ((int)(accountactive->getFastTime(i)) % 60 < 10) - strcat(temp, "0"); - name += temp; - sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60); - name += temp; - - Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0); - } - - Menu::addButton(-1, " High Score Best Time", 10, 440); - Menu::addButton(numchallengelevels, "Back", 10, 10); - break; - case 10: { - Menu::addLabel(0, "Congratulations!", 220, 330); - Menu::addLabel(1, "You have avenged your family and", 140, 300); - Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270); - Menu::addButton(3, "Back", 10, 10); - char sbuf[256]; - sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore()); - Menu::addLabel(4, sbuf, 190, 200); - sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore()); - Menu::addLabel(5, sbuf, 190, 180); - } - break; - case 18: - Menu::addButton(0, "", 70, 400); - Menu::addButton(1, "", 10, 360); - Menu::addButton(2, "", 40, 320); - Menu::addButton(3, "Back", 10, 10); - updateStereoConfigMenu(); - break; - } } -extern SDL_Rect **resolutions; - -void MenuTick() +void doPlayerCollisions() { - //menu buttons - selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight); + static XYZ rotatetarget; + static float collisionradius; + if (Person::players.size() > 1) { + for (unsigned k = 0; k < Person::players.size(); k++) { + 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)) { + 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)) { + //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) { + //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) { + if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) { + if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) { + 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 (Person::players[i]->onfire || Person::players[k]->onfire) { + if (!Person::players[i]->onfire) { + Person::players[i]->CatchFire(); + } + if (!Person::players[k]->onfire) { + Person::players[k]->CatchFire(); + } + } + } - // some specific case where we do something even if the left mouse button is not pressed. - if ((mainmenu == 5) && (endgame == 2)) { - accountactive->endGame(); - endgame = 0; - } - if (mainmenu == 10) - endgame = 2; - if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) { - stereoseparation -= 0.001; - updateStereoConfigMenu(); - } + XYZ tempcoords1 = Person::players[i]->coords; + XYZ tempcoords2 = Person::players[k]->coords; + if (!Person::players[i]->skeleton.oldfree) { + tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale; + } + if (!Person::players[k]->skeleton.oldfree) { + tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale; + } + collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + if (Person::players[0]->hasvictim) { + 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)) { + //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]->coords.y = Person::players[l]->coords.y; + Person::players[l]->velocity = Person::players[0]->velocity; + Person::players[l]->skeleton.free = 0; + Person::players[l]->yaw = 0; + Person::players[l]->RagDoll(0); + Person::players[l]->DoDamage(20); + camerashake += .3; + Person::players[l]->skeleton.longdead = 0; + Person::players[0]->lastcollide = 1; + } + } - static int oldmainmenu = mainmenu; + 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)) { + 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()) && + (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 (!Tutorial::active) { + emit_sound_at(heavyimpactsound, Person::players[i]->coords); + } - char sbuf[256]; + Person::players[i]->RagDoll(0); + if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) { + award_bonus(0, aimbonus); + } + Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4); + Person::players[k]->RagDoll(0); + if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) { + award_bonus(0, aimbonus); // Huh, again? + } + Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); - if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - switch (mainmenu) { - case 1: - case 2: - switch (selected) { - case 1: - if (gameon) { //resume - mainmenu = 0; - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } else { //new game - fireSound(firestartsound); - flash(); - mainmenu = (accountactive ? 5 : 7); - selected = -1; - } - break; - case 2: //options - fireSound(); - flash(); - mainmenu = 3; - if (newdetail > 2) - newdetail = detail; - if (newdetail < 0) - newdetail = detail; - if (newscreenwidth > 3000) - newscreenwidth = screenwidth; - if (newscreenwidth < 0) - newscreenwidth = screenwidth; - if (newscreenheight > 3000) - newscreenheight = screenheight; - if (newscreenheight < 0) - newscreenheight = screenheight; - break; - case 3: - fireSound(); - flash(); - if (gameon) { //end game - gameon = 0; - mainmenu = 1; - } else { //quit - tryquit = 1; - pause_sound(stream_menutheme); - } - break; - } - break; - case 3: - fireSound(); - bool isCustomResolution, found; - switch (selected) { - case 0: - isCustomResolution = true; - found = false; - for (int i = 0; (!found) && (resolutions[i]); i++) { - if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) - isCustomResolution = false; - - if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { - i++; - if (resolutions[i] != NULL) { - newscreenwidth = (int) resolutions[i]->w; - newscreenheight = (int) resolutions[i]->h; - } else if (isCustomResolution) { - if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } else { - newscreenwidth = screenwidth; - newscreenheight = screenheight; + for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { + Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; + } + 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 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[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]->setTargetAnimation(Person::players[k]->getStop()); + } else if (Person::players[k]->howactive == typesleeping) { + 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]->setTargetAnimation(Person::players[k]->getStop()); + } else { + Person::players[i]->setTargetAnimation(getupfromfrontanim); + } + if (!editorenabled) { + Person::players[i]->howactive = typeactive; + } + } + } + } + //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]->velocity = Person::players[k]->velocity; + Person::players[k]->velocity = Person::players[k]->velocity * -.5; + Person::players[k]->velocity.y = Person::players[i]->velocity.y; + Person::players[i]->DoDamage(20); + Person::players[i]->RagDoll(0); + Person::players[k]->lastcollide = 1; + 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]->velocity = Person::players[i]->velocity; + Person::players[i]->velocity = Person::players[i]->velocity * -.3; + Person::players[i]->velocity.y = Person::players[k]->velocity.y; + Person::players[k]->DoDamage(20); + Person::players[k]->RagDoll(0); + Person::players[i]->lastcollide = 1; + award_bonus(i, AboveBonus); + } + } + } + } + } + Person::players[i]->CheckKick(); + Person::players[k]->CheckKick(); + } + } + } + } + } + } + } + } } - } else { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; } - found = true; - } - } - - if (!found) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - break; - case 1: - newdetail++; - if (newdetail > 2) - newdetail = 0; - break; - case 2: - bloodtoggle++; - if (bloodtoggle > 2) - bloodtoggle = 0; - break; - case 3: - difficulty++; - if (difficulty > 2) - difficulty = 0; - break; - case 4: - ismotionblur = !ismotionblur; - break; - case 5: - decals = !decals; - break; - case 6: - musictoggle = !musictoggle; - if (musictoggle) { - emit_stream_np(stream_menutheme); - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for (int i = 0; i < 4; i++) { - oldmusicvolume[i] = 0; - musicvolume[i] = 0; - } - } - break; - case 7: // controls - flash(); - mainmenu = 4; - selected = -1; - keyselect = -1; - break; - case 8: - flash(); - SaveSettings(); - mainmenu = gameon ? 2 : 1; - break; - case 9: - invertmouse = !invertmouse; - break; - case 10: - usermousesensitivity += .2; - if (usermousesensitivity > 2) - usermousesensitivity = .2; - break; - case 11: - volume += .1f; - if (volume > 1.0001f) - volume = 0; - OPENAL_SetSFXMasterVolume((int)(volume * 255)); - break; - case 12: - flash(); - newstereomode = stereomode; - mainmenu = 18; - keyselect = -1; - break; - case 13: - showdamagebar = !showdamagebar; - break; - } - updateSettingsMenu(); - break; - case 4: - if (!waiting) { - fireSound(); - if (selected < (debugmode ? 10 : 9) && keyselect == -1) - keyselect = selected; - if (keyselect != -1) - setKeySelected(); - if (selected == (debugmode ? 10 : 9)) { - flash(); - mainmenu = 3; - } - } - updateControlsMenu(); - break; - case 5: - fireSound(); - flash(); - if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { - startbonustotal = 0; - - loading = 2; - loadtime = 0; - targetlevel = 7; - if (firstload) - TickOnceAfter(); - else - LoadStuff(); - whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade(); - actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0); - visibleloading = 1; - stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); - campaign = 1; - mainmenu = 0; - gameon = 1; - pause_sound(stream_menutheme); - } - switch (selected) { - case 1: - startbonustotal = 0; - - loading = 2; - loadtime = 0; - targetlevel = -1; - if (firstload) { - TickOnceAfter(); - } else - LoadStuff(); - Loadlevel(-1); - - mainmenu = 0; - gameon = 1; - pause_sound(stream_menutheme); - break; - case 2: - mainmenu = 9; - break; - case 3: - mainmenu = 6; - break; - case 4: - mainmenu = (gameon ? 2 : 1); - break; - case 5: - mainmenu = 7; - break; - case 6: - vector campaigns = ListCampaigns(); - vector::iterator c; - if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) { - if (!campaigns.empty()) - accountactive->setCurrentCampaign(campaigns.front()); - } else { - c++; - if (c == campaigns.end()) - c = campaigns.begin(); - accountactive->setCurrentCampaign(*c); - } - LoadMenu(); - break; - } - break; - case 6: - fireSound(); - if (selected == 1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu = 7; - } else if (selected == 2) { - flash(); - mainmenu = 5; - } - break; - case 7: - fireSound(); - if (selected == 0 && Account::getNbAccounts() < 8) { - entername = 1; - } else if (selected < Account::getNbAccounts() + 1) { - flash(); - mainmenu = 5; - accountactive = Account::get(selected - 1); - } else if (selected == Account::getNbAccounts() + 1) { - flash(); - if (accountactive) - mainmenu = 5; - else - mainmenu = 1; - for (int j = 0; j < 255; j++) { - displaytext[0][j] = 0; - } - displaychars[0] = 0; - displayselected = 0; - entername = 0; - } - break; - case 8: - fireSound(); - flash(); - if (selected <= 2) - accountactive->setDifficulty(selected); - mainmenu = 5; - break; - case 9: - if (selected < numchallengelevels && selected <= accountactive->getProgress()) { - fireSound(); - flash(); - - startbonustotal = 0; - - loading = 2; - loadtime = 0; - targetlevel = selected; - if (firstload) - TickOnceAfter(); - else - LoadStuff(); - Loadlevel(selected); - campaign = 0; - - mainmenu = 0; - gameon = 1; - pause_sound(stream_menutheme); - } - if (selected == numchallengelevels) { - fireSound(); - flash(); - mainmenu = 5; - } - break; - case 10: - if (selected == 3) { - fireSound(); - flash(); - mainmenu = 5; - } - break; - case 18: - if (selected == 1) - stereoseparation += 0.001; - else { - fireSound(); - if (selected == 0) { - newstereomode = (StereoMode)(newstereomode + 1); - while (!CanInitStereo(newstereomode)) { - printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); - newstereomode = (StereoMode)(newstereomode + 1); - if (newstereomode >= stereoCount) - newstereomode = stereoNone; } - } else if (selected == 2) { - stereoreverse = !stereoreverse; - } else if (selected == 3) { - flash(); - mainmenu = 3; - - stereomode = newstereomode; - InitStereo(stereomode); - } - } - updateStereoConfigMenu(); - break; - } - } - - if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { - tryquit = 1; - if (mainmenu == 3) { - SaveSettings(); - } - } - - OPENAL_SetFrequency(channels[stream_menutheme], 22050); - - if (entername) { - inputText(displaytext[0], &displayselected, &displaychars[0]); - if (!waiting) { // the input as finished - if (displaychars[0]) { // with enter - accountactive = Account::add(string(displaytext[0])); - - mainmenu = 8; - - flash(); - - fireSound(firestartsound); - - for (int i = 0; i < 255; i++) { - displaytext[0][i] = 0; } - displaychars[0] = 0; - - displayselected = 0; } - entername = 0; - LoadMenu(); - } - - displayblinkdelay -= multiplier; - if (displayblinkdelay <= 0) { - displayblinkdelay = .3; - displayblink = 1 - displayblink; } } - - if (entername) { - Menu::setText(0, displaytext[0], 20, 400, -1, -1); - Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); - } - - if (oldmainmenu != mainmenu) - LoadMenu(); - oldmainmenu = mainmenu; - } void Game::Tick() @@ -6430,45 +2949,44 @@ void Game::Tick() static XYZ facing, flatfacing; static int target; - for (int i = 0; i < 15; i++) { - displaytime[i] += multiplier; - } - - keyboardfrozen = false; Input::Tick(); - if (Input::isKeyPressed(SDLK_F6)) { - if (Input::isKeyDown(SDLK_LSHIFT)) + if (Input::isKeyPressed(SDL_SCANCODE_F6)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { stereoreverse = true; - else + } else { stereoreverse = false; + } - if (stereoreverse) + if (stereoreverse) { printf("Stereo reversed\n"); - else + } else { printf("Stereo unreversed\n"); + } } - if (Input::isKeyDown(SDLK_F7)) { - if (Input::isKeyDown(SDLK_LSHIFT)) + if (Input::isKeyDown(SDL_SCANCODE_F7)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { stereoseparation -= 0.001; - else + } else { stereoseparation -= 0.010; + } printf("Stereo decreased increased to %f\n", stereoseparation); } - if (Input::isKeyDown(SDLK_F8)) { - if (Input::isKeyDown(SDLK_LSHIFT)) + if (Input::isKeyDown(SDL_SCANCODE_F8)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { stereoseparation += 0.001; - else + } else { stereoseparation += 0.010; + } printf("Stereo separation increased to %f\n", stereoseparation); } - - if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) { - if (tutorialstage != 51) - tutorialstagetime = tutorialmaxtime; + if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) { + if (Tutorial::stage != 51) { + Tutorial::stagetime = Tutorial::maxtime; + } emit_sound_np(consolefailsound, 128.); } @@ -6490,8 +3008,9 @@ void Game::Tick() if (!console) { //campaign over? - if (mainmenu && endgame == 1) + if (mainmenu && endgame == 1) { mainmenu = 10; + } //go to level select after completing a campaign level if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) { mainmenu = 5; @@ -6500,24 +3019,24 @@ void Game::Tick() fireSound(); flash(); if (musictoggle) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - LoadMenu(); + Menu::Load(); } //escape key pressed - if (Input::isKeyPressed(SDLK_ESCAPE) && - (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) { + if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && + (gameon || mainmenu == 0)) { selected = -1; - if (mainmenu == 0 && !winfreeze) + if (mainmenu == 0 && !winfreeze) { mainmenu = 2; //pause - else if (mainmenu == 1 || mainmenu == 2) { + } else if (mainmenu == 1 || mainmenu == 2) { mainmenu = 0; //unpause } //play menu theme if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } @@ -6526,105 +3045,53 @@ void Game::Tick() pause_sound(stream_menutheme); resume_stream(leveltheme); } - //finished with settings menu - if (mainmenu == 3) { - SaveSettings(); - } - //effects - if (mainmenu >= 3 && mainmenu != 8) { - fireSound(); - flash(); - } - //go back - switch (mainmenu) { - case 3: - case 5: - mainmenu = gameon ? 2 : 1; - break; - case 4: - case 18: - mainmenu = 3; - break; - case 6: - case 7: - case 9: - case 10: - mainmenu = 5; - break; - } } } if (mainmenu) { - MenuTick(); + Menu::Tick(); } if (!mainmenu) { - if (hostile == 1) + if (hostile == 1) { hostiletime += multiplier; - else + } else { hostiletime = 0; - if (!winfreeze) + } + if (!winfreeze) { leveltime += multiplier; + } //keys - if (Input::isKeyPressed(SDLK_v) && debugmode) { - freeze = 1 - freeze; + if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) { + freeze = !freeze; if (freeze) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } - } - - if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode) - chatting = 1; - - if (chatting) { - inputText(displaytext[0], &displayselected, &displaychars[0]); - if (!waiting) { - if (displaychars[0]) { - for (int j = 0; j < 255; j++) - displaytext[0][j] = 0; - displaychars[0] = 0; - displayselected = 0; - } - chatting = 0; - } - - displayblinkdelay -= multiplier; - if (displayblinkdelay <= 0) { - displayblinkdelay = .3; - displayblink = 1 - displayblink; + OPENAL_SetFrequency(OPENAL_ALL); } } - if (chatting) - keyboardfrozen = true; - if (Input::isKeyPressed(consolekey) && debugmode) { + if (Input::isKeyPressed(consolekey) && devtools) { console = !console; if (console) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); } else { freeze = 0; waiting = false; } } - if (console) + if (console) { freeze = 1; - if (console && !Input::isKeyDown(SDLK_LMETA)) { - inputText(consoletext[0], &consoleselected, &consolechars[0]); + } + if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) { + inputText(consoletext[0], &consoleselected); if (!waiting) { - if (consolechars[0] > 0) { - consoletext[0][consolechars[0]] = '\0'; + if (!consoletext[0].empty()) { cmd_dispatch(consoletext[0]); for (int k = 14; k >= 1; k--) { - for (int j = 0; j < 255; j++) - consoletext[k][j] = consoletext[k - 1][j]; - consolechars[k] = consolechars[k - 1]; + consoletext[k] = consoletext[k - 1]; } - for (int j = 0; j < 255; j++) - consoletext[0][j] = 0; - consolechars[0] = 0; + consoletext[0].clear(); consoleselected = 0; } } @@ -6632,33 +3099,27 @@ void Game::Tick() consoleblinkdelay -= multiplier; if (consoleblinkdelay <= 0) { consoleblinkdelay = .3; - consoleblink = 1 - consoleblink; - } - } - - - - if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { - tryquit = 1; - if (mainmenu == 3) { - SaveSettings(); + consoleblink = !consoleblink; } } static int oldwinfreeze; if (winfreeze && !oldwinfreeze) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); emit_sound_np(consolesuccesssound); } - if (winfreeze == 0) + if (winfreeze == 0) { oldwinfreeze = winfreeze; - else + } else { oldwinfreeze++; + } - if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign) - if (winfreeze) + if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) { + if (winfreeze) { winfreeze = 0; - if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) { + } + } + if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) { if (console) { console = false; freeze = 0; @@ -6668,113 +3129,68 @@ void Game::Tick() } } - - if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { //dialogues static float talkdelay = 0; - if (indialogue != -1) + if (Dialog::inDialog()) { talkdelay = 1; - talkdelay -= multiplier; - - if (talkdelay <= 0 && indialogue == -1 && animation[player[0].animTarget].height != highheight) - for (int i = 0; i < numdialogues; i++) { - int realdialoguetype; - bool special; - if (dialoguetype[i] > 49) { - realdialoguetype = dialoguetype[i] - 50; - special = 1; - } else if (dialoguetype[i] > 39) { - realdialoguetype = dialoguetype[i] - 40; - special = 1; - } else if (dialoguetype[i] > 29) { - realdialoguetype = dialoguetype[i] - 30; - special = 1; - } else if (dialoguetype[i] > 19) { - realdialoguetype = dialoguetype[i] - 20; - special = 1; - } else if (dialoguetype[i] > 9) { - realdialoguetype = dialoguetype[i] - 10; - special = 1; - } else { - realdialoguetype = dialoguetype[i]; - special = 0; - } - if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) && - realdialoguetype < numplayers && - realdialoguetype > 0 && - (dialoguegonethrough[i] == 0 || !special) && - (special || Input::isKeyPressed(attackkey))) { - if (distsq(&player[0].coords, &player[realdialoguetype].coords) < 6 || - player[realdialoguetype].howactive >= typedead1 || - dialoguetype[i] > 40 && dialoguetype[i] < 50) { - whichdialogue = i; - for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) { - player[participantfocus[whichdialogue][j]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]]; - player[participantfocus[whichdialogue][j]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; - player[participantfocus[whichdialogue][j]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; - player[participantfocus[whichdialogue][j]].velocity = 0; - player[participantfocus[whichdialogue][j]].animTarget = player[participantfocus[whichdialogue][j]].getIdle(); - player[participantfocus[whichdialogue][j]].frameTarget = 0; - } - directing = 0; - indialogue = 0; - dialoguetime = 0; - dialoguegonethrough[i]++; - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - playdialogueboxsound(); - } - } - } + } + talkdelay -= multiplier; + + if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) { + for (unsigned i = 0; i < Dialog::dialogs.size(); i++) { + Dialog::dialogs[i].tick(i); } + } windvar += multiplier; smoketex += multiplier; - tutorialstagetime += multiplier; + Tutorial::stagetime += multiplier; //hotspots static float hotspotvisual[40]; - if (numhotspots) { + if (Hotspot::hotspots.size()) { XYZ hotspotsprite; - if (editorenabled) - for (int i = 0; i < numhotspots; i++) + if (editorenabled) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { hotspotvisual[i] -= multiplier / 320; + } + } - for (int i = 0; i < numhotspots; i++) { - //if(hotspottype[i]<=10) + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { while (hotspotvisual[i] < 0) { hotspotsprite = 0; - hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i]; + hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size; hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360); hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0); - hotspotsprite += hotspot[i]; + hotspotsprite += Hotspot::hotspots[i].position; Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4); - hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i]; + hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size; } } - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] <= 10 && hotspottype[i] > 0) { - hotspot[i] = player[hotspottype[i]].coords; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) { + Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords; } } } //Tutorial - if (tutoriallevel) { - doTutorial(); + if (Tutorial::active) { + Tutorial::Do(multiplier); } //bonuses - if (tutoriallevel != 1) { + 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) { @@ -6782,16 +3198,23 @@ 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 + } else { bonusnum[bonus] += 0.15; - if (tutoriallevel) + } + if (Tutorial::active) { bonusvalue = 0; - bonusvalue /= bonusnum[bonus]; + } + if (bonusvalue > 0) { + bonusvalue /= bonusnum[bonus]; + if (bonusvalue <= 0) { + bonusvalue = 0; + } + } bonustotal += bonusvalue; } bonustime += multiplier; @@ -6801,8 +3224,9 @@ void Game::Tick() precipdelay -= multiplier; while (precipdelay < 0) { precipdelay += .04; - if (!detail) + if (!detail) { precipdelay += .04; + } XYZ footvel, footpoint; footvel = 0; @@ -6814,40 +3238,38 @@ void Game::Tick() } } - doAerialAcrobatics(); - static XYZ oldviewer; //control keys - if (indialogue == -1) { - player[0].forwardkeydown = Input::isKeyDown(forwardkey); - player[0].leftkeydown = Input::isKeyDown(leftkey); - player[0].backkeydown = Input::isKeyDown(backkey); - player[0].rightkeydown = Input::isKeyDown(rightkey); - player[0].jumpkeydown = Input::isKeyDown(jumpkey); - player[0].crouchkeydown = Input::isKeyDown(crouchkey); - player[0].drawkeydown = Input::isKeyDown(drawkey); - player[0].throwkeydown = Input::isKeyDown(throwkey); + if (!Dialog::inDialog()) { + Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey); + Person::players[0]->leftkeydown = Input::isKeyDown(leftkey); + Person::players[0]->backkeydown = Input::isKeyDown(backkey); + Person::players[0]->rightkeydown = Input::isKeyDown(rightkey); + Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey); + Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey); + Person::players[0]->drawkeydown = Input::isKeyDown(drawkey); + Person::players[0]->throwkeydown = Input::isKeyDown(throwkey); } else { - player[0].forwardkeydown = 0; - player[0].leftkeydown = 0; - player[0].backkeydown = 0; - player[0].rightkeydown = 0; - player[0].jumpkeydown = 0; - player[0].crouchkeydown = 0; - player[0].drawkeydown = 0; - player[0].throwkeydown = 0; + Person::players[0]->forwardkeydown = 0; + Person::players[0]->leftkeydown = 0; + Person::players[0]->backkeydown = 0; + Person::players[0]->rightkeydown = 0; + Person::players[0]->jumpkeydown = 0; + Person::players[0]->crouchkeydown = 0; + Person::players[0]->drawkeydown = 0; + Person::players[0]->throwkeydown = 0; } - if (!player[0].jumpkeydown) - player[0].jumpclimb = 0; - + if (!Person::players[0]->jumpkeydown) { + Person::players[0]->jumpclimb = 0; + } - if (indialogue != -1) { + if (Dialog::inDialog()) { cameramode = 1; - if (directing) { + if (Dialog::directing) { facing = 0; facing.z = -1; @@ -6859,172 +3281,206 @@ void Game::Tick() flatfacing = DoRotation(flatfacing, 0, -yaw, 0); - if (Input::isKeyDown(forwardkey)) + if (Input::isKeyDown(forwardkey)) { viewer += facing * multiplier * 4; - if (Input::isKeyDown(backkey)) + } + if (Input::isKeyDown(backkey)) { viewer -= facing * multiplier * 4; - if (Input::isKeyDown(leftkey)) + } + if (Input::isKeyDown(leftkey)) { viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4; - if (Input::isKeyDown(rightkey)) + } + if (Input::isKeyDown(rightkey)) { viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4; - if (Input::isKeyDown(jumpkey)) + } + if (Input::isKeyDown(jumpkey)) { viewer.y += multiplier * 4; - if (Input::isKeyDown(crouchkey)) + } + if (Input::isKeyDown(crouchkey)) { viewer.y -= multiplier * 4; - if ( Input::isKeyPressed(SDLK_1) || - Input::isKeyPressed(SDLK_2) || - Input::isKeyPressed(SDLK_3) || - Input::isKeyPressed(SDLK_4) || - Input::isKeyPressed(SDLK_5) || - Input::isKeyPressed(SDLK_6) || - Input::isKeyPressed(SDLK_7) || - Input::isKeyPressed(SDLK_8) || - Input::isKeyPressed(SDLK_9) || - Input::isKeyPressed(SDLK_0) || - Input::isKeyPressed(SDLK_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(SDLK_1)) whichend = 1; - if (Input::isKeyPressed(SDLK_2)) whichend = 2; - if (Input::isKeyPressed(SDLK_3)) whichend = 3; - if (Input::isKeyPressed(SDLK_4)) whichend = 4; - if (Input::isKeyPressed(SDLK_5)) whichend = 5; - if (Input::isKeyPressed(SDLK_6)) whichend = 6; - if (Input::isKeyPressed(SDLK_7)) whichend = 7; - if (Input::isKeyPressed(SDLK_8)) whichend = 8; - if (Input::isKeyPressed(SDLK_9)) whichend = 9; - if (Input::isKeyPressed(SDLK_0)) whichend = 0; - if (Input::isKeyPressed(SDLK_MINUS)) + 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) { - participantfocus[whichdialogue][indialogue] = whichend; - participantlocation[whichdialogue][whichend] = player[whichend].coords; - participantyaw[whichdialogue][whichend] = player[whichend].yaw; + Dialog::currentScene().participantfocus = whichend; + Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords; + Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw; } if (whichend == -1) { - participantfocus[whichdialogue][indialogue] = -1; + Dialog::currentScene().participantfocus = -1; } - if (player[participantfocus[whichdialogue][indialogue]].dead) { - indialogue = -1; - directing = 0; + /* FIXME: potentially accessing -1 in Person::players! */ + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } - dialoguecamera[whichdialogue][indialogue] = viewer; - dialoguecamerayaw[whichdialogue][indialogue] = yaw; - dialoguecamerapitch[whichdialogue][indialogue] = pitch; - indialogue++; - if (indialogue < numdialogueboxes[whichdialogue]) { - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - playdialogueboxsound(); + Dialog::currentScene().camera = viewer; + Dialog::currentScene().camerayaw = yaw; + Dialog::currentScene().camerapitch = pitch; + Dialog::indialogue++; + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); } } - for (int j = 0; j < numplayers; j++) { - participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j]; + for (unsigned j = 0; j < Person::players.size(); j++) { + Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j]; } } //TODO: should these be KeyDown or KeyPressed? - if ( Input::isKeyDown(SDLK_KP1) || - Input::isKeyDown(SDLK_KP2) || - Input::isKeyDown(SDLK_KP3) || - Input::isKeyDown(SDLK_KP4) || - Input::isKeyDown(SDLK_KP5) || - Input::isKeyDown(SDLK_KP6) || - Input::isKeyDown(SDLK_KP7) || - Input::isKeyDown(SDLK_KP8) || - Input::isKeyDown(SDLK_KP9) || - Input::isKeyDown(SDLK_KP0)) { + 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(SDLK_KP1)) whichend = 1; - if (Input::isKeyDown(SDLK_KP2)) whichend = 2; - if (Input::isKeyDown(SDLK_KP3)) whichend = 3; - if (Input::isKeyDown(SDLK_KP4)) whichend = 4; - if (Input::isKeyDown(SDLK_KP5)) whichend = 5; - if (Input::isKeyDown(SDLK_KP6)) whichend = 6; - if (Input::isKeyDown(SDLK_KP7)) whichend = 7; - if (Input::isKeyDown(SDLK_KP8)) whichend = 8; - if (Input::isKeyDown(SDLK_KP9)) whichend = 9; - if (Input::isKeyDown(SDLK_KP0)) whichend = 0; - participantfacing[whichdialogue][indialogue][whichend] = facing; + 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 (indialogue >= numdialogueboxes[whichdialogue]) { - indialogue = -1; - directing = 0; + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } } - if (!directing) { + if (!Dialog::directing) { pause_sound(whooshsound); - viewer = dialoguecamera[whichdialogue][indialogue]; + viewer = Dialog::currentScene().camera; viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1); - yaw = dialoguecamerayaw[whichdialogue][indialogue]; - pitch = dialoguecamerapitch[whichdialogue][indialogue]; - if (dialoguetime > 0.5) - if ( Input::isKeyPressed(SDLK_1) || - Input::isKeyPressed(SDLK_2) || - Input::isKeyPressed(SDLK_3) || - Input::isKeyPressed(SDLK_4) || - Input::isKeyPressed(SDLK_5) || - Input::isKeyPressed(SDLK_6) || - Input::isKeyPressed(SDLK_7) || - Input::isKeyPressed(SDLK_8) || - Input::isKeyPressed(SDLK_9) || - Input::isKeyPressed(SDLK_0) || - Input::isKeyPressed(SDLK_MINUS) || - Input::isKeyPressed(attackkey)) { - indialogue++; - if (indialogue < numdialogueboxes[whichdialogue]) { - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - playdialogueboxsound(); - if (dialogueboxsound[whichdialogue][indialogue] == -5) { - hotspot[numhotspots] = player[0].coords; - hotspotsize[numhotspots] = 10; - hotspottype[numhotspots] = -1; - - numhotspots++; + yaw = Dialog::currentScene().camerayaw; + pitch = Dialog::currentScene().camerapitch; + if (Dialog::dialoguetime > 0.5) { + if (Input::isKeyPressed(attackkey)) { + Dialog::indialogue++; + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); + if (Dialog::currentScene().sound == -5) { + Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10); } - if (dialogueboxsound[whichdialogue][indialogue] == -6) { + if (Dialog::currentScene().sound == -6) { hostile = 1; } - if (player[participantfocus[whichdialogue][indialogue]].dead) { - indialogue = -1; - directing = 0; + if (Person::players.at(Dialog::currentScene().participantfocus)->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } } } } - if (indialogue >= numdialogueboxes[whichdialogue]) { - indialogue = -1; - directing = 0; + } + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; - if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) { + if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) { hostile = 1; } - if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) { + if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) { windialogue = true; } - if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) { + if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) { hostile = 1; - for (int i = 1; i < numplayers; i++) { - player[i].aitype = attacktypecutoff; + for (unsigned i = 1; i < Person::players.size(); i++) { + Person::players[i]->aitype = attacktypecutoff; } } } } } - if (!player[0].jumpkeydown) { - player[0].jumptogglekeydown = 0; + if (!Person::players[0]->jumpkeydown) { + 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]->jumptogglekeydown = 1; } - if (player[0].jumpkeydown && - player[0].animTarget != jumpupanim && - player[0].animTarget != jumpdownanim && - !player[0].isFlip()) - player[0].jumptogglekeydown = 1; - - dialoguetime += multiplier; + Dialog::dialoguetime += multiplier; hawkyaw += multiplier * 25; realhawkcoords = 0; realhawkcoords.x = 25; @@ -7037,7 +3493,7 @@ void Game::Tick() hawkcalldelay = 16 + abs(Random() % 8); } - doDebugKeys(); + doDevKeys(); doAttacks(); @@ -7045,14 +3501,16 @@ void Game::Tick() doJumpReversals(); - for (int k = 0; k < numplayers; k++) - if (k != 0 && player[k].immobile) - player[k].coords = player[k].realoldcoords; + for (unsigned k = 0; k < Person::players.size(); k++) { + if (k != 0 && Person::players[k]->immobile) { + Person::players[k]->coords = Person::players[k]->realoldcoords; + } + } - for (int k = 0; k < numplayers; k++) { - if (!isnormal(player[k].coords.x) || !isnormal(player[k].coords.y) || !isnormal(player[k].coords.z)) { - if (!isnormal(player[k].coords.x) || !isnormal(player[k].coords.y) || !isnormal(player[k].coords.z)) { - player[k].DoDamage(1000); + for (unsigned k = 0; k < Person::players.size(); k++) { + if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) { + if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) { + Person::players[k]->DoDamage(1000); } } } @@ -7060,54 +3518,49 @@ void Game::Tick() //respawn static bool respawnkeydown; if (!editorenabled && - (whichlevel != -2 && - (Input::isKeyDown(SDLK_z) && - Input::isKeyDown(SDLK_LMETA) && - debugmode) || - (Input::isKeyDown(jumpkey) && - !respawnkeydown && - !oldattackkey && - player[0].dead))) { + (whichlevel != -2 && + (Input::isKeyDown(SDL_SCANCODE_Z) && + Input::isKeyDown(SDL_SCANCODE_LGUI) && + devtools) || + (Input::isKeyDown(jumpkey) && + !respawnkeydown && + !oldattackkey && + Person::players[0]->dead))) { targetlevel = whichlevel; loading = 1; leveltime = 5; } - if (!Input::isKeyDown(jumpkey)) - respawnkeydown = 0; - if (Input::isKeyDown(jumpkey)) - respawnkeydown = 1; - - - + respawnkeydown = Input::isKeyDown(jumpkey); static bool movekey; //? - for (int i = 0; i < numplayers; i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { static float oldtargetyaw; - if (!player[i].skeleton.free) { - oldtargetyaw = player[i].targetyaw; - if (i == 0 && indialogue == -1) { + if (!Person::players[i]->skeleton.free) { + oldtargetyaw = Person::players[i]->targetyaw; + if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if (!animation[player[0].animTarget].attack && - player[0].animTarget != staggerbackhighanim && - player[0].animTarget != staggerbackhardanim && - player[0].animTarget != crouchremoveknifeanim && - player[0].animTarget != removeknifeanim && - player[0].animTarget != backhandspringanim && - player[0].animTarget != dodgebackanim && - player[0].animTarget != walljumprightkickanim && - player[0].animTarget != walljumpleftkickanim) { - if (cameramode) - player[0].targetyaw = 0; - else - player[0].targetyaw = -yaw + 180; + 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) { + if (cameramode) { + Person::players[0]->targetyaw = 0; + } else { + Person::players[0]->targetyaw = -yaw + 180; + } } facing = 0; facing.z = -1; - flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0); + flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); if (cameramode) { facing = flatfacing; } else { @@ -7115,281 +3568,292 @@ void Game::Tick() facing = DoRotation(facing, 0, 0 - yaw, 0); } - player[0].lookyaw = -yaw; + Person::players[0]->lookyaw = -yaw; - player[i].targetheadyaw = yaw; - player[i].targetheadpitch = pitch; + Person::players[i]->targetheadyaw = yaw; + Person::players[i]->targetheadpitch = pitch; } - if (i != 0 && player[i].aitype == playercontrolled && indialogue == -1) { - if (!animation[player[i].animTarget].attack && - player[i].animTarget != staggerbackhighanim && - player[i].animTarget != staggerbackhardanim && - player[i].animTarget != crouchremoveknifeanim && - player[i].animTarget != removeknifeanim && - player[i].animTarget != backhandspringanim && - player[i].animTarget != dodgebackanim && - player[i].animTarget != walljumprightkickanim && - player[i].animTarget != walljumpleftkickanim) { - player[i].targetyaw = -player[i].lookyaw + 180; + 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]->targetyaw = -Person::players[i]->lookyaw + 180; } facing = 0; facing.z = -1; - flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0); + flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); - facing = DoRotation(facing, -player[i].lookpitch, 0, 0); - facing = DoRotation(facing, 0, 0 - player[i].lookyaw, 0); + facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0); + facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0); - player[i].targetheadyaw = player[i].lookyaw; - player[i].targetheadpitch = player[i].lookpitch; + Person::players[i]->targetheadyaw = Person::players[i]->lookyaw; + Person::players[i]->targetheadpitch = Person::players[i]->lookpitch; } - if (indialogue != -1) { - player[i].targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]); - player[i].targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]); + if (Dialog::inDialog()) { + Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]); + Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]); } - if (leveltime < .5) + if (leveltime < .5) { numenvsounds = 0; + } - player[i].avoidsomething = 0; + Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < objects.numobjects; j++) - if (objects.onfire[j]) - if (distsq(&player[i].coords, &objects.position[j]) < sq(objects.scale[j]) * 200) - if ( distsq(&player[i].coords, &objects.position[j]) < - distsq(&player[i].coords, &player[0].coords)) { - player[i].collided = 0; - player[i].avoidcollided = 1; - if (player[i].avoidsomething == 0 || - distsq(&player[i].coords, &objects.position[j]) < - distsq(&player[i].coords, &player[i].avoidwhere)) { - player[i].avoidwhere = objects.position[j]; - player[i].avoidsomething = 1; + 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)) { + 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, &Person::players[i]->avoidwhere)) { + Person::players[i]->avoidwhere = Object::objects[j]->position; + Person::players[i]->avoidsomething = 1; } } + } + } + } //avoid flaming players - for (int j = 0; j < numplayers; j++) - if (player[j].onfire) - if (distsq(&player[j].coords, &player[i].coords) < sq(0.3) * 200) - if ( distsq(&player[i].coords, &player[j].coords) < - distsq(&player[i].coords, &player[0].coords)) { - player[i].collided = 0; - player[i].avoidcollided = 1; - if (player[i].avoidsomething == 0 || - distsq(&player[i].coords, &player[j].coords) < - distsq(&player[i].coords, &player[i].avoidwhere)) { - player[i].avoidwhere = player[j].coords; - player[i].avoidsomething = 1; + 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)) { + 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[i]->avoidwhere)) { + Person::players[i]->avoidwhere = Person::players[j]->coords; + Person::players[i]->avoidsomething = 1; } } + } + } + } - if (player[i].collided > .8) - player[i].avoidcollided = 0; - - doAI(i); - - if (animation[player[i].animTarget].attack == reversed) { - //player[i].targetyaw=player[i].yaw; - player[i].forwardkeydown = 0; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].jumpkeydown = 0; - player[i].attackkeydown = 0; - //player[i].crouchkeydown=0; - player[i].throwkeydown = 0; + if (Person::players[i]->collided > .8) { + Person::players[i]->avoidcollided = 0; } - if (indialogue != -1) { - player[i].forwardkeydown = 0; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].jumpkeydown = 0; - player[i].crouchkeydown = 0; - player[i].drawkeydown = 0; - player[i].throwkeydown = 0; + Person::players[i]->doAI(); + + if (Animation::animations[Person::players[i]->animTarget].attack == reversed) { + //Person::players[i]->targetyaw=Person::players[i]->yaw; + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->attackkeydown = 0; + //Person::players[i]->crouchkeydown=0; + Person::players[i]->throwkeydown = 0; } - if (player[i].collided < -.3) - player[i].collided = -.3; - if (player[i].collided > 1) - player[i].collided = 1; - player[i].collided -= multiplier * 4; - player[i].whichdirectiondelay -= multiplier; - if (player[i].avoidcollided < -.3 || player[i].whichdirectiondelay <= 0) { - player[i].avoidcollided = -.3; - player[i].whichdirection = abs(Random() % 2); - player[i].whichdirectiondelay = .4; + if (Dialog::inDialog()) { + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->drawkeydown = 0; + Person::players[i]->throwkeydown = 0; + } + + if (Person::players[i]->collided < -.3) { + Person::players[i]->collided = -.3; + } + if (Person::players[i]->collided > 1) { + Person::players[i]->collided = 1; + } + Person::players[i]->collided -= multiplier * 4; + Person::players[i]->whichdirectiondelay -= multiplier; + if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) { + Person::players[i]->avoidcollided = -.3; + Person::players[i]->whichdirection = abs(Random() % 2); + Person::players[i]->whichdirectiondelay = .4; } - if (player[i].avoidcollided > 1) - player[i].avoidcollided = 1; - player[i].avoidcollided -= multiplier / 4; - if (!player[i].skeleton.free) { - player[i].stunned -= multiplier; - player[i].surprised -= multiplier; + if (Person::players[i]->avoidcollided > 1) { + Person::players[i]->avoidcollided = 1; } - if (i != 0 && player[i].surprised <= 0 && - player[i].aitype == attacktypecutoff && - !player[i].dead && - !player[i].skeleton.free && - animation[player[i].animTarget].attack == neutral) + Person::players[i]->avoidcollided -= multiplier / 4; + if (!Person::players[i]->skeleton.free) { + Person::players[i]->stunned -= multiplier; + 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) { numresponded = 1; + } - if (!player[i].throwkeydown) - player[i].throwtogglekeydown = 0; + if (!Person::players[i]->throwkeydown) { + Person::players[i]->throwtogglekeydown = 0; + } //pick up weapon - if (player[i].throwkeydown && !player[i].throwtogglekeydown) { - if (player[i].weaponactive == -1 && - player[i].num_weapons < 2 && - (player[i].isIdle() || - player[i].isCrouch() || - player[i].animTarget == sneakanim || - player[i].animTarget == rollanim || - player[i].animTarget == backhandspringanim || - player[i].isFlip() || - player[i].isFlip() || - player[i].aitype != playercontrolled)) { - for (int j = 0; j < weapons.size(); j++) { + 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)) { + for (unsigned j = 0; j < weapons.size(); j++) { if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || - player[i].aitype == playercontrolled) && - weapons[j].owner == -1 && - player[i].weaponactive == -1) - if (distsqflat(&player[i].coords, &weapons[j].position) < 2) { - if (distsq(&player[i].coords, &weapons[j].position) < 2) { - if (player[i].isCrouch() || - player[i].animTarget == sneakanim || - player[i].isRun() || - player[i].isIdle() || - player[i].aitype != playercontrolled) { - player[i].throwtogglekeydown = 1; - player[i].setAnimation(crouchremoveknifeanim); - player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[j].position); - player[i].hasvictim = 0; + 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]->throwtogglekeydown = 1; + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); + Person::players[i]->hasvictim = 0; } - if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) { - player[i].throwtogglekeydown = 1; - player[i].hasvictim = 0; + if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->hasvictim = 0; if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || - player[i].aitype == playercontrolled) && + Person::players[i]->aitype == playercontrolled) && weapons[j].owner == -1 || - player[i].victim && - weapons[j].owner == player[i].victim->id) - if (distsqflat(&player[i].coords, &weapons[j].position) < 2 && player[i].weaponactive == -1) - if (distsq(&player[i].coords, &weapons[j].position) < 1 || player[i].victim) { - if (weapons[j].getType() != staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); - - player[i].weaponactive = 0; - weapons[j].owner = player[i].id; - if (player[i].num_weapons > 0) - player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; - player[i].num_weapons++; - player[i].weaponids[0] = j; + 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) { + if (weapons[j].getType() != staff) { + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } + + Person::players[i]->takeWeapon(j); } + } + } } - } else if ((player[i].isIdle() || - player[i].isFlip() || - player[i].aitype != playercontrolled) && - distsq(&player[i].coords, &weapons[j].position) < 5 && - player[i].coords.y < weapons[j].position.y) { - if (!player[i].isFlip()) { - player[i].throwtogglekeydown = 1; - player[i].setAnimation(removeknifeanim); - player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[j].position); + } else if ((Person::players[i]->isIdle() || + Person::players[i]->isFlip() || + Person::players[i]->aitype != playercontrolled) && + distsq(&Person::players[i]->coords, &weapons[j].position) < 5 && + Person::players[i]->coords.y < weapons[j].position.y) { + if (!Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->setTargetAnimation(removeknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); } - if (player[i].isFlip()) { - player[i].throwtogglekeydown = 1; - player[i].hasvictim = 0; + if (Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->hasvictim = 0; - for (int k = 0; k < weapons.size(); k++) { - if (player[i].weaponactive == -1) + 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 || - player[i].aitype == playercontrolled) && + Person::players[i]->aitype == playercontrolled) && weapons[k].owner == -1 || - player[i].victim && - weapons[k].owner == player[i].victim->id) - if (distsqflat(&player[i].coords, &weapons[k].position) < 3 && - player[i].weaponactive == -1) { - if (weapons[k].getType() != staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); - - player[i].weaponactive = 0; - weapons[k].owner = player[i].id; - if (player[i].num_weapons > 0) - player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; - player[i].num_weapons++; - player[i].weaponids[0] = k; + 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) { + if (weapons[k].getType() != staff) { + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } + + Person::players[i]->takeWeapon(k); } + } + } } } } } + } } - if (player[i].isCrouch() || - player[i].animTarget == sneakanim || - player[i].isRun() || - player[i].isIdle() || player[i].animTarget == rollanim || - player[i].animTarget == backhandspringanim) { - if (numplayers > 1) - for (int j = 0; j < numplayers; j++) { - if (player[i].weaponactive == -1) - if (j != i) - if (player[j].num_weapons && - player[j].skeleton.free && - distsq(&player[i].coords, &player[j].coords) < 2/*&&player[j].dead*/ && - (((player[j].skeleton.forward.y < 0 && - player[j].weaponstuckwhere == 0) || - (player[j].skeleton.forward.y > 0 && - player[j].weaponstuckwhere == 1)) || - player[j].weaponstuck == -1 || - player[j].num_weapons > 1)) { - if (player[i].animTarget != rollanim && player[i].animTarget != backhandspringanim) { - player[i].throwtogglekeydown = 1; - player[i].victim = &player[j]; - player[i].hasvictim = 1; - player[i].setAnimation(crouchremoveknifeanim); - player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords); + 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) { + 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)) { + 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]->setTargetAnimation(crouchremoveknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } - if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) { - player[i].throwtogglekeydown = 1; - player[i].victim = &player[j]; - player[i].hasvictim = 1; - int k = player[j].weaponids[0]; - if (player[i].hasvictim) { + 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; + int k = Person::players[j]->weaponids[0]; + if (Person::players[i]->hasvictim) { bool fleshstuck; fleshstuck = 0; - if (player[i].victim->weaponstuck != -1) { - if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) { + if (Person::players[i]->victim->weaponstuck != -1) { + if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) { fleshstuck = 1; } } if (!fleshstuck) { - if (weapons[k].getType() != staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); + if (weapons[k].getType() != staff) { + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } + } + if (fleshstuck) { + emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.); } - if (fleshstuck) - emit_sound_at(fleshstabremovesound, player[i].coords, 128.); - player[i].weaponactive = 0; if (weapons[k].owner != -1) { - if (player[i].victim->num_weapons == 1) - player[i].victim->num_weapons = 0; - else - player[i].victim->num_weapons = 1; - - player[i].victim->skeleton.longdead = 0; - player[i].victim->skeleton.free = 1; - player[i].victim->skeleton.broken = 0; - - for (int l = 0; l < player[i].victim->skeleton.num_joints; l++) { - player[i].victim->skeleton.joints[l].velchange = 0; - player[i].victim->skeleton.joints[l].locked = 0; + if (Person::players[i]->victim->num_weapons == 1) { + Person::players[i]->victim->num_weapons = 0; + } else { + Person::players[i]->victim->num_weapons = 1; + } + + Person::players[i]->victim->skeleton.longdead = 0; + Person::players[i]->victim->skeleton.free = 1; + Person::players[i]->victim->skeleton.broken = 0; + + for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { + Person::players[i]->victim->skeleton.joints[l].velchange = 0; + Person::players[i]->victim->skeleton.joints[l].locked = 0; } XYZ relative; @@ -7399,177 +3863,178 @@ void Game::Tick() XYZ footvel, footpoint; footvel = 0; footpoint = weapons[k].position; - if (player[i].victim->weaponstuck != -1) { - if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) { - if (bloodtoggle) + if (Person::players[i]->victim->weaponstuck != -1) { + if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) { + if (bloodtoggle) { Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + } weapons[k].bloody = 2; weapons[k].blooddrip = 5; - player[i].victim->weaponstuck = -1; - player[i].victim->bloodloss += 2000; - player[i].victim->DoDamage(2000); + Person::players[i]->victim->weaponstuck = -1; + Person::players[i]->victim->bloodloss += 2000; + Person::players[i]->victim->DoDamage(2000); } } - if (player[i].victim->num_weapons > 0) { - if (player[i].victim->weaponstuck != 0 && player[i].victim->weaponstuck != -1) - player[i].victim->weaponstuck = 0; - if (player[i].victim->weaponids[0] == k) - player[i].victim->weaponids[0] = player[i].victim->weaponids[player[i].victim->num_weapons]; + if (Person::players[i]->victim->num_weapons > 0) { + if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) { + Person::players[i]->victim->weaponstuck = 0; + } + if (Person::players[i]->victim->weaponids[0] == k) { + Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons]; + } } - player[i].victim->weaponactive = -1; + Person::players[i]->victim->weaponactive = -1; - player[i].victim->jointVel(abdomen) += relative * 6; - player[i].victim->jointVel(neck) += relative * 6; - player[i].victim->jointVel(rightshoulder) += relative * 6; - player[i].victim->jointVel(leftshoulder) += relative * 6; + Person::players[i]->victim->jointVel(abdomen) += relative * 6; + Person::players[i]->victim->jointVel(neck) += relative * 6; + Person::players[i]->victim->jointVel(rightshoulder) += relative * 6; + Person::players[i]->victim->jointVel(leftshoulder) += relative * 6; } - weapons[k].owner = i; - if (player[i].num_weapons > 0) { - player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; - } - player[i].num_weapons++; - player[i].weaponids[0] = k; + Person::players[i]->takeWeapon(k); } } } + } + } } + } } } - if (player[i].weaponactive != -1 && player[i].aitype == playercontrolled) { - if (weapons[player[i].weaponids[0]].getType() == knife) { - if (player[i].isIdle() || - player[i].isRun() || - player[i].isCrouch() || - player[i].animTarget == sneakanim || - player[i].isFlip()) - if (numplayers > 1) - for (int j = 0; j < numplayers; j++) { - if (i != j) - if (tutoriallevel != 1 || tutorialstage == 49) - if (hostile) - if (normaldotproduct(player[i].facing, player[i].coords - player[j].coords) < 0 && - distsq(&player[i].coords, &player[j].coords) < 100 && - distsq(&player[i].coords, &player[j].coords) > 1.5 && - !player[j].skeleton.free && - -1 == checkcollide(DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)*player[j].scale + player[j].coords, DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)*player[i].scale + player[i].coords)) { - if (!player[i].isFlip()) { - player[i].throwtogglekeydown = 1; - player[i].victim = &player[j]; - player[i].setAnimation(knifethrowanim); - player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords); - player[i].targettilt2 = pitchTo(player[i].coords, player[j].coords); + 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()) { + 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)) { + if (!Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; + 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); } - if (player[i].isFlip()) { - if (player[i].weaponactive != -1) { - player[i].throwtogglekeydown = 1; - player[i].victim = &player[j]; + if (Person::players[i]->isFlip()) { + if (Person::players[i]->weaponactive != -1) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; XYZ aim; - weapons[player[i].weaponids[0]].owner = -1; - aim = player[i].victim->coords + DoRotation(player[i].victim->jointPos(abdomen), 0, player[i].victim->yaw, 0) * player[i].victim->scale + player[i].victim->velocity * findDistance(&player[i].victim->coords, &player[i].coords) / 50 - (player[i].coords + DoRotation(player[i].jointPos(righthand), 0, player[i].yaw, 0) * player[i].scale); + aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale); Normalise(&aim); aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0); - weapons[player[i].weaponids[0]].velocity = aim * 50; - weapons[player[i].weaponids[0]].tipvelocity = aim * 50; - weapons[player[i].weaponids[0]].missed = 0; - weapons[player[i].weaponids[0]].freetime = 0; - weapons[player[i].weaponids[0]].firstfree = 1; - weapons[player[i].weaponids[0]].physics = 0; - player[i].num_weapons--; - if (player[i].num_weapons) { - player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons]; + weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false); + Person::players[i]->num_weapons--; + if (Person::players[i]->num_weapons) { + Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; } - player[i].weaponactive = -1; + Person::players[i]->weaponactive = -1; } } } + } + } + } } + } + } } } - if (player[i].weaponactive != -1 && player[i].aitype == playercontrolled) { - if (player[i].isCrouch() || player[i].animTarget == sneakanim) { - player[i].throwtogglekeydown = 1; - weapons[player[i].weaponids[0]].owner = -1; - weapons[player[i].weaponids[0]].velocity = player[i].velocity * .2; - if (weapons[player[i].weaponids[0]].velocity.x == 0) - weapons[player[i].weaponids[0]].velocity.x = .1; - weapons[player[i].weaponids[0]].tipvelocity = weapons[player[i].weaponids[0]].velocity; - weapons[player[i].weaponids[0]].missed = 1; - weapons[player[i].weaponids[0]].freetime = 0; - weapons[player[i].weaponids[0]].firstfree = 1; - weapons[player[i].weaponids[0]].physics = 1; - player[i].num_weapons--; - if (player[i].num_weapons) { - player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons]; - if (player[i].weaponstuck == player[i].num_weapons) - player[i].weaponstuck = 0; + if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { + if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) { + Person::players[i]->throwtogglekeydown = 1; + XYZ tempVelocity = Person::players[i]->velocity * .2; + if (tempVelocity.x == 0) { + tempVelocity.x = .1; + } + weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false); + Person::players[i]->num_weapons--; + if (Person::players[i]->num_weapons) { + Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; + if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) { + Person::players[i]->weaponstuck = 0; + } } - player[i].weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + Person::players[i]->weaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } } - } //draw weapon - if (i == 0 || !player[0].dead || player[i].weaponactive != -1) { - if (player[i].drawkeydown && !player[i].drawtogglekeydown || - player[i].num_weapons == 2 && - player[i].weaponactive == -1 && - player[i].isIdle() || - player[0].dead && - player[i].weaponactive != -1 && + 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]->weaponactive == -1) && + Person::players[i]->isIdle() || + Person::players[0]->dead && + (Person::players[i]->weaponactive != -1) && i != 0) { bool isgood = true; - if (player[i].weaponactive != -1) - if (weapons[player[i].weaponids[player[i].weaponactive]].getType() == staff) + if (Person::players[i]->weaponactive != -1) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) { isgood = false; - if (isgood && player[i].creature != wolftype) { - if (player[i].isIdle() && player[i].num_weapons && weapons[player[i].weaponids[0]].getType() == knife) { - player[i].setAnimation(drawrightanim); - player[i].drawtogglekeydown = 1; } - if ((player[i].isIdle() || - (player[i].aitype != playercontrolled && - player[0].weaponactive != -1 && - player[i].isRun())) && - player[i].num_weapons && - weapons[player[i].weaponids[0]].getType() == sword) { - player[i].setAnimation(drawleftanim); - player[i].drawtogglekeydown = 1; + } + 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]->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]->setTargetAnimation(drawleftanim); + Person::players[i]->drawtogglekeydown = 1; } - if (player[i].isCrouch() && player[i].num_weapons && weapons[player[i].weaponids[0]].getType() == knife) { - player[i].setAnimation(crouchdrawrightanim); - player[i].drawtogglekeydown = 1; + if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { + Person::players[i]->setTargetAnimation(crouchdrawrightanim); + Person::players[i]->drawtogglekeydown = 1; } } } } //clean weapon - if (player[i].weaponactive != -1) { - if (player[i].isCrouch() && - weapons[player[i].weaponids[player[i].weaponactive]].bloody && - bloodtoggle && - player[i].onterrain && - player[i].num_weapons && - player[i].attackkeydown && - musictype != stream_fighttheme) { - if (weapons[player[i].weaponids[player[i].weaponactive]].getType() == knife) - player[i].setAnimation(crouchstabanim); - if (weapons[player[i].weaponids[player[i].weaponactive]].getType() == sword) - player[i].setAnimation(swordgroundstabanim); - player[i].hasvictim = 0; + 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) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) { + Person::players[i]->setTargetAnimation(crouchstabanim); + } + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) { + Person::players[i]->setTargetAnimation(swordgroundstabanim); + } + Person::players[i]->hasvictim = 0; } } - if (!player[i].drawkeydown) - player[i].drawtogglekeydown = 0; + if (!Person::players[i]->drawkeydown) { + Person::players[i]->drawtogglekeydown = 0; + } XYZ absflatfacing; if (i == 0) { @@ -7577,405 +4042,450 @@ void Game::Tick() absflatfacing.z = -1; absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0); - } else + } else { absflatfacing = flatfacing; + } - if (indialogue != -1) { - player[i].forwardkeydown = 0; - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].jumpkeydown = 0; - player[i].crouchkeydown = 0; - player[i].drawkeydown = 0; - player[i].throwkeydown = 0; + if (Dialog::inDialog()) { + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->drawkeydown = 0; + Person::players[i]->throwkeydown = 0; } movekey = 0; //Do controls - if (!animation[player[i].animTarget].attack && - player[i].animTarget != staggerbackhighanim && - player[i].animTarget != staggerbackhardanim && - player[i].animTarget != backhandspringanim && - player[i].animTarget != dodgebackanim) { - if (!player[i].forwardkeydown) - player[i].forwardstogglekeydown = 0; - if (player[i].crouchkeydown) { + 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) { + if (!Person::players[i]->forwardkeydown) { + Person::players[i]->forwardstogglekeydown = 0; + } + if (Person::players[i]->crouchkeydown) { //Crouch target = -2; if (i == 0) { - player[i].superruntoggle = 1; - if (numplayers > 1) - for (int j = 0; j < numplayers; j++) - if (j != i && !player[j].skeleton.free && player[j].aitype == passivetype) - if (distsq(&player[j].coords, &player[i].coords) < 16) - player[i].superruntoggle = 0; + Person::players[i]->superruntoggle = 1; + 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]->aitype == passivetype) { + if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) { + Person::players[i]->superruntoggle = 0; + } + } + } + } } - if (numplayers > 1) - for (int j = 0; j < numplayers; j++) { - if (j != i && !player[j].skeleton.free && player[j].victim && player[i].lowreversaldelay <= 0) { - if (distsq(&player[j].coords, &player[j].victim->coords) < 3 && - player[j].victim == &player[i] && - (player[j].animTarget == sweepanim || - player[j].animTarget == upunchanim || - player[j].animTarget == wolfslapanim || - ((player[j].animTarget == swordslashanim || - player[j].animTarget == knifeslashstartanim || - player[j].animTarget == staffhitanim || - player[j].animTarget == staffspinhitanim) && - distsq(&player[j].coords, &player[i].coords) < 2))) { - if (target >= 0) + 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]->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))) { + if (target >= 0) { target = -1; - else + } else { target = j; + } } } } - if (target >= 0) - player[target].Reverse(); - player[i].lowreversaldelay = .5; + } + if (target >= 0) { + Person::players[target]->Reverse(); + } + Person::players[i]->lowreversaldelay = .5; - if (player[i].isIdle()) { - player[i].setAnimation(player[i].getCrouch()); - player[i].transspeed = 10; + if (Person::players[i]->isIdle()) { + Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch()); + Person::players[i]->transspeed = 10; } - if (player[i].isRun() || - (player[i].isStop() && - (player[i].leftkeydown || - player[i].rightkeydown || - player[i].forwardkeydown || - player[i].backkeydown))) { - player[i].setAnimation(rollanim); - player[i].transspeed = 20; + 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]->setTargetAnimation(rollanim); + Person::players[i]->transspeed = 20; } } - if (!player[i].crouchkeydown) { + if (!Person::players[i]->crouchkeydown) { //Uncrouch - if (!player[i].isRun() && player[i].animTarget != sneakanim && i == 0) - player[i].superruntoggle = 0; + if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) { + Person::players[i]->superruntoggle = 0; + } target = -2; - if (player[i].isCrouch()) { - if (numplayers > 1) - for (int j = 0; j < numplayers; j++) { + if (Person::players[i]->isCrouch()) { + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && - !player[j].skeleton.free && - player[j].victim && - player[i].highreversaldelay <= 0) { - if (distsq(&player[j].coords, &player[j].victim->coords) < 3 && - player[j].victim == &player[i] && - (player[j].animTarget == spinkickanim) && - player[i].isCrouch()) { - if (target >= 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()) { + if (target >= 0) { target = -1; - else + } else { target = j; + } } } } - if (target >= 0) - player[target].Reverse(); - player[i].highreversaldelay = .5; - - if (player[i].isCrouch()) { - if (!player[i].wasCrouch()) { - player[i].animCurrent = player[i].getCrouch(); - player[i].frameCurrent = 0; + } + if (target >= 0) { + Person::players[target]->Reverse(); + } + Person::players[i]->highreversaldelay = .5; + + if (Person::players[i]->isCrouch()) { + if (!Person::players[i]->wasCrouch()) { + Person::players[i]->animCurrent = Person::players[i]->getCrouch(); + Person::players[i]->frameCurrent = 0; } - player[i].setAnimation(player[i].getIdle()); - player[i].transspeed = 10; + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); + Person::players[i]->transspeed = 10; } } - if (player[i].animTarget == sneakanim) { - player[i].setAnimation(player[i].getIdle()); - player[i].transspeed = 10; + if (Person::players[i]->animTarget == sneakanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); + Person::players[i]->transspeed = 10; } } - if (player[i].forwardkeydown) { - if (player[i].isIdle() || - (player[i].isStop() && - player[i].targetyaw == player[i].yaw) || - (player[i].isLanding() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown) || - (player[i].isLandhard() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown && - player[i].crouchkeydown)) { - if (player[i].aitype == passivetype) - player[i].setAnimation(walkanim); - else - player[i].setAnimation(player[i].getRun()); + 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)) { + if (Person::players[i]->aitype == passivetype) { + Person::players[i]->setTargetAnimation(walkanim); + } else { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); + } } - if (player[i].isCrouch()) { - player[i].animTarget = sneakanim; - if (player[i].wasCrouch()) - player[i].target = 0; - player[i].frameTarget = 0; + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } - if (player[i].animTarget == hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/) { - player[i].setAnimation(climbanim); - player[i].frameTarget = 1; - player[i].jumpclimb = 1; + 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; } - if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { - player[i].velocity += absflatfacing * 5 * multiplier; + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity += absflatfacing * 5 * multiplier; } - player[i].forwardstogglekeydown = 1; + Person::players[i]->forwardstogglekeydown = 1; movekey = 1; } - if (player[i].rightkeydown) { - if (player[i].isIdle() || - (player[i].isStop() && - player[i].targetyaw == player[i].yaw) || - (player[i].isLanding() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown) || - (player[i].isLandhard() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown && - player[i].crouchkeydown)) { - player[i].setAnimation(player[i].getRun()); + 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]->setTargetAnimation(Person::players[i]->getRun()); + } + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; + } + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } - if (player[i].isCrouch()) { - player[i].animTarget = sneakanim; - if (player[i].wasCrouch()) - player[i].target = 0; - player[i].frameTarget = 0; + Person::players[i]->targetyaw -= 90; + if (Person::players[i]->forwardkeydown) { + Person::players[i]->targetyaw += 45; } - if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { - player[i].velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); + if (Person::players[i]->backkeydown) { + Person::players[i]->targetyaw -= 45; } - player[i].targetyaw -= 90; - if (player[i].forwardkeydown) - player[i].targetyaw += 45; - if (player[i].backkeydown) - player[i].targetyaw -= 45; movekey = 1; } - if ( player[i].leftkeydown) { - if (player[i].isIdle() || - (player[i].isStop() && - player[i].targetyaw == player[i].yaw) || - (player[i].isLanding() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown) || - (player[i].isLandhard() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown && - player[i].crouchkeydown)) { - player[i].setAnimation(player[i].getRun()); + 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]->setTargetAnimation(Person::players[i]->getRun()); + } + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } - if (player[i].isCrouch()) { - player[i].animTarget = sneakanim; - if (player[i].wasCrouch()) - player[i].target = 0; - player[i].frameTarget = 0; + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } - if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { - player[i].velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); + Person::players[i]->targetyaw += 90; + if (Person::players[i]->forwardkeydown) { + Person::players[i]->targetyaw -= 45; + } + if (Person::players[i]->backkeydown) { + Person::players[i]->targetyaw += 45; } - player[i].targetyaw += 90; - if (player[i].forwardkeydown) - player[i].targetyaw -= 45; - if (player[i].backkeydown) - player[i].targetyaw += 45; movekey = 1; } - if (player[i].backkeydown) { - if (player[i].isIdle() || - (player[i].isStop() && - player[i].targetyaw == player[i].yaw) || - (player[i].isLanding() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown) || - (player[i].isLandhard() && - player[i].frameTarget > 0 && - !player[i].jumpkeydown && - player[i].crouchkeydown)) { - player[i].setAnimation(player[i].getRun()); + 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]->setTargetAnimation(Person::players[i]->getRun()); + } + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } - if (player[i].isCrouch()) { - player[i].animTarget = sneakanim; - if (player[i].wasCrouch()) - player[i].target = 0; - player[i].frameTarget = 0; + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity -= absflatfacing * 5 * multiplier; } - if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { - player[i].velocity -= absflatfacing * 5 * multiplier; + if (Person::players[i]->animTarget == hanganim) { + Person::players[i]->animCurrent = jumpdownanim; + Person::players[i]->animTarget = jumpdownanim; + Person::players[i]->target = 0; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->velocity = 0; + Person::players[i]->velocity.y += gravity; + Person::players[i]->coords.y -= 1.4; + Person::players[i]->grabdelay = 1; } - if (player[i].animTarget == hanganim) { - player[i].animCurrent = jumpdownanim; - player[i].animTarget = jumpdownanim; - player[i].target = 0; - player[i].frameCurrent = 0; - player[i].frameTarget = 1; - player[i].velocity = 0; - player[i].velocity.y += gravity; - player[i].coords.y -= 1.4; - player[i].grabdelay = 1; + if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) { + Person::players[i]->targetyaw += 180; } - if ( !player[i].leftkeydown && !player[i].rightkeydown) - player[i].targetyaw += 180; movekey = 1; } - if ((player[i].jumpkeydown && !player[i].jumpclimb) || player[i].jumpstart) { - if ((((player[i].isLanding() && player[i].frameTarget >= 3) || - player[i].isRun() || - player[i].animTarget == walkanim || - player[i].isCrouch() || - player[i].animTarget == sneakanim) && - player[i].jumppower > 1) && - ((player[i].animTarget != rabbitrunninganim && - player[i].animTarget != wolfrunninganim) || i != 0)) { - player[i].jumpstart = 0; - player[i].setAnimation(jumpupanim); - player[i].yaw = player[i].targetyaw; - player[i].transspeed = 20; - player[i].FootLand(0, 1); - player[i].FootLand(1, 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]->jumpstart = 0; + Person::players[i]->setTargetAnimation(jumpupanim); + Person::players[i]->yaw = Person::players[i]->targetyaw; + Person::players[i]->transspeed = 20; + Person::players[i]->FootLand(leftfoot, 1); + Person::players[i]->FootLand(rightfoot, 1); facing = 0; facing.z = -1; - flatfacing = DoRotation(facing, 0, player[i].targetyaw + 180, 0); + flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0); - if (movekey) - player[i].velocity = flatfacing * player[i].speed * 45 * player[i].scale; - if (!movekey) - player[i].velocity = 0; + if (movekey) { + Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale; + } + if (!movekey) { + Person::players[i]->velocity = 0; + } //Dodge sweep? target = -2; - if (numplayers > 1) - for (int j = 0; j < numplayers; j++) { - if (j != i && !player[j].skeleton.free && player[j].victim) { - if (distsq(&player[j].coords, &player[j].victim->coords) < 3 && - player[j].victim == &player[i] && - (player[j].animTarget == sweepanim)) { - if (target >= 0) + 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) { + if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && + (Person::players[j]->victim == Person::players[i]) && + (Person::players[j]->animTarget == sweepanim)) { + if (target >= 0) { target = -1; - else + } else { target = j; + } } } } - if (target >= 0) - player[i].velocity.y = 1; - else - if (player[i].crouchkeydown || player[i].aitype != playercontrolled) { - player[i].velocity.y = 7; - player[i].crouchtogglekeydown = 1; - } else player[i].velocity.y = 5; - - if (mousejump && i == 0 && debugmode) { - if (!player[i].isLanding()) - player[i].tempdeltav = deltav; - if (player[i].tempdeltav < 0) - player[i].velocity.y -= (float)(player[i].tempdeltav) / multiplier / 1000; + } + if (target >= 0) { + Person::players[i]->velocity.y = 1; + } 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; + } + + if (mousejump && i == 0 && devtools) { + if (!Person::players[i]->isLanding()) { + Person::players[i]->tempdeltav = deltav; + } + if (Person::players[i]->tempdeltav < 0) { + Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000; + } } - player[i].coords.y += .2; - player[i].jumppower -= 1; + Person::players[i]->coords.y += .2; + Person::players[i]->jumppower -= 1; - if (!i) - emit_sound_at(whooshsound, player[i].coords, 128.); + if (!i) { + emit_sound_at(whooshsound, Person::players[i]->coords, 128.); + } - emit_sound_at(jumpsound, player[i].coords, 128.); + emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } - if ((player[i].isIdle()) && player[i].jumppower > 1) { - player[i].setAnimation(player[i].getLanding()); - player[i].frameTarget = 2; - player[i].landhard = 0; - player[i].jumpstart = 1; - player[i].tempdeltav = deltav; + if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) { + 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 (player[i].animTarget == jumpupanim && - (((!floatjump && - !editorenabled) || - !debugmode) || - player[i].aitype != playercontrolled)) { - if (player[i].jumppower > multiplier * 6) { - player[i].velocity.y += multiplier * 6; - player[i].jumppower -= multiplier * 6; + if (Person::players[i]->animTarget == jumpupanim && + (((!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; } - if (player[i].jumppower <= multiplier * 6) { - player[i].velocity.y += player[i].jumppower; - player[i].jumppower = 0; + if (Person::players[i]->jumppower <= multiplier * 6) { + Person::players[i]->velocity.y += Person::players[i]->jumppower; + Person::players[i]->jumppower = 0; } } - if (((floatjump || editorenabled) && debugmode) && i == 0) - player[i].velocity.y += multiplier * 30; + if (((floatjump || editorenabled) && devtools) && i == 0) { + Person::players[i]->velocity.y += multiplier * 30; + } } if (!movekey) { - if (player[i].isRun() || player[i].animTarget == walkanim) - player[i].setAnimation(player[i].getStop()); - if (player[i].animTarget == sneakanim) { - player[i].animTarget = player[i].getCrouch(); - if (player[i].animCurrent == sneakanim) - player[i].target = 0; - player[i].frameTarget = 0; + 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) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } } - if (player[i].animTarget == walkanim && - (player[i].aitype == attacktypecutoff || - player[i].aitype == searchtype || - (player[i].aitype == passivetype && - player[i].numwaypoints <= 1))) - player[i].setAnimation(player[i].getStop()); - if (player[i].isRun() && (player[i].aitype == passivetype)) - player[i].setAnimation(player[i].getStop()); + 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]->setTargetAnimation(Person::players[i]->getStop()); + } + if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } } } - if (player[i].animTarget == rollanim) - player[i].targetyaw = oldtargetyaw; + if (Person::players[i]->animTarget == rollanim) { + Person::players[i]->targetyaw = oldtargetyaw; + } } //Rotation - for (int k = 0; k < numplayers; k++) { - if (fabs(player[k].yaw - player[k].targetyaw) > 180) { - if (player[k].yaw > player[k].targetyaw) - player[k].yaw -= 360; - else - player[k].yaw += 360; + for (unsigned k = 0; k < Person::players.size(); k++) { + if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) { + if (Person::players[k]->yaw > Person::players[k]->targetyaw) { + Person::players[k]->yaw -= 360; + } else { + Person::players[k]->yaw += 360; + } } //stop to turn in right direction - if (fabs(player[k].yaw - player[k].targetyaw) > 90 && (player[k].isRun() || player[k].animTarget == walkanim)) - player[k].setAnimation(player[k].getStop()); - - if (player[k].animTarget == backhandspringanim || player[k].animTarget == dodgebackanim) - player[k].targettilt = 0; - - if (player[k].animTarget != jumpupanim && - player[k].animTarget != backhandspringanim && - player[k].animTarget != jumpdownanim && - !player[k].isFlip()) { - player[k].targettilt = 0; - if (player[k].jumppower < 0 && !player[k].jumpkeydown) - player[k].jumppower = 0; - player[k].jumppower += multiplier * 7; - if (player[k].isCrouch()) - player[k].jumppower += multiplier * 7; - if (player[k].jumppower > 5) - player[k].jumppower = 5; + if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) { + 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]->targettilt = 0; + if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) { + Person::players[k]->jumppower = 0; + } + Person::players[k]->jumppower += multiplier * 7; + if (Person::players[k]->isCrouch()) { + Person::players[k]->jumppower += multiplier * 7; + } + if (Person::players[k]->jumppower > 5) { + Person::players[k]->jumppower = 5; + } } - if (player[k].isRun()) - player[k].targettilt = (player[k].yaw - player[k].targetyaw) / 4; + if (Person::players[k]->isRun()) { + Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4; + } - player[k].tilt = stepTowardf(player[k].tilt, player[k].targettilt, multiplier * 150); - player[k].grabdelay -= multiplier; + Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150); + Person::players[k]->grabdelay -= multiplier; } //do animations - for (int k = 0; k < numplayers; k++) { - player[k].DoAnimations(); - player[k].whichpatchx = player[k].coords.x / (terrain.size / subdivision * terrain.scale); - player[k].whichpatchz = player[k].coords.z / (terrain.size / subdivision * terrain.scale); + for (unsigned k = 0; k < Person::players.size(); k++) { + Person::players[k]->DoAnimations(); + Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale); + Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale); } //do stuff - objects.DoStuff(); + Object::DoStuff(); for (int j = numenvsounds - 1; j >= 0; j--) { envsoundlife[j] -= multiplier; @@ -7985,87 +4495,12 @@ void Game::Tick() envsound[j] = envsound[numenvsounds]; } } - if (slomo) - OPENAL_SetFrequency(OPENAL_ALL, slomofreq); - else - OPENAL_SetFrequency(OPENAL_ALL, 22050); - - if (tutoriallevel == 1) { - XYZ temp; - XYZ temp2; - XYZ temp3; - XYZ oldtemp; - XYZ oldtemp2; - temp.x = 1011; - temp.y = 84; - temp.z = 491; - temp2.x = 1025; - temp2.y = 75; - temp2.z = 447; - temp3.x = 1038; - temp3.y = 76; - temp3.z = 453; - oldtemp = temp; - oldtemp2 = temp2; - if (tutorialstage >= 51) - if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) { - OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu... - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - - emit_stream_np(stream_menutheme); - - gameon = 0; - mainmenu = 5; - - fireSound(); - - flash(); - } - if (tutorialstage < 51) - if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) { - emit_sound_at(fireendsound, player[0].coords); - - player[0].coords = (oldtemp + oldtemp2) / 2; - - flash(); - } - if (tutorialstage >= 14 && tutorialstage < 50) - if (distsq(&temp, &player[1].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[1].coords) < 4) { - emit_sound_at(fireendsound, player[1].coords); - - for (int i = 0; i < player[1].skeleton.num_joints; i++) { - if (Random() % 2 == 0) { - if (!player[1].skeleton.free) - temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2; - if (player[1].skeleton.free) - temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2; - if (!player[1].skeleton.free) - temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords; - if (player[1].skeleton.free) - temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } - } + OPENAL_SetFrequency(OPENAL_ALL, slomo); - player[1].coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < player[1].skeleton.num_joints; i++) { - player[1].skeleton.joints[i].velocity = 0; - if (Random() % 2 == 0) { - if (!player[1].skeleton.free) - temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2; - if (player[1].skeleton.free) - temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2; - if (!player[1].skeleton.free) - temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords; - if (player[1].skeleton.free) - temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } - } - } + if (Tutorial::active) { + Tutorial::DoStuff(multiplier); } - //3d sound static float gLoc[3]; gLoc[0] = viewer.x; @@ -8090,7 +4525,6 @@ 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; @@ -8106,24 +4540,28 @@ void Game::Tick() } } - if (Input::isKeyPressed(SDLK_F1)) + if (Input::isKeyPressed(SDL_SCANCODE_F1)) { Screenshot(); + } } void Game::TickOnce() { - if (mainmenu) + if (mainmenu) { yaw += multiplier * 5; - else if (directing || indialogue == -1) { + } else if (Dialog::directing || !Dialog::inDialog()) { yaw += deltah * .7; - if (!invertmouse) - pitch += deltav * .7; - if (invertmouse) + if (invertmouse) { pitch -= deltav * .7; - if (pitch > 90) + } else { + pitch += deltav * .7; + } + if (pitch > 90) { pitch = 90; - if (pitch < -70) + } + if (pitch < -70) { pitch = -70; + } } } @@ -8142,43 +4580,47 @@ void Game::TickOnceAfter() if (!mainmenu) { static int oldmusictype = musictype; - if (environment == snowyenvironment) + if (environment == snowyenvironment) { leveltheme = stream_snowtheme; - if (environment == grassyenvironment) + } + if (environment == grassyenvironment) { leveltheme = stream_grasstheme; - if (environment == desertenvironment) + } + if (environment == desertenvironment) { leveltheme = stream_deserttheme; + } realthreat = 0; musictype = leveltheme; - for (int i = 0; i < numplayers; i++) { - if ((player[i].aitype == attacktypecutoff || - player[i].aitype == getweapontype || - player[i].aitype == gethelptype || - player[i].aitype == searchtype) && - !player[i].dead/*&&player[i].surprised<=0*/ && - (player[i].animTarget != sneakattackedanim && - player[i].animTarget != knifesneakattackedanim && - player[i].animTarget != swordsneakattackedanim)) { + 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]->animTarget != sneakattackedanim && + Person::players[i]->animTarget != knifesneakattackedanim && + Person::players[i]->animTarget != swordsneakattackedanim)) { musictype = stream_fighttheme; realthreat = 1; } } - if (player[0].dead) + if (Person::players[0]->dead) { musictype = stream_menutheme; + } - - if (musictype == stream_fighttheme) + if (musictype == stream_fighttheme) { unseendelay = 1; + } if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) { unseendelay -= multiplier; - if (unseendelay > 0) + if (unseendelay > 0) { musictype = stream_fighttheme; + } } - if (loading == 2) { musictype = stream_menutheme; musicvolume[2] = 512; @@ -8187,57 +4629,75 @@ void Game::TickOnceAfter() musicvolume[3] = 0; } - if (musictoggle) - if (musictype != oldmusictype && musictype == stream_fighttheme) + if (musictoggle) { + if (musictype != oldmusictype && musictype == stream_fighttheme) { emit_sound_np(alarmsound); + } + } musicselected = musictype; - if (musicselected == leveltheme) + if (musicselected == leveltheme) { musicvolume[0] += multiplier * 450; - else + } else { musicvolume[0] -= multiplier * 450; - if (musicselected == stream_fighttheme) + } + if (musicselected == stream_fighttheme) { musicvolume[1] += multiplier * 450; - else + } else { musicvolume[1] -= multiplier * 450; - if (musicselected == stream_menutheme) + } + if (musicselected == stream_menutheme) { musicvolume[2] += multiplier * 450; - else + } else { musicvolume[2] -= multiplier * 450; + } for (int i = 0; i < 3; i++) { - if (musicvolume[i] < 0) + if (musicvolume[i] < 0) { musicvolume[i] = 0; - if (musicvolume[i] > 512) + } + if (musicvolume[i] > 512) { musicvolume[i] = 512; + } } - if (musicvolume[2] > 128 && !loading && !mainmenu) + if (musicvolume[2] > 128 && !loading && !mainmenu) { musicvolume[2] = 128; + } if (musictoggle) { - if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) + if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) { emit_stream_np(leveltheme, musicvolume[0]); - if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) + } + if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) { emit_stream_np(stream_fighttheme, musicvolume[1]); - if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) + } + if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) { emit_stream_np(stream_menutheme, musicvolume[2]); - if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) + } + if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) { pause_sound(leveltheme); - if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) + } + if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) { pause_sound(stream_fighttheme); - if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) + } + if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) { pause_sound(stream_menutheme); + } - if (musicvolume[0] != oldmusicvolume[0]) + if (musicvolume[0] != oldmusicvolume[0]) { OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); - if (musicvolume[1] != oldmusicvolume[1]) + } + if (musicvolume[1] != oldmusicvolume[1]) { OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); - if (musicvolume[2] != oldmusicvolume[2]) + } + if (musicvolume[2] != oldmusicvolume[2]) { OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); + } - for (int i = 0; i < 3; i++) + for (int i = 0; i < 3; i++) { oldmusicvolume[i] = musicvolume[i]; + } } else { pause_sound(leveltheme); pause_sound(stream_fighttheme); @@ -8249,76 +4709,86 @@ void Game::TickOnceAfter() } } - killhotspot = 2; - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] > 10 && hotspottype[i] < 20) { - if (player[hotspottype[i] - 10].dead == 0) - killhotspot = 0; - else if (killhotspot == 2) - killhotspot = 1; + Hotspot::killhotspot = 2; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) { + if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) { + Hotspot::killhotspot = 0; + } else if (Hotspot::killhotspot == 2) { + Hotspot::killhotspot = 1; + } } } - if (killhotspot == 2) - killhotspot = 0; - + if (Hotspot::killhotspot == 2) { + Hotspot::killhotspot = 0; + } winhotspot = false; - for (int i = 0; i < numhotspots; i++) - if (hotspottype[i] == -1) - if (distsq(&player[0].coords, &hotspot[i]) < hotspotsize[i]) + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type == -1) { + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) { winhotspot = true; + } + } + } int numalarmed = 0; - for (int i = 1; i < numplayers; i++) - if (!player[i].dead && player[i].aitype == attacktypecutoff && player[i].surprised <= 0) + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) { numalarmed++; - if (numalarmed > maxalarmed) + } + } + if (numalarmed > maxalarmed) { maxalarmed = numalarmed; + } - if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { - if (player[0].dead && changedelay <= 0) { + if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) { + if (Person::players[0]->dead) { changedelay = 1; targetlevel = whichlevel; } alldead = true; - for (int i = 1; i < numplayers; i++) { - if (!player[i].dead && player[i].howactive < typedead1) { + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) { alldead = false; break; } } - - if (alldead && !player[0].dead && maptype == mapkilleveryone) { + if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) { changedelay = 1; targetlevel = whichlevel + 1; - if (targetlevel > numchallengelevels - 1) + if (targetlevel > numchallengelevels - 1) { targetlevel = 0; + } } if (winhotspot || windialogue) { changedelay = 0.1; targetlevel = whichlevel + 1; - if (targetlevel > numchallengelevels - 1) + if (targetlevel > numchallengelevels - 1) { targetlevel = 0; + } } - - if (killhotspot) { + if (Hotspot::killhotspot) { changedelay = 1; targetlevel = whichlevel + 1; - if (targetlevel > numchallengelevels - 1) + if (targetlevel > numchallengelevels - 1) { targetlevel = 0; + } } - if (changedelay > 0 && !player[0].dead && !won) { + if (changedelay > 0 && !Person::players[0]->dead && !won) { //high scores, awards, win if (campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime); scoreadded = 1; } else { - accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + wonleveltime = leveltime; + Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime); } won = 1; + Account::saveFile(Folders::getUserSavePath()); } } @@ -8329,26 +4799,26 @@ void Game::TickOnceAfter() changedelay = .1; alldead = false; winhotspot = false; - killhotspot = 0; + Hotspot::killhotspot = 0; } if (!editorenabled && gameon && !mainmenu) { - if (changedelay != -999) + if (changedelay != -999) { changedelay -= multiplier / 7; - if (player[0].dead) + } + if (Person::players[0]->dead) { targetlevel = whichlevel; + } if (loading == 2 && !campaign) { flash(); fireSound(firestartsound); - if (!player[0].dead && targetlevel != whichlevel) + if (!Person::players[0]->dead && targetlevel != whichlevel) { startbonustotal = bonustotal; - if (player[0].dead) - Loadlevel(whichlevel); - else - Loadlevel(targetlevel); + } + LoadLevel(targetlevel); fireSound(); loading = 3; @@ -8359,32 +4829,34 @@ void Game::TickOnceAfter() fireSound(firestartsound); - Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); + LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); fireSound(); loading = 3; } if (changedelay <= -999 && - whichlevel != -2 && - !loading && - (player[0].dead || - (alldead && maptype == mapkilleveryone) || - (winhotspot) || - (killhotspot))) + whichlevel != -2 && + !loading && + (Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (Hotspot::killhotspot))) { loading = 1; - if ((player[0].dead || - (alldead && maptype == mapkilleveryone) || - (winhotspot) || - (windialogue) || - (killhotspot)) && - changedelay <= 0) { - if (whichlevel != -2 && !loading && !player[0].dead) { + } + if ((Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (Hotspot::killhotspot)) && + changedelay <= 0) { + if (whichlevel != -2 && !loading && !Person::players[0]->dead) { winfreeze = true; changedelay = -999; } - if (player[0].dead) + if (Person::players[0]->dead) { loading = 1; + } } } @@ -8394,8 +4866,9 @@ void Game::TickOnceAfter() // 1 = go back to level select screen // 2 = stealthload next level if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) { - if (campaignlevels[actuallevel].nextlevel.empty()) + if (campaignlevels[actuallevel].nextlevel.empty()) { endgame = 1; + } } else if (mainmenu == 0 && winfreeze) { stealthloading = (campaignlevels[actuallevel].choosenext == 2); @@ -8412,13 +4885,14 @@ void Game::TickOnceAfter() loading = 2; loadtime = 0; targetlevel = 7; - if (!firstload) + if (!firstLoadDone) { LoadStuff(); + } whichchoice = 0; actuallevel = campaignlevels[actuallevel].nextlevel.front(); - visibleloading = 1; + visibleloading = true; stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + LoadLevel(campaignlevels[actuallevel].mapname.c_str()); campaign = 1; mainmenu = 0; gameon = 1; @@ -8428,9 +4902,9 @@ void Game::TickOnceAfter() } } - if (loading == 3) + if (loading == 3) { loading = 0; - + } } oldmusictype = musictype; @@ -8444,128 +4918,89 @@ void Game::TickOnceAfter() viewerfacing = facing; if (!cameramode) { - if ((animation[player[0].animTarget].attack != 3 && animation[player[0].animCurrent].attack != 3) || player[0].skeleton.free) - target = player[0].coords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05; - else - target = player[0].oldcoords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05; + if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) { + target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; + } else { + target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; + } target.y += .1; - if (player[0].skeleton.free) { - for (int i = 0; i < player[0].skeleton.num_joints; i++) { - if (player[0].skeleton.joints[i].position.y * player[0].scale + player[0].coords.y > target.y) - target.y = player[0].skeleton.joints[i].position.y * player[0].scale + player[0].coords.y; + if (Person::players[0]->skeleton.free) { + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) { + target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y; + } } target.y += .1; } - if (player[0].skeleton.free != 2/*&&!autocam*/) { + if (Person::players[0]->skeleton.free != 2) { cameraspeed = 20; - if (findLengthfast(&player[0].velocity) > 400) { - cameraspeed = 20 + (findLength(&player[0].velocity) - 20) * .96; + if (findLengthfast(&Person::players[0]->velocity) > 400) { + cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96; } - if (player[0].skeleton.free == 0 && player[0].animTarget != hanganim && player[0].animTarget != climbanim) + if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) { target.y += 1.4; + } coltarget = target - cameraloc; - if (findLengthfast(&coltarget) < multiplier * multiplier * 400) + if (findLengthfast(&coltarget) < multiplier * multiplier * 400) { cameraloc = target; - else { + } else { Normalise(&coltarget); - if (player[0].animTarget != hanganim && player[0].animTarget != climbanim && player[0].animCurrent != climbanim && player[0].currentoffset.x == 0) + if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) { cameraloc = cameraloc + coltarget * multiplier * cameraspeed; - else + } else { cameraloc = cameraloc + coltarget * multiplier * 8; + } } - if (editorenabled) + if (editorenabled) { cameraloc = target; + } cameradist += multiplier * 5; - if (cameradist > 2.3) + if (cameradist > 2.3) { cameradist = 2.3; + } viewer = cameraloc - facing * cameradist; colviewer = viewer; coltarget = cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); - if (terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) { - int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j]; - colviewer = viewer; - coltarget = cameraloc; - if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) - viewer = col; + Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + 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[player[0].whichpatchx][player[0].whichpatchz]) - for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) { - int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j]; - colviewer = viewer; - if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -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)) { cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z); } } - /* - //what did autocam do? - if(player[0].skeleton.free!=2&&autocam){ - cameraspeed=20; - if(findLengthfast(&player[0].velocity)>400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4; - cameradist+=multiplier*5; - if(cameradist>3.3)cameradist=3.3; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)1) - { - Normalise(&coltarget); - if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; - else cameraloc=cameraloc+coltarget*multiplier*8; - } - if(editorenabled)cameraloc=target; - viewer=cameraloc; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;j .8) + if (camerashake > .8) { camerashake = .8; - //if(woozy>10)woozy=10; - //woozy+=multiplier; + } woozy += multiplier; - if (player[0].dead) + if (Person::players[0]->dead) { camerashake = 0; - if (player[0].dead) + } + if (Person::players[0]->dead) { woozy = 0; + } camerashake -= multiplier * 2; blackout -= multiplier * 2; - //if(player[0].isCrouch())woozy-=multiplier*8; - if (camerashake < 0) + if (camerashake < 0) { camerashake = 0; - if (blackout < 0) + } + if (blackout < 0) { blackout = 0; - //if(woozy<0)woozy=0; + } if (camerashake) { viewer.x += (float)(Random() % 100) * .0005 * camerashake; viewer.y += (float)(Random() % 100) * .0005 * camerashake; @@ -8573,4 +5008,3 @@ void Game::TickOnceAfter() } } } -