X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=9afacced235878340de42e6afb33737a163ae2db;hb=f38eb24f446b94d592d97b24b315bb44bed7b12c;hp=4a0229bb673bc2c2a89ff0c14de8c5a16d290771;hpb=25e3d5e35a7fd7efdffc420efe3c41a91cefe43f;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 4a0229b..9afacce 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1,24 +1,26 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - 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 + #if PLATFORM_UNIX #include #include @@ -27,8 +29,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #endif + #include #include +#include #include #include "Game.h" #include "openal_wrapper.h" @@ -37,8 +41,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Animation.h" #include "Awards.h" #include "Menu.h" +#include "ConsoleCmds.h" +#include "Dialog.h" +#include "Utils/Folders.h" #include +#include using namespace std; using namespace Game; @@ -79,8 +87,6 @@ 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; @@ -95,7 +101,6 @@ extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar extern bool decals; -extern float tintr, tintg, tintb; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -120,7 +125,6 @@ extern float damagedealt; extern int maptype; extern int editoractive; extern int editorpathtype; -extern TGAImageRec texture; extern float hostiletime; @@ -141,12 +145,7 @@ extern bool winfreeze; extern bool campaign; - - -void Loadlevel(int which); -void Loadlevel(const char *name); - - +extern void toggleFullscreen(); class CampaignLevel { @@ -200,7 +199,7 @@ public: is >> mapname; is.ignore(256, ':'); is >> description; - for (int pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { + for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { description.replace(pos, 1, 1, ' '); } is.ignore(256, ':'); @@ -224,7 +223,6 @@ public: } }; -int indemo = 0; bool won = false; int entername = 0; vector campaignlevels; @@ -241,58 +239,30 @@ 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" +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" }; -static const char *wolfskin[] = { - ":Data:Textures:Wolf.jpg", - ":Data:Textures:Darkwolf.jpg", - ":Data:Textures:Snowwolf.jpg" +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) -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 -}; - -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 -}; - - - // utility functions // TODO: this is slightly incorrect @@ -331,16 +301,16 @@ inline float stepTowardf(float from, float to, float by) return from + by; } -void playdialogueboxsound() +void Game::playdialoguescenesound() { XYZ temppos; - temppos = player[participantfocus[whichdialogue][indialogue]].coords; + temppos = Person::players[Dialog::currentScene().participantfocus]->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; int sound = -1; - switch (dialogueboxsound[whichdialogue][indialogue]) { + switch (Dialog::currentScene().sound) { case -6: sound = alarmsound; break; @@ -413,284 +383,13 @@ void playdialogueboxsound() // ================================================================ -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; @@ -705,7 +404,7 @@ static int findClosestObject() float closestdist = std::numeric_limits::max(); for (int i = 0; i < objects.numobjects; i++) { - float distance = distsq(&objects.position[i], &player[0].coords); + float distance = distsq(&objects.position[i], &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; closest = i; @@ -714,588 +413,6 @@ static int findClosestObject() 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) -{ - float headprop, bodyprop, armprop, legprop; - - 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; - } -} - -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) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; -} - -static void ch_protection(const char *args) -{ - set_protection(0, args); -} - -static void ch_protectionnear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_protection(closest, args); -} - -static void set_armor(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; -} - -static void ch_armor(const char *args) -{ - set_armor(0, args); -} - -static void ch_armornear(const char *args) -{ - int closest = findClosestPlayer(); - if (closest >= 0) - set_armor(closest, args); -} - -static void ch_protectionreset(const char *args) -{ - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); -} - -static void set_metal(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; -} - -static void ch_metal(const char *args) -{ - set_metal(0, args); -} - -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); -} - -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]); @@ -1310,21 +427,20 @@ static void cmd_dispatch(const string cmd) } /********************> Tick() <*****/ -extern bool save_image(const char * fname); +extern bool save_screenshot(const char * fname); void Screenshot (void) { - char temp[1024]; + char filename[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); + sprintf(filename, "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); + save_screenshot(filename); } void Game::SetUpLighting() @@ -1422,8 +538,6 @@ int Game::checkcollide(XYZ startpoint, XYZ endpoint) } } - //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; - return -1; } @@ -1488,33 +602,29 @@ void Setenvironment(int which) 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); + objects.treetextureptr.load("Textures/SnowTree.png", 0); + objects.bushtextureptr.load("Textures/BushSnow.png", 0); + objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); 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); - + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; + terraintexture.load("Textures/Snow.jpg", 1); + terraintexture2.load("Textures/Rock.jpg", 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"); + 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"); @@ -1523,10 +633,10 @@ void Setenvironment(int which) } 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); + objects.treetextureptr.load("Textures/DesertTree.png", 0); + objects.bushtextureptr.load("Textures/BushDesert.png", 0); + objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); if (ambientsound) @@ -1537,22 +647,19 @@ void Setenvironment(int which) 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); - + terraintexture.load("Textures/Sand.jpg", 1); + terraintexture2.load("Textures/SandSlope.jpg", 1); temptexdetail = texdetail; 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"); @@ -1561,10 +668,10 @@ void Setenvironment(int which) } 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); + objects.treetextureptr.load("Textures/Tree.png", 0); + objects.bushtextureptr.load("Textures/Bush.png", 0); + objects.rocktextureptr.load("Textures/Boulder.jpg", 1); + objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); if (ambientsound) emit_stream_np(stream_wind, 100.); @@ -1574,22 +681,19 @@ void Setenvironment(int which) 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) 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"); @@ -1597,7 +701,7 @@ void Setenvironment(int which) } temptexdetail = texdetail; texdetail = 1; - terrain.load(":Data:Textures:heightmap.png"); + terrain.load("Textures/HeightMap.png"); texdetail = temptexdetail; } @@ -1606,7 +710,16 @@ void LoadCampaign() { if (!accountactive) return; - ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str())); + ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt")); + if (!ipstream.good()) { + if (accountactive->getCurrentCampaign() == "main") { + cerr << "Could not found main campaign!" << endl; + return; + } + cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl; + accountactive->setCurrentCampaign("main"); + return LoadCampaign(); + } ipstream.ignore(256, ':'); int numlevels; ipstream >> numlevels; @@ -1618,11 +731,11 @@ void LoadCampaign() } ipstream.close(); - ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str())); + ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png")); if (test.good()) { - Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0); + Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0); } else { - Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0); + Mainmenuitems[7].load("Textures/World.png", 0); } if (accountactive->getCampaignChoicesMade() == 0) { @@ -1633,11 +746,11 @@ void LoadCampaign() vector ListCampaigns() { - DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); + errno = 0; + DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str()); struct dirent *campaign = NULL; if (!campaigns) { - perror("Problem while loading campaigns"); - cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; + perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str()); exit(EXIT_FAILURE); } vector campaignNames; @@ -1653,7 +766,7 @@ vector ListCampaigns() return campaignNames; } -void Loadlevel(int which) +void Game::Loadlevel(int which) { stealthloading = 0; whichlevel = which; @@ -1669,14 +782,11 @@ void Loadlevel(int which) Loadlevel("mapsave"); } -void Loadlevel(const char *name) +void Game::Loadlevel(const std::string& name) { + 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; @@ -1703,649 +813,463 @@ void Loadlevel(const char *name) tutorialstagetime = 0; tutorialmaxtime = 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; + errno = 0; + tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); - for (int i = 0; i < 20; i++) - dialoguegonethrough[i] = 0; + pause_sound(stream_firesound); + scoreadded = 0; + windialogue = false; + hostiletime = 0; + won = 0; + + animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral); + + Dialog::dialogs.clear(); + + Dialog::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; + } - indialogue = -1; - cameramode = 0; + if (!stealthloading) { + terrain.numdecals = 0; + Sprite::deleteSprites(); + for (int i = 0; i < objects.numobjects; i++) + objects.model[i].numdecals = 0; - damagedealt = 0; - damagetaken = 0; + int j = objects.numobjects; + for (int i = 0; i < j; i++) { + objects.DeleteObject(0); + if (visibleloading) + LoadingScreen(); + } - if (accountactive) - difficulty = accountactive->getDifficulty(); + for (int i = 0; i < subdivision; i++) + for (int j = 0; j < subdivision; j++) + terrain.patchobjectnum[i][j] = 0; + if (visibleloading) + LoadingScreen(); + } - numhotspots = 0; - currenthotspot = -1; - bonustime = 1; + weapons.clear(); + Person::players.resize(1); + 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; - - 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(); + } + 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)); } - weapons.clear(); + if (visibleloading) + LoadingScreen(); - 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)); - } + 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); - if (visibleloading) - LoadingScreen(); + funpackf(tfile, "Bi", &Person::players[0]->numclothes); - 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); + 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; + } - funpackf(tfile, "Bi", &player[0].numclothes); + Person::players[0]->lastattack = -1; + Person::players[0]->lastattack2 = -1; + Person::players[0]->lastattack3 = -1; - if (mapvers >= 9) - funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); - else { - player[0].whichskin = 0; - player[0].creature = rabbittype; - } + //dialogues + if (mapvers >= 8) { + Dialog::loadDialogs(tfile); + } - 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 (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]); + } - 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, "Bi", &environment); - funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]); - } - } - } else - numdialogues = 0; + 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]; + } - for (int k = 0; k < player[0].numclothes; k++) { + 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); - 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]); + 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; - funpackf(tfile, "Bi", &environment); + if (visibleloading) + LoadingScreen(); - 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 (!stealthloading) { + objects.center = 0; + for (int i = 0; i < objects.numobjects; i++) + objects.center += objects.position[i]; + objects.center /= objects.numobjects; - 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; - } + float maxdistance = 0; + float tempdist; + for (int i = 0; i < objects.numobjects; i++) { + tempdist = distsq(&objects.center, &objects.position[i]); + if (tempdist > maxdistance) { + maxdistance = tempdist; } - objects.radius = fast_sqrt(maxdistance); } + 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; - } - - 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; - } + if (visibleloading) + LoadingScreen(); - 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]); - } - } - } - } + int numplayers; + funpackf(tfile, "Bi", &numplayers); + if (numplayers > maxplayers) { + cout << "Warning: this level contains more players than allowed" << endl; + } + for (int i = 1; i < numplayers; i++) { + unsigned j = 1; + try { + Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); + j++; + } catch (InvalidPersonException e) { } - if (visibleloading) - LoadingScreen(); + } + 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]); - } + 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(); - - funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); + } + if (visibleloading) + LoadingScreen(); - 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(); - } + funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); - terrain.DoShadows(); - if (visibleloading) - LoadingScreen(); - objects.DoShadows(); + 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(); } - 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); - } - } + terrain.DoShadows(); + if (visibleloading) + LoadingScreen(); + objects.DoShadows(); + if (visibleloading) + LoadingScreen(); + } + fclose(tfile); - //~ int texsize; - //~ texsize=512*512*3/texdetail/texdetail; + for (unsigned i = 0; i < Person::players.size(); i++) { + if (visibleloading) + LoadingScreen(); + if (i == 0) { + Person::players[i]->burnt = 0; + Person::players[i]->bled = 0; + Person::players[i]->onfire = 0; + Person::players[i]->scale = .2; + } + Person::players[i]->skeleton.free = 0; + Person::players[i]->skeleton.id = i; + if (i == 0 && mapvers < 9) { + Person::players[i]->creature = rabbittype; + } + if (Person::players[i]->creature != wolftype) { + Person::players[i]->skeleton.Load( + (char *)"Skeleton/BasicFigure", + (char *)"Skeleton/BasicFigureLow", + (char *)"Skeleton/RabbitBelt", + (char *)"Models/Body.solid", + (char *)"Models/Body2.solid", + (char *)"Models/Body3.solid", + (char *)"Models/Body4.solid", + (char *)"Models/Body5.solid", + (char *)"Models/Body6.solid", + (char *)"Models/Body7.solid", + (char *)"Models/BodyLow.solid", + (char *)"Models/Belt.solid", 0); + } else { + Person::players[i]->skeleton.Load( + (char *)"Skeleton/BasicFigureWolf", + (char *)"Skeleton/BasicFigureWolfLow", + (char *)"Skeleton/RabbitBelt", + (char *)"Models/Wolf.solid", + (char *)"Models/Wolf2.solid", + (char *)"Models/Wolf3.solid", + (char *)"Models/Wolf4.solid", + (char *)"Models/Wolf5.solid", + (char *)"Models/Wolf6.solid", + (char *)"Models/Wolf7.solid", + (char *)"Models/WolfLow.solid", + (char *)"Models/Belt.solid", 0); + } - player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin], 1, &player[i].skeleton.skinText[0], &player[i].skeleton.skinsize); + Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize); - 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(); - } + Person::players[i]->addClothes(); - 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; + 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; } - player[i].headless = 0; - player[i].currentoffset = 0; - player[i].targetoffset = 0; - - player[i].damagetolerance = 200; + } - if (player[i].creature == wolftype) { - if (i == 0 || player[i].scale < 0) - player[i].scale = .23; - player[i].damagetolerance = 300; - } - 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; - } + if (visibleloading) + LoadingScreen(); - 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; + 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; } - player[0].aitype = playercontrolled; - player[0].weaponactive = -1; - - if (difficulty == 1) - player[0].power = 1 / .9; + Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0); + + 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 (difficulty == 0) - player[0].power = 1 / .8; + 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; + } - 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; + cameraloc = Person::players[0]->coords; + cameraloc.y += 5; + yaw = Person::players[0]->yaw; - hawkcoords = player[0].coords; - hawkcoords.y += 30; + hawkcoords = Person::players[0]->coords; + hawkcoords.y += 30; - if (visibleloading) - LoadingScreen(); - //~ for(int i=0;icoords = (temp + temp2) / 2; - emit_sound_at(fireendsound, player[1].coords); + emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < player[1].skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[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; + if (!Person::players[1]->skeleton.free) + temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; + if (Person::players[1]->skeleton.free) + temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; + if (!Person::players[1]->skeleton.free) + temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; + if (Person::players[1]->skeleton.free) + temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } } @@ -2444,7 +1368,6 @@ void doTutorial() break; case 19: tutorialstage = 20; - //tutorialmaxtime=500; break; case 20: tutorialmaxtime = 500; @@ -2476,20 +1399,20 @@ void doTutorial() tutorialmaxtime = 4; reversaltrain = 1; cananger = 1; - player[1].aitype = attacktypecutoff; + Person::players[1]->aitype = attacktypecutoff; break; case 28: tutorialmaxtime = 400; break; case 29: tutorialmaxtime = 400; - player[0].escapednum = 0; + Person::players[0]->escapednum = 0; break; case 30: tutorialmaxtime = 4; reversaltrain = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[1]->aitype = passivetype; break; case 31: tutorialmaxtime = 13; @@ -2501,7 +1424,7 @@ void doTutorial() tutorialmaxtime = 400; cananger = 1; canattack = 1; - player[1].aitype = attacktypecutoff; + Person::players[1]->aitype = attacktypecutoff; break; case 34: tutorialmaxtime = 400; @@ -2513,7 +1436,7 @@ void doTutorial() tutorialmaxtime = 2; reversaltrain = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[1]->aitype = passivetype; break; case 37: damagedealt = 0; @@ -2521,13 +1444,13 @@ void doTutorial() tutorialmaxtime = 50; cananger = 1; canattack = 1; - player[1].aitype = attacktypecutoff; + Person::players[1]->aitype = attacktypecutoff; break; case 38: tutorialmaxtime = 4; canattack = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[1]->aitype = passivetype; break; case 39: { XYZ temp, temp2; @@ -2568,35 +1491,35 @@ void doTutorial() 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; + Person::players[0]->weaponactive = -1; + Person::players[0]->num_weapons = 0; + Person::players[1]->weaponactive = 0; + Person::players[1]->num_weapons = 1; + Person::players[1]->weaponids[0] = 0; cananger = 1; canattack = 1; - player[1].aitype = attacktypecutoff; + Person::players[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; + Person::players[0]->weaponactive = -1; + Person::players[0]->num_weapons = 0; + Person::players[1]->weaponactive = 0; + Person::players[1]->num_weapons = 1; + Person::players[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; + Person::players[0]->weaponactive = -1; + Person::players[0]->num_weapons = 0; + Person::players[1]->weaponactive = 0; + Person::players[1]->num_weapons = 1; + Person::players[1]->weaponids[0] = 0; weapons[0].setType(sword); @@ -2630,40 +1553,40 @@ void doTutorial() 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; + Person::players[0]->weaponactive = 0; + Person::players[0]->num_weapons = 1; + Person::players[0]->weaponids[0] = 1; + Person::players[1]->weaponactive = 0; + Person::players[1]->num_weapons = 1; + Person::players[1]->weaponids[0] = 0; } break; case 48: canattack = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[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); + Person::players[0]->weaponactive = 0; + Person::players[0]->num_weapons = 1; + Person::players[0]->weaponids[0] = 1; + Person::players[1]->weaponactive = 0; + Person::players[1]->num_weapons = 1; + Person::players[1]->weaponids[0] = 0; + + if (Person::players[0]->weaponactive != -1) + weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff); else weapons[0].setType(staff); break; case 49: canattack = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[1]->aitype = passivetype; tutorialmaxtime = 200; @@ -2673,36 +1596,36 @@ void doTutorial() weapons[0].setType(knife); 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; + Person::players[1]->weaponactive = -1; + Person::players[1]->num_weapons = 0; + Person::players[0]->weaponactive = 0; + Person::players[0]->num_weapons = 1; + Person::players[0]->weaponids[0] = 0; break; case 50: { tutorialmaxtime = 8; XYZ temp, temp2; - emit_sound_at(fireendsound, player[1].coords); + emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < player[1].skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[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; + if (!Person::players[1]->skeleton.free) + temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; + if (Person::players[1]->skeleton.free) + temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; + if (!Person::players[1]->skeleton.free) + temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; + if (Person::players[1]->skeleton.free) + temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } } - player[1].num_weapons = 0; - player[1].weaponstuck = -1; - player[1].weaponactive = -1; + Person::players[1]->num_weapons = 0; + Person::players[1]->weaponstuck = -1; + Person::players[1]->weaponactive = -1; weapons.clear(); } @@ -2725,59 +1648,59 @@ void doTutorial() tutorialsuccess += multiplier; break; case 4: - if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown) + if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) tutorialsuccess += multiplier; break; case 5: - if (player[0].jumpkeydown) + if (Person::players[0]->jumpkeydown) tutorialsuccess = 1; break; case 6: - if (player[0].isCrouch()) + if (Person::players[0]->isCrouch()) tutorialsuccess = 1; break; case 7: - if (player[0].animTarget == rollanim) + if (Person::players[0]->animTarget == rollanim) tutorialsuccess = 1; break; case 8: - if (player[0].animTarget == sneakanim) + if (Person::players[0]->animTarget == sneakanim) tutorialsuccess += multiplier; break; case 9: - if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim) + if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) tutorialsuccess += multiplier; break; case 11: - if (player[0].isWallJump()) + if (Person::players[0]->isWallJump()) tutorialsuccess = 1; break; case 12: - if (player[0].animTarget == flipanim) + if (Person::players[0]->animTarget == flipanim) tutorialsuccess = 1; break; case 15: - if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim) + if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) tutorialsuccess = 1; break; case 16: - if (player[0].animTarget == winduppunchanim) + if (Person::players[0]->animTarget == winduppunchanim) tutorialsuccess = 1; break; case 17: - if (player[0].animTarget == spinkickanim) + if (Person::players[0]->animTarget == spinkickanim) tutorialsuccess = 1; break; case 18: - if (player[0].animTarget == sweepanim) + if (Person::players[0]->animTarget == sweepanim) tutorialsuccess = 1; break; case 19: - if (player[0].animTarget == dropkickanim) + if (Person::players[0]->animTarget == dropkickanim) tutorialsuccess = 1; break; case 20: - if (player[0].animTarget == rabbitkickanim) + if (Person::players[0]->animTarget == rabbitkickanim) tutorialsuccess = 1; break; case 21: @@ -2789,71 +1712,71 @@ void doTutorial() tutorialsuccess = 1; break; case 23: - if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim) + if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) tutorialsuccess = 1; break; case 24: - if (player[0].animTarget == rabbittacklinganim) + if (Person::players[0]->animTarget == rabbittacklinganim) tutorialsuccess = 1; break; case 25: - if (player[0].animTarget == backhandspringanim) + if (Person::players[0]->animTarget == backhandspringanim) tutorialsuccess = 1; break; case 28: - if (animation[player[0].animTarget].attack == reversed && player[0].feint) + if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) tutorialsuccess = 1; break; case 29: - if (player[0].escapednum == 2) { + if (Person::players[0]->escapednum == 2) { tutorialsuccess = 1; reversaltrain = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[1]->aitype = passivetype; } break; case 33: - if (animation[player[0].animTarget].attack == reversal) + if (animation[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 34: - if (animation[player[0].animTarget].attack == reversal) + if (animation[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 35: - if (animation[player[0].animTarget].attack == reversal) { + if (animation[Person::players[0]->animTarget].attack == reversal) { tutorialsuccess = 1; reversaltrain = 0; cananger = 0; - player[1].aitype = passivetype; + Person::players[1]->aitype = passivetype; } break; case 40: - if (player[0].num_weapons > 0) + if (Person::players[0]->num_weapons > 0) tutorialsuccess = 1; break; case 41: - if (player[0].weaponactive == -1 && player[0].num_weapons > 0) + if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0) tutorialsuccess = 1; break; case 43: - if (player[0].animTarget == knifeslashstartanim) + if (Person::players[0]->animTarget == knifeslashstartanim) tutorialsuccess = 1; break; case 44: - if (animation[player[0].animTarget].attack == reversal) + if (animation[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 45: - if (animation[player[0].animTarget].attack == reversal) + if (animation[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 46: - if (animation[player[0].animTarget].attack == reversal) + if (animation[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 49: - if (player[1].weaponstuck != -1) + if (Person::players[1]->weaponstuck != -1) tutorialsuccess = 1; break; default: @@ -2874,8 +1797,8 @@ void doTutorial() } if (tutorialstage < 14 || tutorialstage >= 50) { - player[1].coords.y = 300; - player[1].velocity = 0; + Person::players[1]->coords.y = 300; + Person::players[1]->velocity = 0; } } @@ -2883,174 +1806,166 @@ void doDebugKeys() { 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 (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)) { + if (Input::isKeyPressed(SDL_SCANCODE_J)) { environment++; if (environment > 2) environment = 0; Setenvironment(environment); } - if (Input::isKeyPressed(SDLK_c)) { - cameramode = 1 - cameramode; + 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); + if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (Person::players[0]->num_weapons > 0) { + if (weapons[Person::players[0]->weaponids[0]].getType() == sword) + weapons[Person::players[0]->weaponids[0]].setType(staff); + else if (weapons[Person::players[0]->weaponids[0]].getType() == staff) + weapons[Person::players[0]->weaponids[0]].setType(knife); else - weapons[player[0].weaponids[0]].setType(sword); + weapons[Person::players[0]->weaponids[0]].setType(sword); } } - if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) { + if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_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); + if (Person::players[closest]->num_weapons) { + 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[player[closest].weaponids[0]].setType(sword); + weapons[Person::players[closest]->weaponids[0]].setType(sword); } - if (!player[closest].num_weapons) { - player[closest].weaponids[0] = weapons.size(); + if (!Person::players[closest]->num_weapons) { + Person::players[closest]->weaponids[0] = weapons.size(); weapons.push_back(Weapon(knife, closest)); - player[closest].num_weapons = 1; + Person::players[closest]->num_weapons = 1; } } } - if (Input::isKeyDown(SDLK_u)) { + if (Input::isKeyDown(SDL_SCANCODE_U)) { int closest = findClosestPlayer(); if (closest >= 0) { - player[closest].yaw += multiplier * 50; - player[closest].targetyaw = player[closest].yaw; + Person::players[closest]->yaw += multiplier * 50; + Person::players[closest]->targetyaw = Person::players[closest]->yaw; } } - if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) { + if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestPlayer(); - if (Input::isKeyDown(SDLK_LCTRL)) + if (Input::isKeyDown(SDL_SCANCODE_LCTRL)) closest = 0; 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]->whichskin++; + if (Person::players[closest]->whichskin > 9) + Person::players[closest]->whichskin = 0; + if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) + Person::players[closest]->whichskin = 0; - 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(); + Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } + + Person::players[closest]->addClothes(); } - if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) { + if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int 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; + 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; } - 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]->creature == 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 == 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; + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->skeleton.id = closest; + Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0); + Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + Person::players[closest]->whichskin = 0; + Person::players[closest]->creature = wolftype; - 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; + 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; - player[closest].damagetolerance = 300; + Person::players[closest]->damagetolerance = 300; } 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; + Person::players[closest]->skeleton.id = closest; + Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1); + Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + Person::players[closest]->whichskin = 0; + Person::players[closest]->creature = rabbittype; + + 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 == 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 == 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 (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 == 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)) { + if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { slomo = 1 - slomo; slomodelay = 1000; } - if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) { + 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; @@ -3059,24 +1974,24 @@ void doDebugKeys() 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 (int k = 0; k < Person::players[closest]->skeleton.num_joints; 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 +2002,35 @@ 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)))) { + 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 (int i = 0; i < Person::players[closest]->skeleton.num_joints; 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 +2039,15 @@ 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 (int i = 0; i < Person::players[closest]->skeleton.num_joints; 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 +2055,15 @@ 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 (int i = 0; i < Person::players[closest]->skeleton.num_joints; 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 +2071,15 @@ 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 (int i = 0; i < Person::players[closest]->skeleton.num_joints; 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; @@ -3173,58 +2088,55 @@ 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 (int i = 0; i < Person::players[j]->skeleton.num_joints; 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 (Input::isKeyPressed(SDL_SCANCODE_F)) { + Person::players[0]->onfire = 1 - Person::players[0]->onfire; + if (Person::players[0]->onfire) { + Person::players[0]->CatchFire(); } - if (!player[0].onfire) { - emit_sound_at(fireendsound, player[0].coords); + if (!Person::players[0]->onfire) { + emit_sound_at(fireendsound, Person::players[0]->coords); pause_sound(stream_firesound); } } - 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); + if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + Person::players[0]->RagDoll(0); - emit_sound_at(whooshsound, player[0].coords, 128.); + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); } - if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { for (int i = 0; i < objects.numobjects; i++) { if (objects.type[i] == treeleavestype) { objects.scale[i] *= .9; @@ -3232,22 +2144,22 @@ void doDebugKeys() } } - if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) { - editorenabled = 1 - editorenabled; + if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + editorenabled = !editorenabled; if (editorenabled) { - player[0].damagetolerance = 100000; + Person::players[0]->damagetolerance = 100000; } else { - player[0].damagetolerance = 200; + Person::players[0]->damagetolerance = 200; } - 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; + 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; } //skip level - if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) { + if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { targetlevel++; if (targetlevel > numchallengelevels - 1) targetlevel = 0; @@ -3256,34 +2168,30 @@ void doDebugKeys() } if (editorenabled) { - if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestPlayer(); if (closest >= 0) { - //player[closest]=player[numplayers-1]; - //player[closest].skeleton=player[numplayers-1].skeleton; - numplayers--; + Person::players.erase(Person::players.begin()+closest); } } - if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { int closest = findClosestObject(); if (closest >= 0) objects.position[closest].y -= 500; } - if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) { - //drawmode++; - //if(drawmode>2)drawmode=0; + if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { 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; + 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) - boxcoords.y = player[0].coords.y - .5; + scenecoords.y = Person::players[0]->coords.y - .5; if (editortype == firetype) - boxcoords.y = player[0].coords.y - .5; - //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360); + scenecoords.y = Person::players[0]->coords.y - .5; + //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); float temprotat, temprotat2; temprotat = editoryaw; temprotat2 = editorpitch; @@ -3292,171 +2200,156 @@ void doDebugKeys() if (temprotat2 < 0) temprotat2 = Random() % 360; - objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + objects.MakeObject(editortype, scenecoords, (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); + objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } } - 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; - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + Person::players.push_back(shared_ptr(new Person())); - 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()->scale = .2 * 5 * Person::players[0]->scale; + Person::players.back()->creature = rabbittype; + Person::players.back()->howactive = editoractive; + Person::players.back()->skeleton.id = Person::players.size()-1; + Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1); - 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; - } + int k = abs(Random() % 2) + 1; + if (k == 0) { + Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); + Person::players.back()->whichskin = 0; + } else if (k == 1) { + Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); + Person::players.back()->whichskin = 1; + } else { + Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); + Person::players.back()->whichskin = 2; + } - 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()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); + Person::players.back()->power = 1; + Person::players.back()->speedmult = 1; + Person::players.back()->animCurrent = bounceidleanim; + Person::players.back()->animTarget = bounceidleanim; + Person::players.back()->frameCurrent = 0; + Person::players.back()->frameTarget = 1; + Person::players.back()->target = 0; + Person::players.back()->bled = 0; + Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; + + Person::players.back()->targetyaw = Person::players[0]->targetyaw; + Person::players.back()->yaw = Person::players[0]->yaw; + + Person::players.back()->velocity = 0; + Person::players.back()->coords = Person::players[0]->coords; + Person::players.back()->oldcoords = Person::players.back()->coords; + Person::players.back()->realoldcoords = Person::players.back()->coords; + + Person::players.back()->id = Person::players.size()-1; + Person::players.back()->updatedelay = 0; + Person::players.back()->normalsupdatedelay = 0; + + Person::players.back()->aitype = passivetype; + + 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; + } - 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 == 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(); - } + Person::players.back()->headless = 0; + Person::players.back()->onfire = 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++; + 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; } - } - 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()->tempanimation.Load((char *)"Tempanim", 0, 0); + + 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(); + + Person::players.back()->power = Person::players[0]->power; + Person::players.back()->speedmult = Person::players[0]->speedmult; + + Person::players.back()->damage = 0; + Person::players.back()->permanentdamage = 0; + Person::players.back()->superpermanentdamage = 0; + Person::players.back()->deathbleeding = 0; + Person::players.back()->bleeding = 0; + Person::players.back()->numwaypoints = 0; + Person::players.back()->waypoint = 0; + Person::players.back()->weaponstuck = -1; + Person::players.back()->weaponactive = -1; + Person::players.back()->num_weapons = 0; + Person::players.back()->bloodloss = 0; + Person::players.back()->dead = 0; + + Person::players.back()->loaded = 1; + } + + 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 (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], &player[0].coords) < .5 && i != pathpointselected && !connected) { + 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) @@ -3471,7 +2364,7 @@ void doDebugKeys() } if (!connected) { numpathpoints++; - pathpoint[numpathpoints - 1] = player[0].coords; + pathpoint[numpathpoints - 1] = Person::players[0]->coords; numpathpointconnect[numpathpoints - 1] = 0; if (numpathpoints > 1 && pathpointselected != -1) { numpathpointconnect[pathpointselected]++; @@ -3482,17 +2375,17 @@ void doDebugKeys() } } - if (Input::isKeyPressed(SDLK_PERIOD)) { + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { pathpointselected++; if (pathpointselected >= numpathpoints) pathpointselected = -1; } - if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) { + 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 (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { if (pathpointselected != -1) { numpathpoints--; pathpoint[pathpointselected] = pathpoint[numpathpoints]; @@ -3515,7 +2408,7 @@ void doDebugKeys() } } - 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--; @@ -3523,7 +2416,7 @@ void doDebugKeys() 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++; @@ -3531,44 +2424,44 @@ void doDebugKeys() editortype = 0; } - if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + 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(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editoryaw += multiplier * 100; } - if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorsize += multiplier; } - if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorsize -= multiplier; if (editorsize < .1) editorsize = .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)) { mapradius -= multiplier * 10; } - 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)) { mapradius += multiplier * 10; } - if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorpitch += multiplier * 100; } - if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) { + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorpitch -= multiplier * 100; if (editorpitch < -.01) editorpitch = -.01; } - if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestObject(); if (closest >= 0) objects.DeleteObject(closest); @@ -3579,98 +2472,98 @@ void doDebugKeys() void doJumpReversals() { - for (int k = 0; k < numplayers; k++) - for (int i = k; i < numplayers; i++) { + for (unsigned k = 0; k < Person::players.size(); k++) + for (unsigned i = k; i < Person::players.size(); 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)) { + 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[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; } - 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; + 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; } - 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[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; } - 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; + 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; } } } @@ -3680,163 +2573,162 @@ void doJumpReversals() 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[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)); + Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)); - for (int l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) { - int i = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l]; + for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { + int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (objects.type[i] != rocktype || - objects.scale[i] > .5 && 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()) + objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled || + objects.position[i].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 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, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -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); + Person::players[k]->setAnimation(walljumpleftanim); + emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + Person::players[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; + 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; + lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumprightanim); - emit_sound_at(movewhooshsound, player[k].coords); + Person::players[k]->setAnimation(walljumprightanim); + emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + Person::players[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; + 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; + lowpointtarget = lowpoint + Person::players[k]->facing * 2; whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumpbackanim); - emit_sound_at(movewhooshsound, player[k].coords); + Person::players[k]->setAnimation(walljumpbackanim); + emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + Person::players[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; + 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; + lowpointtarget = lowpoint - Person::players[k]->facing * 2; whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - player[k].setAnimation(walljumpfrontanim); - emit_sound_at(movewhooshsound, player[k].coords); + Person::players[k]->setAnimation(walljumpfrontanim); + emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); - player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + Person::players[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; + 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++; } @@ -3846,83 +2738,79 @@ void doAerialAcrobatics() } } } else if (objects.type[i] == rocktype) { - lowpoint2 = player[k].coords; - lowpoint = player[k].coords; + 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; + 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() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 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 (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { + int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + 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; + if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -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; objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); - lowpoint = player[k].coords; + 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]); if (whichhit != -1) { - lowpoint = player[k].coords; + lowpoint = Person::players[k]->coords; lowpoint.y += .1; lowpointtarget = lowpoint + facing * 1.4; lowpoint2 = lowpoint; @@ -3952,8 +2840,8 @@ void doAerialAcrobatics() whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); if (objects.friction[i] > .5) if (whichhit != -1) { - if (whichhit != -1 && player[k].animTarget != jumpupanim && player[k].animTarget != jumpdownanim) - player[k].collided = 1; + if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) + Person::players[k]->collided = 1; if (checkcollide(lowpoint7, lowpointtarget7) == -1) if (checkcollide(lowpoint6, lowpointtarget6) == -1) if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, @@ -3965,53 +2853,52 @@ void doAerialAcrobatics() objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, &colpoint, &objects.position[i], &objects.yaw[i]) != -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 (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; + flatfacing = Person::players[k]->coords; + Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + Person::players[k]->coords.y = lowpointtarget.y - .07; + Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; - if (j > 10 || !player[k].isRun()) { - if (player[k].animTarget == jumpdownanim || player[k].animTarget == jumpupanim) { + 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; + Person::players[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; + 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]->setAnimation(hanganim); + Person::players[k]->jumppower = 0; } } break; @@ -4023,444 +2910,442 @@ void doAerialAcrobatics() } } } - 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]->setAnimation(jumpdownanim); if (!k) - emit_sound_at(whooshsound, player[k].coords, 128.); + 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)) oldattackkey = 0; if (oldattackkey) - player[0].attackkeydown = 0; + Person::players[0]->attackkeydown = 0; if (oldattackkey) playerrealattackkeydown = 0; if (!oldattackkey) playerrealattackkeydown = Input::isKeyDown(attackkey); - if ((player[0].parriedrecently <= 0 || - player[0].weaponactive == -1) && + if ((Person::players[0]->parriedrecently <= 0 || + Person::players[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); + 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(); + !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++) { + 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]->setAnimation(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 (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]->setAnimation(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[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++) { + 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[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 || + animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 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; + if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[k]->crouchkeydown && + animation[Person::players[i]->animTarget].height != lowheight) + Person::players[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 && + else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && !attackweapon && !reversaltrain) - player[k].animTarget = winduppunchanim; + Person::players[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 && + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && !attackweapon) - player[k].animTarget = upunchanim; + Person::players[k]->animTarget = upunchanim; //knifefollow - else if (distance < 2.5 * sq(player[k].scale * 5) && - player[i].staggerdelay > 0 && + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[i]->staggerdelay > 0 && attackweapon == knife && - player[i].bloodloss > player[i].damagetolerance / 2) - player[k].animTarget = knifefollowanim; + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) + Person::players[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 && + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && attackweapon == knife && - player[k].weaponmissdelay <= 0) - player[k].animTarget = knifeslashstartanim; + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = knifeslashstartanim; //swordslash - else if (distance < 4.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].crouchkeydown && + else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && attackweapon == sword && - player[k].weaponmissdelay <= 0) - player[k].animTarget = swordslashanim; + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = swordslashanim; //staffhit - else if (distance < 4.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].crouchkeydown && + else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && attackweapon == staff && - player[k].weaponmissdelay <= 0 && - !player[k].leftkeydown && - !player[k].rightkeydown && - !player[k].forwardkeydown) - player[k].animTarget = staffhitanim; + 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(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight && - !player[k].crouchkeydown && + else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && attackweapon == staff && - player[k].weaponmissdelay <= 0) - player[k].animTarget = staffspinhitanim; + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = staffspinhitanim; //spinkick - else if (distance < 2.5 * sq(player[k].scale * 5) && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = spinkickanim; + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight) + Person::players[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; + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height == lowheight && + animation[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; + if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->animTarget = sweepanim; //upunch - else if (randattack == 1 && animation[player[i].animTarget].height != lowheight && + else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight && !attackweapon) - player[k].animTarget = upunchanim; + Person::players[k]->animTarget = upunchanim; //spinkick - else if (randattack == 2 && animation[player[i].animTarget].height != lowheight) - player[k].animTarget = spinkickanim; + else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->animTarget = spinkickanim; //lowkick - else if (animation[player[i].animTarget].height == lowheight) - player[k].animTarget = lowkickanim; + else if (animation[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) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 0 && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = sweepanim; + animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->animTarget = sweepanim; //knifeslashstart - else if (distance < 2.5 * sq(player[k].scale * 5) && + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && attackweapon == knife && - player[k].weaponmissdelay <= 0) - player[k].animTarget = knifeslashstartanim; + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = knifeslashstartanim; //swordslash - else if (!(player[0].victim == &player[i] && - player[0].hasvictim && - player[0].animTarget == swordslashanim) && + else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && attackweapon == sword && - player[k].weaponmissdelay <= 0) - player[k].animTarget = swordslashanim; + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = swordslashanim; //staffhit - else if (!(player[0].victim == &player[i] && - player[0].hasvictim && - player[0].animTarget == swordslashanim) && + else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && attackweapon == staff && - player[k].weaponmissdelay <= 0 && + Person::players[k]->weaponmissdelay <= 0 && randattack < 3) - player[k].animTarget = staffhitanim; + Person::players[k]->animTarget = staffhitanim; //staffspinhit - else if (!(player[0].victim == &player[i] && - player[0].hasvictim && - player[0].animTarget == swordslashanim) && + else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && attackweapon == staff && - player[k].weaponmissdelay <= 0 && + Person::players[k]->weaponmissdelay <= 0 && randattack >= 3) - player[k].animTarget = staffspinhitanim; + Person::players[k]->animTarget = staffspinhitanim; //spinkick else if ((tutoriallevel != 1 || !attackweapon) && - distance < 2.5 * sq(player[k].scale * 5) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 1 && - animation[player[i].animTarget].height != lowheight) - player[k].animTarget = spinkickanim; + animation[Person::players[i]->animTarget].height != lowheight) + Person::players[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; + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height == lowheight && + animation[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) { + 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[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 (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() || + if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && + animation[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 && - (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; + (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 && tutoriallevel != 1) { //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 && + Person::players[k]->crouchkeydown && + Person::players[k]->animTarget != crouchstabanim && !attackweapon && - player[i].dead && - player[i].skeleton.free && - player[i].skeleton.longdead > 1000) { - player[k].animTarget = killanim; + Person::players[i]->dead && + Person::players[i]->skeleton.free && + Person::players[i]->skeleton.longdead > 1000) { + Person::players[k]->animTarget = killanim; //TODO: refactor this out, what does it do? for (int j = 0; j < terrain.numdecals; j++) { if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && @@ -4477,16 +3362,16 @@ void doAttacks() } } } - 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; + (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; for (int j = 0; j < terrain.numdecals; j++) { if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && terrain.decalalivetime[j] < 2) { @@ -4505,84 +3390,84 @@ void doAttacks() } } } - 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[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++) { + 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]; + 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]; } else { - player[k].victim = &player[i]; - player[k].hasvictim = 1; + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; } } } } - if (player[k].aitype == playercontrolled) + if (Person::players[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)) { + 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[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; - player[k].setAnimation(rabbitkickanim); + Person::players[k]->setAnimation(rabbitkickanim); } //update counts - if (animation[player[k].animTarget].attack && k == 0) { + if (animation[Person::players[k]->animTarget].attack && k == 0) { numattacks++; switch (attackweapon) { case 0: @@ -4609,224 +3494,224 @@ 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++) { + 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[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)) + if ((animation[Person::players[i]->animTarget].attack != reversed && + animation[Person::players[i]->animTarget].attack != reversal && + animation[Person::players[k]->animTarget].attack != reversed && + animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) + if ((animation[Person::players[i]->animCurrent].attack != reversed && + animation[Person::players[i]->animCurrent].attack != reversal && + animation[Person::players[k]->animCurrent].attack != reversed && + animation[Person::players[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) + 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 (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) + 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 (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) { + 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(&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(); + 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(); } } - 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) + 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 ((!player[i].skeleton.oldfree || !player[k].skeleton.oldfree) && + if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) && (distsq(&tempcoords1, &tempcoords2) < collisionradius || - distsq(&player[i].coords, &player[k].coords) < 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 (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); + 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; - player[l].skeleton.longdead = 0; - player[0].lastcollide = 1; + Person::players[l]->skeleton.longdead = 0; + Person::players[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 ( (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 && player[0].rabbitkickragdoll) && - normaldotproduct(rotatetarget, player[k].coords - player[i].coords) > 0) && + k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && + normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[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) { + k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral || + /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[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 || player[i].skeleton.free) && - (k != 0 || player[k].skeleton.free) || - (animation[player[i].animTarget].height == highheight && - animation[player[k].animTarget].height == highheight)) { + if ( (i != 0 || Person::players[i]->skeleton.free) && + (k != 0 || Person::players[k]->skeleton.free) || + (animation[Person::players[i]->animTarget].height == highheight && + animation[Person::players[k]->animTarget].height == highheight)) { if (tutoriallevel != 1) { - emit_sound_at(heavyimpactsound, player[i].coords); + emit_sound_at(heavyimpactsound, Person::players[i]->coords); } - player[i].RagDoll(0); - if (player[i].damage > player[i].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[i].dead) { + 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); } - player[i].DoDamage(findLengthfast(&rotatetarget) / 4); - player[k].RagDoll(0); - if (player[k].damage > player[k].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[k].dead) { + 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? } - player[k].DoDamage(findLengthfast(&rotatetarget) / 4); + Person::players[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 < Person::players[i]->skeleton.num_joints; j++) { + Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[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; + for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) { + Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[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 ( (animation[Person::players[i]->animTarget].attack == neutral || + animation[Person::players[i]->animTarget].attack == normalattack) && + (animation[Person::players[k]->animTarget].attack == neutral || + animation[Person::players[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; + 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); - 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); + 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]->setAnimation(Person::players[k]->getStop()); + else if (Person::players[k]->howactive == typesleeping) + Person::players[k]->setAnimation(getupfromfrontanim); if (!editorenabled) - player[k].howactive = typeactive; + Person::players[k]->howactive = typeactive; } - if (player[i].howactive == typeactive || hostile) - if (player[i].isIdle()) { - if (player[i].howactive < typesleeping) - player[i].setAnimation(player[k].getStop()); + if (Person::players[i]->howactive == typeactive || hostile) + if (Person::players[i]->isIdle()) { + if (Person::players[i]->howactive < typesleeping) + Person::players[i]->setAnimation(Person::players[k]->getStop()); else - player[i].setAnimation(getupfromfrontanim); + Person::players[i]->setAnimation(getupfromfrontanim); if (!editorenabled) - player[i].howactive = typeactive; + Person::players[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; + 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 && 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; + 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); } } } } } - player[i].CheckKick(); - player[k].CheckKick(); + Person::players[i]->CheckKick(); + Person::players[k]->CheckKick(); } } } } -void doAI(int i) +void doAI(unsigned i) { static bool connected; - if (player[i].aitype != playercontrolled && indialogue == -1) { - player[i].jumpclimb = 0; + if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) { + Person::players[i]->jumpclimb = 0; //disable movement in editor if (editorenabled) - player[i].stunned = 1; + Person::players[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; + Person::players[i]->pause = 0; + if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 && + Person::players[0]->coords.y > Person::players[i]->coords.y + 2 && + !Person::players[0]->onterrain) + Person::players[i]->pause = 1; //pathfinding - if (player[i].aitype == pathfindtype) { - if (player[i].finalpathfindpoint == -1) { + if (Person::players[i]->aitype == pathfindtype) { + if (Person::players[i]->finalpathfindpoint == -1) { float closestdistance; float tempdist; int closest; @@ -4834,46 +3719,46 @@ void doAI(int i) 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]); + if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) { + closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]); closest = j; - player[i].finaltarget = pathpoint[j]; + Person::players[i]->finaltarget = pathpoint[j]; } - player[i].finalpathfindpoint = closest; + Person::players[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 ); + DistancePointLine(&Person::players[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; + Person::players[i]->finaltarget = colpoint; } } - player[i].finalpathfindpoint = closest; + Person::players[i]->finalpathfindpoint = closest; } - if (player[i].targetpathfindpoint == -1) { + if (Person::players[i]->targetpathfindpoint == -1) { float closestdistance; float tempdist; int closest; XYZ colpoint; closest = -1; closestdistance = -1; - if (player[i].lastpathfindpoint == -1) { + if (Person::players[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]); + if (j != Person::players[i]->lastpathfindpoint) + if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) { + closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]); closest = j; } } - player[i].targetpathfindpoint = closest; + Person::players[i]->targetpathfindpoint = closest; for (int j = 0; j < numpathpoints; j++) - if (j != player[i].lastpathfindpoint) + if (j != Person::players[i]->lastpathfindpoint) for (int k = 0; k < numpathpointconnect[j]; k++) { - DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint ); + DistancePointLine(&Person::players[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) { @@ -4882,275 +3767,275 @@ void doAI(int i) } } } - player[i].targetpathfindpoint = closest; + Person::players[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) { + if (j != Person::players[i]->lastpathfindpoint && + j != Person::players[i]->lastpathfindpoint2 && + j != Person::players[i]->lastpathfindpoint3 && + j != Person::players[i]->lastpathfindpoint4) { connected = 0; if (numpathpointconnect[j]) for (int k = 0; k < numpathpointconnect[j]; k++) - if (pathpointconnect[j][k] == player[i].lastpathfindpoint) + if (pathpointconnect[j][k] == Person::players[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) + if (numpathpointconnect[Person::players[i]->lastpathfindpoint]) + for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++) + if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j) connected = 1; if (connected) { - tempdist = findPathDist(j, player[i].finalpathfindpoint); + tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint); if (closest == -1 || tempdist < closestdistance) { closestdistance = tempdist; closest = j; } } } - player[i].targetpathfindpoint = closest; + Person::players[i]->targetpathfindpoint = closest; } } - player[i].losupdatedelay -= multiplier; + Person::players[i]->losupdatedelay -= multiplier; - player[i].targetyaw = roughDirectionTo(player[i].coords, pathpoint[player[i].targetpathfindpoint]); - player[i].lookyaw = player[i].targetyaw; + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]); + Person::players[i]->lookyaw = Person::players[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 (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) { + Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3; + Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2; + Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint; + Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint; + if (Person::players[i]->lastpathfindpoint2 == -1) + Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint; + if (Person::players[i]->lastpathfindpoint3 == -1) + Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2; + if (Person::players[i]->lastpathfindpoint4 == -1) + Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3; + Person::players[i]->targetpathfindpoint = -1; + } + if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) < + distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) || + distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) || + Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) { + Person::players[i]->aitype = passivetype; + } + + Person::players[i]->forwardkeydown = 1; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->attackkeydown = 0; + Person::players[i]->throwkeydown = 0; + + if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) + Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); + + if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) + Person::players[i]->jumpkeydown = 0; + if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) + Person::players[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 && + !Person::players[0]->dead && + distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && + Person::players[i]->occluded < 25) { + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && + animation[Person::players[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 && + (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain)) + Person::players[i]->aitype = attacktypecutoff; + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && + animation[Person::players[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; + Person::players[i]->aitype = attacktypecutoff; + + if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) { + Person::players[i]->losupdatedelay = .2; + for (unsigned j = 0; j < Person::players.size(); j++) + if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) + if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) + if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) + if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain) + if (!Person::players[j]->isWallJump() && -1 == checkcollide( + DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) + *Person::players[i]->scale + Person::players[i]->coords, + DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) + *Person::players[j]->scale + Person::players[j]->coords) || + (Person::players[j]->animTarget == hanganim && + normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { + Person::players[i]->aitype = searchtype; + Person::players[i]->lastchecktime = 12; + Person::players[i]->lastseen = Person::players[j]->coords; + Person::players[i]->lastseentime = 12; } } } - if (player[i].aitype == attacktypecutoff && musictype != 2) - if (player[i].creature != wolftype) { - player[i].stunned = .6; - player[i].surprised = .6; + if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) + if (Person::players[i]->creature != wolftype) { + Person::players[i]->stunned = .6; + Person::players[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 (Person::players[i]->aitype != passivetype && leveltime > .5) + Person::players[i]->howactive = typeactive; + + if (Person::players[i]->aitype == passivetype) { + Person::players[i]->aiupdatedelay -= multiplier; + Person::players[i]->losupdatedelay -= multiplier; + Person::players[i]->lastseentime += multiplier; + Person::players[i]->pausetime -= multiplier; + if (Person::players[i]->lastseentime > 1) + Person::players[i]->lastseentime = 1; + + if (Person::players[i]->aiupdatedelay < 0) { + if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) { + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]); + Person::players[i]->lookyaw = Person::players[i]->targetyaw; + Person::players[i]->aiupdatedelay = .05; + + if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) { + if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause) + Person::players[i]->pausetime = 4; + Person::players[i]->waypoint++; + if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1) + Person::players[i]->waypoint = 0; } } - if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) - player[i].forwardkeydown = 1; + if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) + Person::players[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); + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->attackkeydown = 0; + Person::players[i]->throwkeydown = 0; + + if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { + if (!Person::players[i]->avoidsomething) + Person::players[i]->targetyaw += 90 * (Person::players[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); + leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); + rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); + leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); + rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); if (leftdist < rightdist) - player[i].targetyaw += 90; + Person::players[i]->targetyaw += 90; else - player[i].targetyaw -= 90; + Person::players[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 (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) + Person::players[i]->jumpkeydown = 0; + if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) + Person::players[i]->jumpkeydown = 1; //hearing sounds if (!editorenabled) { - if (player[i].howactive <= typesleeping) + if (Person::players[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; + float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j]; + if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) < + 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3)) + Person::players[i]->aitype = attacktypecutoff; } - if (player[i].aitype != passivetype) { - if (player[i].howactive == typesleeping) - player[i].setAnimation(getupfromfrontanim); - player[i].howactive = typeactive; + if (Person::players[i]->aitype != passivetype) { + if (Person::players[i]->howactive == typesleeping) + Person::players[i]->setAnimation(getupfromfrontanim); + Person::players[i]->howactive = typeactive; } } - if (player[i].howactive < typesleeping && + if (Person::players[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; + !Person::players[0]->dead && + distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && + Person::players[i]->occluded < 25) { + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && + animation[Person::players[0]->animTarget].height != lowheight && !editorenabled) + Person::players[i]->aitype = attacktypecutoff; + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && + animation[Person::players[0]->animTarget].height == highheight && !editorenabled) + Person::players[i]->aitype = attacktypecutoff; //wolf smell - if (player[i].creature == wolftype) { + if (Person::players[i]->creature == wolftype) { XYZ windsmell; - for (int j = 0; j < numplayers; j++) { - if (j == 0 || (player[j].dead && player[j].bloodloss > 0)) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) { float smelldistance = 50; - if (j == 0 && player[j].num_weapons > 0) { - if (weapons[player[j].weaponids[0]].bloody) + if (j == 0 && Person::players[j]->num_weapons > 0) { + if (weapons[Person::players[j]->weaponids[0]].bloody) smelldistance = 100; - if (player[j].num_weapons == 2) - if (weapons[player[j].weaponids[1]].bloody) + if (Person::players[j]->num_weapons == 2) + if (weapons[Person::players[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; + windsmell = windsmell * 2 + Person::players[j]->coords; + if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled) + Person::players[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 (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) { + Person::players[i]->losupdatedelay = .2; + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) { + if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) + if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if ((-1 == checkcollide( - 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; + DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)* + Person::players[i]->scale + Person::players[i]->coords, + DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)* + Person::players[j]->scale + Person::players[j]->coords) && + !Person::players[j]->isWallJump()) || + (Person::players[j]->animTarget == hanganim && + normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { + Person::players[i]->lastseentime -= .2; + if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight) + Person::players[i]->lastseentime -= .4; else - player[i].lastseentime -= .6; + Person::players[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; + if (Person::players[i]->lastseentime <= 0) { + Person::players[i]->aitype = searchtype; + Person::players[i]->lastchecktime = 12; + Person::players[i]->lastseen = Person::players[j]->coords; + Person::players[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 (Person::players[i]->aitype == attacktypecutoff && musictype != 2) { + if (Person::players[i]->creature != wolftype) { + Person::players[i]->stunned = .6; + Person::players[i]->surprised = .6; } - if (player[i].creature == wolftype) { - player[i].stunned = .47; - player[i].surprised = .47; + if (Person::players[i]->creature == wolftype) { + Person::players[i]->stunned = .47; + Person::players[i]->surprised = .47; } numseen++; } @@ -5158,157 +4043,157 @@ void doAI(int i) //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; + if (Person::players[i]->aitype == searchtype) { + Person::players[i]->aiupdatedelay -= multiplier; + Person::players[i]->losupdatedelay -= multiplier; + if (!Person::players[i]->pause) + Person::players[i]->lastseentime -= multiplier; + Person::players[i]->lastchecktime -= multiplier; + + if (Person::players[i]->isRun() && !Person::players[i]->onground) { + if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) { + XYZ test2 = Person::players[i]->coords + Person::players[i]->facing; test2.y += 5; - XYZ test = player[i].coords + player[i].facing; + XYZ test = Person::players[i]->coords + Person::players[i]->facing; test.y -= 10; - j = checkcollide(test2, test, player[i].laststanding); + j = checkcollide(test2, test, Person::players[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; + Person::players[i]->velocity = 0; + Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->targetyaw += 180; + Person::players[i]->stunned = .5; + //Person::players[i]->aitype=passivetype; + Person::players[i]->aitype = pathfindtype; + Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; + Person::players[i]->finalpathfindpoint = -1; + Person::players[i]->targetpathfindpoint = -1; + Person::players[i]->lastpathfindpoint = -1; + Person::players[i]->lastpathfindpoint2 = -1; + Person::players[i]->lastpathfindpoint3 = -1; + Person::players[i]->lastpathfindpoint4 = -1; } else - player[i].laststanding = j; + Person::players[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; + if (Person::players[i]->aiupdatedelay < 0) { + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen); + Person::players[i]->lookyaw = Person::players[i]->targetyaw; + Person::players[i]->aiupdatedelay = .05; + Person::players[i]->forwardkeydown = 1; + + if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) { + Person::players[i]->forwardkeydown = 0; + Person::players[i]->aiupdatedelay = 1; + Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25; + Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25; + Person::players[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; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->attackkeydown = 0; + Person::players[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); + if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { + if (!Person::players[i]->avoidsomething) + Person::players[i]->targetyaw += 90 * (Person::players[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); + leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); + rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); + leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); + rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); if (leftdist < rightdist) - player[i].targetyaw += 90; + Person::players[i]->targetyaw += 90; else - player[i].targetyaw -= 90; + Person::players[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 (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) + Person::players[i]->jumpkeydown = 0; + if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) + Person::players[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 (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) { + Person::players[i]->aitype = attacktypecutoff; } } - if (!player[0].dead && - player[i].losupdatedelay < 0 && + if (!Person::players[0]->dead && + Person::players[i]->losupdatedelay < 0 && !editorenabled && - player[i].occluded < 2 && + Person::players[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; + Person::players[i]->losupdatedelay = .2; + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) { + Person::players[i]->aitype = attacktypecutoff; + Person::players[i]->lastseentime = 1; } - if (abs(Random() % 2) || animation[player[i].animTarget].height != lowheight) + if (abs(Random() % 2) || animation[Person::players[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 (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) + if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) if ((checkcollide( - 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)) { + DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)* + Person::players[i]->scale + Person::players[i]->coords, + DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)* + Person::players[0]->scale + Person::players[0]->coords) == -1) || + (Person::players[0]->animTarget == hanganim && normaldotproduct( + Person::players[0]->facing, Person::players[i]->coords - Person::players[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) + (Person::players[j]->animTarget==hanganim&&normaldotproduct( + Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0) */ - player[i].aitype = attacktypecutoff; - player[i].lastseentime = 1; + Person::players[i]->aitype = attacktypecutoff; + Person::players[i]->lastseentime = 1; } } //player escaped - if (player[i].lastseentime < 0) { - //player[i].aitype=passivetype; + if (Person::players[i]->lastseentime < 0) { + //Person::players[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; + Person::players[i]->aitype = pathfindtype; + Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; + Person::players[i]->finalpathfindpoint = -1; + Person::players[i]->targetpathfindpoint = -1; + Person::players[i]->lastpathfindpoint = -1; + Person::players[i]->lastpathfindpoint2 = -1; + Person::players[i]->lastpathfindpoint3 = -1; + Person::players[i]->lastpathfindpoint4 = -1; } } - if (player[i].aitype != gethelptype) - player[i].runninghowlong = 0; + if (Person::players[i]->aitype != gethelptype) + Person::players[i]->runninghowlong = 0; //get help from buddies - if (player[i].aitype == gethelptype) { - player[i].runninghowlong += multiplier; - player[i].aiupdatedelay -= multiplier; + if (Person::players[i]->aitype == gethelptype) { + Person::players[i]->runninghowlong += multiplier; + Person::players[i]->aiupdatedelay -= multiplier; - if (player[i].aiupdatedelay < 0 || player[i].ally == 0) { - player[i].aiupdatedelay = .2; + if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) { + Person::players[i]->aiupdatedelay = .2; //find closest ally //TODO: factor out closest search somehow - if (!player[i].ally) { + if (!Person::players[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); + for (unsigned k = 0; k < Person::players.size(); k++) { + if (k != i && k != 0 && !Person::players[k]->dead && + Person::players[k]->howactive < typedead1 && + !Person::players[k]->skeleton.free && + Person::players[k]->aitype == passivetype) { + float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords); if (closestdist == -1 || distance < closestdist) { closestdist = distance; closest = k; @@ -5317,95 +4202,95 @@ void doAI(int i) } } if (closest != -1) - player[i].ally = closest; + Person::players[i]->ally = closest; else - player[i].ally = 0; - player[i].lastseen = player[0].coords; - player[i].lastseentime = 12; + Person::players[i]->ally = 0; + Person::players[i]->lastseen = Person::players[0]->coords; + Person::players[i]->lastseentime = 12; } - player[i].lastchecktime = 12; + Person::players[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; + XYZ facing = Person::players[i]->coords; + XYZ flatfacing = Person::players[Person::players[i]->ally]->coords; + facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale; + flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale; if (-1 != checkcollide(facing, flatfacing)) - player[i].lastseentime -= .1; + Person::players[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; + if (Person::players[i]->ally <= 0 || + Person::players[Person::players[i]->ally]->skeleton.free || + Person::players[Person::players[i]->ally]->aitype != passivetype || + Person::players[i]->lastseentime <= 0) { + Person::players[i]->aitype = searchtype; + Person::players[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 (Person::players[i]->ally > 0) { + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords); + Person::players[i]->lookyaw = Person::players[i]->targetyaw; + Person::players[i]->aiupdatedelay = .05; + Person::players[i]->forwardkeydown = 1; + + if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) { + Person::players[i]->aitype = searchtype; + Person::players[i]->lastseentime = 12; + Person::players[Person::players[i]->ally]->aitype = searchtype; + if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) { + Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen; + Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime; + Person::players[Person::players[i]->ally]->lastchecktime = Person::players[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); + if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { + if (!Person::players[i]->avoidsomething) + Person::players[i]->targetyaw += 90 * (Person::players[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); + leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); + rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); + leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); + rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); if (leftdist < rightdist) - player[i].targetyaw += 90; + Person::players[i]->targetyaw += 90; else - player[i].targetyaw -= 90; + Person::players[i]->targetyaw -= 90; } } } - player[i].leftkeydown = 0; - player[i].backkeydown = 0; - player[i].rightkeydown = 0; - player[i].crouchkeydown = 0; - player[i].attackkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[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; + if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) + Person::players[i]->jumpkeydown = 0; + if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5) + Person::players[i]->jumpkeydown = 1; } //retreiving a weapon on the ground - if (player[i].aitype == getweapontype) { - player[i].aiupdatedelay -= multiplier; - player[i].lastchecktime -= multiplier; + if (Person::players[i]->aitype == getweapontype) { + Person::players[i]->aiupdatedelay -= multiplier; + Person::players[i]->lastchecktime -= multiplier; - if (player[i].aiupdatedelay < 0) { - player[i].aiupdatedelay = .2; + if (Person::players[i]->aiupdatedelay < 0) { + Person::players[i]->aiupdatedelay = .2; //ALLY IS WEPON - if (player[i].ally < 0) { + if (Person::players[i]->ally < 0) { int closest = -1; float closestdist = -1; - for (int k = 0; k < weapons.size(); k++) + for (unsigned k = 0; k < weapons.size(); k++) if (weapons[k].owner == -1) { - float distance = distsq(&player[i].coords, &weapons[k].position); + float distance = distsq(&Person::players[i]->coords, &weapons[k].position); if (closestdist == -1 || distance < closestdist) { closestdist = distance; closest = k; @@ -5413,348 +4298,348 @@ void doAI(int i) closest = k; } if (closest != -1) - player[i].ally = closest; + Person::players[i]->ally = closest; else - player[i].ally = -1; + Person::players[i]->ally = -1; } - player[i].lastseentime = 12; + Person::players[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 (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile)) + if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) { + Person::players[i]->aitype = attacktypecutoff; + Person::players[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; + if (!Person::players[0]->dead) + if (Person::players[i]->ally >= 0) { + if (weapons[Person::players[i]->ally].owner != -1 || + distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) { + Person::players[i]->aitype = attacktypecutoff; + Person::players[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; + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position); + Person::players[i]->lookyaw = Person::players[i]->targetyaw; + Person::players[i]->aiupdatedelay = .05; + Person::players[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); + if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { + if (!Person::players[i]->avoidsomething) + Person::players[i]->targetyaw += 90 * (Person::players[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); + leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); + rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); + leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); + rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); if (leftdist < rightdist) - player[i].targetyaw += 90; + Person::players[i]->targetyaw += 90; else - player[i].targetyaw -= 90; + Person::players[i]->targetyaw -= 90; } } } - 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; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->attackkeydown = 0; + Person::players[i]->throwkeydown = 1; + Person::players[i]->crouchkeydown = 0; + if (Person::players[i]->animTarget != crouchremoveknifeanim && + Person::players[i]->animTarget != removeknifeanim) + Person::players[i]->throwtogglekeydown = 0; + Person::players[i]->drawkeydown = 0; + } + if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) + Person::players[i]->jumpkeydown = 0; + if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) + Person::players[i]->jumpkeydown = 1; } - if (player[i].aitype == attacktypecutoff) { - player[i].aiupdatedelay -= multiplier; + if (Person::players[i]->aitype == attacktypecutoff) { + Person::players[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); + if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3) + if ((Person::players[0]->animTarget == rabbitkickanim || + Person::players[0]->animTarget == knifethrowanim || + (Person::players[0]->isFlip() && + normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) && + !Person::players[0]->skeleton.free && + (Person::players[i]->aiupdatedelay < .1)) { + Person::players[i]->attackkeydown = 0; + if (Person::players[i]->isIdle()) + Person::players[i]->crouchkeydown = 1; + if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) { + if (weapons[Person::players[0]->weaponids[0]].getType() == knife) { + if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) { + if (abs(Random() % 2) == 0) + Person::players[i]->setAnimation(backhandspringanim); else - player[i].setAnimation(rollanim); - player[i].targetyaw += 90 * (abs(Random() % 2) * 2 - 1); - player[i].wentforweapon = 0; + Person::players[i]->setAnimation(rollanim); + Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1); + Person::players[i]->wentforweapon = 0; } - if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim) - player[i].setAnimation(flipanim); + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim) + Person::players[i]->setAnimation(flipanim); } } - player[i].forwardkeydown = 0; - player[i].aiupdatedelay = .02; + Person::players[i]->forwardkeydown = 0; + Person::players[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; + if (Person::players[0]->isFlip() && + !Person::players[0]->skeleton.free && + Person::players[0]->animTarget != walljumprightkickanim && + Person::players[0]->animTarget != walljumpleftkickanim) { + if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25) + if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5) + Person::players[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 && + if (Person::players[i]->wentforweapon < 3) + for (unsigned k = 0; k < weapons.size(); k++) + if (Person::players[i]->creature != wolftype) + if (Person::players[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; + if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) { + Person::players[i]->wentforweapon++; + Person::players[i]->lastchecktime = 6; + Person::players[i]->aitype = getweapontype; + Person::players[i]->ally = -1; } } //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 && + if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2) + if (animation[Person::players[i]->animTarget].height != highheight) + if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 && + ((Person::players[0]->animTarget == walljumprightkickanim || + Person::players[0]->animTarget == walljumpleftkickanim) && + ((Person::players[i]->aiupdatedelay < .15 && difficulty == 2) || - (player[i].aiupdatedelay < .08 && + (Person::players[i]->aiupdatedelay < .08 && difficulty != 2)))) { - player[i].crouchkeydown = 1; + Person::players[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; + if (Person::players[i]->isRun() && !Person::players[i]->onground) + if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) { + XYZ test2 = Person::players[i]->coords + Person::players[i]->facing; test2.y += 5; - XYZ test = player[i].coords + player[i].facing; + XYZ test = Person::players[i]->coords + Person::players[i]->facing; test.y -= 10; - j = checkcollide(test2, test, player[i].laststanding); + j = checkcollide(test2, test, Person::players[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; + Person::players[i]->velocity = 0; + Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->targetyaw += 180; + Person::players[i]->stunned = .5; + Person::players[i]->aitype = pathfindtype; + Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; + Person::players[i]->finalpathfindpoint = -1; + Person::players[i]->targetpathfindpoint = -1; + Person::players[i]->lastpathfindpoint = -1; + Person::players[i]->lastpathfindpoint2 = -1; + Person::players[i]->lastpathfindpoint3 = -1; + Person::players[i]->lastpathfindpoint4 = -1; } else - player[i].laststanding = j; + Person::players[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; + if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 && + animation[Person::players[0]->animTarget].height != highheight && + !Person::players[0]->onterrain) { + Person::players[i]->aitype = pathfindtype; + Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; + Person::players[i]->finalpathfindpoint = -1; + Person::players[i]->targetpathfindpoint = -1; + Person::players[i]->lastpathfindpoint = -1; + Person::players[i]->lastpathfindpoint2 = -1; + Person::players[i]->lastpathfindpoint3 = -1; + Person::players[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) { + if (Person::players[i]->aiupdatedelay < 0 && + !animation[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) { //draw weapon - if (player[i].weaponactive == -1 && player[i].num_weapons > 0) - player[i].drawkeydown = Random() % 2; + if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0) + Person::players[i]->drawkeydown = Random() % 2; else - player[i].drawkeydown = 0; - player[i].rabbitkickenabled = Random() % 2; + Person::players[i]->drawkeydown = 0; + Person::players[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; + XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity; + XYZ targetpoint = Person::players[0]->coords; + if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < + distsq(&rotatetarget, &Person::players[i]->coords)) + targetpoint += Person::players[0]->velocity * + findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint); + Person::players[i]->lookyaw = Person::players[i]->targetyaw; + Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000); + + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1)) + Person::players[i]->forwardkeydown = 1; + else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 || + distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) && + Person::players[0]->weaponactive != -1) + Person::players[i]->forwardkeydown = 1; + else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0)) + Person::players[i]->forwardkeydown = 1; else - player[i].forwardkeydown = 0; + Person::players[i]->forwardkeydown = 0; //chill out around the corpse - if (player[0].dead) { - player[i].forwardkeydown = 0; + if (Person::players[0]->dead) { + Person::players[i]->forwardkeydown = 0; if (Random() % 10 == 0) - player[i].forwardkeydown = 1; + Person::players[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; + Person::players[i]->aitype = pathfindtype; + Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; + Person::players[i]->finalpathfindpoint = -1; + Person::players[i]->targetpathfindpoint = -1; + Person::players[i]->lastpathfindpoint = -1; + Person::players[i]->lastpathfindpoint2 = -1; + Person::players[i]->lastpathfindpoint3 = -1; + Person::players[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); + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->throwkeydown = 0; + + if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) + Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); //attack!!! - if (Random() % 2 == 0 || player[i].weaponactive != -1 || player[i].creature == wolftype) - player[i].attackkeydown = 1; + if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype) + Person::players[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; + Person::players[i]->attackkeydown = 0; + if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7) + Person::players[i]->attackkeydown = 0; //TODO: wat - if (player[i].aitype != playercontrolled && - (player[i].isIdle() || - player[i].isCrouch() || - player[i].isRun())) { + if (Person::players[i]->aitype != playercontrolled && + (Person::players[i]->isIdle() || + Person::players[i]->isCrouch() || + Person::players[i]->isRun())) { int target = -2; - for (int j = 0; j < numplayers; j++) - if (j != i && !player[j].skeleton.free && - player[j].hasvictim && + for (unsigned j = 0; j < Person::players.size(); j++) + if (j != i && !Person::players[j]->skeleton.free && + Person::players[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 && + Person::players[j]->lastattack2 == Person::players[j]->animTarget && + Person::players[j]->lastattack3 == Person::players[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))) { + (Person::players[i]->isIdle() || Person::players[i]->isRun()) && + Person::players[j]->weaponactive != -1 || + Person::players[j]->animTarget == swordslashanim && + Person::players[i]->weaponactive != -1 || + Person::players[j]->animTarget == staffhitanim || + Person::players[j]->animTarget == staffspinhitanim)) + if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 && + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == sweepanim || + Person::players[j]->animTarget == spinkickanim || + Person::players[j]->animTarget == staffhitanim || + Person::players[j]->animTarget == staffspinhitanim || + Person::players[j]->animTarget == winduppunchanim || + Person::players[j]->animTarget == upunchanim || + Person::players[j]->animTarget == wolfslapanim || + Person::players[j]->animTarget == knifeslashstartanim || + Person::players[j]->animTarget == swordslashanim && + (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 || + Person::players[i]->weaponactive != -1))) { if (target >= 0) target = -1; else target = j; } if (target >= 0) - player[target].Reverse(); + Person::players[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; + if (Person::players[i]->collided < 1) + Person::players[i]->jumpkeydown = 0; + if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 || + distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 && + Person::players[i]->onterrain && + Person::players[i]->creature == rabbittype) + Person::players[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 (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) + Person::players[0]->jumpkeydown = 0; + if (Person::players[0]->animTarget == jumpdownanim && + distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40) + Person::players[i]->crouchkeydown = 1; + if (Person::players[i]->jumpkeydown) + Person::players[i]->attackkeydown = 0; if (tutoriallevel == 1) if (!canattack) - player[i].attackkeydown = 0; + Person::players[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) + XYZ facing = Person::players[i]->coords; + XYZ flatfacing = Person::players[0]->coords; + facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale; + flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale; + if (Person::players[i]->occluded >= 2) if (-1 != checkcollide(facing, flatfacing)) { - if (!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; + if (!Person::players[i]->pause) + Person::players[i]->lastseentime -= .2; + if (Person::players[i]->lastseentime <= 0 && + (Person::players[i]->creature != wolftype || + Person::players[i]->weaponstuck == -1)) { + Person::players[i]->aitype = searchtype; + Person::players[i]->lastchecktime = 12; + Person::players[i]->lastseen = Person::players[0]->coords; + Person::players[i]->lastseentime = 12; } } else - player[i].lastseentime = 1; + Person::players[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; + if (animation[Person::players[0]->animTarget].height == highheight && + (Person::players[i]->aitype == attacktypecutoff || + Person::players[i]->aitype == searchtype)) + if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) { + XYZ test = Person::players[0]->coords; test.y -= 40; - if (-1 == checkcollide(player[0].coords, test)) - player[i].stunned = 1; + if (-1 == checkcollide(Person::players[0]->coords, test)) + Person::players[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; + if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) || + Person::players[i]->stunned > 0 || + Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) { + if (Person::players[i]->pause) + Person::players[i]->lastseentime = 1; + 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; } @@ -5762,26 +4647,26 @@ void doAI(int i) facing = 0; facing.z = -1; - XYZ flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0); + XYZ flatfacing = DoRotation(facing, 0, Person::players[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; + if (Person::players[i]->aitype == attacktypecutoff) { + Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords); + Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords); + } else if (Person::players[i]->howactive >= typesleeping) { + Person::players[i]->targetheadyaw = Person::players[i]->targetyaw; + Person::players[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); + if (Person::players[i]->interestdelay <= 0) { + Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100; + Person::players[i]->headtarget = Person::players[i]->coords; + Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100; + Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100; + Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300; + Person::players[i]->headtarget += Person::players[i]->facing * 1.5; + } + Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget); + Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget); } } } @@ -5796,6 +4681,7 @@ void updateSettingsMenu() else sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); Menu::setText(0, sbuf); + Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off"); if (newdetail == 0) Menu::setText(1, "Detail: Low"); if (newdetail == 1) Menu::setText(1, "Detail: Medium"); if (newdetail == 2) Menu::setText(1, "Detail: High"); @@ -5876,6 +4762,7 @@ void Game::LoadMenu() break; case 3: Menu::addButton( 0, "", 10 + 20, 440); + Menu::addButton(14, "", 10 + 400, 440); Menu::addButton( 1, "", 10 + 60, 405); Menu::addButton( 2, "", 10 + 70, 370); Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000); @@ -6011,7 +4898,7 @@ void Game::LoadMenu() } } -extern SDL_Rect **resolutions; +extern set> resolutions; void MenuTick() { @@ -6032,9 +4919,8 @@ void MenuTick() static int oldmainmenu = mainmenu; - char sbuf[256]; - if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus + set>::iterator newscreenresolution; switch (mainmenu) { case 1: case 2: @@ -6083,40 +4969,17 @@ void MenuTick() 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; - } - } 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; + newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight)); + /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */ + newscreenresolution++; + if (newscreenresolution == resolutions.end()) { + /* It was the last one (or not found), go back to the beginning */ + newscreenresolution = resolutions.begin(); } + newscreenwidth = newscreenresolution->first; + newscreenheight = newscreenresolution->second; break; case 1: newdetail++; @@ -6188,6 +5051,9 @@ void MenuTick() case 13: showdamagebar = !showdamagebar; break; + case 14: + toggleFullscreen(); + break; } updateSettingsMenu(); break; @@ -6298,10 +5164,7 @@ void MenuTick() mainmenu = 5; else mainmenu = 1; - for (int j = 0; j < 255; j++) { - displaytext[0][j] = 0; - } - displaychars[0] = 0; + displaytext[0].clear(); displayselected = 0; entername = 0; } @@ -6375,19 +5238,12 @@ void MenuTick() } } - if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { - tryquit = 1; - if (mainmenu == 3) { - SaveSettings(); - } - } - - OPENAL_SetFrequency(channels[stream_menutheme], 22050); + OPENAL_SetFrequency(channels[stream_menutheme]); if (entername) { - inputText(displaytext[0], &displayselected, &displaychars[0]); + inputText(displaytext[0], &displayselected); if (!waiting) { // the input as finished - if (displaychars[0]) { // with enter + if (!displaytext[0].empty()) { // with enter accountactive = Account::add(string(displaytext[0])); mainmenu = 8; @@ -6396,10 +5252,7 @@ void MenuTick() fireSound(firestartsound); - for (int i = 0; i < 255; i++) { - displaytext[0][i] = 0; - } - displaychars[0] = 0; + displaytext[0].clear(); displayselected = 0; } @@ -6410,7 +5263,7 @@ void MenuTick() displayblinkdelay -= multiplier; if (displayblinkdelay <= 0) { displayblinkdelay = .3; - displayblink = 1 - displayblink; + displayblink = !displayblink; } } @@ -6434,11 +5287,10 @@ void Game::Tick() 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 stereoreverse = false; @@ -6449,16 +5301,16 @@ void Game::Tick() 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 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 stereoseparation += 0.010; @@ -6466,7 +5318,7 @@ void Game::Tick() } - if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) { + if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) { if (tutorialstage != 51) tutorialstagetime = tutorialmaxtime; emit_sound_np(consolefailsound, 128.); @@ -6500,14 +5352,14 @@ 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(); } //escape key pressed - if (Input::isKeyPressed(SDLK_ESCAPE) && + if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) { selected = -1; if (mainmenu == 0 && !winfreeze) @@ -6517,7 +5369,7 @@ void Game::Tick() } //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); } @@ -6568,41 +5420,17 @@ void Game::Tick() leveltime += multiplier; //keys - if (Input::isKeyPressed(SDLK_v) && debugmode) { - freeze = 1 - freeze; + if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { + 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) { console = !console; if (console) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + OPENAL_SetFrequency(OPENAL_ALL); } else { freeze = 0; waiting = false; @@ -6611,20 +5439,15 @@ void Game::Tick() 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; } } @@ -6632,22 +5455,13 @@ 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) @@ -6655,10 +5469,10 @@ void Game::Tick() else oldwinfreeze++; - if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign) + 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; @@ -6675,60 +5489,15 @@ void Game::Tick() //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(); - } - } - } + if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) { + for (int i = 0; i < Dialog::dialogs.size(); i++) { + Dialog::dialogs[i].tick(i); } + } windvar += multiplier; smoketex += multiplier; @@ -6743,7 +5512,6 @@ void Game::Tick() hotspotvisual[i] -= multiplier / 320; for (int i = 0; i < numhotspots; i++) { - //if(hotspottype[i]<=10) while (hotspotvisual[i] < 0) { hotspotsprite = 0; hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i]; @@ -6757,7 +5525,7 @@ void Game::Tick() for (int i = 0; i < numhotspots; i++) { if (hotspottype[i] <= 10 && hotspottype[i] > 0) { - hotspot[i] = player[hotspottype[i]].coords; + hotspot[i] = Person::players[hotspottype[i]]->coords; } } } @@ -6821,33 +5589,33 @@ void Game::Tick() 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; @@ -6871,160 +5639,151 @@ void Game::Tick() viewer.y += multiplier * 4; 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 < 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 >= 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; + yaw = Dialog::currentScene().camerayaw; + pitch = Dialog::currentScene().camerapitch; + if (Dialog::dialoguetime > 0.5) { + if (Input::isKeyPressed(attackkey)) { + Dialog::indialogue++; + if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); + if (Dialog::currentScene().sound == -5) { + hotspot[numhotspots] = Person::players[0]->coords; hotspotsize[numhotspots] = 10; hotspottype[numhotspots] = -1; numhotspots++; } - 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[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; cameramode = 0; } } } } - if (indialogue >= numdialogueboxes[whichdialogue]) { - indialogue = -1; - directing = 0; + } + if (Dialog::indialogue >= 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 (player[0].jumpkeydown && - player[0].animTarget != jumpupanim && - player[0].animTarget != jumpdownanim && - !player[0].isFlip()) - player[0].jumptogglekeydown = 1; + if (Person::players[0]->jumpkeydown && + Person::players[0]->animTarget != jumpupanim && + Person::players[0]->animTarget != jumpdownanim && + !Person::players[0]->isFlip()) + Person::players[0]->jumptogglekeydown = 1; - dialoguetime += multiplier; + Dialog::dialoguetime += multiplier; hawkyaw += multiplier * 25; realhawkcoords = 0; realhawkcoords.x = 25; @@ -7045,14 +5804,14 @@ 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); } } } @@ -7061,13 +5820,13 @@ void Game::Tick() static bool respawnkeydown; if (!editorenabled && (whichlevel != -2 && - (Input::isKeyDown(SDLK_z) && - Input::isKeyDown(SDLK_LMETA) && + (Input::isKeyDown(SDL_SCANCODE_Z) && + Input::isKeyDown(SDL_SCANCODE_LGUI) && debugmode) || (Input::isKeyDown(jumpkey) && !respawnkeydown && !oldattackkey && - player[0].dead))) { + Person::players[0]->dead))) { targetlevel = whichlevel; loading = 1; leveltime = 5; @@ -7083,31 +5842,31 @@ void Game::Tick() 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 (!animation[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) - player[0].targetyaw = 0; + Person::players[0]->targetyaw = 0; else - player[0].targetyaw = -yaw + 180; + 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 +5874,269 @@ 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[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) 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; + if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200) + if ( distsq(&Person::players[i]->coords, &objects.position[j]) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + Person::players[i]->collided = 0; + Person::players[i]->avoidcollided = 1; + if (Person::players[i]->avoidsomething == 0 || + distsq(&Person::players[i]->coords, &objects.position[j]) < + distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { + Person::players[i]->avoidwhere = objects.position[j]; + 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; + if (Person::players[i]->collided > .8) + Person::players[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 (animation[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 (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; } - 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 (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; + 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 && player[i].surprised <= 0 && - player[i].aitype == attacktypecutoff && - !player[i].dead && - !player[i].skeleton.free && - animation[player[i].animTarget].attack == neutral) + if (i != 0 && Person::players[i]->surprised <= 0 && + Person::players[i]->aitype == attacktypecutoff && + !Person::players[i]->dead && + !Person::players[i]->skeleton.free && + animation[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) && + Person::players[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]->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]->setAnimation(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) { + 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, 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; + 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]->setAnimation(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) { + 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, 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; + 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 (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 (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[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]->setAnimation(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.); + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); } if (fleshstuck) - emit_sound_at(fleshstabremovesound, player[i].coords, 128.); + emit_sound_at(fleshstabremovesound, Person::players[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; + if (Person::players[i]->victim->num_weapons == 1) + Person::players[i]->victim->num_weapons = 0; else - player[i].victim->num_weapons = 1; + Person::players[i]->victim->num_weapons = 1; - player[i].victim->skeleton.longdead = 0; - player[i].victim->skeleton.free = 1; - player[i].victim->skeleton.broken = 0; + Person::players[i]->victim->skeleton.longdead = 0; + Person::players[i]->victim->skeleton.free = 1; + Person::players[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; + for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) { + Person::players[i]->victim->skeleton.joints[l].velchange = 0; + Person::players[i]->victim->skeleton.joints[l].locked = 0; } XYZ relative; @@ -7399,117 +6146,101 @@ 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 (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; - } - weapons[k].owner = i; - if (player[i].num_weapons > 0) { - player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; + 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; } - 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 (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 (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 (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 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { + if (!Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; + Person::players[i]->setAnimation(knifethrowanim); + Person::players[i]->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; } } } @@ -7517,59 +6248,59 @@ void Game::Tick() } //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 (isgood && Person::players[i]->creature != wolftype) { + if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { + Person::players[i]->setAnimation(drawrightanim); + Person::players[i]->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 ((Person::players[i]->isIdle() || + (Person::players[i]->aitype != playercontrolled && + Person::players[0]->weaponactive != -1 && + Person::players[i]->isRun())) && + Person::players[i]->num_weapons && + weapons[Person::players[i]->weaponids[0]].getType() == sword) { + Person::players[i]->setAnimation(drawleftanim); + Person::players[i]->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]->setAnimation(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 && + if (Person::players[i]->weaponactive != -1) { + if (Person::players[i]->isCrouch() && + weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && bloodtoggle && - player[i].onterrain && - player[i].num_weapons && - player[i].attackkeydown && + Person::players[i]->onterrain && + Person::players[i]->num_weapons && + Person::players[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 (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) + Person::players[i]->setAnimation(crouchstabanim); + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) + Person::players[i]->setAnimation(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) { @@ -7580,50 +6311,50 @@ void Game::Tick() } 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[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 (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 @@ -7632,39 +6363,39 @@ void Game::Tick() } } if (target >= 0) - player[target].Reverse(); - player[i].lowreversaldelay = .5; + 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]->setAnimation(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]->setAnimation(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()) { + !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 @@ -7673,184 +6404,184 @@ void Game::Tick() } } if (target >= 0) - player[target].Reverse(); - player[i].highreversaldelay = .5; + Person::players[target]->Reverse(); + Person::players[i]->highreversaldelay = .5; - if (player[i].isCrouch()) { - if (!player[i].wasCrouch()) { - player[i].animCurrent = player[i].getCrouch(); - player[i].frameCurrent = 0; + 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]->setAnimation(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]->setAnimation(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); + 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]->setAnimation(walkanim); else - player[i].setAnimation(player[i].getRun()); + Person::players[i]->setAnimation(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]->setAnimation(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]->setAnimation(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 == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { - player[i].velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 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); } - player[i].targetyaw -= 90; - if (player[i].forwardkeydown) - player[i].targetyaw += 45; - if (player[i].backkeydown) - player[i].targetyaw -= 45; + 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; 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]->setAnimation(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 == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { - player[i].velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 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); } - player[i].targetyaw += 90; - if (player[i].forwardkeydown) - player[i].targetyaw -= 45; - if (player[i].backkeydown) - player[i].targetyaw += 45; + 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; 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]->setAnimation(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 == 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; } - 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]->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].leftkeydown && !player[i].rightkeydown) - player[i].targetyaw += 180; + if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) + Person::players[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]->setAnimation(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; + Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale; if (!movekey) - player[i].velocity = 0; + 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 (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 @@ -7859,119 +6590,119 @@ void Game::Tick() } } if (target >= 0) - player[i].velocity.y = 1; + Person::players[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 (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 && 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 (!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.); + 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]->setAnimation(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 && + if (Person::players[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; + 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; + 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]->setAnimation(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]->setAnimation(Person::players[i]->getStop()); + if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) + Person::players[i]->setAnimation(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; + 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 - player[k].yaw += 360; + 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]->setAnimation(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 @@ -7985,10 +6716,7 @@ void Game::Tick() envsound[j] = envsound[numenvsounds]; } } - if (slomo) - OPENAL_SetFrequency(OPENAL_ALL, slomofreq); - else - OPENAL_SetFrequency(OPENAL_ALL, 22050); + OPENAL_SetFrequency(OPENAL_ALL, slomo); if (tutoriallevel == 1) { XYZ temp; @@ -8008,9 +6736,9 @@ void Game::Tick() oldtemp = temp; oldtemp2 = temp2; if (tutorialstage >= 51) - if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) { + if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[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); + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); @@ -8022,43 +6750,43 @@ void Game::Tick() 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); + if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) { + emit_sound_at(fireendsound, Person::players[0]->coords); - player[0].coords = (oldtemp + oldtemp2) / 2; + Person::players[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); + if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) { + emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < player[1].skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[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; + if (!Person::players[1]->skeleton.free) + temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; + if (Person::players[1]->skeleton.free) + temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; + if (!Person::players[1]->skeleton.free) + temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; + if (Person::players[1]->skeleton.free) + temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } } - player[1].coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < player[1].skeleton.num_joints; i++) { - player[1].skeleton.joints[i].velocity = 0; + Person::players[1]->coords = (oldtemp + oldtemp2) / 2; + for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + Person::players[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; + if (!Person::players[1]->skeleton.free) + temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; + if (Person::players[1]->skeleton.free) + temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; + if (!Person::players[1]->skeleton.free) + temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; + if (Person::players[1]->skeleton.free) + temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } } @@ -8106,20 +6834,21 @@ 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; + } else { + pitch += deltav * .7; + } if (pitch > 90) pitch = 90; if (pitch < -70) @@ -8152,20 +6881,20 @@ void Game::TickOnceAfter() 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]->surprised<=0*/ && + (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; @@ -8252,7 +6981,7 @@ 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) + if (Person::players[hotspottype[i] - 10]->dead == 0) killhotspot = 0; else if (killhotspot == 2) killhotspot = 1; @@ -8265,31 +6994,31 @@ void Game::TickOnceAfter() winhotspot = false; for (int i = 0; i < numhotspots; i++) if (hotspottype[i] == -1) - if (distsq(&player[0].coords, &hotspot[i]) < hotspotsize[i]) + if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i]) 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) maxalarmed = numalarmed; if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { - if (player[0].dead && changedelay <= 0) { + if (Person::players[0]->dead && changedelay <= 0) { 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) @@ -8310,7 +7039,7 @@ void Game::TickOnceAfter() 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); @@ -8335,16 +7064,16 @@ void Game::TickOnceAfter() if (!editorenabled && gameon && !mainmenu) { 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) + if (Person::players[0]->dead) Loadlevel(whichlevel); else Loadlevel(targetlevel); @@ -8368,22 +7097,22 @@ void Game::TickOnceAfter() if (changedelay <= -999 && whichlevel != -2 && !loading && - (player[0].dead || + (Person::players[0]->dead || (alldead && maptype == mapkilleveryone) || (winhotspot) || (killhotspot))) loading = 1; - if ((player[0].dead || + if ((Person::players[0]->dead || (alldead && maptype == mapkilleveryone) || (winhotspot) || (windialogue) || (killhotspot)) && changedelay <= 0) { - if (whichlevel != -2 && !loading && !player[0].dead) { + if (whichlevel != -2 && !loading && !Person::players[0]->dead) { winfreeze = true; changedelay = -999; } - if (player[0].dead) + if (Person::players[0]->dead) loading = 1; } } @@ -8444,31 +7173,31 @@ 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; + if ((animation[Person::players[0]->animTarget].attack != 3 && animation[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 = 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; + 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 (int i = 0; i < Person::players[0]->skeleton.num_joints; 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) cameraloc = target; 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 cameraloc = cameraloc + coltarget * multiplier * 8; @@ -8482,17 +7211,17 @@ void Game::TickOnceAfter() 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]; + if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) + for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { + int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; coltarget = cameraloc; if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) 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]; + if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) + for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { + int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { viewer = colviewer; @@ -8504,68 +7233,19 @@ void Game::TickOnceAfter() 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) 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) camerashake = 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;