X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=9afacced235878340de42e6afb33737a163ae2db;hb=f38eb24f446b94d592d97b24b315bb44bed7b12c;hp=c9e3a9691ff0aca2851ebe9c47d0bd5df776d0f3;hpb=6e5fc0433956e44ba9ae92b544e51ac15c27c451;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index c9e3a96..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 @@ -27,21 +29,32 @@ 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" #include "Settings.h" #include "Input.h" #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; // Added more evilness needed for MSVC #ifdef _MSC_VER - #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) - #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) +#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) +#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) #endif @@ -49,7 +62,7 @@ extern float multiplier; extern XYZ viewer; extern int environment; extern Terrain terrain; -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; @@ -74,12 +87,11 @@ extern bool ambientsound; extern bool mousejump; extern float viewdistance; extern bool freeze; -extern bool keyboardfrozen; -extern bool loadingstuff; extern XYZ windvector; extern bool debugmode; static int leveltheme; extern int mainmenu; +extern int oldmainmenu; extern bool visibleloading; extern XYZ envsound[30]; extern float envsoundvol[30]; @@ -89,7 +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; @@ -120,8 +131,6 @@ extern float hostiletime; extern bool gamestarted; extern int numhotspots; -extern int winhotspot; -extern int windialogue; extern int killhotspot; extern XYZ hotspot[40]; extern int hotspottype[40]; @@ -136,3979 +145,2760 @@ extern bool winfreeze; extern bool campaign; -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" -}; +extern void toggleFullscreen(); -static const char *wolfskin[] = { -":Data:Textures:Wolf.jpg", -":Data:Textures:Darkwolf.jpg", -":Data:Textures:Snowwolf.jpg" -}; - -#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; -STATIC_ASSERT (rabbittype == 0 && wolftype == 1) - -static const char **creatureskin[] = {rabbitskin, wolfskin}; - -/* Return true if PFX is a prefix of STR (case-insensitive). */ -static bool stripfx(const char *str, const char *pfx) +class CampaignLevel { - return !strncasecmp(str, pfx, strlen(pfx)); -} - -static const char *cmd_names[] = { -#define DECLARE_COMMAND(cmd) #cmd " ", -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND +private: + int width; + struct Position { + int x, y; + }; +public: + std::string mapname; + std::string description; + int choosenext; + /* + 0 = Immediately load next level at the end of this one. + 1 = Go back to the world map. + 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. + */ + //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. + std::vector nextlevel; + Position location; + CampaignLevel() : width(10) { + choosenext = 1; + location.x = 0; + location.y = 0; + } + int getStartX() { + return 30 + 120 + location.x * 400 / 512; + } + int getStartY() { + return 30 + 30 + (512 - location.y) * 400 / 512; + } + int getEndX() { + return getStartX() + width; + } + int getEndY() { + return getStartY() + width; + } + XYZ getCenter() { + XYZ center; + center.x = getStartX() + width / 2; + center.y = getStartY() + width / 2; + return center; + } + int getWidth() { + return width; + } + istream& operator<< (istream& is) { + is.ignore(256, ':'); + is.ignore(256, ':'); + is.ignore(256, ' '); + is >> mapname; + is.ignore(256, ':'); + is >> description; + for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { + description.replace(pos, 1, 1, ' '); + } + is.ignore(256, ':'); + is >> choosenext; + is.ignore(256, ':'); + int numnext, next; + is >> numnext; + for (int j = 0; j < numnext; j++) { + is.ignore(256, ':'); + is >> next; + nextlevel.push_back(next - 1); + } + is.ignore(256, ':'); + is >> location.x; + is.ignore(256, ':'); + is >> location.y; + return is; + } + friend istream& operator>> (istream& is, CampaignLevel& cl) { + return cl << is; + } }; -typedef void (*console_handler)(Game *game, const char *args); - -#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, 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 +bool won = false; +int entername = 0; +vector campaignlevels; +int whichchoice = 0; +int actuallevel = 0; +bool winhotspot = false; +bool windialogue = false; +bool realthreat = 0; +XYZ cameraloc; +float cameradist = 0; +bool oldattackkey = 0; +int whichlevel = 0; +float musicvolume[4] = {}; +float oldmusicvolume[4] = {}; +int musicselected = 0; + +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" }; +const char *wolfskin[] = { + "Textures/Wolf.jpg", + "Textures/DarkWolf.jpg", + "Textures/SnowWolf.jpg" +}; +const char **creatureskin[] = {rabbitskin, wolfskin}; -// added utility functions -sf17k ============================================================= +#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; +STATIC_ASSERT (rabbittype == 0 && wolftype == 1) -//TODO: try to hide these variables completely with a better interface -inline void setAnimation(int playerid,int animation){ - player[playerid].targetanimation=animation; - player[playerid].targetframe=0; - player[playerid].target=0; -} +// utility functions -//TODO: this is incorrect but I'm afraid to change it and break something, -//probably causes quirky behavior that I might want to preserve -inline float roughDirection(XYZ vec){ +// TODO: this is slightly incorrect +inline float roughDirection(XYZ vec) +{ Normalise(&vec); - float angle=-asin(-vec.x)*180/M_PI; - if(vec.z<0) - angle=180-angle; + float angle = -asin(-vec.x) * 180 / M_PI; + if (vec.z < 0) + angle = 180 - angle; return angle; } -inline float roughDirectionTo(XYZ start, XYZ end){ - return roughDirection(end-start); -} - -//TODO: gotta be a better way -inline float pitch(XYZ vec){ - Normalise(&vec); - return -asin(vec.y)*180/M_PI; -} -inline float pitchTo(XYZ start, XYZ end){ - return pitch(end-start); -} - -//change these to a Person method -inline Joint& playerJoint(int playerid, int bodypart){ - return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; } -inline Joint& playerJoint(Person* pplayer, int bodypart){ - return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; } - -inline float sq(float n){ return n*n; } - -inline float stepTowardf(float from, float to, float by){ - if(fabs(from-to)to) return from-by; - else return from+by; -} - -void playdialogueboxsound(){ - XYZ temppos; - temppos=player[participantfocus[whichdialogue][indialogue]].coords; - temppos=temppos-viewer; - Normalise(&temppos); - temppos+=viewer; - - int sound=-1; - switch(dialogueboxsound[whichdialogue][indialogue]){ - case -6: sound=alarmsound; break; - case -4: sound=consolefailsound; break; - case -3: sound=consolesuccesssound; break; - case -2: sound=firestartsound; break; - case -1: sound=fireendsound; break; - case 1: sound=rabbitchitter; break; - case 2: sound=rabbitchitter2; break; - case 3: sound=rabbitpainsound; break; - case 4: sound=rabbitpain1sound; break; - case 5: sound=rabbitattacksound; break; - case 6: sound=rabbitattack2sound; break; - case 7: sound=rabbitattack3sound; break; - case 8: sound=rabbitattack4sound; break; - case 9: sound=growlsound; break; - case 10: sound=growl2sound; break; - case 11: sound=snarlsound; break; - case 12: sound=snarl2sound; break; - case 13: sound=barksound; break; - case 14: sound=bark2sound; break; - case 15: sound=bark3sound; break; - case 16: sound=barkgrowlsound; break; - default: break; - } - if(sound!=-1) - emit_sound_at(sound, temppos); -} - -// end added utility functions ================================================================ - - - -static void ch_quit(Game *game, const char *args) -{ - game->tryquit = 1; -} - -static void ch_map(Game *game, const char *args) -{ - game->Loadlevel(args); - game->whichlevel = -2; - campaign = 0; -} - -static void ch_save(Game *game, 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].rotation, player[0].targetrotation, player[0].num_weapons); - if(player[0].num_weapons>0&&player[0].num_weapons<5) - for(int j=0;jnumpathpoints); - for(int j=0;jnumpathpoints;j++){ - fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]); - for(int k=0;knumpathpointconnect[j];k++) - fpackf(tfile, "Bi", game->pathpointconnect[j][k]); - } - - fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius); - - fclose(tfile); -} - -static void ch_cellar(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} - -static void ch_tint(Game *game, const char *args) +inline float roughDirectionTo(XYZ start, XYZ end) { - sscanf(args, "%f%f%f", &tintr, &tintg, &tintb); + return roughDirection(end - start); } - -static void ch_tintr(Game *game, const char *args) +inline float pitchOf(XYZ vec) { - tintr = atof(args); + Normalise(&vec); + return -asin(vec.y) * 180 / M_PI; } - -static void ch_tintg(Game *game, const char *args) +inline float pitchTo(XYZ start, XYZ end) { - tintg = atof(args); + return pitchOf(end - start); } - -static void ch_tintb(Game *game, const char *args) +inline float sq(float n) { - tintb = atof(args); + return n * n; } - -static void ch_speed(Game *game, const char *args) +inline float stepTowardf(float from, float to, float by) { - player[0].speedmult = atof(args); + if (fabs(from - to) < by) + return to; + else if (from > to) + return from - by; + else + return from + by; } -static void ch_strength(Game *game, const char *args) +void Game::playdialoguescenesound() { - player[0].power = atof(args); + XYZ temppos; + temppos = Person::players[Dialog::currentScene().participantfocus]->coords; + temppos = temppos - viewer; + Normalise(&temppos); + temppos += viewer; + + int sound = -1; + switch (Dialog::currentScene().sound) { + case -6: + sound = alarmsound; + break; + case -4: + sound = consolefailsound; + break; + case -3: + sound = consolesuccesssound; + break; + case -2: + sound = firestartsound; + break; + case -1: + sound = fireendsound; + break; + case 1: + sound = rabbitchitter; + break; + case 2: + sound = rabbitchitter2; + break; + case 3: + sound = rabbitpainsound; + break; + case 4: + sound = rabbitpain1sound; + break; + case 5: + sound = rabbitattacksound; + break; + case 6: + sound = rabbitattack2sound; + break; + case 7: + sound = rabbitattack3sound; + break; + case 8: + sound = rabbitattack4sound; + break; + case 9: + sound = growlsound; + break; + case 10: + sound = growl2sound; + break; + case 11: + sound = snarlsound; + break; + case 12: + sound = snarl2sound; + break; + case 13: + sound = barksound; + break; + case 14: + sound = bark2sound; + break; + case 15: + sound = bark3sound; + break; + case 16: + sound = barkgrowlsound; + break; + default: + break; + } + if (sound != -1) + emit_sound_at(sound, temppos); } -static void ch_power(Game *game, const char *args) -{ - player[0].power = atof(args); -} +// ================================================================ -static void ch_size(Game *game, const char *args) +int Game::findClosestPlayer() { - player[0].scale = atof(args) * .2; -} - -static int find_closest() -{ - int closest = 0; - float closestdist = std::numeric_limits::max(); - - for (int i = 1; i < numplayers; i++) { - float distance; - distance = findDistancefast(&player[i].coords,&player[0].coords); - if (distance < closestdist) { - closestdist = distance; - closest = i; + int closest = -1; + float closestdist = std::numeric_limits::max(); + + 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; + } } - } - return closest; -} - -static void ch_sizenear(Game *game, const char *args) -{ - int closest = find_closest(); - - if (closest) - player[closest].scale = atof(args) * .2; + return closest; } -static void set_proportion(int pnum, const char *args) +static int findClosestObject() { - 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; - } + int closest = -1; + float closestdist = std::numeric_limits::max(); + + for (int i = 0; i < objects.numobjects; i++) { + float distance = distsq(&objects.position[i], &Person::players[0]->coords); + if (distance < closestdist) { + closestdist = distance; + closest = i; + } + } + return closest; } -static void ch_proportion(Game *game, const char *args) +static void cmd_dispatch(const string cmd) { - set_proportion(0, args); -} + int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); -static void ch_proportionnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_proportion(closest, args); + for (i = 0; i < n_cmds; i++) + if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) { + cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl; + cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str()); + break; + } + emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); } -static void set_protection(int pnum, const char *args) +/********************> Tick() <*****/ +extern bool save_screenshot(const char * fname); +void Screenshot (void) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + char filename[1024]; + time_t t = time(NULL); + struct tm *tme = localtime(&t); + sprintf(filename, "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"); +#endif - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; + save_screenshot(filename); } -static void ch_protection(Game *game, const char *args) +void Game::SetUpLighting() { - set_protection(0, args); + if (environment == snowyenvironment) + light.setColors(.65, .65, .7, .4, .4, .44); + if (environment == desertenvironment) + light.setColors(.95, .95, .95, .4, .35, .3); + if (environment == grassyenvironment) + light.setColors(.95, .95, 1, .4, .4, .44); + if (!skyboxtexture) + light.setColors(1, 1, 1, .4, .4, .4); + float average; + average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; + light.color[0] *= (skyboxlightr + average) / 2; + light.color[1] *= (skyboxlightg + average) / 2; + light.color[2] *= (skyboxlightb + average) / 2; + light.ambient[0] *= (skyboxlightr + average) / 2; + light.ambient[1] *= (skyboxlightg + average) / 2; + light.ambient[2] *= (skyboxlightb + average) / 2; } -static void ch_protectionnear(Game *game, const char *args) +int findPathDist(int start, int end) { - int closest = find_closest(); - if (closest) - set_protection(closest, args); + int smallestcount, count, connected; + int last, last2, last3, last4; + int closest; + + smallestcount = 1000; + for (int i = 0; i < 50; i++) { + count = 0; + last = start; + last2 = -1; + last3 = -1; + last4 = -1; + while (last != end && count < 30) { + closest = -1; + for (int j = 0; j < numpathpoints; j++) { + if (j != last && j != last2 && j != last3 && j != last4) { + connected = 0; + if (numpathpointconnect[j]) + for (int k = 0; k < numpathpointconnect[j]; k++) { + if (pathpointconnect[j][k] == last)connected = 1; + } + if (!connected) + if (numpathpointconnect[last]) + for (int k = 0; k < numpathpointconnect[last]; k++) { + if (pathpointconnect[last][k] == j)connected = 1; + } + if (connected) + if (closest == -1 || Random() % 2 == 0) { + closest = j; + } + } + } + last4 = last3; + last3 = last2; + last2 = last; + last = closest; + count++; + } + if (count < smallestcount) + smallestcount = count; + } + return smallestcount; } -static void set_armor(int pnum, const char *args) +int Game::checkcollide(XYZ startpoint, XYZ endpoint) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + static XYZ colpoint, colviewer, coltarget; + static float minx, minz, maxx, maxz, miny, maxy; + + minx = min(startpoint.x, endpoint.x) - 1; + miny = min(startpoint.y, endpoint.y) - 1; + minz = min(startpoint.z, endpoint.z) - 1; + maxx = max(startpoint.x, endpoint.x) + 1; + maxy = max(startpoint.y, endpoint.y) + 1; + maxz = max(startpoint.z, endpoint.z) + 1; + + for (int i = 0; i < objects.numobjects; i++) { + if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius && + objects.position[i].x < maxx + objects.model[i].boundingsphereradius && + objects.position[i].y > miny - objects.model[i].boundingsphereradius && + objects.position[i].y < maxy + objects.model[i].boundingsphereradius && + objects.position[i].z > minz - objects.model[i].boundingsphereradius && + objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { + if ( objects.type[i] != treeleavestype && + objects.type[i] != bushtype && + objects.type[i] != firetype) { + colviewer = startpoint; + coltarget = endpoint; + if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + return i; + } + } + } - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; + return -1; } -static void ch_armor(Game *game, const char *args) +int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what) { - set_armor(0, args); -} + static XYZ colpoint, colviewer, coltarget; + static float minx, minz, maxx, maxz, miny, maxy; + static int i; //FIXME: see below + + minx = min(startpoint.x, endpoint.x) - 1; + miny = min(startpoint.y, endpoint.y) - 1; + minz = min(startpoint.z, endpoint.z) - 1; + maxx = max(startpoint.x, endpoint.x) + 1; + maxy = max(startpoint.y, endpoint.y) + 1; + maxz = max(startpoint.z, endpoint.z) + 1; + + if (what != 1000) { + if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius && + objects.position[what].x < maxx + objects.model[what].boundingsphereradius && + objects.position[what].y > miny - objects.model[what].boundingsphereradius && + objects.position[what].y < maxy + objects.model[what].boundingsphereradius && + objects.position[what].z > minz - objects.model[what].boundingsphereradius && + objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { + if ( objects.type[what] != treeleavestype && + objects.type[what] != bushtype && + objects.type[what] != firetype) { + colviewer = startpoint; + coltarget = endpoint; + //FIXME: i/what + if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1) + return i; + } + } + } -static void ch_armornear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_armor(closest, args); -} + if (what == 1000) + if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) + return 1000; -static void ch_protectionreset(Game *game, const char *args) -{ - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); + return -1; } -static void set_metal(int pnum, const char *args) +void Setenvironment(int which) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; -} + LOGFUNC; -static void ch_metal(Game *game, const char *args) -{ - set_metal(0, args); -} + LOG(" Setting environment..."); -static void set_noclothes(int pnum, Game *game, const char *args) -{ - player[pnum].numclothes = 0; - game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin], - &player[pnum].skeleton.drawmodel.textureptr,1, - &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize); -} + float temptexdetail; + environment = which; -static void ch_noclothes(Game *game, const char *args) -{ - set_noclothes(0, game, args); -} + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); + pause_sound(stream_wind); + pause_sound(stream_desertambient); -static void ch_noclothesnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_noclothes(closest, game, args); -} + if (environment == snowyenvironment) { + windvector = 0; + windvector.z = 3; + if (ambientsound) + emit_stream_np(stream_wind); -static void set_clothes(int pnum, Game *game, const char *args) -{ - char buf[64]; - snprintf(buf, 63, ":Data:Textures:%s.png", args); - - if (!game->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++; -} + 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); -static void ch_clothes(Game *game, const char *args) -{ - set_clothes(0, game, args); -} + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; -static void ch_clothesnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_clothes(closest, game, args); -} + terraintexture.load("Textures/Snow.jpg", 1); + terraintexture2.load("Textures/Rock.jpg", 1); -static void ch_belt(Game *game, const char *args) -{ - player[0].skeleton.clothes = !player[0].skeleton.clothes; -} + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( "Textures/Skybox(snow)/Front.jpg", + "Textures/Skybox(snow)/Left.jpg", + "Textures/Skybox(snow)/Back.jpg", + "Textures/Skybox(snow)/Right.jpg", + "Textures/Skybox(snow)/Up.jpg", + "Textures/Skybox(snow)/Down.jpg"); -static void ch_cellophane(Game *game, 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(Game *game, 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); - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,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(Game *game, 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); - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,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(Game *game, const char *args) -{ - ch_wolfie(game, args); -} + texdetail = temptexdetail; + } else if (environment == desertenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load("Textures/DesertTree.png", 0); + objects.bushtextureptr.load("Textures/BushDesert.png", 0); + objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); -static void ch_wolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} -static void ch_snowwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + if (ambientsound) + emit_stream_np(stream_desertambient); -static void ch_darkwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepsn1; + footstepsound4 = footstepsn2; -static void ch_lizardwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + terraintexture.load("Textures/Sand.jpg", 1); + terraintexture2.load("Textures/SandSlope.jpg", 1); -static void ch_white(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} -static void ch_brown(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( "Textures/Skybox(sand)/Front.jpg", + "Textures/Skybox(sand)/Left.jpg", + "Textures/Skybox(sand)/Back.jpg", + "Textures/Skybox(sand)/Right.jpg", + "Textures/Skybox(sand)/Up.jpg", + "Textures/Skybox(sand)/Down.jpg"); -static void ch_black(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} -static void ch_sizemin(Game *game, 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(Game *game, const char *args) -{ - tutoriallevel = atoi(args); -} -static void ch_hostile(Game *game, const char *args) -{ - hostile = atoi(args); -} + texdetail = temptexdetail; + } else if (environment == grassyenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load("Textures/Tree.png", 0); + objects.bushtextureptr.load("Textures/Bush.png", 0); + objects.rocktextureptr.load("Textures/Boulder.jpg", 1); + objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); -static void ch_indemo(Game *game, const char *args) -{ - game->indemo=1; - hotspot[numhotspots]=player[0].coords; - hotspotsize[numhotspots]=0; - hotspottype[numhotspots]=-111; - strcpy(hotspottext[numhotspots],"mapname"); - numhotspots++; -} + if (ambientsound) + emit_stream_np(stream_wind, 100.); -static void ch_notindemo(Game *game, const char *args) -{ - game->indemo=0; - numhotspots--; -} + footstepsound = footstepgr1; + footstepsound2 = footstepgr2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; -static void ch_type(Game *game, 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; - } -} + terraintexture.load("Textures/GrassDirt.jpg", 1); + terraintexture2.load("Textures/MossRock.jpg", 1); -static void ch_path(Game *game, 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(Game *game, const char *args) -{ - hotspot[numhotspots]=player[0].coords; + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( "Textures/Skybox(grass)/Front.jpg", + "Textures/Skybox(grass)/Left.jpg", + "Textures/Skybox(grass)/Back.jpg", + "Textures/Skybox(grass)/Right.jpg", + "Textures/Skybox(grass)/Up.jpg", + "Textures/Skybox(grass)/Down.jpg"); - 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"); + texdetail = temptexdetail; + } + temptexdetail = texdetail; + texdetail = 1; + terrain.load("Textures/HeightMap.png"); - numhotspots++; + texdetail = temptexdetail; } -static void ch_dialogue(Game *game, const char *args) +void LoadCampaign() { - 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> 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'; + if (!accountactive) + return; + 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,':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } - - for(int i=0;i> numlevels; + campaignlevels.clear(); + for (int i = 0; i < numlevels; i++) { + CampaignLevel cl; + ipstream >> cl; + campaignlevels.push_back(cl); } - } - ipstream.close(); + ipstream.close(); - directing=1; - indialogue=0; - whichdialogue=numdialogues; - - numdialogues++; -} - -static void ch_fixdialogue(Game *game, 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> 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'; + ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png")); + if (test.good()) { + Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0); + } else { + Mainmenuitems[7].load("Textures/World.png", 0); } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - - ipstream.close(); -} -static void ch_fixtype(Game *game, const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; -} - -static void ch_fixrotation(Game *game, const char *args) -{ - participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation; -} - -static void ch_ddialogue(Game *game, const char *args) -{ - if (numdialogues) - numdialogues--; -} - -static void ch_dhs(Game *game, const char *args) -{ - if (numhotspots) - numhotspots--; -} - -static void ch_immobile(Game *game, const char *args) -{ - player[0].immobile = 1; -} - -static void ch_allimmobile(Game *game, const char *args) -{ - for (int i = 1; i < numplayers; i++) - player[i].immobile = 1; -} - -static void ch_mobile(Game *game, const char *args) -{ - player[0].immobile = 0; -} - -static void ch_default(Game *game, 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; - game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin], - &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0], - &player[0].skeleton.skinsize); - - editoractive=typeactive; - player[0].immobile=0; -} - -static void ch_play(Game *game, const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for(int i=0;iSetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skylight(Game *game, const char *args) -{ - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skybox(Game *game, const char *args) -{ - skyboxtexture = !skyboxtexture; - - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); + if (accountactive->getCampaignChoicesMade() == 0) { + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + } } -static void cmd_dispatch(Game *game, const char *cmd) +vector ListCampaigns() { - int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); - - for (i = 0; i < n_cmds; i++) - if (stripfx(cmd, cmd_names[i])) - { - cmd_handlers[i](game, cmd + strlen(cmd_names[i])); - break; - } - emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); + errno = 0; + DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str()); + struct dirent *campaign = NULL; + if (!campaigns) { + perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str()); + exit(EXIT_FAILURE); + } + vector campaignNames; + while ((campaign = readdir(campaigns)) != NULL) { + string name(campaign->d_name); + if (name.length() < 5) + continue; + if (!name.compare(name.length() - 4, 4, ".txt")) { + campaignNames.push_back(name.substr(0, name.length() - 4)); + } + } + closedir(campaigns); + return campaignNames; } -/********************> Tick() <*****/ -extern bool save_image(const char * fname); -void Screenshot (void) +void Game::Loadlevel(int which) { - char temp[1024]; - time_t t = time(NULL); - struct tm *tme = localtime(&t); - sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); - - #if defined(_WIN32) - mkdir("Screenshots"); - #else - mkdir("Screenshots", S_IRWXU); - #endif - - save_image(temp); -} - -void Game::SetUpLighting(){ - if(environment==snowyenvironment) - light.setColors(.65,.65,.7,.4,.4,.44); - if(environment==desertenvironment) - light.setColors(.95,.95,.95,.4,.35,.3); - if(environment==grassyenvironment) - light.setColors(.95,.95,1,.4,.4,.44); - if(!skyboxtexture) - light.setColors(1,1,1,.4,.4,.4); - float average; - average=(skyboxlightr+skyboxlightg+skyboxlightb)/3; - light.color[0]*=(skyboxlightr+average)/2; - light.color[1]*=(skyboxlightg+average)/2; - light.color[2]*=(skyboxlightb+average)/2; - light.ambient[0]*=(skyboxlightr+average)/2; - light.ambient[1]*=(skyboxlightg+average)/2; - light.ambient[2]*=(skyboxlightb+average)/2; + stealthloading = 0; + whichlevel = which; + + if (which == -1) { + tutoriallevel = -1; + Loadlevel("tutorial"); + } else if (which >= 0 && which <= 15) { + char buf[32]; + snprintf(buf, 32, "map%d", which + 1); // challenges + Loadlevel(buf); + } else + Loadlevel("mapsave"); } -int Game::findPathDist(int start,int end){ - int smallestcount,count,connected; - int last,last2,last3,last4; - int closest; - - smallestcount=1000; - for(int i=0;i<50;i++){ - count=0; - last=start; - last2=-1; - last3=-1; - last4=-1; - while(last!=end&&count<30){ - closest=-1; - for(int j=0;jminx-objects.model[i].boundingsphereradius&& - objects.position[i].xminy-objects.model[i].boundingsphereradius&& - objects.position[i].yminz-objects.model[i].boundingsphereradius&& - objects.position[i].zminx-objects.model[what].boundingsphereradius&& - objects.position[what].xminy-objects.model[what].boundingsphereradius&& - objects.position[what].yminz-objects.model[what].boundingsphereradius&& - objects.position[what].z1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(snow):Front.jpg", - ":Data:Textures:Skybox(snow):Left.jpg", - ":Data:Textures:Skybox(snow):Back.jpg", - ":Data:Textures:Skybox(snow):Right.jpg", - ":Data:Textures:Skybox(snow):Up.jpg", - ":Data:Textures:Skybox(snow):Down.jpg"); - - - - - texdetail=temptexdetail; - } else if(environment==desertenvironment){ - windvector=0; - windvector.z=2; - LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0); - - - if(ambientsound) - emit_stream_np(stream_desertambient); - - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepsn1; - footstepsound4 = footstepsn2; - - LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - - + int indemo; // FIXME this should be removed + int templength; + float lamefloat; + + LOGFUNC; + + LOG(std::string("Loading level...") + name); + + if (!gameon) + visibleloading = 1; + if (stealthloading) + visibleloading = 0; + if (!stillloading) + loadtime = 0; + gamestarted = 1; + + numenvsounds = 0; + + if (tutoriallevel != -1) + tutoriallevel = 0; + else + tutoriallevel = 1; + + if (tutoriallevel == 1) + tutorialstage = 0; + if (tutorialstage == 0) { + tutorialstagetime = 0; + tutorialmaxtime = 1; + } + pause_sound(whooshsound); + pause_sound(stream_firesound); - 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"); + int mapvers; + FILE *tfile; + errno = 0; + tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); + + 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; + } + 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(); + } - texdetail=temptexdetail; - } else if(environment==grassyenvironment){ - windvector=0; - windvector.z=2; - LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0); + 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; + } + 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)); + } - if(ambientsound) - emit_stream_np(stream_wind, 100.); + if (visibleloading) + LoadingScreen(); - footstepsound = footstepgr1; - footstepsound2 = footstepgr2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; + 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); - LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0); + funpackf(tfile, "Bi", &Person::players[0]->numclothes); - LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0); + if (mapvers >= 9) + funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature); + else { + Person::players[0]->whichskin = 0; + Person::players[0]->creature = rabbittype; + } - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); + Person::players[0]->lastattack = -1; + Person::players[0]->lastattack2 = -1; + Person::players[0]->lastattack3 = -1; + //dialogues + if (mapvers >= 8) { + Dialog::loadDialogs(tfile); + } + 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]); + } - 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"); + funpackf(tfile, "Bi", &environment); + funpackf(tfile, "Bi", &objects.numobjects); + for (int i = 0; i < objects.numobjects; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); + if (objects.type[i] == treeleavestype) + objects.scale[i] = objects.scale[i - 1]; + } + if (mapvers >= 7) { + funpackf(tfile, "Bi", &numhotspots); + for (int i = 0; i < numhotspots; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); + funpackf(tfile, "Bi", &templength); + if (templength) + for (int l = 0; l < templength; l++) + funpackf(tfile, "Bb", &hotspottext[i][l]); + hotspottext[i][templength] = '\0'; + if (hotspottype[i] == -111) + indemo = 1; + } + } else + numhotspots = 0; - texdetail=temptexdetail; - } - temptexdetail=texdetail; - texdetail=1; - terrain.load(":Data:Textures:heightmap.png"); + if (visibleloading) + LoadingScreen(); - texdetail=temptexdetail; -} + if (!stealthloading) { + objects.center = 0; + for (int i = 0; i < objects.numobjects; i++) + objects.center += objects.position[i]; + objects.center /= objects.numobjects; -void Game::Loadlevel(int which){ - stealthloading=0; - whichlevel=which; - - if(which == -1){ - tutoriallevel = -1; - Loadlevel("tutorial"); - }else if(which >= 0 && which <= 15){ - char buf[32]; - snprintf(buf, 32, "map%d", which + 1); - Loadlevel(buf); - }else - Loadlevel("mapsave"); -} -void Game::Loadlevel(const char *name){ - int templength; - float lamefloat; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop,legprop,armprop,bodyprop; - - LOGFUNC; - - LOG(std::string("Loading level...") + name); - - if(!gameon) - visibleloading=1; - if(stealthloading) - visibleloading=0; - if(!stillloading) - loadtime=0; - gamestarted=1; - - numenvsounds=0; - //visibleloading=1; - if(tutoriallevel!=-1) - tutoriallevel=0; - else - tutoriallevel=1; - - if(tutoriallevel==1) - tutorialstage=0; - if(tutorialstage==0){ - 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; - tfile=fopen( FixedFN, "rb" ); - if(tfile){ - pause_sound(stream_firesound); - scoreadded=0; - windialogue=0; - hostiletime=0; - won=0; - - animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral); - - numdialogues=0; - - for(int i=0;i<20;i++) - dialoguegonethrough[i]=0; - - indialogue=-1; - cameramode=0; - - damagedealt=0; - damagetaken=0; - - if(accountactive) - difficulty=accountactive->getDifficulty(); - - if(difficulty!=2) - minimap=1; - else - minimap=0; - - numhotspots=0; - currenthotspot=-1; - bonustime=1; - - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - - freeze=0; - winfreeze=0; - - for(int i=0;i<100;i++) - bonusnum[i]=0; - - numfalls=0; - numflipfail=0; - numseen=0; - numstaffattack=0; - numswordattack=0; - numknifeattack=0; - numunarmedattack=0; - numescaped=0; - numflipped=0; - numwallflipped=0; - numthrowkill=0; - numafterkill=0; - numreversals=0; - numattacks=0; - maxalarmed=0; - numresponded=0; - - bonustotal=startbonustotal; - bonus=0; - gameon=1; - changedelay=0; - if(console){ - emit_sound_np(consolesuccesssound); - freeze=0; - console=false; - } - - if(!stealthloading){ - terrain.numdecals=0; - Sprite::deleteSprites(); - for(int i=0;i=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].rotation,&player[0].targetrotation, &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=9) - funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); - else{ - player[0].whichskin=0; - player[0].creature=rabbittype; - } - - player[0].lastattack=-1; - player[0].lastattack2=-1; - player[0].lastattack3=-1; - - //dialogues - if(mapvers>=8){ - funpackf(tfile, "Bi", &numdialogues); - for(int k=0;k128||templength<=0) - templength=128; - int m; - for(m=0;m64||templength<=0)templength=64; - for(m=0;m maxdistance) { + maxdistance = tempdist; } - }else - numdialogues=0; - - for(int k=0;k 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(); + + 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); + + 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(); } - if(mapvers>=7){ - funpackf(tfile, "Bi", &numhotspots); - for(int i=0;iburnt = 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); + } - if(visibleloading) - LoadingScreen(); + 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); - float maxdistance=0; - float tempdist; - //~ int whichclosest; - for(int i=0;imaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - objects.radius=fast_sqrt(maxdistance); - } - - if(visibleloading) - LoadingScreen(); - //mapcenter=objects.center; - //mapradius=objects.radius; - - funpackf(tfile, "Bi", &numplayers); - int howmanyremoved=0; - bool removeanother=0; - if(numplayers>1&&numplayers=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].rotation); - else - player[i-howmanyremoved].rotation=0; - player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation; - 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=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; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes); - if(player[i-howmanyremoved].numclothes){ - for(int k=0;kaddClothes(); - numplayers-=howmanyremoved; - funpackf(tfile, "Bi", &numpathpoints); - if(numpathpoints>30||numpathpoints<0) - numpathpoints=0; - for(int j=0;janimCurrent = 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; } } - if(visibleloading) - LoadingScreen(); - - funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius); - - SetUpLighting(); - if(environment!=oldenvironment) - Setenvironment(environment); - oldenvironment=environment; - - if(!stealthloading){ - int j=objects.numobjects; - objects.numobjects=0; - for(int i=0;imaxplayers-1) - numplayers=maxplayers-1; - for(int i=0;i unused -18 stereo configuration -*/ - -void Game::MenuTick(){ - //menu buttons - - // some specific case where we do something even if the left mouse button is not pressed. - if((mainmenu==5) && (endgame==2)) { - accountactive->endGame(); - endgame=0; - } - if(mainmenu==10) - endgame=2; - if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) ) - stereoseparation-=0.001; - - if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - switch(mainmenu) { - case 1: - case 2: - switch(selected) { - case 1: - if(gameon) { //resume - mainmenu=0; - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } else { //new game - fireSound(firestartsound); - flash(); - mainmenu=(accountactive?5:7); - selected=-1; - } - break; - case 2: //options - fireSound(); - flash(); - mainmenu=3; - if(newdetail>2) newdetail=detail; - if(newdetail<0) newdetail=detail; - if(newscreenwidth>3000) newscreenwidth=screenwidth; - if(newscreenwidth<0) newscreenwidth=screenwidth; - if(newscreenheight>3000) newscreenheight=screenheight; - if(newscreenheight<0) newscreenheight=screenheight; - break; - case 3: - fireSound(); - flash(); - if(gameon){ //end game - gameon=0; - mainmenu=1; - } else { //quit - tryquit=1; - pause_sound(stream_menutheme); - } - break; - } - break; - case 3: - fireSound(); - bool isCustomResolution,found; - switch(selected){ - case 0: - extern SDL_Rect **resolutions; - 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; - } - break; - case 1: - newdetail++; - if(newdetail>2) newdetail=0; - break; - case 2: - bloodtoggle++; - if(bloodtoggle>2) bloodtoggle=0; - break; - case 3: - difficulty++; - if(difficulty>2) difficulty=0; - break; - case 4: - ismotionblur = !ismotionblur; - break; - case 5: - decals = !decals; - break; - case 6: - musictoggle = !musictoggle; - - if(musictoggle) { - emit_stream_np(stream_menutheme); - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - break; - case 7: // controls - flash(); - mainmenu=4; - selected=-1; - keyselect=-1; - break; - case 8: - flash(); - - SaveSettings(*this); - mainmenu=gameon?2:1; - break; - case 9: - invertmouse = !invertmouse; - break; - case 10: - usermousesensitivity+=.2; - if(usermousesensitivity>2) usermousesensitivity=.2; - break; - case 11: - volume+=.1f; - if(volume>1.0001f) volume=0; - OPENAL_SetSFXMasterVolume((int)(volume*255)); - break; - case 12: - flash(); - - newstereomode = stereomode; - mainmenu=18; - keyselect=-1; - break; - case 13: - showdamagebar = !showdamagebar; - break; - } - break; - case 4: - if(!waiting) { - fireSound(); - if(selected<9 && keyselect==-1) - keyselect=selected; - if(keyselect!=-1) - setKeySelected(); - if(selected==9){ - flash(); - - mainmenu=3; - } - } - break; - case 5: - fireSound(); - flash(); - if((selected-7 >= accountactive->getCampaignChoicesMade())) { - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=7; - if(firstload) - TickOnceAfter(); - else - LoadStuff(); - whichchoice=selected-7-accountactive->getCampaignChoicesMade(); - visibleloading=1; - stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - switch(selected){ - case 1: - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=-1; - if(firstload) { - TickOnceAfter(); - Loadlevel(-1); - } else - LoadStuff(); - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - break; - case 2: - mainmenu=9; - break; - case 3: - mainmenu=6; - break; - case 4: - mainmenu=(gameon?2:1); - break; - case 5: - mainmenu=7; - break; - } - break; - case 6: - fireSound(); - if(selected==1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu=7; - } else if(selected==2) { - flash(); - mainmenu=5; - } - break; - case 7: - fireSound(); - if(selected==0 && Account::getNbAccounts()<8){ - entername=1; - } else if (selected < Account::getNbAccounts()+1) { - flash(); - mainmenu=5; - accountactive=Account::get(selected-1); - } else if (selected == Account::getNbAccounts()+1) { - flash(); - mainmenu=5; - for(int j=0;j<255;j++){ - displaytext[0][j]=0; - } - displaychars[0]=0; - displayselected=0; - entername=0; - } - break; - case 8: - fireSound(); - flash(); - if(selected<=2) - accountactive->setDifficulty(selected); - mainmenu=5; - break; - case 9: - if(selectedgetProgress()){ - fireSound(); - flash(); - - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=selected; - if(firstload)TickOnceAfter(); - if(!firstload)LoadStuff(); - else Loadlevel(selected); - campaign=0; - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - if(selected==numchallengelevels){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 10: - if(selected==3){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 18: - if(selected==1) - stereoseparation+=0.001; - else { - fireSound(); - if(selected==0){ - newstereomode = (StereoMode)(newstereomode + 1); - while(!CanInitStereo(newstereomode)){ - printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); - newstereomode = (StereoMode)(newstereomode + 1); - if(newstereomode >= stereoCount) - newstereomode = stereoNone; - } - } else if(selected==2) { - stereoreverse = !stereoreverse; - } else if(selected==3) { - flash(); - mainmenu=3; - - stereomode = newstereomode; - InitStereo(stereomode); - } - } - break; - } - } - - if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { - SaveSettings(*this); + 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; } - } - OPENAL_SetFrequency(channels[stream_menutheme], 22050); + 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(entername) { - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { // the input as finished - if(displaychars[0]){ // with enter - accountactive = Account::add(string(displaytext[0])); + Person::players[0]->aitype = playercontrolled; + + if (difficulty == 1) { + Person::players[0]->power = 1 / .9; + Person::players[0]->damagetolerance = 250; + } else if (difficulty == 0) { + Person::players[0]->power = 1 / .8; + Person::players[0]->damagetolerance = 300; + Person::players[0]->armorhead *= 1.5; + Person::players[0]->armorhigh *= 1.5; + Person::players[0]->armorlow *= 1.5; + } - mainmenu=8; + cameraloc = Person::players[0]->coords; + cameraloc.y += 5; + yaw = Person::players[0]->yaw; - flash(); + hawkcoords = Person::players[0]->coords; + hawkcoords.y += 30; - fireSound(firestartsound); + if (visibleloading) + LoadingScreen(); - for(int i=0;i<255;i++){ - displaytext[0][i]=0; - } - displaychars[0]=0; + LOG("Starting background music..."); - displayselected=0; - } - entername=0; - } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; + OPENAL_StopSound(OPENAL_ALL); + if (ambientsound) { + if (environment == snowyenvironment) { + emit_stream_np(stream_wind); + } else if (environment == desertenvironment) { + emit_stream_np(stream_desertambient); + } else if (environment == grassyenvironment) { + emit_stream_np(stream_wind, 100.); } } + oldmusicvolume[0] = 0; + oldmusicvolume[1] = 0; + oldmusicvolume[2] = 0; + oldmusicvolume[3] = 0; + + if (!firstload) + firstload = 1; + + leveltime = 0; + visibleloading = 0; } -void Game::doTutorial(){ - if(tutorialstagetime>tutorialmaxtime){ +void doTutorial() +{ + if (tutorialstagetime > tutorialmaxtime) { tutorialstage++; - tutorialsuccess=0; - if(tutorialstage<=1){ - canattack=0; - cananger=0; - reversaltrain=0; + tutorialsuccess = 0; + if (tutorialstage <= 1) { + canattack = 0; + cananger = 0; + reversaltrain = 0; } - switch(tutorialstage){ - case 1: - tutorialmaxtime=5; - break; case 2: - tutorialmaxtime=2; - break; case 3: - tutorialmaxtime=600; - break; case 4: - tutorialmaxtime=1000; - break; case 5: - tutorialmaxtime=600; - break; case 6: - tutorialmaxtime=600; - break; case 7: - tutorialmaxtime=600; - break; case 8: - tutorialmaxtime=600; - break; case 9: - tutorialmaxtime=600; - break; case 10: - tutorialmaxtime=2; - break; case 11: - tutorialmaxtime=1000; - break; case 12: - tutorialmaxtime=1000; - break; case 13: - tutorialmaxtime=2; - break; case 14: { - tutorialmaxtime=3; - - XYZ temp,temp2; - - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - - player[1].coords=(temp+temp2)/2; - - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;icoords = (temp + temp2) / 2; + + emit_sound_at(fireendsound, Person::players[1]->coords); + + for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + if (Random() % 2 == 0) { + 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); } } - break; case 15: - tutorialmaxtime=500; - break; case 16: - tutorialmaxtime=500; - break; case 17: - tutorialmaxtime=500; - break; case 18: - tutorialmaxtime=500; - break; case 19: - tutorialstage=20; - //tutorialmaxtime=500; - break; case 20: - tutorialmaxtime=500; - break; case 21: - tutorialmaxtime=500; - if(bonus==cannon){ - bonus=Slicebonus; - againbonus=1; + } + break; + case 15: + tutorialmaxtime = 500; + break; + case 16: + tutorialmaxtime = 500; + break; + case 17: + tutorialmaxtime = 500; + break; + case 18: + tutorialmaxtime = 500; + break; + case 19: + tutorialstage = 20; + break; + case 20: + tutorialmaxtime = 500; + break; + case 21: + tutorialmaxtime = 500; + if (bonus == cannon) { + bonus = Slicebonus; + againbonus = 1; + } else + againbonus = 0; + break; + case 22: + tutorialmaxtime = 500; + break; + case 23: + tutorialmaxtime = 500; + break; + case 24: + tutorialmaxtime = 500; + break; + case 25: + tutorialmaxtime = 500; + break; + case 26: + tutorialmaxtime = 2; + break; + case 27: + tutorialmaxtime = 4; + reversaltrain = 1; + cananger = 1; + Person::players[1]->aitype = attacktypecutoff; + break; + case 28: + tutorialmaxtime = 400; + break; + case 29: + tutorialmaxtime = 400; + Person::players[0]->escapednum = 0; + break; + case 30: + tutorialmaxtime = 4; + reversaltrain = 0; + cananger = 0; + Person::players[1]->aitype = passivetype; + break; + case 31: + tutorialmaxtime = 13; + break; + case 32: + tutorialmaxtime = 8; + break; + case 33: + tutorialmaxtime = 400; + cananger = 1; + canattack = 1; + Person::players[1]->aitype = attacktypecutoff; + break; + case 34: + tutorialmaxtime = 400; + break; + case 35: + tutorialmaxtime = 400; + break; + case 36: + tutorialmaxtime = 2; + reversaltrain = 0; + cananger = 0; + Person::players[1]->aitype = passivetype; + break; + case 37: + damagedealt = 0; + damagetaken = 0; + tutorialmaxtime = 50; + cananger = 1; + canattack = 1; + Person::players[1]->aitype = attacktypecutoff; + break; + case 38: + tutorialmaxtime = 4; + canattack = 0; + cananger = 0; + Person::players[1]->aitype = passivetype; + break; + case 39: { + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + Weapon w(knife, -1); + w.position = (temp + temp2) / 2; + w.tippoint = (temp + temp2) / 2; + + w.velocity = 0.1; + w.tipvelocity = 0.1; + w.missed = 1; + w.hitsomething = 0; + w.freetime = 0; + w.firstfree = 1; + w.physics = 1; + + weapons.push_back(w); + } + break; + case 40: + tutorialmaxtime = 300; + break; + case 41: + tutorialmaxtime = 300; + break; + case 42: + tutorialmaxtime = 8; + break; + case 43: + tutorialmaxtime = 300; + break; + case 44: + weapons[0].owner = 1; + 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; + Person::players[1]->aitype = attacktypecutoff; + + tutorialmaxtime = 300; + break; + case 45: + weapons[0].owner = 1; + 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; + 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); + + tutorialmaxtime = 300; + break; + case 47: { + tutorialmaxtime = 10; + + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + Weapon w(sword, -1); + w.position = (temp + temp2) / 2; + w.tippoint = (temp + temp2) / 2; + + w.velocity = 0.1; + w.tipvelocity = 0.1; + w.missed = 1; + w.hitsomething = 0; + w.freetime = 0; + w.firstfree = 1; + w.physics = 1; + + weapons.push_back(w); + + weapons[0].owner = 1; + weapons[1].owner = 0; + 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; + Person::players[1]->aitype = passivetype; + + tutorialmaxtime = 15; + + weapons[0].owner = 1; + weapons[1].owner = 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; + + 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; + Person::players[1]->aitype = passivetype; + + tutorialmaxtime = 200; + + weapons[1].position = 1000; + weapons[1].tippoint = 1000; + + weapons[0].setType(knife); + + weapons[0].owner = 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, Person::players[1]->coords); + + for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + if (Random() % 2 == 0) { + 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); } - else againbonus=0; - break; case 22: - tutorialmaxtime=500; - break; case 23: - tutorialmaxtime=500; - break; case 24: - tutorialmaxtime=500; - break; case 25: - tutorialmaxtime=500; - break; case 26: - tutorialmaxtime=2; - break; case 27: - tutorialmaxtime=4; - reversaltrain=1; - cananger=1; - player[1].aitype=attacktypecutoff; - break; case 28: - tutorialmaxtime=400; - break; case 29: - tutorialmaxtime=400; - player[0].escapednum=0; - break; case 30: - tutorialmaxtime=4; - reversaltrain=0; - cananger=0; - player[1].aitype=passivetype; - break; case 31: - tutorialmaxtime=13; - break; case 32: - tutorialmaxtime=8; - break; case 33: - tutorialmaxtime=400; - cananger=1; - canattack=1; - player[1].aitype=attacktypecutoff; - break; case 34: - tutorialmaxtime=400; - break; case 35: - tutorialmaxtime=400; - break; case 36: - tutorialmaxtime=2; - reversaltrain=0; - cananger=0; - player[1].aitype=passivetype; - break; case 37: - damagedealt=0; - damagetaken=0; - tutorialmaxtime=50; - cananger=1; - canattack=1; - player[1].aitype=attacktypecutoff; - break; case 38: - tutorialmaxtime=4; - canattack=0; - cananger=0; - player[1].aitype=passivetype; - break; case 39: { - XYZ temp,temp2; - - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - - - weapons.owner[weapons.numweapons]=-1; - weapons.type[weapons.numweapons]=knife; - weapons.damage[weapons.numweapons]=0; - weapons.mass[weapons.numweapons]=1; - weapons.tipmass[weapons.numweapons]=1.2; - weapons.length[weapons.numweapons]=.25; - weapons.position[weapons.numweapons]=(temp+temp2)/2; - weapons.tippoint[weapons.numweapons]=(temp+temp2)/2; - - weapons.velocity[weapons.numweapons]=0.1; - weapons.tipvelocity[weapons.numweapons]=0.1; - weapons.missed[weapons.numweapons]=1; - weapons.hitsomething[weapons.numweapons]=0; - weapons.freetime[weapons.numweapons]=0; - weapons.firstfree[weapons.numweapons]=1; - weapons.physics[weapons.numweapons]=1; - - weapons.numweapons++; } - break; case 40: - tutorialmaxtime=300; - break; case 41: - tutorialmaxtime=300; - break; case 42: - tutorialmaxtime=8; - break; case 43: - tutorialmaxtime=300; - break; case 44: - weapons.owner[0]=1; - player[0].weaponactive=-1; - player[0].num_weapons=0; - player[1].weaponactive=0; - player[1].num_weapons=1; - player[1].weaponids[0]=0; - - cananger=1; - canattack=1; - player[1].aitype=attacktypecutoff; - - tutorialmaxtime=300; - break; case 45: - weapons.owner[0]=1; - player[0].weaponactive=-1; - player[0].num_weapons=0; - player[1].weaponactive=0; - player[1].num_weapons=1; - player[1].weaponids[0]=0; - - tutorialmaxtime=300; - break; case 46: - weapons.owner[0]=1; - player[0].weaponactive=-1; - player[0].num_weapons=0; - player[1].weaponactive=0; - player[1].num_weapons=1; - player[1].weaponids[0]=0; - - weapons.type[0]=sword; - - tutorialmaxtime=300; - break; case 47: { - tutorialmaxtime=10; - - XYZ temp,temp2; - - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - - weapons.owner[weapons.numweapons]=-1; - weapons.type[weapons.numweapons]=sword; - weapons.damage[weapons.numweapons]=0; - weapons.mass[weapons.numweapons]=1; - weapons.tipmass[weapons.numweapons]=1.2; - weapons.length[weapons.numweapons]=.25; - weapons.position[weapons.numweapons]=(temp+temp2)/2; - weapons.tippoint[weapons.numweapons]=(temp+temp2)/2; - - weapons.velocity[weapons.numweapons]=0.1; - weapons.tipvelocity[weapons.numweapons]=0.1; - weapons.missed[weapons.numweapons]=1; - weapons.hitsomething[weapons.numweapons]=0; - weapons.freetime[weapons.numweapons]=0; - weapons.firstfree[weapons.numweapons]=1; - weapons.physics[weapons.numweapons]=1; - - weapons.owner[0]=1; - weapons.owner[1]=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; - - weapons.numweapons++; - } - break; case 48: - canattack=0; - cananger=0; - player[1].aitype=passivetype; - - tutorialmaxtime=15; - - weapons.owner[0]=1; - weapons.owner[1]=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.type[player[0].weaponids[player[0].weaponactive]]=staff; - else weapons.type[0]=staff; - - weapons.numweapons++; - break; case 49: - canattack=0; - cananger=0; - player[1].aitype=passivetype; - - tutorialmaxtime=200; - - weapons.position[1]=1000; - weapons.tippoint[1]=1000; - - weapons.numweapons=1; - weapons.owner[0]=0; - player[1].weaponactive=-1; - player[1].num_weapons=0; - player[0].weaponactive=0; - player[0].num_weapons=1; - player[0].weaponids[0]=0; - - weapons.type[0]=knife; - - weapons.numweapons++; - break; case 50: { - tutorialmaxtime=8; - - XYZ temp,temp2; - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;inum_weapons = 0; + Person::players[1]->weaponstuck = -1; + Person::players[1]->weaponactive = -1; - weapons.owner[0]=-1; - weapons.velocity[0]=0.1; - weapons.tipvelocity[0]=-0.1; - weapons.missed[0]=1; - weapons.hitsomething[0]=0; - weapons.freetime[0]=0; - weapons.firstfree[0]=1; - weapons.physics[0]=1; - } - break; case 51: - tutorialmaxtime=80000; - break; default: break; + weapons.clear(); + } + break; + case 51: + tutorialmaxtime = 80000; + break; + default: + break; } - if(tutorialstage<=51)tutorialstagetime=0; + if (tutorialstage <= 51) + tutorialstagetime = 0; } //Tutorial success - if(tutorialstagetime0)tutorialsuccess=1; - break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1; - break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1; - break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1; - break; default: break; + if (tutorialstagetime < tutorialmaxtime - 3) { + switch (tutorialstage) { + case 3: + if (deltah || deltav) + tutorialsuccess += multiplier; + break; + case 4: + if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) + tutorialsuccess += multiplier; + break; + case 5: + if (Person::players[0]->jumpkeydown) + tutorialsuccess = 1; + break; + case 6: + if (Person::players[0]->isCrouch()) + tutorialsuccess = 1; + break; + case 7: + if (Person::players[0]->animTarget == rollanim) + tutorialsuccess = 1; + break; + case 8: + if (Person::players[0]->animTarget == sneakanim) + tutorialsuccess += multiplier; + break; + case 9: + if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) + tutorialsuccess += multiplier; + break; + case 11: + if (Person::players[0]->isWallJump()) + tutorialsuccess = 1; + break; + case 12: + if (Person::players[0]->animTarget == flipanim) + tutorialsuccess = 1; + break; + case 15: + if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) + tutorialsuccess = 1; + break; + case 16: + if (Person::players[0]->animTarget == winduppunchanim) + tutorialsuccess = 1; + break; + case 17: + if (Person::players[0]->animTarget == spinkickanim) + tutorialsuccess = 1; + break; + case 18: + if (Person::players[0]->animTarget == sweepanim) + tutorialsuccess = 1; + break; + case 19: + if (Person::players[0]->animTarget == dropkickanim) + tutorialsuccess = 1; + break; + case 20: + if (Person::players[0]->animTarget == rabbitkickanim) + tutorialsuccess = 1; + break; + case 21: + if (bonus == cannon) + tutorialsuccess = 1; + break; + case 22: + if (bonus == spinecrusher) + tutorialsuccess = 1; + break; + case 23: + if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) + tutorialsuccess = 1; + break; + case 24: + if (Person::players[0]->animTarget == rabbittacklinganim) + tutorialsuccess = 1; + break; + case 25: + if (Person::players[0]->animTarget == backhandspringanim) + tutorialsuccess = 1; + break; + case 28: + if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) + tutorialsuccess = 1; + break; + case 29: + if (Person::players[0]->escapednum == 2) { + tutorialsuccess = 1; + reversaltrain = 0; + cananger = 0; + Person::players[1]->aitype = passivetype; + } + break; + case 33: + if (animation[Person::players[0]->animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 34: + if (animation[Person::players[0]->animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 35: + if (animation[Person::players[0]->animTarget].attack == reversal) { + tutorialsuccess = 1; + reversaltrain = 0; + cananger = 0; + Person::players[1]->aitype = passivetype; + } + break; + case 40: + if (Person::players[0]->num_weapons > 0) + tutorialsuccess = 1; + break; + case 41: + if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0) + tutorialsuccess = 1; + break; + case 43: + if (Person::players[0]->animTarget == knifeslashstartanim) + tutorialsuccess = 1; + break; + case 44: + if (animation[Person::players[0]->animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 45: + if (animation[Person::players[0]->animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 46: + if (animation[Person::players[0]->animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 49: + if (Person::players[1]->weaponstuck != -1) + tutorialsuccess = 1; + break; + default: + break; } - if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3; + if (tutorialsuccess >= 1) + tutorialstagetime = tutorialmaxtime - 3; - if(tutorialstagetime==tutorialmaxtime-3){ + if (tutorialstagetime == tutorialmaxtime - 3) { emit_sound_np(consolesuccesssound); } - if(tutorialsuccess>=1){ - if(tutorialstage==34||tutorialstage==35) - tutorialstagetime=tutorialmaxtime-1; + if (tutorialsuccess >= 1) { + if (tutorialstage == 34 || tutorialstage == 35) + tutorialstagetime = tutorialmaxtime - 1; } } - if(tutorialstage<14||tutorialstage>=50){ - player[1].coords.y=300; - player[1].velocity=0; + if (tutorialstage < 14 || tutorialstage >= 50) { + Person::players[1]->coords.y = 300; + Person::players[1]->velocity = 0; } } -void Game::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; +void doDebugKeys() +{ + float headprop, bodyprop, armprop, legprop; + if (debugmode) { + 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; + 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.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff; - else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife; - else weapons.type[player[0].weaponids[0]]=sword; - if(weapons.type[player[0].weaponids[0]]==sword){ - weapons.mass[player[0].weaponids[0]]=1.5; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=.8; - } - if(weapons.type[player[0].weaponids[0]]==staff){ - weapons.mass[player[0].weaponids[0]]=2; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=1.5; - } - - if(weapons.type[player[0].weaponids[0]]==knife){ - weapons.mass[player[0].weaponids[0]]=1; - weapons.tipmass[player[0].weaponids[0]]=1.2; - weapons.length[player[0].weaponids[0]]=.25; - } + 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[Person::players[0]->weaponids[0]].setType(sword); } } - if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i= 0) { + 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[Person::players[closest]->weaponids[0]].setType(sword); } - if(!player[closest].num_weapons){ - player[closest].weaponids[0]=weapons.numweapons; - weapons.owner[weapons.numweapons]=closest; - weapons.type[weapons.numweapons]=knife; - weapons.damage[weapons.numweapons]=0; - weapons.numweapons++; - player[closest].num_weapons=1; - if(weapons.type[player[closest].weaponids[0]]==sword){ - weapons.mass[player[closest].weaponids[0]]=1.5; - weapons.tipmass[player[closest].weaponids[0]]=1; - weapons.length[player[closest].weaponids[0]]=.8; - } - if(weapons.type[player[closest].weaponids[0]]==knife){ - weapons.mass[player[closest].weaponids[0]]=1; - weapons.tipmass[player[closest].weaponids[0]]=1.2; - weapons.length[player[closest].weaponids[0]]=.25; - } + if (!Person::players[closest]->num_weapons) { + Person::players[closest]->weaponids[0] = weapons.size(); + + weapons.push_back(Weapon(knife, closest)); + + Person::players[closest]->num_weapons = 1; } } } - if(Input::isKeyDown(SDLK_u)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i= 0) { + Person::players[closest]->yaw += multiplier * 50; + Person::players[closest]->targetyaw = Person::players[closest]->yaw; + } } - if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i9) - player[closest].whichskin=0; - if(player[closest].whichskin>2&&player[closest].creature==wolftype) - player[closest].whichskin=0; + if (closest >= 0) { + 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; - LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin], - &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); + Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } - if(player[closest].numclothes){ - for(int i=0;iaddClothes(); } - if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i= 0) { + if (Person::players[closest]->creature == wolftype) { + headprop = Person::players[closest]->proportionhead.x / 1.1; + bodyprop = Person::players[closest]->proportionbody.x / 1.1; + armprop = Person::players[closest]->proportionarms.x / 1.1; + legprop = Person::players[closest]->proportionlegs.x / 1.1; } - 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); - LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize); - player[closest].whichskin=0; - player[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; - - player[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); - LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,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; + 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; + + Person::players[closest]->proportionhead = 1.1; + Person::players[closest]->proportionbody = 1.1; + Person::players[closest]->proportionarms = 1.1; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.1; + Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; + + Person::players[closest]->damagetolerance = 300; + } else { + Person::players[closest]->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)){ - slomo=1-slomo; - slomodelay=1000; + 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)))){ - int closest=-1; - float closestdist=-1; - float distance; - XYZ flatfacing2,flatvelocity2; - XYZ blah; - if(numplayers>1) - for(int i=1;i::max(); + + 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; + } + } - if(closest!=-1){ + XYZ flatfacing2, flatvelocity2; + XYZ blah; + 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=playerJoint(closest,head); - for(int k=0;kskeleton.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 (!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 - Person::players[closest]->jointPos(neck); Normalise(&headspurtdirection); - Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1); - flatvelocity2+=headspurtdirection*8; - Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1); + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1); + flatvelocity2 += headspurtdirection * 8; + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1); } - Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5); + Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); 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; + camerashake += .3; } } - if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){ - int closest=-1; - float closestdist=-1; - float distance; - XYZ flatfacing2,flatvelocity2; + if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { + int closest = findClosestPlayer(); + XYZ flatfacing2, flatvelocity2; XYZ blah; - if(numplayers>1) - for(int i=1;i= 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;iskeleton.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; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1); + Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - for(int i=0;iskeleton.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; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); } - for(int i=0;iskeleton.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; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } - for(int i=0;iskeleton.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; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } XYZ temppos; - for(int j=0;jcoords, &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-findDistancefast(&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; + 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)){ - for(int i=0;idamagetolerance = 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; - loading=1; - leveltime=5; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + loading = 1; + leveltime = 5; } - if(editorenabled){ - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i0&&closest>=0){ - //player[closest]=player[numplayers-1]; - //player[closest].skeleton=player[numplayers-1].skeleton; - numplayers--; + if (editorenabled) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + Person::players.erase(Person::players.begin()+closest); } } - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){ - int closest=-1; - float closestdist=-1; - float distance; - if(max_objects>1) - for(int i=1;i0&&closest>=0){ - objects.position[closest].y-=500; - } + 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(objects.numobjectscoords.x; + scenecoords.z = Person::players[0]->coords.z; + scenecoords.y = Person::players[0]->coords.y - 3; + if (editortype == bushtype) + scenecoords.y = Person::players[0]->coords.y - .5; + if (editortype == firetype) + scenecoords.y = Person::players[0]->coords.y - .5; + //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); + float temprotat, temprotat2; + temprotat = editoryaw; + temprotat2 = editorpitch; + if (temprotat < 0 || editortype == bushtype) + temprotat = Random() % 360; + if (temprotat2 < 0) + temprotat2 = Random() % 360; + + objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + if (editortype == treetrunktype) + objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } } - if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - if(numplayers(new Person())); + + 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); + + 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; + } - LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1); - player[numplayers].power=1; - player[numplayers].speedmult=1; - player[numplayers].currentanimation=bounceidleanim; - player[numplayers].targetanimation=bounceidleanim; - player[numplayers].currentframe=0; - player[numplayers].targetframe=1; - player[numplayers].target=0; - player[numplayers].bled=0; - player[numplayers].speed=1+(float)(Random()%100)/1000; - - player[numplayers].targetrotation=player[0].targetrotation; - player[numplayers].rotation=player[0].rotation; - - player[numplayers].velocity=0; - player[numplayers].coords=player[0].coords; - player[numplayers].oldcoords=player[numplayers].coords; - player[numplayers].realoldcoords=player[numplayers].coords; - - player[numplayers].id=numplayers; - player[numplayers].skeleton.id=numplayers; - player[numplayers].updatedelay=0; - player[numplayers].normalsupdatedelay=0; - - player[numplayers].aitype=passivetype; - - if(player[0].creature==wolftype){ - headprop=player[0].proportionhead.x/1.1; - bodyprop=player[0].proportionbody.x/1.1; - armprop=player[0].proportionarms.x/1.1; - legprop=player[0].proportionlegs.x/1.1; - } + Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); + Person::players.back()->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[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; - } + 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; + } - 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; - } + 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(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.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].headless=0; - player[numplayers].onfire=0; + Person::players.back()->headless = 0; + Person::players.back()->onfire = 0; - if(cellophane){ - player[numplayers].proportionhead.z=0; - player[numplayers].proportionbody.z=0; - player[numplayers].proportionarms.z=0; - player[numplayers].proportionlegs.z=0; - } + if (cellophane) { + Person::players.back()->proportionhead.z = 0; + Person::players.back()->proportionbody.z = 0; + Person::players.back()->proportionarms.z = 0; + Person::players.back()->proportionlegs.z = 0; + } - player[numplayers].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;itempanimation.Load((char *)"Tempanim", 0, 0); - player[numplayers].power=player[0].power; - player[numplayers].speedmult=player[0].speedmult; - - player[numplayers].damage=0; - player[numplayers].permanentdamage=0; - player[numplayers].superpermanentdamage=0; - player[numplayers].deathbleeding=0; - player[numplayers].bleeding=0; - player[numplayers].numwaypoints=0; - player[numplayers].waypoint=0; - player[numplayers].jumppath=0; - player[numplayers].weaponstuck=-1; - player[numplayers].weaponactive=-1; - player[numplayers].num_weapons=0; - player[numplayers].bloodloss=0; - player[numplayers].dead=0; - - player[numplayers].loaded=1; - - numplayers++; + Person::players.back()->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(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++; + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (Person::players.back()->numwaypoints < 90) { + Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; + Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; + Person::players.back()->numwaypoints++; } } - if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){ - if(numpathpoints<30){ - bool connected,alreadyconnected; - connected=0; - if(numpathpoints>1) - for(int i=0;i 1) + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { + alreadyconnected = 0; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) + alreadyconnected = 1; } - if(!alreadyconnected){ + if (!alreadyconnected) { numpathpointconnect[pathpointselected]++; - connected=1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i; + connected = 1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; } } } - if(!connected){ + if (!connected) { numpathpoints++; - pathpoint[numpathpoints-1]=player[0].coords; - numpathpointconnect[numpathpoints-1]=0; - if(numpathpoints>1&&pathpointselected!=-1){ + pathpoint[numpathpoints - 1] = Person::players[0]->coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; } - pathpointselected=numpathpoints-1; + pathpointselected = numpathpoints - 1; } } } - if(Input::isKeyPressed(SDLK_PERIOD)){ + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { pathpointselected++; - if(pathpointselected>=numpathpoints) - pathpointselected=-1; + 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 (pathpointselected <= -2) + pathpointselected = numpathpoints - 1; } - if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){ - if(pathpointselected!=-1){ + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (pathpointselected != -1) { numpathpoints--; - pathpoint[pathpointselected]=pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints]; - for(int i=0;ifiretype)editortype=0; + if (editortype == treeleavestype || editortype == 10) + editortype++; + if (editortype > firetype) + editortype = 0; } - if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorrotation-=multiplier*100; - if(editorrotation<-.01)editorrotation=-.01; + 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)){ - editorrotation+=multiplier*100; + 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)){ - editorsize+=multiplier; + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize += multiplier; } - if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize-=multiplier; - if(editorsize<.1)editorsize=.1; + 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)){ - mapradius-=multiplier*10; + 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)){ - mapradius+=multiplier*10; + 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)){ - editorrotation2+=multiplier*100; + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch += multiplier * 100; } - if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){ - editorrotation2-=multiplier*100; - if(editorrotation2<-.01)editorrotation2=-.01; + 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)){ - int closest=-1; - float closestdist=-1; - float distance; - for(int i=0;i0&&closest>=0)objects.DeleteObject(closest); + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.DeleteObject(closest); } } } } -void Game::doJumpReversals(){ - for(int k=0;kskeleton.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].targetanimation==jumpupanim&& - player[k].targetanimation!=getupfrombackanim&& - player[k].targetanimation!=getupfromfrontanim&& - animation[player[k].targetanimation].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].currentanimation=jumpreversedanim; - player[i].targetanimation=jumpreversedanim; - player[i].currentframe=0; - player[i].targetframe=1; - player[i].targettilt2=0; - player[k].victim=&player[i]; - player[k].velocity=0; - player[k].currentanimation=jumpreversalanim; - player[k].targetanimation=jumpreversalanim; - player[k].currentframe=0; - player[k].targetframe=1; - player[k].targettilt2=0; - if(player[i].coords.yanimTarget == 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].targetrotation=player[i].targetrotation; - player[k].rotation=player[i].targetrotation; - 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].targetanimation==jumpupanim&& - player[i].targetanimation!=getupfrombackanim&& - player[i].targetanimation!=getupfromfrontanim&& - animation[player[i].targetanimation].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].currentanimation=jumpreversedanim; - player[k].targetanimation=jumpreversedanim; - player[k].currentframe=0; - player[k].targetframe=1; - player[k].targettilt2=0; - player[i].victim=&player[k]; - player[i].velocity=0; - player[i].currentanimation=jumpreversalanim; - player[i].targetanimation=jumpreversalanim; - player[i].currentframe=0; - player[i].targetframe=1; - player[i].targettilt2=0; - if(player[k].coords.yanimTarget == 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].targetrotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; - 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; } } } } } -void Game::doAerialAcrobatics(){ - static XYZ facing,flatfacing; - for(int k=0;kturnspeed = 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].targetanimation==staggerbackhighanim|| - (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)|| - player[k].targetanimation==staggerbackhardanim|| - player[k].targetanimation==backhandspringanim|| - player[k].targetanimation==dodgebackanim|| - player[k].targetanimation==rollanim|| - (animation[player[k].targetanimation].attack&& - player[k].targetanimation!=rabbitkickanim&& - (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&& - (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){ - player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, 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].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){ - player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, 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||(findDistancefast(&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(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&& - !player[k].skeleton.free&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim){ - XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2; + 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; + bool tempcollide = 0; - if(player[k].collide<-.3) - player[k].collide=-.3; - if(player[k].collide>1) - player[k].collide=1; - player[k].collide-=multiplier*30; + if (Person::players[k]->collide < -.3) + Person::players[k]->collide = -.3; + if (Person::players[k]->collide > 1) + Person::players[k]->collide = 1; + Person::players[k]->collide -= multiplier * 30; //clip to terrain - player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z)); - - for(int l=0;l.5&&player[k].aitype==playercontrolled|| - objects.position[i].y>player[k].coords.y){ - lowpoint=player[k].coords; - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& - !player[k].isFlip()) - lowpoint.y+=1.25; + Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)); + + for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { + int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + if (objects.type[i] != rocktype || + 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.yterrain.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.rotation[i], &objects.model[i])!=-1){ - flatfacing=lowpoint-player[k].coords; - player[k].coords=lowpoint; - player[k].coords.y-=1.3; - player[k].collide=1; - tempcollide=1; + lowpoint.y += 1.3; + if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && + Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) + 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].targetanimation==jumpupanim|| - player[k].targetanimation==jumpdownanim|| - player[k].isFlip())&& - !player[k].jumptogglekeydown&& - player[k].jumpkeydown){ - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5; - XYZ tempcoords1=lowpoint; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpleftanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0) + 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) { + 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.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0) - player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0) + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumprightanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0)numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpbackanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0)numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint-player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpfrontanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].rotation+=180; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0)numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { + 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); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) + numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + 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) { + 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); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) + numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint - 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) { + 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); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + Person::players[k]->yaw += 180; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) + numwallflipped++; } } } } } } - } - else if(objects.type[i]==rocktype){ - lowpoint2=player[k].coords; - lowpoint=player[k].coords; - lowpoint.y+=2; - if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){ - player[k].coords=colpoint; - player[k].collide=1; - tempcollide=1; - - if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){ + } else if (objects.type[i] == rocktype) { + lowpoint2 = Person::players[k]->coords; + lowpoint = Person::players[k]->coords; + lowpoint.y += 2; + if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + Person::players[k]->coords = colpoint; + Person::players[k]->collide = 1; + tempcollide = 1; + + if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==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].targetanimation==jumpupanim){ - player[k].jumppower=-4; - player[k].targetanimation=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].targetframe=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].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){ - if(player[k].isFlip()) - player[k].jumppower=-4; - player[k].targetanimation=player[k].getLanding(); - emit_sound_at(landsound, player[k].coords, 128.); - if(k==0){ - envsound[numenvsounds]=player[k].coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; - numenvsounds++; + 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) { + addEnvSound(Person::players[k]->coords); } - } } } } } - if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled)) - for(int l=0;l.5) - if(whichhit!=-1){ - if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim) - player[k].collided=1; - if(checkcollide(lowpoint7,lowpointtarget7)==-1) - if(checkcollide(lowpoint6,lowpointtarget6)==-1) - if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1) - for(int j=0;j<45;j++){ - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.4; - if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget, - &colpoint2,&objects.position[i],&objects.rotation[i])==-1){ - if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim) + 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 (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 = Person::players[k]->coords; + lowpoint.y += .05; + facing = 0; + facing.z = -1; + facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); + lowpointtarget = lowpoint + facing * 1.4; + whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1) { + lowpoint = Person::players[k]->coords; + lowpoint.y += .1; + lowpointtarget = lowpoint + facing * 1.4; + lowpoint2 = lowpoint; + lowpointtarget2 = lowpointtarget; + lowpoint3 = lowpoint; + lowpointtarget3 = lowpointtarget; + lowpoint4 = lowpoint; + lowpointtarget4 = lowpointtarget; + lowpoint5 = lowpoint; + lowpointtarget5 = lowpointtarget; + lowpoint6 = lowpoint; + lowpointtarget6 = lowpointtarget; + lowpoint7 = lowpoint; + lowpointtarget7 = lowpoint; + lowpoint2.x += .1; + lowpointtarget2.x += .1; + lowpoint3.z += .1; + lowpointtarget3.z += .1; + lowpoint4.x -= .1; + lowpointtarget4.x -= .1; + lowpoint5.z -= .1; + lowpointtarget5.z -= .1; + lowpoint6.y += 45 / 13; + lowpointtarget6.y += 45 / 13; + lowpointtarget6 += facing * .6; + lowpointtarget7.y += 90 / 13; + whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (objects.friction[i] > .5) + if (whichhit != -1) { + if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) + Person::players[k]->collided = 1; + if (checkcollide(lowpoint7, lowpointtarget7) == -1) + if (checkcollide(lowpoint6, lowpointtarget6) == -1) + if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + for (int j = 0; j < 45; j++) { + lowpoint = Person::players[k]->coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.4; + if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { + if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) break; - if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){ - lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0); - lowpoint=player[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.rotation[k],0)*.01; - player[k].coords.y=lowpointtarget.y-.07; - player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale; - - if(j>10||!player[k].isRun()){ - if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){ - if(k==0) + 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 = 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 || !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.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0) - player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; - //player[k].velocity=lowpointtarget*.03; - player[k].velocity=0; + //Person::players[k]->velocity=lowpointtarget*.03; + Person::players[k]->velocity = 0; //climb ledge (?) - if(player[k].targetanimation==jumpupanim){ - player[k].targetanimation=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].targetframe=1; + Person::players[k]->transspeed = 6; + Person::players[k]->target = 0; + Person::players[k]->frameTarget = 1; //hang ledge (?) - if(j>25){ - setAnimation(k,hanganim); - player[k].jumppower=0; + if (j > 25) { + Person::players[k]->setAnimation(hanganim); + Person::players[k]->jumppower = 0; } } break; @@ -4120,564 +2910,578 @@ void Game::doAerialAcrobatics(){ } } } - if(player[k].collide<=0){ + if (Person::players[k]->collide <= 0) { //in the air - if(!player[k].onterrain&& - player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim&& - !player[k].isWallJump()&& - !player[k].isFlip()){ - if(player[k].currentanimation!=climbanim&& - player[k].currentanimation!=tempanim&& - player[k].targetanimation!=backhandspringanim&& - (player[k].targetanimation!=rollanim|| - player[k].targetframe<2|| - player[k].targetframe>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].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim) - player[k].RagDoll(0); - setAnimation(k,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.); + if (!k) + emit_sound_at(whooshsound, Person::players[k]->coords, 128.); } //gravity - player[k].velocity.y+=gravity; + Person::players[k]->velocity.y += gravity; } } } - player[k].realoldcoords=player[k].coords; + Person::players[k]->realoldcoords = Person::players[k]->coords; } } -void Game::doAttacks(){ - static XYZ relative; +void doAttacks() +{ static int randattack; - static bool playerrealattackkeydown=0; - - if(!Input::isKeyDown(attackkey)) - oldattackkey=0; - if(oldattackkey) - player[0].attackkeydown=0; - if(oldattackkey) - playerrealattackkeydown=0; - if(!oldattackkey) - playerrealattackkeydown=Input::isKeyDown(attackkey); - if((player[0].parriedrecently<=0|| - player[0].weaponactive==-1)&& - (!oldattackkey|| - (realthreat&& - player[0].lastattack!=swordslashanim&& - player[0].lastattack!=knifeslashstartanim&& - player[0].lastattack!=staffhitanim&& - player[0].lastattack!=staffspinhitanim))) - player[0].attackkeydown=Input::isKeyDown(attackkey); - if(Input::isKeyDown(attackkey)&& - !oldattackkey&& - !player[0].backkeydown){ - for(int k=0;kattackkeydown = 0; + if (oldattackkey) + playerrealattackkeydown = 0; + if (!oldattackkey) + playerrealattackkeydown = Input::isKeyDown(attackkey); + if ((Person::players[0]->parriedrecently <= 0 || + Person::players[0]->weaponactive == -1) && + (!oldattackkey || + (realthreat && + Person::players[0]->lastattack != swordslashanim && + Person::players[0]->lastattack != knifeslashstartanim && + Person::players[0]->lastattack != staffhitanim && + Person::players[0]->lastattack != staffspinhitanim))) + Person::players[0]->attackkeydown = Input::isKeyDown(attackkey); + if (Input::isKeyDown(attackkey) && + !oldattackkey && + !Person::players[0]->backkeydown) { + for (unsigned k = 0; k < Person::players.size(); k++) { + if ((Person::players[k]->animTarget == swordslashanim || + Person::players[k]->animTarget == staffhitanim || + Person::players[k]->animTarget == staffspinhitanim) && + Person::players[0]->animCurrent != dodgebackanim && + !Person::players[k]->skeleton.free) + Person::players[k]->Reverse(); } } - if(!hostile||indialogue!=-1)player[0].attackkeydown=0; + if (!hostile || Dialog::inDialog()) + Person::players[0]->attackkeydown = 0; - for(int k=0;kattackkeydown = 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].targetanimation!=backhandspringanim&& - (player[k].isIdle()|| - player[k].isStop()|| - player[k].isRun()|| - player[k].targetanimation==walkanim)){ - if(player[k].jumppower<=1){ - player[k].jumppower-=2; - }else{ - for(int i=0;ibackkeydown && + 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 (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k) + continue; + if (Person::players[i]->animTarget == swordslashanim || + Person::players[i]->animTarget == knifeslashstartanim || + Person::players[i]->animTarget == staffhitanim || + Person::players[i]->animTarget == staffspinhitanim) + 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].targetanimation!=dodgebackanim){ - if(k==0)numflipped++; - setAnimation(k,backhandspringanim); - player[k].targetrotation=-rotation+180; - if(player[k].leftkeydown) - player[k].targetrotation-=45; - if(player[k].rightkeydown) - player[k].targetrotation+=45; - player[k].rotation=player[k].targetrotation; - player[k].jumppower-=2; + if (Person::players[k]->animTarget != dodgebackanim) { + if (k == 0) + numflipped++; + 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].targetanimation].attack&& - !player[k].backkeydown&& - (player[k].isIdle()|| - player[k].isRun()|| - player[k].targetanimation==walkanim|| - player[k].targetanimation==sneakanim|| - player[k].isCrouch())){ - const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]]; + 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;ihasvictim = 0; + if (Person::players.size() > 1) + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k || !(k == 0 || i == 0)) + continue; + if (!Person::players[k]->hasvictim) + if (animation[Person::players[k]->animTarget].attack != reversal) { //choose an attack - const float distance=findDistancefast(&player[k].coords,&player[i].coords); - if(distance<4.5&& - !player[i].skeleton.free&& - player[i].howactivecoords, &Person::players[i]->coords); + if (distance < 4.5 && + !Person::players[i]->skeleton.free && + Person::players[i]->howactive < typedead1 && + Person::players[i]->animTarget != jumpreversedanim && + Person::players[i]->animTarget != rabbitkickreversedanim && + Person::players[i]->animTarget != rabbitkickanim && + Person::players[k]->animTarget != rabbitkickanim && + Person::players[i]->animTarget != getupfrombackanim && + (Person::players[i]->animTarget != staggerbackhighanim && + (Person::players[i]->animTarget != staggerbackhardanim || + 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].targetanimation].height!=lowheight) - player[k].targetanimation=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].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - !attackweapon&& - !reversaltrain) - player[k].targetanimation=winduppunchanim; + 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) + Person::players[k]->animTarget = winduppunchanim; //upunch - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - !attackweapon) - player[k].targetanimation=upunchanim; + 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) + Person::players[k]->animTarget = upunchanim; //knifefollow - else if(distance<2.5*sq(player[k].scale*5)&& - player[i].staggerdelay>0&& - attackweapon==knife&& - player[i].bloodloss>player[i].damagetolerance/2) - player[k].targetanimation=knifefollowanim; + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[i]->staggerdelay > 0 && + attackweapon == knife && + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) + Person::players[k]->animTarget = knifefollowanim; //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; + 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 && + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = knifeslashstartanim; //swordslash - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; + else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = swordslashanim; //staffhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].forwardkeydown) - player[k].targetanimation=staffhitanim; + else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->forwardkeydown) + Person::players[k]->animTarget = staffhitanim; //staffspinhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=staffspinhitanim; + else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + animation[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = staffspinhitanim; //spinkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=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].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=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)){ - randattack=abs(Random()%5); - if(!attackweapon&&distance<2.5*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(Person::players[k]->scale * 5)) { //sweep - if(randattack==0&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; + if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->animTarget = sweepanim; //upunch - else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&& - !attackweapon) - player[k].targetanimation=upunchanim; + else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight && + !attackweapon) + Person::players[k]->animTarget = upunchanim; //spinkick - else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->animTarget = spinkickanim; //lowkick - else if(animation[player[i].targetanimation].height==lowheight) - player[k].targetanimation=lowkickanim; + else if (animation[Person::players[i]->animTarget].height == lowheight) + Person::players[k]->animTarget = lowkickanim; } - if(attackweapon){ + if (attackweapon) { //sweep - if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==0&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; + if ((tutoriallevel != 1 || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 0 && + animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->animTarget = sweepanim; //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; + else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = knifeslashstartanim; //swordslash - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; + else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) + Person::players[k]->animTarget = swordslashanim; //staffhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack<3) - player[k].targetanimation=staffhitanim; + else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack < 3) + Person::players[k]->animTarget = staffhitanim; //staffspinhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack>=3) - player[k].targetanimation=staffspinhitanim; + else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack >= 3) + Person::players[k]->animTarget = staffspinhitanim; //spinkick - else if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==1&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + else if ((tutoriallevel != 1 || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 1 && + 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].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=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].targetanimation==upunchanim&&player[k].creature==wolftype) - player[k].targetanimation=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].howactive0&&player[k].madskills|| - player[i].surprised>0|| - player[i].aitype==passivetype|| - attackweapon&&player[i].stunned>0)&& - normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){ + if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) && + Person::players[i]->howactive < typedead1 && + distance < 1.5 * sq(Person::players[k]->scale * 5) && + !Person::players[i]->skeleton.free && + Person::players[i]->animTarget != getupfrombackanim && + Person::players[i]->animTarget != getupfromfrontanim && + (Person::players[i]->surprised > 0 || + Person::players[i]->aitype == passivetype || + attackweapon && Person::players[i]->stunned > 0) && + normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { //sneakattack - if(!attackweapon){ - player[k].currentanimation=sneakattackanim; - player[k].targetanimation=sneakattackanim; - player[i].currentanimation=sneakattackedanim; - player[i].targetanimation=sneakattackedanim; - player[k].oldcoords=player[k].coords; - player[k].coords=player[i].coords; + if (!attackweapon) { + 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].currentanimation=knifesneakattackanim; - player[k].targetanimation=knifesneakattackanim; - player[i].currentanimation=knifesneakattackedanim; - player[i].targetanimation=knifesneakattackedanim; - player[i].oldcoords=player[i].coords; - player[i].coords=player[k].coords; + if (attackweapon == knife) { + 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].currentanimation=swordsneakattackanim; - player[k].targetanimation=swordsneakattackanim; - player[i].currentanimation=swordsneakattackedanim; - player[i].targetanimation=swordsneakattackedanim; - player[i].oldcoords=player[i].coords; - player[i].coords=player[k].coords; + if (attackweapon == sword) { + 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].targetframe=1; - player[i].currentframe=0; - player[i].target=0; - player[i].velocity=0; - player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; - player[k].target=player[i].target; - player[k].velocity=0; - player[k].targetrotation=player[i].rotation; - player[k].rotation=player[i].rotation; - player[i].targetrotation=player[i].rotation; + if (attackweapon != staff) { + 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].targetanimation].attack==normalattack&& - player[k].victim==&player[i]&& - (!player[i].skeleton.free)){ - oldattackkey=1; - player[k].targetframe=0; - player[k].target=0; - - player[k].targetrotation=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].targetanimation; + if (animation[Person::players[k]->animTarget].attack == normalattack && + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free)) { + oldattackkey = 1; + 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].targetanimation==knifefollowanim&& - player[k].victim==&player[i]){ - oldattackkey=1; - player[k].targetrotation=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].targetanimation=knifefollowedanim; - player[i].currentanimation=knifefollowedanim; - player[i].targettilt2=0; - player[i].targettilt2=player[k].targettilt2; - player[i].targetframe=1; - player[i].currentframe=0; - player[i].target=0; - player[i].velocity=0; - player[k].currentanimation=knifefollowanim; - player[k].targetanimation=knifefollowanim; - player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; - player[k].target=player[i].target; - player[k].velocity=0; - player[k].oldcoords=player[k].coords; - player[i].coords=player[k].coords; - player[i].targetrotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; - player[k].rotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; + if (Person::players[k]->animTarget == knifefollowanim && + Person::players[k]->victim == Person::players[i]) { + oldattackkey = 1; + Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); + Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); + 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;i1000|| - player[k].isRun()|| - hasstaff|| - (attackweapon&& - (player[i].skeleton.longdead>2000|| - player[i].damage>player[i].damagetolerance/8|| - player[i].bloodloss>player[i].damagetolerance/2)&& - distance<1.5*sq(player[k].scale*5)))){ - player[k].victim=&player[i]; - player[k].hasvictim=1; - if(attackweapon&&tutoriallevel!=1){ + const bool hasstaff = attackweapon == staff; + if (k == 0 && Person::players.size() > 1) + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k) + continue; + 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 && + (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].targetanimation=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].targetanimation=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].targetanimation=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].targetanimation!=crouchstabanim&& - !attackweapon&& - player[i].dead&& - player[i].skeleton.free&& - player[i].skeleton.longdead>1000){ - player[k].targetanimation=killanim; + if (distance < 2.5 && + Person::players[k]->crouchkeydown && + Person::players[k]->animTarget != crouchstabanim && + !attackweapon && + Person::players[i]->dead && + Person::players[i]->skeleton.free && + Person::players[i]->skeleton.longdead > 1000) { + Person::players[k]->animTarget = killanim; //TODO: refactor this out, what does it do? - for(int j=0;jdead || musictype != 2) + if (distance < 3.5 && + (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) && + Person::players[k]->staggerdelay <= 0 && + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead < 300 && + Person::players[k]->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) { terrain.DeleteDecal(j); } } - for(int l=0;lanimTarget].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; + 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].targetrotation=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].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){ - player[k].targetrotation+=(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].targetanimation==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].targetanimation; + 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].targetanimation==swordgroundstabanim){ - player[k].targetrotation+=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;icoords)) - player[k].victim=&player[i]; - }else{ - player[k].victim=&player[i]; - player[k].hasvictim=1; + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k || !(i == 0 || k == 0)) + continue; + 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 { + 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&& - findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&& - findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&& - !player[k].victim->skeleton.free&& - player[k].victim->targetanimation!=getupfrombackanim&& - player[k].victim->targetanimation!=getupfromfrontanim&& - animation[player[k].victim->targetanimation].height!=lowheight&& - player[k].aitype!=playercontrolled&& //wat??? - normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&& - player[k].rabbitkickenabled)|| - player[k].jumpkeydown)){ - oldattackkey=1; - setAnimation(k,rabbitkickanim); + 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; + Person::players[k]->setAnimation(rabbitkickanim); } //update counts - if(animation[player[k].targetanimation].attack&&k==0){ + if (animation[Person::players[k]->animTarget].attack && k == 0) { numattacks++; - switch(attackweapon){ - case 0: numunarmedattack++; break; - case knife: numknifeattack++; break; - case sword: numswordattack++; break; - case staff: numstaffattack++; break; + switch (attackweapon) { + case 0: + numunarmedattack++; + break; + case knife: + numknifeattack++; + break; + case sword: + numswordattack++; + break; + case staff: + numstaffattack++; + break; } } } @@ -4686,550 +3490,552 @@ void Game::doAttacks(){ } } -void Game::doPlayerCollisions(){ - static XYZ rotatetarget; +void doPlayerCollisions() +{ + static XYZ rotatetarget; static float collisionradius; - if(numplayers>1) - for(int k=0;k 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].targetanimation].attack!=reversed&& - animation[player[i].targetanimation].attack!=reversal&& - animation[player[k].targetanimation].attack!=reversed&& - animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0)) - if((animation[player[i].currentanimation].attack!=reversed&& - animation[player[i].currentanimation].attack!=reversal&& - animation[player[k].currentanimation].attack!=reversed&& - animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0)) - //neither is sleeping - if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping) - if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall) - //in same patch, neither is climbing - if(player[i].whichpatchx==player[k].whichpatchx&& - player[i].whichpatchz==player[k].whichpatchz&& - player[k].skeleton.oldfree==player[k].skeleton.free&& - player[i].skeleton.oldfree==player[i].skeleton.free&& - player[i].targetanimation!=climbanim&& - player[i].targetanimation!=hanganim&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim) - //players are close (bounding box test) - if(player[i].coords.y>player[k].coords.y-3) - if(player[i].coords.yplayer[k].coords.x-3) - if(player[i].coords.xplayer[k].coords.z-3) - if(player[i].coords.zskeleton.free) - collisionradius=3; - if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&& - (findDistancefast(&tempcoords1,&tempcoords2)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].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim|| - player[i].skeleton.free)&& - (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim|| - player[k].skeleton.free)) - if((((k!=0&&findLengthfast(&rotatetarget)>150|| - k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&& - normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&& - (k==0|| - k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral|| - /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))|| - (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&& - (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&& - k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){ - //If hit by body - if( (i!=0||player[i].skeleton.free)&& - (k!=0||player[k].skeleton.free)|| - (animation[player[i].targetanimation].height==highheight&& - animation[player[k].targetanimation].height==highheight)){ - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, player[i].coords); - } - - player[i].RagDoll(0); - if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){ - award_bonus(0, aimbonus); - } - player[i].DoDamage(findLengthfast(&rotatetarget)/4); - player[k].RagDoll(0); - if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){ - award_bonus(0, aimbonus); // Huh, again? - } - player[k].DoDamage(findLengthfast(&rotatetarget)/4); + 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 (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) + if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) + //in same patch, neither is climbing + if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx && + Person::players[i]->whichpatchz == Person::players[k]->whichpatchz && + Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free && + Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free && + Person::players[i]->animTarget != climbanim && + Person::players[i]->animTarget != hanganim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) + //players are close (bounding box test) + if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) + if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) + if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) + if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) + if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) + if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) { + //spread fire from player to player + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) + < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + if (Person::players[i]->onfire || Person::players[k]->onfire) { + if (!Person::players[i]->onfire) + Person::players[i]->CatchFire(); + if (!Person::players[k]->onfire) + Person::players[k]->CatchFire(); + } + } - for(int j=0;jcoords; + XYZ tempcoords2 = Person::players[k]->coords; + if (!Person::players[i]->skeleton.oldfree) + tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale; + if (!Person::players[k]->skeleton.oldfree) + tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale; + collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + if (Person::players[0]->hasvictim) + if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) + collisionradius = 3; + if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) && + (distsq(&tempcoords1, &tempcoords2) < collisionradius || + distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) { + //jump down on a dead body + if (k == 0 || i == 0) { + int l = i ? i : k; + if (Person::players[0]->animTarget == jumpdownanim && + !Person::players[0]->skeleton.oldfree && + !Person::players[0]->skeleton.free && + Person::players[l]->skeleton.oldfree && + Person::players[l]->skeleton.free && + Person::players[l]->dead && + Person::players[0]->lastcollide <= 0 && + fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 && + distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) { + Person::players[0]->coords.y = Person::players[l]->coords.y; + Person::players[l]->velocity = Person::players[0]->velocity; + Person::players[l]->skeleton.free = 0; + Person::players[l]->yaw = 0; + Person::players[l]->RagDoll(0); + Person::players[l]->DoDamage(20); + camerashake += .3; + Person::players[l]->skeleton.longdead = 0; + Person::players[0]->lastcollide = 1; + } + } - } - } - if( (animation[player[i].targetanimation].attack==neutral|| - animation[player[i].targetanimation].attack==normalattack)&& - (animation[player[k].targetanimation].attack==neutral|| - animation[player[k].targetanimation].attack==normalattack)){ - //If bumped - if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){ - if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){ - rotatetarget=player[k].coords-player[i].coords; - Normalise(&rotatetarget); - player[k].coords=(player[k].coords+player[i].coords)/2; - player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2 - *sq((player[i].scale+player[k].scale)*2.5); - player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5); - if(player[k].howactive==typeactive||hostile) - if(player[k].isIdle()){ - if(player[k].howactiveskeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) || + (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) || + (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) { + rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity; + if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim || + Person::players[i]->skeleton.free) && + (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim || + Person::players[k]->skeleton.free)) + if ((((k != 0 && findLengthfast(&rotatetarget) > 150 || + k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && + normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && + (k == 0 || + k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[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 || 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, Person::players[i]->coords); + } + + Person::players[i]->RagDoll(0); + if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) { + award_bonus(0, aimbonus); + } + Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4); + Person::players[k]->RagDoll(0); + if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) { + award_bonus(0, aimbonus); // Huh, again? + } + Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); + + 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 < 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[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 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) { + if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + rotatetarget = Person::players[k]->coords - Person::players[i]->coords; + Normalise(&rotatetarget); + Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2; + Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 + * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + if (Person::players[k]->howactive == typeactive || hostile) + if (Person::players[k]->isIdle()) { + if (Person::players[k]->howactive < typesleeping) + Person::players[k]->setAnimation(Person::players[k]->getStop()); + else if (Person::players[k]->howactive == typesleeping) + Person::players[k]->setAnimation(getupfromfrontanim); + if (!editorenabled) + Person::players[k]->howactive = typeactive; + } + if (Person::players[i]->howactive == typeactive || hostile) + if (Person::players[i]->isIdle()) { + if (Person::players[i]->howactive < typesleeping) + Person::players[i]->setAnimation(Person::players[k]->getStop()); + else + Person::players[i]->setAnimation(getupfromfrontanim); + if (!editorenabled) + Person::players[i]->howactive = typeactive; + } + } + //jump down on player + if (hostile) { + if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim && + !Person::players[i]->isCrouch() && + Person::players[i]->animTarget != rollanim && + !Person::players[k]->skeleton.oldfree && ! + Person::players[k]->skeleton.free && + Person::players[k]->lastcollide <= 0 && + Person::players[k]->velocity.y < -10) { + Person::players[i]->velocity = Person::players[k]->velocity; + Person::players[k]->velocity = Person::players[k]->velocity * -.5; + Person::players[k]->velocity.y = Person::players[i]->velocity.y; + Person::players[i]->DoDamage(20); + Person::players[i]->RagDoll(0); + Person::players[k]->lastcollide = 1; + award_bonus(k, AboveBonus); + } + if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim && + !Person::players[k]->isCrouch() && + Person::players[k]->animTarget != rollanim && + !Person::players[i]->skeleton.oldfree && + !Person::players[i]->skeleton.free && + Person::players[i]->lastcollide <= 0 && + Person::players[i]->velocity.y < -10) { + Person::players[k]->velocity = Person::players[i]->velocity; + Person::players[i]->velocity = Person::players[i]->velocity * -.3; + Person::players[i]->velocity.y = Person::players[k]->velocity.y; + Person::players[k]->DoDamage(20); + Person::players[k]->RagDoll(0); + Person::players[i]->lastcollide = 1; + award_bonus(i, AboveBonus); + } + } + } + } + } + Person::players[i]->CheckKick(); + Person::players[k]->CheckKick(); + } + } } } -void Game::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; + if (editorenabled) + Person::players[i]->stunned = 1; - player[i].pause=0; - if(findDistancefastflat(&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; XYZ colpoint; - closest=-1; - closestdistance=-1; - for(int j=0;jfinalfinaltarget, &pathpoint[j]) < closestdistance) { + closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]); + closest = j; + Person::players[i]->finaltarget = pathpoint[j]; } - player[i].finalpathfindpoint=closest; - for(int j=0;jfinalpathfindpoint = closest; + for (int j = 0; j < numpathpoints; j++) + for (int k = 0; k < numpathpointconnect[j]; k++) { + 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; + 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){ - for(int j=0;jlastpathfindpoint == -1) { + for (int j = 0; j < numpathpoints; 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; - for(int j=0;jtargetpathfindpoint = closest; + for (int j = 0; j < numpathpoints; j++) + if (j != Person::players[i]->lastpathfindpoint) + for (int k = 0; k < numpathpointconnect[j]; k++) { + 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) { + closestdistance = sq(tempdist); + closest = j; } } } - player[i].targetpathfindpoint=closest; - } - else - { - for(int j=0;jtargetpathfindpoint = closest; + } else { + for (int j = 0; j < numpathpoints; j++) + 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] == Person::players[i]->lastpathfindpoint) + connected = 1; + if (!connected) + 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, 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].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]); - player[i].lookrotation=player[i].targetrotation; + 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(findDistancefastflat(&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(&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( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)< - findDistancefastflat(&player[i].coords,&player[i].finaltarget)|| - findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)|| - player[i].lastpathfindpoint==player[i].finalpathfindpoint){ - player[i].aitype=passivetype; + 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; } - 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].targetrotation+=90*(player[i].whichdirection*2-1); - - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if((player[i].collided>.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if((tutoriallevel!=1||cananger)&& - hostile&& - !player[0].dead&& - findDistancefast(&player[i].coords,&player[0].coords)<400&& - player[i].occluded<25){ - if(findDistancefast(&player[i].coords,&player[0].coords)<12&& - animation[player[0].targetanimation].height!=lowheight&& - !editorenabled&& - (player[0].coords.yforwardkeydown = 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 && + !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[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;j0) - if(player[j].coords.yaitype = 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].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - - if(findDistancefastflat(&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].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdistforwardkeydown = 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 = 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) + Person::players[i]->targetyaw += 90; else - player[i].targetrotation-=90; + Person::players[i]->targetyaw -= 90; } } } - if(player[i].collided<1||player[i].targetanimation!=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(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile) - for(int j=0;j0&&findDistancefast(&player[i].coords,&envsound[j])< - 2*(vol+vol*(player[i].creature==rabbittype)*3)) - player[i].aitype=attacktypecutoff; + if (!editorenabled) { + if (Person::players[i]->howactive <= typesleeping) + if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile) + for (int j = 0; j < numenvsounds; j++) { + 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) - setAnimation(i,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].howactivehowactive < typesleeping && + ((tutoriallevel != 1 || cananger) && hostile) && + !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;j0)){ - float smelldistance=50; - if(j==0&&player[j].num_weapons>0){ - if(weapons.bloody[player[j].weaponids[0]]) - smelldistance=100; - if(player[j].num_weapons==2) - if(weapons.bloody[player[j].weaponids[1]]) - smelldistance=100; + 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 && Person::players[j]->num_weapons > 0) { + if (weapons[Person::players[j]->weaponids[0]].bloody) + smelldistance = 100; + if (Person::players[j]->num_weapons == 2) + if (weapons[Person::players[j]->weaponids[1]].bloody) + smelldistance = 100; } - if(j!=0) - smelldistance=100; - windsmell=windvector; + if (j != 0) + smelldistance = 100; + windsmell = windvector; Normalise(&windsmell); - windsmell=windsmell*2+player[j].coords; - if(findDistancefast(&player[i].coords,&windsmell)coords; + if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled) + Person::players[i]->aitype = attacktypecutoff; } } } - if(player[i].howactive0) - if((-1==checkcollide( - DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)* - player[i].scale+player[i].coords, - DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)* - player[j].scale+player[j].coords)&& - !player[j].isWallJump())|| - (player[j].targetanimation==hanganim&& - normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){ - player[i].lastseentime-=.2; - if(j==0&&animation[player[j].targetanimation].height==lowheight) - player[i].lastseentime-=.4; + 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(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++; } @@ -5237,676 +4043,1286 @@ void Game::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; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1){ - player[i].velocity=0; - setAnimation(i,player[i].getStop()); - player[i].targetrotation+=180; - player[i].stunned=.5; - //player[i].aitype=passivetype; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } - else player[i].laststanding=j; + 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 = Person::players[i]->coords + Person::players[i]->facing; + test.y -= 10; + j = checkcollide(test2, test, Person::players[i]->laststanding); + if (j == -1) + j = checkcollide(test2, test); + if (j == -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 + Person::players[i]->laststanding = j; } } //check out last seen location - if(player[i].aiupdatedelay<0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - if(findDistancefastflat(&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; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdistleftkeydown = 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 = 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) + Person::players[i]->targetyaw += 90; + else + Person::players[i]->targetyaw -= 90; } } } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if((player[i].collided>.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile)) - for(int k=0;kcollided < 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(&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&& - !editorenabled&& - player[i].occluded<2&& - ((tutoriallevel!=1||cananger)&&hostile)){ - player[i].losupdatedelay=.2; - if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + if (!Person::players[0]->dead && + Person::players[i]->losupdatedelay < 0 && + !editorenabled && + Person::players[i]->occluded < 2 && + ((tutoriallevel != 1 || cananger) && hostile)) { + 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].targetanimation].height!=lowheight) + if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight) //TODO: factor out canSeePlayer() - if(findDistancefast(&player[i].coords,&player[0].coords)<400) - if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) - if((checkcollide( - DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)* - player[i].scale+player[i].coords, - DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)* - player[0].scale+player[0].coords)==-1)|| - (player[0].targetanimation==hanganim&&normaldotproduct( - player[0].facing,player[i].coords-player[0].coords)<0)){ - /* //TODO: changed j to 0 on a whim, make sure this is correct - (player[j].targetanimation==hanganim&&normaldotproduct( - player[j].facing,player[i].coords-player[j].coords)<0) - */ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + 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(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 + (Person::players[j]->animTarget==hanganim&&normaldotproduct( + Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0) + */ + 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){ - int closest=-1; - float closestdist=-1; - for(int k=0;kally) { + int closest = -1; + float closestdist = -1; + 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; } - closest=k; + closest = k; } } - if(closest!=-1) - player[i].ally=closest; + if (closest != -1) + 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+=playerJoint(i,head).position.y*player[i].scale; - flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale; - if(-1!=checkcollide(facing,flatfacing)) - player[i].lastseentime-=.1; + 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)) + 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].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - if(findDistancefastflat(&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].lastseentimeally > 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 (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 = 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) + Person::players[i]->targetyaw += 90; + else + Person::players[i]->targetyaw -= 90; + } + } + } + + 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 (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 (Person::players[i]->aitype == getweapontype) { + Person::players[i]->aiupdatedelay -= multiplier; + Person::players[i]->lastchecktime -= multiplier; + + if (Person::players[i]->aiupdatedelay < 0) { + Person::players[i]->aiupdatedelay = .2; + + //ALLY IS WEPON + if (Person::players[i]->ally < 0) { + int closest = -1; + float closestdist = -1; + for (unsigned k = 0; k < weapons.size(); k++) + if (weapons[k].owner == -1) { + float distance = distsq(&Person::players[i]->coords, &weapons[k].position); + if (closestdist == -1 || distance < closestdist) { + closestdist = distance; + closest = k; + } + closest = k; + } + if (closest != -1) + Person::players[i]->ally = closest; + else + Person::players[i]->ally = -1; + } + + Person::players[i]->lastseentime = 12; + + 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 (!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() + 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 (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 = 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) + Person::players[i]->targetyaw += 90; + else + Person::players[i]->targetyaw -= 90; + } + } + } + + 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 (Person::players[i]->aitype == attacktypecutoff) { + Person::players[i]->aiupdatedelay -= multiplier; + //dodge or reverse rabbit kicks, knife throws, flips + 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 + Person::players[i]->setAnimation(rollanim); + Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1); + Person::players[i]->wentforweapon = 0; + } + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim) + Person::players[i]->setAnimation(flipanim); + } + } + Person::players[i]->forwardkeydown = 0; + Person::players[i]->aiupdatedelay = .02; + } + //get confused by flips + 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 (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(&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 (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) || + (Person::players[i]->aiupdatedelay < .08 && + difficulty != 2)))) { + Person::players[i]->crouchkeydown = 1; + } + //walked off a ledge (?) + 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 = Person::players[i]->coords + Person::players[i]->facing; + test.y -= 10; + j = checkcollide(test2, test, Person::players[i]->laststanding); + if (j == -1) + j = checkcollide(test2, test); + if (j == -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 + Person::players[i]->laststanding = j; + } + //lose sight of player in the air (?) + 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 (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 (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0) + Person::players[i]->drawkeydown = Random() % 2; + else + Person::players[i]->drawkeydown = 0; + Person::players[i]->rabbitkickenabled = Random() % 2; + //chase player + 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 + Person::players[i]->forwardkeydown = 0; + //chill out around the corpse + if (Person::players[0]->dead) { + Person::players[i]->forwardkeydown = 0; + if (Random() % 10 == 0) + Person::players[i]->forwardkeydown = 1; + if (Random() % 100 == 0) { + 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; } + } + 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 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype) + Person::players[i]->attackkeydown = 1; + else + 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 (Person::players[i]->aitype != playercontrolled && + (Person::players[i]->isIdle() || + Person::players[i]->isCrouch() || + Person::players[i]->isRun())) { + int target = -2; + 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 || + Person::players[j]->lastattack2 == Person::players[j]->animTarget && + Person::players[j]->lastattack3 == Person::players[j]->animTarget && + (Random() % 2 == 0 || difficulty == 2) || + (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) + Person::players[target]->Reverse(); + } + + 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(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) + Person::players[i]->attackkeydown = 0; + + + 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 (!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 + Person::players[i]->lastseentime = 1; + } + } + 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(Person::players[0]->coords, test)) + Person::players[i]->stunned = 1; + } + //stunned + 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; + } + + + XYZ facing; + facing = 0; + facing.z = -1; + + XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); + facing = flatfacing; + + 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 (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); + } + } +} + + + +void updateSettingsMenu() +{ + char sbuf[256]; + if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59) + sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight); + else + sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); + Menu::setText(0, sbuf); + 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"); + if (bloodtoggle == 0) Menu::setText(2, "Blood: Off"); + if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail"); + if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)"); + if (difficulty == 0) Menu::setText(3, "Difficulty: Easier"); + if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult"); + if (difficulty == 2) Menu::setText(3, "Difficulty: Insane"); + Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)"); + Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled"); + Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled"); + Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No"); + sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5)); + Menu::setText(10, sbuf); + sprintf (sbuf, "Volume: %d%%", (int)(volume * 100)); + Menu::setText(11, sbuf); + Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off"); + if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth) + sprintf (sbuf, "Back"); + else + sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)"); + Menu::setText(8, sbuf); +} + +void updateStereoConfigMenu() +{ + char sbuf[256]; + sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); + Menu::setText(0, sbuf); + sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); + Menu::setText(1, sbuf); + sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); + Menu::setText(2, sbuf); +} + +void updateControlsMenu() +{ + Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey))); + Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey))); + Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey))); + Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey))); + Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey))); + Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey))); + Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey))); + Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey))); + Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey))); + if (debugmode) + Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey))); +} + +/* +Values of mainmenu : +1 Main menu +2 Menu pause (resume/end game) +3 Option menu +4 Controls configuration menu +5 Main game menu (choose level or challenge) +6 Deleting user menu +7 User managment menu (select/add) +8 Choose difficulty menu +9 Challenge level selection menu +10 End of the campaign congratulation (is that really a menu?) +11 Same that 9 ??? => unused +18 stereo configuration +*/ - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdistgetName(), 5, 400); + Menu::addButton(1, "Tutorial", 5, 300); + Menu::addButton(2, "Challenge", 5, 240); + Menu::addButton(3, "Delete User", 400, 10); + Menu::addButton(4, "Main Menu", 5, 10); + Menu::addButton(5, "Change User", 5, 180); + Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420); + + //show campaign map + //with (2,-5) offset from old code + Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400); + //show levels + int numlevels = accountactive->getCampaignChoicesMade(); + numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1; + for (int i = 0; i < numlevels; i++) { + XYZ midpoint = campaignlevels[i].getCenter(); + float itemsize = campaignlevels[i].getWidth(); + const bool active = i >= accountactive->getCampaignChoicesMade(); + if (!active) + itemsize /= 2; + + if (i >= 1) { + XYZ start = campaignlevels[i - 1].getCenter(); + Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0); + } + Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture, + midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0); - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].attackkeydown=0; + if (active) { + Menu::addMapLabel(-2, campaignlevels[i].description, + campaignlevels[i].getStartX() + 10, + campaignlevels[i].getStartY() - 4); } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if(player[i].collided>.8&&player[i].jumppower>=5) - player[i].jumpkeydown=1; + } + } + break; + case 6: + Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400); + Menu::addButton(1, "Yes", 10, 360); + Menu::addButton(2, "No", 10, 320); + break; + case 7: + if (Account::getNbAccounts() < 8) + Menu::addButton(0, "New User", 10, 400); + else + Menu::addLabel(0, "No More Users", 10, 400); + Menu::addLabel(-2, "", 20, 400); + Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10); + for (int i = 0; i < Account::getNbAccounts(); i++) + Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1)); + break; + case 8: + Menu::addButton(0, "Easier", 10, 400); + Menu::addButton(1, "Difficult", 10, 360); + Menu::addButton(2, "Insane", 10, 320); + break; + case 9: + for (int i = 0; i < numchallengelevels; i++) { + char temp[255]; + string name = ""; + sprintf (temp, "Level %d", i + 1); + for (int j = strlen(temp); j < 17; j++) + strcat(temp, " "); + name += temp; + sprintf (temp, "%d", (int)accountactive->getHighScore(i)); + for (int j = strlen(temp); j < (32 - 17); j++) + strcat(temp, " "); + name += temp; + sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60)); + if ((int)(accountactive->getFastTime(i)) % 60 < 10) + strcat(temp, "0"); + name += temp; + sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60); + name += temp; + + Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0); } - //retreiving a weapon on the ground - if(player[i].aitype==getweapontype){ - player[i].aiupdatedelay-=multiplier; - player[i].lastchecktime-=multiplier; + Menu::addButton(-1, " High Score Best Time", 10, 440); + Menu::addButton(numchallengelevels, "Back", 10, 10); + break; + case 10: { + Menu::addLabel(0, "Congratulations!", 220, 330); + Menu::addLabel(1, "You have avenged your family and", 140, 300); + Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270); + Menu::addButton(3, "Back", 10, 10); + char sbuf[256]; + sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore()); + Menu::addLabel(4, sbuf, 190, 200); + sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore()); + Menu::addLabel(5, sbuf, 190, 180); + } + break; + case 18: + Menu::addButton(0, "", 70, 400); + Menu::addButton(1, "", 10, 360); + Menu::addButton(2, "", 40, 320); + Menu::addButton(3, "Back", 10, 10); + updateStereoConfigMenu(); + break; + } +} - if(player[i].aiupdatedelay<0){ - player[i].aiupdatedelay=.2; +extern set> resolutions; - //ALLY IS WEPON - if(player[i].ally<0){ - int closest=-1; - float closestdist=-1; - for(int k=0;kendGame(); + endgame = 0; + } + if (mainmenu == 10) + endgame = 2; + if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) { + stereoseparation -= 0.001; + updateStereoConfigMenu(); + } - if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile)) - if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; - } - if(!player[0].dead) - if(player[i].ally>=0){ - if(weapons.owner[player[i].ally]!=-1|| - findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; - } - //TODO: factor these out as moveToward() - player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdist= 0)) { // handling of the left mouse clic in menus + set>::iterator newscreenresolution; + switch (mainmenu) { + case 1: + case 2: + switch (selected) { + case 1: + if (gameon) { //resume + mainmenu = 0; + pause_sound(stream_menutheme); + resume_stream(leveltheme); + } else { //new game + fireSound(firestartsound); + flash(); + mainmenu = (accountactive ? 5 : 7); + selected = -1; + } + break; + case 2: //options + fireSound(); + flash(); + mainmenu = 3; + if (newdetail > 2) + newdetail = detail; + if (newdetail < 0) + newdetail = detail; + if (newscreenwidth > 3000) + newscreenwidth = screenwidth; + if (newscreenwidth < 0) + newscreenwidth = screenwidth; + if (newscreenheight > 3000) + newscreenheight = screenheight; + if (newscreenheight < 0) + newscreenheight = screenheight; + break; + case 3: + fireSound(); + flash(); + if (gameon) { //end game + gameon = 0; + mainmenu = 1; + } else { //quit + tryquit = 1; + pause_sound(stream_menutheme); + } + break; } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if((player[i].collided>.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - } - - if(player[i].aitype==attacktypecutoff){ - player[i].aiupdatedelay-=multiplier; - //dodge or reverse rabbit kicks, knife throws, flips - if(player[i].damagefirst; + newscreenheight = newscreenresolution->second; + break; + case 1: + newdetail++; + if (newdetail > 2) + newdetail = 0; + break; + case 2: + bloodtoggle++; + if (bloodtoggle > 2) + bloodtoggle = 0; + break; + case 3: + difficulty++; + if (difficulty > 2) + difficulty = 0; + break; + case 4: + ismotionblur = !ismotionblur; + break; + case 5: + decals = !decals; + break; + case 6: + musictoggle = !musictoggle; + if (musictoggle) { + emit_stream_np(stream_menutheme); + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; } - player[i].forwardkeydown=0; - player[i].aiupdatedelay=.02; } - //get confused by flips - if(player[0].isFlip()&& - !player[0].skeleton.free&& - player[0].targetanimation!=walljumprightkickanim&& - player[0].targetanimation!=walljumpleftkickanim){ - if(findDistancefast(&player[0].coords,&player[i].coords)<25) - if((1-player[i].damage/player[i].damagetolerance)>.5) - player[i].stunned=1; + break; + case 7: // controls + flash(); + mainmenu = 4; + selected = -1; + keyselect = -1; + break; + case 8: + flash(); + SaveSettings(); + mainmenu = gameon ? 2 : 1; + break; + case 9: + invertmouse = !invertmouse; + break; + case 10: + usermousesensitivity += .2; + if (usermousesensitivity > 2) + usermousesensitivity = .2; + break; + case 11: + volume += .1f; + if (volume > 1.0001f) + volume = 0; + OPENAL_SetSFXMasterVolume((int)(volume * 255)); + break; + case 12: + flash(); + newstereomode = stereomode; + mainmenu = 18; + keyselect = -1; + break; + case 13: + showdamagebar = !showdamagebar; + break; + case 14: + toggleFullscreen(); + break; } - //go for weapon on the ground - if(player[i].wentforweapon<3) - for(int k=0;kterrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1){ - player[i].velocity=0; - setAnimation(i,player[i].getStop()); - player[i].targetrotation+=180; - player[i].stunned=.5; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - }else - player[i].laststanding=j; + updateSettingsMenu(); + break; + case 4: + if (!waiting) { + fireSound(); + if (selected < (debugmode ? 10 : 9) && keyselect == -1) + keyselect = selected; + if (keyselect != -1) + setKeySelected(); + if (selected == (debugmode ? 10 : 9)) { + flash(); + mainmenu = 3; } - //lose sight of player in the air (?) - if(player[0].coords.y>player[i].coords.y+5&& - animation[player[0].targetanimation].height!=highheight&& - !player[0].onterrain){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; } - //it's time to think (?) - if(player[i].aiupdatedelay<0&& - !animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim){ - //draw weapon - if(player[i].weaponactive==-1&&player[i].num_weapons>0) - player[i].drawkeydown=Random()%2; - else - player[i].drawkeydown=0; - player[i].rabbitkickenabled=Random()%2; - //chase player - XYZ rotatetarget=player[0].coords+player[0].velocity; - XYZ targetpoint=player[0].coords; - if(findDistancefast(&player[0].coords,&player[i].coords)< - findDistancefast(&rotatetarget,&player[i].coords)) - targetpoint+=player[0].velocity* - findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity); - player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000); - - if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1)) - player[i].forwardkeydown=1; - else if((findDistancefast(&player[i].coords,&player[0].coords)>16|| - findDistancefast(&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; + updateControlsMenu(); + break; + case 5: + fireSound(); + flash(); + if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = 7; + if (firstload) + TickOnceAfter(); else - player[i].forwardkeydown=0; - //chill out around the corpse - if(player[0].dead){ - player[i].forwardkeydown=0; - if(Random()%10==0) - player[i].forwardkeydown=1; - if(Random()%100==0){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } + LoadStuff(); + whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade(); + actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0); + visibleloading = 1; + stillloading = 1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign = 1; + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + } + switch (selected) { + case 1: + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = -1; + if (firstload) { + TickOnceAfter(); + } else + LoadStuff(); + Loadlevel(-1); + + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + break; + case 2: + mainmenu = 9; + break; + case 3: + mainmenu = 6; + break; + case 4: + mainmenu = (gameon ? 2 : 1); + break; + case 5: + mainmenu = 7; + break; + case 6: + vector campaigns = ListCampaigns(); + vector::iterator c; + if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) { + if (!campaigns.empty()) + accountactive->setCurrentCampaign(campaigns.front()); + } else { + c++; + if (c == campaigns.end()) + c = campaigns.begin(); + accountactive->setCurrentCampaign(*c); } - 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].targetrotation+=90*(player[i].whichdirection*2-1); - //attack!!! - if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype) - player[i].attackkeydown=1; + LoadMenu(); + break; + } + break; + case 6: + fireSound(); + if (selected == 1) { + flash(); + accountactive = Account::destroy(accountactive); + mainmenu = 7; + } else if (selected == 2) { + flash(); + mainmenu = 5; + } + break; + case 7: + fireSound(); + if (selected == 0 && Account::getNbAccounts() < 8) { + entername = 1; + } else if (selected < Account::getNbAccounts() + 1) { + flash(); + mainmenu = 5; + accountactive = Account::get(selected - 1); + } else if (selected == Account::getNbAccounts() + 1) { + flash(); + if (accountactive) + mainmenu = 5; else - player[i].attackkeydown=0; - if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7) - player[i].attackkeydown=0; + mainmenu = 1; + displaytext[0].clear(); + displayselected = 0; + entername = 0; + } + break; + case 8: + fireSound(); + flash(); + if (selected <= 2) + accountactive->setDifficulty(selected); + mainmenu = 5; + break; + case 9: + if (selected < numchallengelevels && selected <= accountactive->getProgress()) { + fireSound(); + flash(); - //TODO: wat - if(player[i].aitype!=playercontrolled&& - (player[i].isIdle()|| - player[i].isCrouch()|| - player[i].isRun())){ - int target=-2; - for(int j=0;jcoords)<4&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==spinkickanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim|| - player[j].targetanimation==winduppunchanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==swordslashanim&& - (findDistancefast(&player[j].coords,&player[i].coords)<2|| - player[i].weaponactive!=-1))){ - if(target>=0) - target=-1; - else - target=j; - } - if(target>=0) - player[target].Reverse(); - } + startbonustotal = 0; - if(player[i].collided<1) - player[i].jumpkeydown=0; - if(player[i].collided>.8&&player[i].jumppower>=5|| - findDistancefast(&player[i].coords,&player[0].coords)>400&& - player[i].onterrain&& - player[i].creature==rabbittype) - player[i].jumpkeydown=1; - //TODO: why are we controlling the human? - if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) - player[0].jumpkeydown=0; - if(player[0].targetanimation==jumpdownanim&& - findDistancefast(&player[0].coords,&player[i].coords)<40) - player[i].crouchkeydown=1; - if(player[i].jumpkeydown) - player[i].attackkeydown=0; - - if(tutoriallevel==1) - if(!canattack) - player[i].attackkeydown=0; - - - XYZ facing=player[i].coords; - XYZ flatfacing=player[0].coords; - facing.y+=playerJoint(i,head).position.y*player[i].scale; - flatfacing.y+=playerJoint(0,head).position.y*player[0].scale; - if(player[i].occluded>=2) - if(-1!=checkcollide(facing,flatfacing)){ - if(!player[i].pause) - player[i].lastseentime-=.2; - if(player[i].lastseentime<=0&& - (player[i].creature!=wolftype|| - player[i].weaponstuck==-1)){ - player[i].aitype=searchtype; - player[i].lastchecktime=12; - player[i].lastseen=player[0].coords; - player[i].lastseentime=12; - } - }else - player[i].lastseentime=1; + loading = 2; + loadtime = 0; + targetlevel = selected; + if (firstload) + TickOnceAfter(); + else + LoadStuff(); + Loadlevel(selected); + campaign = 0; + + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); } - } - if(animation[player[0].targetanimation].height==highheight&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype)) - if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){ - XYZ test=player[0].coords; - test.y-=40; - if(-1==checkcollide(player[0].coords,test)) - player[i].stunned=1; + if (selected == numchallengelevels) { + fireSound(); + flash(); + mainmenu = 5; } - //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].targetrotation=player[i].rotation; - 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; + break; + case 10: + if (selected == 3) { + fireSound(); + flash(); + mainmenu = 5; + } + break; + case 18: + if (selected == 1) + stereoseparation += 0.001; + else { + fireSound(); + if (selected == 0) { + newstereomode = (StereoMode)(newstereomode + 1); + while (!CanInitStereo(newstereomode)) { + printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); + newstereomode = (StereoMode)(newstereomode + 1); + if (newstereomode >= stereoCount) + newstereomode = stereoNone; + } + } else if (selected == 2) { + stereoreverse = !stereoreverse; + } else if (selected == 3) { + flash(); + mainmenu = 3; + + stereomode = newstereomode; + InitStereo(stereomode); + } + } + updateStereoConfigMenu(); + break; } + } + OPENAL_SetFrequency(channels[stream_menutheme]); - XYZ facing; - facing=0; - facing.z=-1; - - XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0); - facing=flatfacing; - - if(player[i].aitype==attacktypecutoff){ - player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords); - player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords); - }else if(player[i].howactive>=typesleeping){ - player[i].targetheadrotation=player[i].targetrotation; - player[i].targetheadrotation2=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; + if (entername) { + inputText(displaytext[0], &displayselected); + if (!waiting) { // the input as finished + if (!displaytext[0].empty()) { // with enter + accountactive = Account::add(string(displaytext[0])); + + mainmenu = 8; + + flash(); + + fireSound(firestartsound); + + displaytext[0].clear(); + + displayselected = 0; } - player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget); - player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget); + entername = 0; + LoadMenu(); + } + + displayblinkdelay -= multiplier; + if (displayblinkdelay <= 0) { + displayblinkdelay = .3; + displayblink = !displayblink; } } + + if (entername) { + Menu::setText(0, displaytext[0], 20, 400, -1, -1); + Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); + } + + if (oldmainmenu != mainmenu) + LoadMenu(); + oldmainmenu = mainmenu; + } -void Game::Tick(){ - static XYZ facing,flatfacing; - static int target; +void Game::Tick() +{ + static XYZ facing, flatfacing; + static int target; - for(int i=0;i<15;i++){ - displaytime[i]+=multiplier; - } + for (int i = 0; i < 15; i++) { + displaytime[i] += multiplier; + } - keyboardfrozen=false; Input::Tick(); - if(Input::isKeyPressed(SDLK_F6)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoreverse=true; - else - stereoreverse=false; - - if(stereoreverse) - printf("Stereo reversed\n"); - else - printf("Stereo unreversed\n"); - } - - if(Input::isKeyDown(SDLK_F7)){ - if(Input::isKeyDown(SDLK_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)) - stereoseparation += 0.001; - else - stereoseparation += 0.010; - printf("Stereo separation increased to %f\n", stereoseparation); - } - - - if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){ - if(tutorialstage!=51) - tutorialstagetime=tutorialmaxtime; - emit_sound_np(consolefailsound, 128.); - } + if (Input::isKeyPressed(SDL_SCANCODE_F6)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) + stereoreverse = true; + else + stereoreverse = false; + + if (stereoreverse) + printf("Stereo reversed\n"); + else + printf("Stereo unreversed\n"); + } + + 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(SDL_SCANCODE_F8)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) + stereoseparation += 0.001; + else + stereoseparation += 0.010; + printf("Stereo separation increased to %f\n", stereoseparation); + } + + + if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) { + if (tutorialstage != 51) + tutorialstagetime = tutorialmaxtime; + emit_sound_np(consolefailsound, 128.); + } /* Values of mainmenu : @@ -5923,325 +5339,246 @@ void Game::Tick(){ 11 Same that 9 ??? => unused 18 stereo configuration */ - - if(!console) { + + if (!console) { //campaign over? - if(mainmenu&&endgame==1) - mainmenu=10; + if (mainmenu && endgame == 1) + mainmenu = 10; //go to level select after completing a campaign level - if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1) { - mainmenu=5; - gameon=0; - winfreeze=0; + if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) { + mainmenu = 5; + gameon = 0; + winfreeze = 0; fireSound(); flash(); - if(musictoggle){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + if (musictoggle) { + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - LoadCampaign(); + LoadMenu(); } //escape key pressed - //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this - if(Input::isKeyPressed(SDLK_ESCAPE)&& - (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) { - selected=-1; - if(mainmenu==0&&!winfreeze) - mainmenu=2; //pause - else if(mainmenu==1||mainmenu==2){ - mainmenu=0; //unpause + if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && + (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) { + selected = -1; + if (mainmenu == 0 && !winfreeze) + mainmenu = 2; //pause + else if (mainmenu == 1 || mainmenu == 2) { + mainmenu = 0; //unpause } //play menu theme - if(musictoggle&&(mainmenu==1||mainmenu==2)){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } //on resume, play level music - if(!mainmenu){ + if (!mainmenu) { pause_sound(stream_menutheme); resume_stream(leveltheme); } //finished with settings menu - if(mainmenu==3){ - SaveSettings(*this); - } + if (mainmenu == 3) { + SaveSettings(); + } //effects - if(mainmenu>=3&&mainmenu!=8){ - fireSound(); - flash(); - } + if (mainmenu >= 3 && mainmenu != 8) { + fireSound(); + flash(); + } //go back - switch(mainmenu){ - case 3: case 5: - mainmenu=gameon?2:1; break; - case 4: case 18: - mainmenu=3; break; - case 6: case 7: case 9: case 10: - mainmenu=5; break; + switch (mainmenu) { + case 3: + case 5: + mainmenu = gameon ? 2 : 1; + break; + case 4: + case 18: + mainmenu = 3; + break; + case 6: + case 7: + case 9: + case 10: + mainmenu = 5; + break; } - } - } + } + } - if(mainmenu) { + if (mainmenu) { MenuTick(); - } + } - if(!mainmenu) { - if(hostile==1)hostiletime+=multiplier; - else hostiletime=0; - if(!winfreeze)leveltime+=multiplier; + if (!mainmenu) { + if (hostile == 1) + hostiletime += multiplier; + else + hostiletime = 0; + if (!winfreeze) + leveltime += multiplier; //keys - if(Input::isKeyPressed(SDLK_v)&&debugmode){ - freeze=1-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; - } - } - if(chatting) - keyboardfrozen=true; - - if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){ - console=!console; - if(console){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } else { - freeze=0; - waiting=false; - } - } - - if(console) - freeze=1; - if(console&&!Input::isKeyDown(SDLK_LMETA)){ - inputText(consoletext[0],&consoleselected,&consolechars[0]); - if(!waiting) { - archiveselected=0; - if(consolechars[0]>0){ - consoletext[0][consolechars[0]]=' '; - cmd_dispatch(this, 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]; - } - for(int j=0;j<255;j++) - consoletext[0][j]=0; - consolechars[0]=0; - consoleselected=0; - } - } - - 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(*this); - } - } - - static int oldwinfreeze; - if(winfreeze&&!oldwinfreeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - emit_sound_np(consolesuccesssound); - } - if(winfreeze==0) - oldwinfreeze=winfreeze; - else + if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { + freeze = !freeze; + if (freeze) { + OPENAL_SetFrequency(OPENAL_ALL); + } + } + + if (Input::isKeyPressed(consolekey) && debugmode) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL); + } else { + freeze = 0; + waiting = false; + } + } + + if (console) + freeze = 1; + if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) { + inputText(consoletext[0], &consoleselected); + if (!waiting) { + if (!consoletext[0].empty()) { + cmd_dispatch(consoletext[0]); + for (int k = 14; k >= 1; k--) { + consoletext[k] = consoletext[k - 1]; + } + consoletext[0].clear(); + consoleselected = 0; + } + } + + consoleblinkdelay -= multiplier; + if (consoleblinkdelay <= 0) { + consoleblinkdelay = .3; + consoleblink = !consoleblink; + } + } + + static int oldwinfreeze; + if (winfreeze && !oldwinfreeze) { + OPENAL_SetFrequency(OPENAL_ALL); + emit_sound_np(consolesuccesssound); + } + if (winfreeze == 0) + oldwinfreeze = winfreeze; + else oldwinfreeze++; - if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign) - if(winfreeze) - winfreeze=0; - if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){ - if(console){ - console=false; - freeze=0; - } else if(winfreeze) { - mainmenu=9; - gameon=0; - } + if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) + if (winfreeze) + winfreeze = 0; + if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) { + if (console) { + console = false; + freeze = 0; + } else if (winfreeze) { + mainmenu = 9; + gameon = 0; + } } - //TODO: what is this test? - if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){ + if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { //dialogues - if(indialogue!=-1) - talkdelay=1; - talkdelay-=multiplier; - - if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight) - for(int i=0;i49){ - 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)&& - realdialoguetype0&& - (dialoguegonethrough[i]==0||!special)&& - (special||Input::isKeyPressed(attackkey))){ - if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6|| - player[realdialoguetype].howactive>=typedead1|| - dialoguetype[i]>40&&dialoguetype[i]<50){ - whichdialogue=i; - for(int j=0;janimTarget].height != highheight) { + for (int i = 0; i < Dialog::dialogs.size(); i++) { + Dialog::dialogs[i].tick(i); } + } - windvar+=multiplier; - smoketex+=multiplier; - tutorialstagetime+=multiplier; + windvar += multiplier; + smoketex += multiplier; + tutorialstagetime += multiplier; //hotspots static float hotspotvisual[40]; - if(numhotspots){ + if (numhotspots) { XYZ hotspotsprite; - if(editorenabled) - for(int i=0;i0){ - hotspot[i]=player[hotspottype[i]].coords; + for (int i = 0; i < numhotspots; i++) { + if (hotspottype[i] <= 10 && hotspottype[i] > 0) { + hotspot[i] = Person::players[hotspottype[i]]->coords; } } } //Tutorial - if(tutoriallevel){ + if (tutoriallevel) { doTutorial(); } //bonuses - if(tutoriallevel!=1){ - if(bonustime==0&& - bonus!=solidhit&& - bonus!=spinecrusher&& - bonus!=tracheotomy&& - bonus!=backstab&& - bonusvalue>10){ + if (tutoriallevel != 1) { + if (bonustime == 0 && + bonus != solidhit && + bonus != spinecrusher && + bonus != tracheotomy && + bonus != backstab && + bonusvalue > 10) { emit_sound_np(consolesuccesssound); } - } else if(bonustime==0){ + } else if (bonustime == 0) { emit_sound_np(fireendsound); } - if(bonustime==0){ - if(bonus!=solidhit&& - bonus!=twoxcombo&& - bonus!=threexcombo&& - bonus!=fourxcombo&& - bonus!=megacombo) + if (bonustime == 0) { + if (bonus != solidhit && + bonus != twoxcombo && + bonus != threexcombo && + bonus != fourxcombo && + bonus != megacombo) bonusnum[bonus]++; else - bonusnum[bonus]+=0.15; - if(tutoriallevel) - bonusvalue=0; - bonusvalue/=bonusnum[bonus]; - bonustotal+=bonusvalue; + bonusnum[bonus] += 0.15; + if (tutoriallevel) + bonusvalue = 0; + bonusvalue /= bonusnum[bonus]; + bonustotal += bonusvalue; } - bonustime+=multiplier; + bonustime += multiplier; //snow effects - if(environment==snowyenvironment){ - precipdelay-=multiplier; - while(precipdelay<0){ - precipdelay+=.04; - if(!detail) - precipdelay+=.04; - XYZ footvel,footpoint; - - footvel=0; - footpoint=viewer+viewerfacing*6; - footpoint.y+=((float)abs(Random()%1200))/100-6; - footpoint.x+=((float)abs(Random()%1200))/100-6; - footpoint.z+=((float)abs(Random()%1200))/100-6; - Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1); + if (environment == snowyenvironment) { + precipdelay -= multiplier; + while (precipdelay < 0) { + precipdelay += .04; + if (!detail) + precipdelay += .04; + XYZ footvel, footpoint; + + footvel = 0; + footpoint = viewer + viewerfacing * 6; + footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6; + Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1); } } @@ -6252,222 +5589,211 @@ 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); - } - 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; + 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 { + 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(indialogue!=-1){ - cameramode=1; - if(directing){ - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); - - flatfacing=0; - flatfacing.z=-1; - - flatfacing=DoRotation(flatfacing,0,-rotation,0); - - if(Input::isKeyDown(forwardkey)) - viewer+=facing*multiplier*4; - if(Input::isKeyDown(backkey)) - viewer-=facing*multiplier*4; - if(Input::isKeyDown(leftkey)) - viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4; - if(Input::isKeyDown(rightkey)) - viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4; - if(Input::isKeyDown(jumpkey)) - 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 (!Person::players[0]->jumpkeydown) + Person::players[0]->jumpclimb = 0; + + + if (Dialog::inDialog()) { + cameramode = 1; + if (Dialog::directing) { + facing = 0; + facing.z = -1; + + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); + + flatfacing = 0; + flatfacing.z = -1; + + flatfacing = DoRotation(flatfacing, 0, -yaw, 0); + + if (Input::isKeyDown(forwardkey)) + viewer += facing * multiplier * 4; + if (Input::isKeyDown(backkey)) + viewer -= facing * multiplier * 4; + if (Input::isKeyDown(leftkey)) + viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4; + if (Input::isKeyDown(rightkey)) + viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4; + if (Input::isKeyDown(jumpkey)) + viewer.y += multiplier * 4; + if (Input::isKeyDown(crouchkey)) + viewer.y -= multiplier * 4; + if ( Input::isKeyPressed(SDL_SCANCODE_1) || + Input::isKeyPressed(SDL_SCANCODE_2) || + Input::isKeyPressed(SDL_SCANCODE_3) || + Input::isKeyPressed(SDL_SCANCODE_4) || + Input::isKeyPressed(SDL_SCANCODE_5) || + Input::isKeyPressed(SDL_SCANCODE_6) || + Input::isKeyPressed(SDL_SCANCODE_7) || + Input::isKeyPressed(SDL_SCANCODE_8) || + Input::isKeyPressed(SDL_SCANCODE_9) || + Input::isKeyPressed(SDL_SCANCODE_0) || + Input::isKeyPressed(SDL_SCANCODE_MINUS)) { 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)) - whichend=-1; - if(whichend!=-1){ - participantfocus[whichdialogue][indialogue]=whichend; - participantlocation[whichdialogue][whichend]=player[whichend].coords; - participantrotation[whichdialogue][whichend]=player[whichend].rotation; + 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) { + 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; + if (whichend == -1) { + Dialog::currentScene().participantfocus = -1; } - if(player[participantfocus[whichdialogue][indialogue]].dead){ - indialogue=-1; - directing=0; - cameramode=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; - dialoguecamerarotation[whichdialogue][indialogue]=rotation; - dialoguecamerarotation2[whichdialogue][indialogue]=rotation2; - indialogue++; - if(indialogue=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=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.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1); - rotation=dialoguecamerarotation[whichdialogue][indialogue]; - rotation2=dialoguecamerarotation2[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 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){ - hostile=1; + if (Dialog::currentScene().sound == -6) { + hostile = 1; } - if(player[participantfocus[whichdialogue][indialogue]].dead){ - indialogue=-1; - directing=0; - cameramode=0; + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; } } } } - if(indialogue>=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; - if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){ - hostile=1; + } + if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) { + hostile = 1; } - if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){ - windialogue=1; + if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) { + windialogue = true; } - if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){ - hostile=1; - for(int i=1;i 49 && Dialog::currentDialog().type < 60) { + hostile = 1; + 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].targetanimation!=jumpupanim&& - player[0].targetanimation!=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; - hawkrotation+=multiplier*25; - realhawkcoords=0; - realhawkcoords.x=25; - realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords; - hawkcalldelay-=multiplier/2; + Dialog::dialoguetime += multiplier; + hawkyaw += multiplier * 25; + realhawkcoords = 0; + realhawkcoords.x = 25; + realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords; + hawkcalldelay -= multiplier / 2; - if(hawkcalldelay<=0){ + if (hawkcalldelay <= 0) { emit_sound_at(hawksound, realhawkcoords); - hawkcalldelay=16+abs(Random()%8); + hawkcalldelay = 16 + abs(Random() % 8); } doDebugKeys(); @@ -6478,37 +5804,37 @@ void Game::Tick(){ doJumpReversals(); - for(int k=0;kimmobile) + Person::players[k]->coords = Person::players[k]->realoldcoords; - for(int k=0;kcoords.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); } } } //respawn static bool respawnkeydown; - if(!editorenabled&& - (whichlevel!=-2&& - (Input::isKeyDown(SDLK_z)&& - Input::isKeyDown(SDLK_LMETA)&& - debugmode)|| - (Input::isKeyDown(jumpkey)&& - !respawnkeydown&& - !oldattackkey&& - player[0].dead))){ - targetlevel=whichlevel; - loading=1; - leveltime=5; + if (!editorenabled && + (whichlevel != -2 && + (Input::isKeyDown(SDL_SCANCODE_Z) && + Input::isKeyDown(SDL_SCANCODE_LGUI) && + debugmode) || + (Input::isKeyDown(jumpkey) && + !respawnkeydown && + !oldattackkey && + Person::players[0]->dead))) { + targetlevel = whichlevel; + loading = 1; + leveltime = 5; } - if(!Input::isKeyDown(jumpkey)) - respawnkeydown=0; - if(Input::isKeyDown(jumpkey)) - respawnkeydown=1; + if (!Input::isKeyDown(jumpkey)) + respawnkeydown = 0; + if (Input::isKeyDown(jumpkey)) + respawnkeydown = 1; @@ -6516,427 +5842,405 @@ void Game::Tick(){ static bool movekey; //? - for(int i=0;iskeleton.free) { + oldtargetyaw = Person::players[i]->targetyaw; + if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if(!animation[player[0].targetanimation].attack&& - player[0].targetanimation!=staggerbackhighanim&& - player[0].targetanimation!=staggerbackhardanim&& - player[0].targetanimation!=crouchremoveknifeanim&& - player[0].targetanimation!=removeknifeanim&& - player[0].targetanimation!=backhandspringanim&& - player[0].targetanimation!=dodgebackanim&& - player[0].targetanimation!=walljumprightkickanim&& - player[0].targetanimation!=walljumpleftkickanim){ - if(cameramode) - player[0].targetrotation=0; + 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) + Person::players[0]->targetyaw = 0; else - player[0].targetrotation=-rotation+180; + Person::players[0]->targetyaw = -yaw + 180; } - facing=0; - facing.z=-1; + facing = 0; + facing.z = -1; - flatfacing=DoRotation(facing,0,player[i].rotation+180,0); - if(cameramode){ - facing=flatfacing; - }else{ - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); + flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); + if (cameramode) { + facing = flatfacing; + } else { + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); } - player[0].lookrotation=-rotation; + Person::players[0]->lookyaw = -yaw; - player[i].targetheadrotation=rotation; - player[i].targetheadrotation2=rotation2; + Person::players[i]->targetheadyaw = yaw; + Person::players[i]->targetheadpitch = pitch; } - if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){ - if(!animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=crouchremoveknifeanim&& - player[i].targetanimation!=removeknifeanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim&& - player[i].targetanimation!=walljumprightkickanim&& - player[i].targetanimation!=walljumpleftkickanim){ - player[i].targetrotation=-player[i].lookrotation+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; + facing = 0; + facing.z = -1; - flatfacing=DoRotation(facing,0,player[i].rotation+180,0); + flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); - facing=DoRotation(facing,-player[i].lookrotation2,0,0); - facing=DoRotation(facing,0,0-player[i].lookrotation,0); + facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0); + facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0); - player[i].targetheadrotation=player[i].lookrotation; - player[i].targetheadrotation2=player[i].lookrotation2; + Person::players[i]->targetheadyaw = Person::players[i]->lookyaw; + Person::players[i]->targetheadpitch = Person::players[i]->lookpitch; } - if(indialogue!=-1){ - player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]); - player[i].targetheadrotation2=pitch(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; + if (leveltime < .5) + numenvsounds = 0; - player[i].avoidsomething=0; + Person::players[i]->avoidsomething = 0; //avoid flaming things - for(int j=0;jcoords, &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;jonfire) + 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].targetanimation].attack==reversed){ - //player[i].targetrotation=player[i].rotation; - 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].targetanimation].attack==neutral) - numresponded=1; + 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].targetanimation==sneakanim|| - player[i].targetanimation==rollanim|| - player[i].targetanimation==backhandspringanim|| - player[i].isFlip()|| - player[i].isFlip()|| - player[i].aitype!=playercontrolled)){ - for(int j=0;jthrowkeydown && !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 || + Person::players[i]->aitype == playercontrolled) && + weapons[j].owner == -1 && + Person::players[i]->weaponactive == -1) + if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) { + if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) { + if (Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || + Person::players[i]->aitype != playercontrolled) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); + Person::players[i]->hasvictim = 0; } - if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].hasvictim=0; - - if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0|| - player[i].aitype==playercontrolled)&& - weapons.owner[j]==-1|| - player[i].victim&& - weapons.owner[j]==player[i].victim->id) - if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1) - if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){ - if(weapons.type[j]!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); - - player[i].weaponactive=0; - weapons.owner[j]=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; + 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 || + Person::players[i]->aitype == playercontrolled) && + weapons[j].owner == -1 || + Person::players[i]->victim && + weapons[j].owner == int(Person::players[i]->victim->id)) + if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) + if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) { + if (weapons[j].getType() != staff) + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + + Person::players[i]->takeWeapon(j); } } - }else if((player[i].isIdle()|| - player[i].isFlip()|| - player[i].aitype!=playercontrolled)&& - findDistancefast(&player[i].coords,&weapons.position[j])<5&& - player[i].coords.yisIdle() || + 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; - - for(int k=0;kid) - if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&& - player[i].weaponactive==-1){ - if(weapons.type[k]!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); - - player[i].weaponactive=0; - weapons.owner[k]=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; + if (Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->hasvictim = 0; + + for (unsigned k = 0; k < weapons.size(); k++) { + if (Person::players[i]->weaponactive == -1) + if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || + Person::players[i]->aitype == playercontrolled) && + weapons[k].owner == -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, Person::players[i]->coords, 128.); + + Person::players[i]->takeWeapon(k); } } } } } } - if(player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].isRun()|| - player[i].isIdle()||player[i].targetanimation==rollanim|| - player[i].targetanimation==backhandspringanim){ - if(numplayers>1) - for(int j=0;j0&& - player[j].weaponstuckwhere==1))|| - player[j].weaponstuck==-1|| - player[j].num_weapons>1)){ - if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - player[i].hasvictim=1; - setAnimation(i,crouchremoveknifeanim); - player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords); + if (Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim || + Person::players[i]->animTarget == backhandspringanim) { + if (Person::players.size() > 1) + for (unsigned j = 0; j < Person::players.size(); j++) { + if (Person::players[i]->weaponactive == -1) + if (j != i) + if (Person::players[j]->num_weapons && + Person::players[j]->skeleton.free && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ && + (((Person::players[j]->skeleton.forward.y < 0 && + Person::players[j]->weaponstuckwhere == 0) || + (Person::players[j]->skeleton.forward.y > 0 && + Person::players[j]->weaponstuckwhere == 1)) || + Person::players[j]->weaponstuck == -1 || + Person::players[j]->num_weapons > 1)) { + if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; + Person::players[i]->hasvictim = 1; + Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } - if(player[i].targetanimation==rollanim||player[i].targetanimation==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){ - fleshstuck=1; + fleshstuck = 0; + 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.type[k]!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); + if (!fleshstuck) { + if (weapons[k].getType() != staff) + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); } - if(fleshstuck) - emit_sound_at(fleshstabremovesound, player[i].coords, 128.); - - player[i].weaponactive=0; - if(weapons.owner[k]!=-1){ - if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0; - else player[i].victim->num_weapons=1; - - player[i].victim->skeleton.longdead=0; - player[i].victim->skeleton.free=1; - player[i].victim->skeleton.broken=0; - - for(int l=0;lskeleton.num_joints;l++){ - player[i].victim->skeleton.joints[l].velchange=0; - player[i].victim->skeleton.joints[l].locked=0; + if (fleshstuck) + emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.); + + if (weapons[k].owner != -1) { + if (Person::players[i]->victim->num_weapons == 1) + Person::players[i]->victim->num_weapons = 0; + else + Person::players[i]->victim->num_weapons = 1; + + Person::players[i]->victim->skeleton.longdead = 0; + Person::players[i]->victim->skeleton.free = 1; + Person::players[i]->victim->skeleton.broken = 0; + + for (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; - relative=0; - relative.y=10; + relative = 0; + relative.y = 10; Normalise(&relative); - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.position[k]; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons.bloody[k]=2; - weapons.blooddrip[k]=5; - player[i].victim->weaponstuck=-1; - player[i].victim->bloodloss+=2000; - player[i].victim->DoDamage(2000); + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[k].position; + 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; + 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; - playerJoint(player[i].victim,abdomen).velocity+=relative*6; - playerJoint(player[i].victim,neck).velocity+=relative*6; - playerJoint(player[i].victim,rightshoulder).velocity+=relative*6; - playerJoint(player[i].victim,leftshoulder).velocity+=relative*6; + Person::players[i]->victim->jointVel(abdomen) += relative * 6; + Person::players[i]->victim->jointVel(neck) += relative * 6; + Person::players[i]->victim->jointVel(rightshoulder) += relative * 6; + Person::players[i]->victim->jointVel(leftshoulder) += relative * 6; } - weapons.owner[k]=i; - if(player[i].num_weapons>0){ - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; - } - player[i].num_weapons++; - player[i].weaponids[0]=k; + Person::players[i]->takeWeapon(k); } } } } } } - if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(weapons.type[player[i].weaponids[0]]==knife){ - if(player[i].isIdle()|| - player[i].isRun()|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].isFlip()) - if(numplayers>1) - for(int j=0;j1.5&& - !player[j].skeleton.free&& - -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){ - if(!player[i].isFlip()){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - setAnimation(i,knifethrowanim); - player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords); - player[i].targettilt2=pitchTo(player[i].coords,player[j].coords); + if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { + if (weapons[Person::players[i]->weaponids[0]].getType() == knife) { + if (Person::players[i]->isIdle() || + Person::players[i]->isRun() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isFlip()) + if (Person::players.size() > 1) + for (unsigned j = 0; j < Person::players.size(); j++) { + if (i != j) + if (tutoriallevel != 1 || tutorialstage == 49) + if (hostile) + if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && + !Person::players[j]->skeleton.free && + -1 == 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.owner[player[i].weaponids[0]]=-1; - aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,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.velocity[player[i].weaponids[0]]=aim*50; - weapons.tipvelocity[player[i].weaponids[0]]=aim*50; - weapons.missed[player[i].weaponids[0]]=0; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=0; - player[i].num_weapons--; - if(player[i].num_weapons){ - player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; + aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0); + + 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].targetanimation==sneakanim){ - player[i].throwtogglekeydown=1; - weapons.owner[player[i].weaponids[0]]=-1; - weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2; - if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1; - weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]]; - weapons.missed[player[i].weaponids[0]]=1; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=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;jweaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } } @@ -6944,529 +6248,546 @@ 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&& - i!=0){ - bool isgood=1; - if(player[i].weaponactive!=-1) - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff) - isgood=0; - if(isgood&&player[i].creature!=wolftype){ - if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ - setAnimation(i,drawrightanim); - player[i].drawtogglekeydown=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 (Person::players[i]->weaponactive != -1) + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) + isgood = false; + if (isgood && Person::players[i]->creature != wolftype) { + if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { + Person::players[i]->setAnimation(drawrightanim); + Person::players[i]->drawtogglekeydown = 1; } - if((player[i].isIdle()|| - (player[i].aitype!=playercontrolled&& - player[0].weaponactive!=-1&& - player[i].isRun()))&& - player[i].num_weapons&& - weapons.type[player[i].weaponids[0]]==sword){ - setAnimation(i,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.type[player[i].weaponids[0]]==knife){ - setAnimation(i,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].isCrouch()&& - weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - bloodtoggle&& - player[i].onterrain&& - player[i].num_weapons&& - player[i].weaponactive!=-1&& - player[i].attackkeydown){ - if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - player[i].onterrain&& - bloodtoggle&&musictype!=stream_fighttheme){ - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife) - setAnimation(i,crouchstabanim); - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword) - setAnimation(i,swordgroundstabanim); - player[i].hasvictim=0; - //player[i].attacktogglekeydown=1; + if (Person::players[i]->weaponactive != -1) { + if (Person::players[i]->isCrouch() && + weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && + bloodtoggle && + Person::players[i]->onterrain && + Person::players[i]->num_weapons && + Person::players[i]->attackkeydown && + musictype != stream_fighttheme) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) + Person::players[i]->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){ - absflatfacing=0; - absflatfacing.z=-1; - - absflatfacing=DoRotation(absflatfacing,0,-rotation,0); - } - 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 (i == 0) { + absflatfacing = 0; + absflatfacing.z = -1; + + absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0); + } else + absflatfacing = flatfacing; + + 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; + movekey = 0; //Do controls - if(!animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=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;jsuperruntoggle = 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;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - ((player[j].targetanimation==swordslashanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim)&& - findDistancefast(&player[j].coords,&player[i].coords)<2))){ - if(target>=0) - target=-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]->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 - target=j; + target = j; } } } - if(target>=0) - player[target].Reverse(); - player[i].lowreversaldelay=.5; + if (target >= 0) + Person::players[target]->Reverse(); + Person::players[i]->lowreversaldelay = .5; - if(player[i].isIdle()){ - setAnimation(i,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))){ - setAnimation(i,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].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0; - target=-2; - if(player[i].isCrouch()){ - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==spinkickanim)&& - player[i].isCrouch()){ - if(target>=0) - target=-1; + if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) + Person::players[i]->superruntoggle = 0; + target = -2; + if (Person::players[i]->isCrouch()) { + if (Person::players.size() > 1) + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j != i && + !Person::players[j]->skeleton.free && + Person::players[j]->victim && + Person::players[i]->highreversaldelay <= 0) { + 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 - target=j; + target = j; } } } - if(target>=0) - player[target].Reverse(); - player[i].highreversaldelay=.5; - - if(player[i].isCrouch()){ - if(!player[i].wasCrouch()){ - player[i].currentanimation=player[i].getCrouch(); - player[i].currentframe=0; + if (target >= 0) + Person::players[target]->Reverse(); + Person::players[i]->highreversaldelay = .5; + + if (Person::players[i]->isCrouch()) { + if (!Person::players[i]->wasCrouch()) { + Person::players[i]->animCurrent = Person::players[i]->getCrouch(); + Person::players[i]->frameCurrent = 0; } - setAnimation(i,player[i].getIdle()); - player[i].transspeed=10; + Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->transspeed = 10; } } - if(player[i].targetanimation==sneakanim){ - setAnimation(i,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].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - if(player[i].aitype==passivetype) - setAnimation(i,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 - setAnimation(i,player[i].getRun()); + Person::players[i]->setAnimation(Person::players[i]->getRun()); } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=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].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ - setAnimation(i,climbanim); - player[i].targetframe=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].targetanimation==jumpupanim||player[i].targetanimation==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; - movekey=1; + Person::players[i]->forwardstogglekeydown = 1; + movekey = 1; } - if (player[i].rightkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - setAnimation(i,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].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=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].targetanimation==jumpupanim||player[i].targetanimation==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].targetrotation-=90; - if(player[i].forwardkeydown)player[i].targetrotation+=45; - if(player[i].backkeydown)player[i].targetrotation-=45; - movekey=1; + 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].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - setAnimation(i,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].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=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].targetanimation==jumpupanim||player[i].targetanimation==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].targetrotation+=90; - if(player[i].forwardkeydown)player[i].targetrotation-=45; - if(player[i].backkeydown)player[i].targetrotation+=45; - movekey=1; + 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].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - setAnimation(i,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].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=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].targetanimation==jumpupanim||player[i].targetanimation==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].targetanimation==hanganim){ - player[i].currentanimation=jumpdownanim; - player[i].targetanimation=jumpdownanim; - player[i].target=0; - player[i].currentframe=0; - player[i].targetframe=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].targetrotation+=180; - movekey=1; + 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].targetframe>=3)|| - player[i].isRun()|| - player[i].targetanimation==walkanim|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim)&& - player[i].jumppower>1)&& - ((player[i].targetanimation!=rabbitrunninganim&& - player[i].targetanimation!=wolfrunninganim)||i!=0)){ - player[i].jumpstart=0; - setAnimation(i,jumpupanim); - player[i].rotation=player[i].targetrotation; - player[i].transspeed=20; - player[i].FootLand(0,1); - player[i].FootLand(1,1); - - facing=0; - facing.z=-1; - flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0); - - if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale; - if(!movekey)player[i].velocity=0; + 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, Person::players[i]->targetyaw + 180, 0); + + if (movekey) + Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale; + if (!movekey) + Person::players[i]->velocity = 0; //Dodge sweep? - target=-2; - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim)){ - if(target>=0)target=-1; - else target=j; + target = -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) { + 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 + target = j; } } } - if(target>=0)player[i].velocity.y=1; - else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){ - player[i].velocity.y=7; - player[i].crouchtogglekeydown=1; - } - else player[i].velocity.y=5; - - if(mousejump&&i==0&&debugmode){ - if(!player[i].isLanding())player[i].tempdeltav=deltav; - if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000; - } + if (target >= 0) + Person::players[i]->velocity.y = 1; + else + if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) { + Person::players[i]->velocity.y = 7; + Person::players[i]->crouchtogglekeydown = 1; + } else Person::players[i]->velocity.y = 5; + + if (mousejump && i == 0 && debugmode) { + if (!Person::players[i]->isLanding()) + Person::players[i]->tempdeltav = deltav; + if (Person::players[i]->tempdeltav < 0) + Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000; + } - player[i].coords.y+=.2; - player[i].jumppower-=1; + Person::players[i]->coords.y += .2; + Person::players[i]->jumppower -= 1; - if (!i) - emit_sound_at(whooshsound, player[i].coords, 128.); + if (!i) + emit_sound_at(whooshsound, Person::players[i]->coords, 128.); - emit_sound_at(jumpsound, player[i].coords, 128.); + emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } - if((player[i].isIdle())&&player[i].jumppower>1){ - setAnimation(i,player[i].getLanding()); - player[i].targetframe=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].targetanimation==jumpupanim&& - (((!floatjump&& - !editorenabled)|| - !debugmode)|| - player[i].aitype!=playercontrolled)){ - if(player[i].jumppower>multiplier*6){ - player[i].velocity.y+=multiplier*6; - player[i].jumppower-=multiplier*6; + if (Person::players[i]->animTarget == jumpupanim && + (((!floatjump && + !editorenabled) || + !debugmode) || + Person::players[i]->aitype != playercontrolled)) { + if (Person::players[i]->jumppower > multiplier * 6) { + Person::players[i]->velocity.y += multiplier * 6; + Person::players[i]->jumppower -= multiplier * 6; } - if(player[i].jumppower<=multiplier*6){ - player[i].velocity.y+=player[i].jumppower; - player[i].jumppower=0; + if (Person::players[i]->jumppower <= multiplier * 6) { + Person::players[i]->velocity.y += Person::players[i]->jumppower; + Person::players[i]->jumppower = 0; } } - if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30; + if (((floatjump || editorenabled) && debugmode) && i == 0) + Person::players[i]->velocity.y += multiplier * 30; } - if(!movekey){ - if(player[i].isRun()||player[i].targetanimation==walkanim) - setAnimation(i,player[i].getStop()); - if(player[i].targetanimation==sneakanim){ - player[i].targetanimation=player[i].getCrouch(); - if(player[i].currentanimation==sneakanim) - player[i].target=0; - player[i].targetframe=0; + if (!movekey) { + 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].targetanimation==walkanim&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype|| - (player[i].aitype==passivetype&& - player[i].numwaypoints<=1))) - setAnimation(i,player[i].getStop()); - if(player[i].isRun()&&(player[i].aitype==passivetype)) - setAnimation(i,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].targetanimation==rollanim) - player[i].targetrotation=oldtargetrotation; + if (Person::players[i]->animTarget == rollanim) + Person::players[i]->targetyaw = oldtargetyaw; } //Rotation - for(int k=0;k180){ - if(player[k].rotation>player[k].targetrotation) - player[k].rotation-=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].rotation+=360; + Person::players[k]->yaw += 360; } //stop to turn in right direction - if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)) - setAnimation(k,player[k].getStop()); - - if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim) - player[k].targettilt=0; - - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=backhandspringanim&& - player[k].targetanimation!=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].rotation-player[k].targetrotation)/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;kDoAnimations(); + Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale); + Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale); } //do stuff objects.DoStuff(); - - for(int j=numenvsounds-1;j>=0;j--){ - envsoundlife[j]-=multiplier; - if(envsoundlife[j]<0){ + + for (int j = numenvsounds - 1; j >= 0; j--) { + envsoundlife[j] -= multiplier; + if (envsoundlife[j] < 0) { numenvsounds--; - envsoundlife[j]=envsoundlife[numenvsounds]; - envsound[j]=envsound[numenvsounds]; + envsoundlife[j] = envsoundlife[numenvsounds]; + 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){ + if (tutoriallevel == 1) { XYZ temp; XYZ temp2; XYZ temp3; XYZ oldtemp; XYZ oldtemp2; - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - temp3.x=1038; - temp3.y=76; - temp3.z=453; - oldtemp=temp; - oldtemp2=temp2; - if(tutorialstage>=51) - if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){ + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + temp3.x = 1038; + temp3.y = 76; + temp3.z = 453; + oldtemp = temp; + oldtemp2 = temp2; + if (tutorialstage >= 51) + if (distsq(&temp, &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); - gameon=0; - mainmenu=5; + gameon = 0; + mainmenu = 5; fireSound(); flash(); } - if(tutorialstage<51) - if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){ - emit_sound_at(fireendsound, player[0].coords); + if (tutorialstage < 51) + 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(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){ - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;i= 14 && tutorialstage < 50) + 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 < Person::players[1]->skeleton.num_joints; i++) { + if (Random() % 2 == 0) { + 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;icoords = (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 (!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); } } } @@ -7475,27 +6796,27 @@ void Game::Tick(){ //3d sound static float gLoc[3]; - gLoc[0]=viewer.x; - gLoc[1]=viewer.y; - gLoc[2]=viewer.z; + gLoc[0] = viewer.x; + gLoc[1] = viewer.y; + gLoc[2] = viewer.z; static float vel[3]; - vel[0]=(viewer.x-oldviewer.x)/multiplier; - vel[1]=(viewer.y-oldviewer.y)/multiplier; - vel[2]=(viewer.z-oldviewer.z)/multiplier; + vel[0] = (viewer.x - oldviewer.x) / multiplier; + vel[1] = (viewer.y - oldviewer.y) / multiplier; + vel[2] = (viewer.z - oldviewer.z) / multiplier; //Set orientation with forward and up vectors static XYZ upvector; - upvector=0; - upvector.z=-1; + upvector = 0; + upvector.z = -1; - upvector=DoRotation(upvector,-rotation2+90,0,0); - upvector=DoRotation(upvector,0,0-rotation,0); + upvector = DoRotation(upvector, -pitch + 90, 0, 0); + upvector = DoRotation(upvector, 0, 0 - yaw, 0); - facing=0; - facing.z=-1; + facing = 0; + facing.z = -1; - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); static float ori[6]; @@ -7509,449 +6830,427 @@ void Game::Tick(){ OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]); OPENAL_Update(); - oldviewer=viewer; - } - } + oldviewer = viewer; + } + } - if(Input::isKeyPressed(SDLK_F1)) - Screenshot(); + if (Input::isKeyPressed(SDL_SCANCODE_F1)) + Screenshot(); } -void Game::TickOnce(){ - if(mainmenu) - rotation+=multiplier*5; - else - if(directing||indialogue==-1) { - rotation+=deltah*.7; - if(!invertmouse) - rotation2+=deltav*.7; - if(invertmouse) - rotation2-=deltav*.7; - if(rotation2>90) - rotation2=90; - if(rotation2<-70) - rotation2=-70; - } +void Game::TickOnce() +{ + if (mainmenu) { + yaw += multiplier * 5; + } else if (Dialog::directing || !Dialog::inDialog()) { + yaw += deltah * .7; + if (invertmouse) { + pitch -= deltav * .7; + } else { + pitch += deltav * .7; + } + if (pitch > 90) + pitch = 90; + if (pitch < -70) + pitch = -70; + } } -void Game::TickOnceAfter(){ - static XYZ colviewer; - static XYZ coltarget; - static XYZ target; - static XYZ col; - static XYZ facing; - static float changedelay; - static bool alldead; - static float unseendelay; - static float cameraspeed; - - if(!mainmenu){ - - if(environment==snowyenvironment) - leveltheme=stream_snowtheme; - if(environment==grassyenvironment) - leveltheme=stream_grasstheme; - if(environment==desertenvironment) - leveltheme=stream_deserttheme; - - realthreat=0; - - musictype=leveltheme; - for(int i=0;i0) - musictype=stream_fighttheme; - } - - - if(loading==2){ - musictype=stream_menutheme; - musicvolume[2]=512; - musicvolume[0]=0; - musicvolume[1]=0; - musicvolume[3]=0; - } - - if(musictoggle) - if(musictype!=oldmusictype&&musictype==stream_fighttheme) - emit_sound_np(alarmsound); - musicselected=musictype; - - if(musicselected==leveltheme) - musicvolume[0]+=multiplier*450; - else - musicvolume[0]-=multiplier*450; - if(musicselected==stream_fighttheme) - musicvolume[1]+=multiplier*450; - else - musicvolume[1]-=multiplier*450; - if(musicselected==stream_menutheme) - musicvolume[2]+=multiplier*450; - else - musicvolume[2]-=multiplier*450; - - for(int i=0;i<3;i++){ - if(musicvolume[i]<0) - musicvolume[i]=0; - if(musicvolume[i]>512) - musicvolume[i]=512; - } - - if(musicvolume[2]>128&&!loading&&!mainmenu) - musicvolume[2]=128; - - if(musictoggle){ - if(musicvolume[0]>0&&oldmusicvolume[0]<=0) - emit_stream_np(leveltheme, musicvolume[0]); - if(musicvolume[1]>0&&oldmusicvolume[1]<=0) - emit_stream_np(stream_fighttheme, musicvolume[1]); - if(musicvolume[2]>0&&oldmusicvolume[2]<=0) - emit_stream_np(stream_menutheme, musicvolume[2]); - if(musicvolume[0]<=0&&oldmusicvolume[0]>0) - pause_sound(leveltheme); - if(musicvolume[1]<=0&&oldmusicvolume[1]>0) - pause_sound(stream_fighttheme); - if(musicvolume[2]<=0&&oldmusicvolume[2]>0) - pause_sound(stream_menutheme); - - if(musicvolume[0]!=oldmusicvolume[0]) - OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); - if(musicvolume[1]!=oldmusicvolume[1]) - OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); - if(musicvolume[2]!=oldmusicvolume[2]) - OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); - - for(int i=0;i<3;i++) - oldmusicvolume[i]=musicvolume[i]; - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - killhotspot=2; - for(int i=0;i10&&hotspottype[i]<20){ - if(player[hotspottype[i]-10].dead==0) - killhotspot=0; - else if(killhotspot==2) - killhotspot=1; - } - } - if(killhotspot==2) - killhotspot=0; - - - winhotspot=0; - for(int i=0;iaitype == 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 (Person::players[0]->dead) + musictype = stream_menutheme; + + + if (musictype == stream_fighttheme) + unseendelay = 1; + + if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) { + unseendelay -= multiplier; + if (unseendelay > 0) + musictype = stream_fighttheme; + } + + + if (loading == 2) { + musictype = stream_menutheme; + musicvolume[2] = 512; + musicvolume[0] = 0; + musicvolume[1] = 0; + musicvolume[3] = 0; + } + + if (musictoggle) + if (musictype != oldmusictype && musictype == stream_fighttheme) + emit_sound_np(alarmsound); + musicselected = musictype; + + if (musicselected == leveltheme) + musicvolume[0] += multiplier * 450; + else + musicvolume[0] -= multiplier * 450; + if (musicselected == stream_fighttheme) + musicvolume[1] += multiplier * 450; + else + musicvolume[1] -= multiplier * 450; + if (musicselected == stream_menutheme) + musicvolume[2] += multiplier * 450; + else + musicvolume[2] -= multiplier * 450; + + for (int i = 0; i < 3; i++) { + if (musicvolume[i] < 0) + musicvolume[i] = 0; + if (musicvolume[i] > 512) + musicvolume[i] = 512; + } + + if (musicvolume[2] > 128 && !loading && !mainmenu) + musicvolume[2] = 128; + + if (musictoggle) { + if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) + emit_stream_np(leveltheme, musicvolume[0]); + if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) + emit_stream_np(stream_fighttheme, musicvolume[1]); + if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) + emit_stream_np(stream_menutheme, musicvolume[2]); + if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) + pause_sound(leveltheme); + if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) + pause_sound(stream_fighttheme); + if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) + pause_sound(stream_menutheme); + + if (musicvolume[0] != oldmusicvolume[0]) + OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); + if (musicvolume[1] != oldmusicvolume[1]) + OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); + if (musicvolume[2] != oldmusicvolume[2]) + OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); + + for (int i = 0; i < 3; i++) + oldmusicvolume[i] = musicvolume[i]; + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; + } + } + + killhotspot = 2; + for (int i = 0; i < numhotspots; i++) { + if (hotspottype[i] > 10 && hotspottype[i] < 20) { + if (Person::players[hotspottype[i] - 10]->dead == 0) + killhotspot = 0; + else if (killhotspot == 2) + killhotspot = 1; + } + } + if (killhotspot == 2) + killhotspot = 0; + + + winhotspot = false; + for (int i = 0; i < numhotspots; i++) + if (hotspottype[i] == -1) + if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i]) + winhotspot = true; + + int numalarmed = 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){ - changedelay=1; - targetlevel=whichlevel; - } - alldead=1; - for(int i=1;inumchallengelevels-1)targetlevel=0; - } - if(winhotspot||windialogue){ - changedelay=0.1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - - if(killhotspot){ - changedelay=1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - if(changedelay>0&&!player[0].dead&&!won) { - //high scores, awards, win - if(campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); - scoreadded=1; - } else { - accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime); - } - won=1; - } - } - - if(!winfreeze){ - - if(leveltime<1){ - loading=0; - changedelay=.1; - alldead=0; - winhotspot=0; - killhotspot=0; - } - - if(!editorenabled&&gameon&&!mainmenu) { - if(changedelay!=-999) - changedelay-=multiplier/7; - if(player[0].dead) - targetlevel=whichlevel; - if(loading==2&&!campaign){ - flash(); - - fireSound(firestartsound); - - if(!player[0].dead&&targetlevel!=whichlevel) - startbonustotal=bonustotal; - if(player[0].dead) + if (numalarmed > maxalarmed) + maxalarmed = numalarmed; + + if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { + if (Person::players[0]->dead && changedelay <= 0) { + changedelay = 1; + targetlevel = whichlevel; + } + alldead = true; + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) { + alldead = false; + break; + } + } + + + if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + } + if (winhotspot || windialogue) { + changedelay = 0.1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + } + + + if (killhotspot) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + } + + if (changedelay > 0 && !Person::players[0]->dead && !won) { + //high scores, awards, win + if (campaign) { + accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + scoreadded = 1; + } else { + accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + } + won = 1; + } + } + + if (!winfreeze) { + + if (leveltime < 1) { + loading = 0; + changedelay = .1; + alldead = false; + winhotspot = false; + killhotspot = 0; + } + + if (!editorenabled && gameon && !mainmenu) { + if (changedelay != -999) + changedelay -= multiplier / 7; + if (Person::players[0]->dead) + targetlevel = whichlevel; + if (loading == 2 && !campaign) { + flash(); + + fireSound(firestartsound); + + if (!Person::players[0]->dead && targetlevel != whichlevel) + startbonustotal = bonustotal; + if (Person::players[0]->dead) Loadlevel(whichlevel); - else + else Loadlevel(targetlevel); - fireSound(); + fireSound(); - loading=3; - } - if(loading==2&&targetlevel==whichlevel){ - flash(); - loadtime=0; + loading = 3; + } + if (loading == 2 && targetlevel == whichlevel) { + flash(); + loadtime = 0; - fireSound(firestartsound); + fireSound(firestartsound); - Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]); + Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); - fireSound(); + fireSound(); - loading=3; - } - if(changedelay<=-999&& - whichlevel!=-2&& - !loading&& - (player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| + loading = 3; + } + if (changedelay <= -999 && + whichlevel != -2 && + !loading && + (Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || (killhotspot))) - loading=1; - if((player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| - (windialogue)|| - (killhotspot))&& - changedelay<=0) { - if(whichlevel!=-2&&!loading&&!player[0].dead) { - winfreeze=true; - changedelay=-999; + loading = 1; + if ((Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (killhotspot)) && + changedelay <= 0) { + if (whichlevel != -2 && !loading && !Person::players[0]->dead) { + winfreeze = true; + changedelay = -999; } - if(player[0].dead) - loading=1; - } - } + if (Person::players[0]->dead) + loading = 1; + } + } - if(campaign) { + if (campaign) { // campaignchoosenext determines what to do when the level is complete: // 0 = load next level // 1 = go back to level select screen // 2 = stealthload next level - if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){ - if(campaignnumnext[campaignchoicewhich[whichchoice]]==0) - endgame=1; - } else if(mainmenu==0&&winfreeze) { - stealthloading = (campaignchoosenext[campaignchoicewhich[whichchoice]]==2); - - if(!stealthloading){ - fireSound(firestartsound); - - flash(); - } - - startbonustotal=0; - - LoadCampaign(); - - loading=2; - loadtime=0; - targetlevel=7; - if(!firstload) - LoadStuff(); - whichchoice=0; - visibleloading=1; - stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[0]]); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - - stealthloading=0; - } + if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) { + if (campaignlevels[actuallevel].nextlevel.empty()) + endgame = 1; + } else if (mainmenu == 0 && winfreeze) { + stealthloading = (campaignlevels[actuallevel].choosenext == 2); + + if (!stealthloading) { + fireSound(firestartsound); + + flash(); + } + + startbonustotal = 0; + + LoadCampaign(); + + loading = 2; + loadtime = 0; + targetlevel = 7; + if (!firstload) + LoadStuff(); + whichchoice = 0; + actuallevel = campaignlevels[actuallevel].nextlevel.front(); + visibleloading = 1; + stillloading = 1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign = 1; + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + + stealthloading = 0; + } } - if(loading==3) - loading=0; + if (loading == 3) + loading = 0; } - oldmusictype=musictype; - } - - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); - viewerfacing=facing; - - if(!cameramode){ - if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - target.y+=.1; - if(player[0].skeleton.free){ - for(int i=0;itarget.y) - target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y; - } - target.y+=.1; - } - 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].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)2.3)cameradist=2.3; - viewer=cameraloc-facing*cameradist; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;janimTarget].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 = 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 (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; } - } - 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].targetanimation!=hanganim&&player[0].targetanimation!=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].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=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;jskeleton.free != 2) { + cameraspeed = 20; + if (findLengthfast(&Person::players[0]->velocity) > 400) { + cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96; + } + 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 (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; + } + if (editorenabled) + cameraloc = target; + cameradist += multiplier * 5; + if (cameradist > 2.3) + cameradist = 2.3; + viewer = cameraloc - facing * cameradist; + colviewer = viewer; + coltarget = cameraloc; + objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) + for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { + int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + coltarget = cameraloc; + if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) + viewer = col; + } + if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) + for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { + int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { + viewer = colviewer; } } - cameradist=findDistance(&viewer,&target); - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6); - if(cameraloc.y.8)camerashake=.8; - //if(woozy>10)woozy=10; - //woozy+=multiplier; - woozy+=multiplier; - if(player[0].dead)camerashake=0; - if(player[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; - viewer.z+=(float)(Random()%100)*.0005*camerashake; - } - } + } + if (camerashake > .8) + camerashake = .8; + woozy += multiplier; + if (Person::players[0]->dead) + camerashake = 0; + if (Person::players[0]->dead) + woozy = 0; + camerashake -= multiplier * 2; + blackout -= multiplier * 2; + if (camerashake < 0) + camerashake = 0; + if (blackout < 0) + blackout = 0; + if (camerashake) { + viewer.x += (float)(Random() % 100) * .0005 * camerashake; + viewer.y += (float)(Random() % 100) * .0005 * camerashake; + viewer.z += (float)(Random() % 100) * .0005 * camerashake; + } + } }