X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=9b98e78c9e90a3817ddb209cb871adb538efaf6f;hb=475fb97fd19a8bc2c58c603d0bc5dcf8cc63b40d;hp=1a84485a31f86785300a89bbdcebfe5e6fc45944;hpb=96f10b742814fab1d16e3fa704160773c3381795;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 1a84485..9b98e78 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -21,6 +21,21 @@ along with Lugaru. If not, see . // Enable full math definitions #define _USE_MATH_DEFINES +#include "Game.hpp" + +#include "Animation/Animation.hpp" +#include "Audio/openal_wrapper.hpp" +#include "Devtools/ConsoleCmds.hpp" +#include "Level/Awards.hpp" +#include "Level/Campaign.hpp" +#include "Level/Dialog.hpp" +#include "Level/Hotspot.hpp" +#include "Menu/Menu.hpp" +#include "User/Settings.hpp" +#include "Utils/Folders.hpp" +#include "Utils/Input.hpp" +#include "Tutorial.hpp" + #if PLATFORM_UNIX #include #include @@ -29,25 +44,11 @@ along with Lugaru. If not, see . #include #endif - -#include -#include +#include #include +#include #include -#include "Game.h" -#include "openal_wrapper.h" -#include "Settings.h" -#include "Input.h" -#include "Animation/Animation.h" -#include "Awards.h" -#include "Menu.h" -#include "ConsoleCmds.h" -#include "Dialog.h" -#include "Utils/Folders.h" -#include "Hotspot.h" -#include "Campaign.h" - -#include +#include #include using namespace std; @@ -68,7 +69,6 @@ extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool floatjump; @@ -90,7 +90,7 @@ extern bool mousejump; extern float viewdistance; extern bool freeze; extern XYZ windvector; -extern bool debugmode; +extern bool devtools; int leveltheme; extern int mainmenu; extern int oldmainmenu; @@ -102,7 +102,7 @@ extern float envsoundlife[30]; extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar -extern bool decals; +extern bool decalstoggle; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -113,12 +113,7 @@ extern float skyboxlightb; extern float fadestart; extern float slomospeed; extern float slomofreq; -extern int tutoriallevel; extern float smoketex; -extern float tutorialstagetime; -extern int tutorialstage; -extern float tutorialmaxtime; -extern float tutorialsuccess; extern bool againbonus; extern bool reversaltrain; extern bool canattack; @@ -181,7 +176,7 @@ STATIC_ASSERT (rabbittype == 0 && wolftype == 1) // utility functions // TODO: this is slightly incorrect -inline float roughDirection(XYZ vec) +float roughDirection(XYZ vec) { Normalise(&vec); float angle = -asin(-vec.x) * 180 / M_PI; @@ -189,7 +184,7 @@ inline float roughDirection(XYZ vec) angle = 180 - angle; return angle; } -inline float roughDirectionTo(XYZ start, XYZ end) +float roughDirectionTo(XYZ start, XYZ end) { return roughDirection(end - start); } @@ -198,11 +193,11 @@ inline float pitchOf(XYZ vec) Normalise(&vec); return -asin(vec.y) * 180 / M_PI; } -inline float pitchTo(XYZ start, XYZ end) +float pitchTo(XYZ start, XYZ end) { return pitchOf(end - start); } -inline float sq(float n) +float sq(float n) { return n * n; } @@ -219,7 +214,7 @@ inline float stepTowardf(float from, float to, float by) void Game::playdialoguescenesound() { XYZ temppos; - temppos = Person::players[Dialog::currentScene().participantfocus]->coords; + temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; @@ -318,11 +313,12 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < objects.numobjects; i++) { - float distance = distsq(&objects.position[i], &Person::players[0]->coords); + for (unsigned int i = 0; i < Object::objects.size(); i++) { + float distance = distsq(&Object::objects[i]->position, + &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; - closest = i; + closest = (int) i; } } return closest; @@ -348,13 +344,9 @@ void Screenshot (void) char filename[1024]; time_t t = time(NULL); struct tm *tme = localtime(&t); - sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png", + sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); -#if defined(_WIN32) - mkdir("Screenshots"); -#endif - save_screenshot(filename); } @@ -378,123 +370,6 @@ void Game::SetUpLighting() light.ambient[2] *= (skyboxlightb + average) / 2; } -int findPathDist(int start, int end) -{ - int smallestcount, count, connected; - int last, last2, last3, last4; - int closest; - - smallestcount = 1000; - for (int i = 0; i < 50; i++) { - count = 0; - last = start; - last2 = -1; - last3 = -1; - last4 = -1; - while (last != end && count < 30) { - closest = -1; - for (int j = 0; j < numpathpoints; j++) { - if (j != last && j != last2 && j != last3 && j != last4) { - connected = 0; - if (numpathpointconnect[j]) - for (int k = 0; k < numpathpointconnect[j]; k++) { - if (pathpointconnect[j][k] == last)connected = 1; - } - if (!connected) - if (numpathpointconnect[last]) - for (int k = 0; k < numpathpointconnect[last]; k++) { - if (pathpointconnect[last][k] == j)connected = 1; - } - if (connected) - if (closest == -1 || Random() % 2 == 0) { - closest = j; - } - } - } - last4 = last3; - last3 = last2; - last2 = last; - last = closest; - count++; - } - if (count < smallestcount) - smallestcount = count; - } - return smallestcount; -} - -int Game::checkcollide(XYZ startpoint, XYZ endpoint) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - - minx = min(startpoint.x, endpoint.x) - 1; - miny = min(startpoint.y, endpoint.y) - 1; - minz = min(startpoint.z, endpoint.z) - 1; - maxx = max(startpoint.x, endpoint.x) + 1; - maxy = max(startpoint.y, endpoint.y) + 1; - maxz = max(startpoint.z, endpoint.z) + 1; - - for (int i = 0; i < objects.numobjects; i++) { - if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius && - objects.position[i].x < maxx + objects.model[i].boundingsphereradius && - objects.position[i].y > miny - objects.model[i].boundingsphereradius && - objects.position[i].y < maxy + objects.model[i].boundingsphereradius && - objects.position[i].z > minz - objects.model[i].boundingsphereradius && - objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { - if ( objects.type[i] != treeleavestype && - objects.type[i] != bushtype && - objects.type[i] != firetype) { - colviewer = startpoint; - coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) - return i; - } - } - } - - return -1; -} - -int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - static int i; //FIXME: see below - - minx = min(startpoint.x, endpoint.x) - 1; - miny = min(startpoint.y, endpoint.y) - 1; - minz = min(startpoint.z, endpoint.z) - 1; - maxx = max(startpoint.x, endpoint.x) + 1; - maxy = max(startpoint.y, endpoint.y) + 1; - maxz = max(startpoint.z, endpoint.z) + 1; - - if (what != 1000) { - if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius && - objects.position[what].x < maxx + objects.model[what].boundingsphereradius && - objects.position[what].y > miny - objects.model[what].boundingsphereradius && - objects.position[what].y < maxy + objects.model[what].boundingsphereradius && - objects.position[what].z > minz - objects.model[what].boundingsphereradius && - objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { - if ( objects.type[what] != treeleavestype && - objects.type[what] != bushtype && - objects.type[what] != firetype) { - colviewer = startpoint; - coltarget = endpoint; - //FIXME: i/what - if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1) - return i; - } - } - } - - if (what == 1000) - if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) - return 1000; - - return -1; -} - void Setenvironment(int which) { LOGFUNC; @@ -517,10 +392,10 @@ void Setenvironment(int which) if (ambientsound) emit_stream_np(stream_wind); - objects.treetextureptr.load("Textures/SnowTree.png", 0); - objects.bushtextureptr.load("Textures/BushSnow.png", 0); - objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); - objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); + Object::treetextureptr.load("Textures/SnowTree.png", 0); + Object::bushtextureptr.load("Textures/BushSnow.png", 0); + Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + Object::boxtextureptr.load("Textures/SnowBox.jpg", 1); footstepsound = footstepsn1; footstepsound2 = footstepsn2; @@ -542,16 +417,14 @@ void Setenvironment(int which) "Textures/Skybox(snow)/Down.jpg"); - - 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); + Object::treetextureptr.load("Textures/DesertTree.png", 0); + Object::bushtextureptr.load("Textures/BushDesert.png", 0); + Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); if (ambientsound) @@ -577,16 +450,14 @@ void Setenvironment(int which) "Textures/Skybox(sand)/Down.jpg"); - - 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); + Object::treetextureptr.load("Textures/Tree.png", 0); + Object::bushtextureptr.load("Textures/Bush.png", 0); + Object::rocktextureptr.load("Textures/Boulder.jpg", 1); + Object::boxtextureptr.load("Textures/GrassBox.jpg", 1); if (ambientsound) emit_stream_np(stream_wind, 100.); @@ -611,7 +482,6 @@ void Setenvironment(int which) "Textures/Skybox(grass)/Down.jpg"); - texdetail = temptexdetail; } temptexdetail = texdetail; @@ -621,24 +491,30 @@ void Setenvironment(int which) texdetail = temptexdetail; } -void Game::Loadlevel(int which) +bool Game::LoadLevel(int which) { stealthloading = 0; whichlevel = which; if (which == -1) { - tutoriallevel = -1; - Loadlevel("tutorial"); + return LoadLevel("tutorial", true); } else if (which >= 0 && which <= 15) { char buf[32]; snprintf(buf, 32, "map%d", which + 1); // challenges - Loadlevel(buf); - } else - Loadlevel("mapsave"); + return LoadLevel(buf); + } else { + return LoadLevel("mapsave"); + } } -void Game::Loadlevel(const std::string& name) +bool Game::LoadLevel(const std::string& name, bool tutorial) { + const std::string level_path = Folders::getResourcePath("Maps/" + name); + if (!Folders::file_exists(level_path)) { + perror(std::string("LoadLevel: Could not open file '" + level_path).c_str()); + return false; + } + int indemo; // FIXME this should be removed int templength; float lamefloat; @@ -648,25 +524,23 @@ void Game::Loadlevel(const std::string& name) LOG(std::string("Loading level...") + name); if (!gameon) - visibleloading = 1; + visibleloading = true; if (stealthloading) - visibleloading = 0; + visibleloading = false; if (!stillloading) loadtime = 0; gamestarted = 1; numenvsounds = 0; - if (tutoriallevel != -1) - tutoriallevel = 0; - else - tutoriallevel = 1; + Tutorial::active = tutorial; - if (tutoriallevel == 1) - tutorialstage = 0; - if (tutorialstage == 0) { - tutorialstagetime = 0; - tutorialmaxtime = 1; + if (Tutorial::active) { + Tutorial::stage = 0; + } + if (Tutorial::stage == 0) { + Tutorial::stagetime = 0; + Tutorial::maxtime = 1; } pause_sound(whooshsound); pause_sound(stream_firesound); @@ -674,7 +548,7 @@ void Game::Loadlevel(const std::string& name) int mapvers; FILE *tfile; errno = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); + tfile = Folders::openMandatoryFile(level_path, "rb"); pause_sound(stream_firesound); scoreadded = 0; @@ -692,8 +566,9 @@ void Game::Loadlevel(const std::string& name) damagedealt = 0; damagetaken = 0; - if (accountactive) - difficulty = accountactive->getDifficulty(); + if (Account::hasActive()) { + difficulty = Account::active().getDifficulty(); + } Hotspot::hotspots.clear(); Hotspot::current = -1; @@ -707,7 +582,7 @@ void Game::Loadlevel(const std::string& name) freeze = 0; winfreeze = 0; - for (int i = 0; i < 100; i++) + for (unsigned char i = 0; i < 100; i++) bonusnum[i] = 0; numfalls = 0; @@ -738,23 +613,15 @@ void Game::Loadlevel(const std::string& name) } if (!stealthloading) { - terrain.numdecals = 0; + terrain.decals.clear(); Sprite::deleteSprites(); - for (int i = 0; i < objects.numobjects; i++) - objects.model[i].numdecals = 0; - - int j = objects.numobjects; - for (int i = 0; i < j; i++) { - objects.DeleteObject(0); - if (visibleloading) - LoadingScreen(); - } - for (int i = 0; i < subdivision; i++) - for (int j = 0; j < subdivision; j++) + for (int i = 0; i < subdivision; i++) { + for (int j = 0; j < subdivision; j++) { terrain.patchobjectnum[i][j] = 0; - if (visibleloading) - LoadingScreen(); + } + } + Game::LoadingScreen(); } weapons.clear(); @@ -811,8 +678,7 @@ void Game::Loadlevel(const std::string& name) weapons.push_back(Weapon(type, 0)); } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow); funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow); @@ -847,12 +713,11 @@ void Game::Loadlevel(const std::string& name) funpackf(tfile, "Bi", &environment); - funpackf(tfile, "Bi", &objects.numobjects); - for (int i = 0; i < objects.numobjects; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); - if (objects.type[i] == treeleavestype) - objects.scale[i] = objects.scale[i - 1]; - } + if (environment != oldenvironment) + Setenvironment(environment); + oldenvironment = environment; + + Object::LoadObjectsFromFile(tfile, stealthloading); if (mapvers >= 7) { int numhotspots; @@ -862,7 +727,7 @@ void Game::Loadlevel(const std::string& name) numhotspots = 0; } Hotspot::hotspots.resize(numhotspots); - for (int i = 0; i < Hotspot::hotspots.size(); i++) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z); funpackf(tfile, "Bi", &templength); if (templength) @@ -876,48 +741,30 @@ void Game::Loadlevel(const std::string& name) Hotspot::hotspots.clear(); } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); if (!stealthloading) { - objects.center = 0; - for (int i = 0; i < objects.numobjects; i++) - objects.center += objects.position[i]; - objects.center /= objects.numobjects; - - - if (visibleloading) - LoadingScreen(); - - float maxdistance = 0; - float tempdist; - for (int i = 0; i < objects.numobjects; i++) { - tempdist = distsq(&objects.center, &objects.position[i]); - if (tempdist > maxdistance) { - maxdistance = tempdist; - } - } - objects.radius = fast_sqrt(maxdistance); + Object::ComputeCenter(); + Object::ComputeRadius(); } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); int numplayers; funpackf(tfile, "Bi", &numplayers); if (numplayers > maxplayers) { cout << "Warning: this level contains more players than allowed" << endl; } + unsigned j = 1; for (int i = 1; i < numplayers; i++) { - unsigned j = 1; try { Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); j++; } catch (InvalidPersonException e) { + cerr << "Invalid Person found in " << name << endl; } } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); funpackf(tfile, "Bi", &numpathpoints); if (numpathpoints > 30 || numpathpoints < 0) @@ -928,38 +775,24 @@ void Game::Loadlevel(const std::string& name) funpackf(tfile, "Bi", &pathpointconnect[j][k]); } } - if (visibleloading) - LoadingScreen(); + Game::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(); - } - + Object::AddObjectsToTerrain(); terrain.DoShadows(); - if (visibleloading) - LoadingScreen(); - objects.DoShadows(); - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); + Object::DoShadows(); + Game::LoadingScreen(); } fclose(tfile); for (unsigned i = 0; i < Person::players.size(); i++) { - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); if (i == 0) { Person::players[i]->burnt = 0; Person::players[i]->bled = 0; @@ -1014,8 +847,7 @@ void Game::Loadlevel(const std::string& name) } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); if (cellophane) { Person::players[i]->proportionhead.z = 0; @@ -1081,8 +913,7 @@ void Game::Loadlevel(const std::string& name) hawkcoords = Person::players[0]->coords; hawkcoords.y += 30; - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); LOG("Starting background music..."); @@ -1101,547 +932,17 @@ void Game::Loadlevel(const std::string& name) oldmusicvolume[2] = 0; oldmusicvolume[3] = 0; - if (!firstload) - firstload = 1; - leveltime = 0; wonleveltime = 0; - visibleloading = 0; -} + visibleloading = false; -void doTutorial() -{ - if (tutorialstagetime > tutorialmaxtime) { - tutorialstage++; - tutorialsuccess = 0; - if (tutorialstage <= 1) { - canattack = 0; - cananger = 0; - reversaltrain = 0; - } - switch (tutorialstage) { - case 1: - tutorialmaxtime = 5; - break; - case 2: - tutorialmaxtime = 2; - break; - case 3: - tutorialmaxtime = 600; - break; - case 4: - tutorialmaxtime = 1000; - break; - case 5: - tutorialmaxtime = 600; - break; - case 6: - tutorialmaxtime = 600; - break; - case 7: - tutorialmaxtime = 600; - break; - case 8: - tutorialmaxtime = 600; - break; - case 9: - tutorialmaxtime = 600; - break; - case 10: - tutorialmaxtime = 2; - break; - case 11: - tutorialmaxtime = 1000; - break; - case 12: - tutorialmaxtime = 1000; - break; - case 13: - tutorialmaxtime = 2; - break; - case 14: { - tutorialmaxtime = 3; - - XYZ temp, temp2; - - temp.x = 1011; - temp.y = 84; - temp.z = 491; - temp2.x = 1025; - temp2.y = 75; - temp2.z = 447; - - Person::players[1]->coords = (temp + temp2) / 2; - - emit_sound_at(fireendsound, Person::players[1]->coords); - - for (int i = 0; i < Person::players[1]->skeleton.joints.size(); 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; - 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.joints.size(); 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); - } - } - - Person::players[1]->num_weapons = 0; - Person::players[1]->weaponstuck = -1; - Person::players[1]->weaponactive = -1; - - weapons.clear(); - } - break; - case 51: - tutorialmaxtime = 80000; - break; - default: - break; - } - if (tutorialstage <= 51) - tutorialstagetime = 0; - } - - //Tutorial success - 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::animations[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::animations[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 34: - if (Animation::animations[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 35: - if (Animation::animations[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::animations[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 45: - if (Animation::animations[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 46: - if (Animation::animations[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 (tutorialstagetime == tutorialmaxtime - 3) { - emit_sound_np(consolesuccesssound); - } - - if (tutorialsuccess >= 1) { - if (tutorialstage == 34 || tutorialstage == 35) - tutorialstagetime = tutorialmaxtime - 1; - } - } - - if (tutorialstage < 14 || tutorialstage >= 50) { - Person::players[1]->coords.y = 300; - Person::players[1]->velocity = 0; - } + return true; } -void doDebugKeys() +void doDevKeys() { float headprop, bodyprop, armprop, legprop; - if (!debugmode) { + if (!devtools) { return; } @@ -1683,9 +984,9 @@ void doDebugKeys() /* Grow tree leaves?? */ if (Input::isKeyPressed(SDL_SCANCODE_Y)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; + for (auto& an_object : Object::objects) { + if (an_object->type == treeleavestype) { + an_object->scale *= .9; } } } @@ -1774,9 +1075,8 @@ void doDebugKeys() 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 (Person::players[closest]->creature == rabbittype) { + } else { + // 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; @@ -1851,7 +1151,7 @@ void doDebugKeys() XYZ headspurtdirection; //int i = Person::players[closest]->skeleton.jointlabels[head]; Joint& headjoint = Person::players[closest]->joint(head); - for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { + for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1895,7 +1195,7 @@ void doDebugKeys() emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1912,7 +1212,7 @@ void doDebugKeys() Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1928,7 +1228,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1944,7 +1244,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1969,7 +1269,7 @@ void doDebugKeys() 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.joints.size(); i++) { + for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; if (distsq(&temppos, &Person::players[closest]->coords) < 25) { flatvelocity2 = temppos - Person::players[closest]->coords; @@ -2027,12 +1327,13 @@ void doDebugKeys() if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; + if (closest >= 0) { + Object::objects[closest]->position.y -= 500; + } } if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (objects.numobjects < max_objects - 1) { + if (Object::objects.size() < max_objects - 1) { XYZ scenecoords; scenecoords.x = Person::players[0]->coords.x; scenecoords.z = Person::players[0]->coords.z; @@ -2041,7 +1342,6 @@ void doDebugKeys() 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; @@ -2050,9 +1350,9 @@ void doDebugKeys() if (temprotat2 < 0) temprotat2 = Random() % 360; - objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); + Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } } @@ -2091,9 +1391,8 @@ void doDebugKeys() 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 (Person::players[0]->creature == rabbittype) { + } else { + // rabbittype headprop = Person::players[0]->proportionhead.x / 1.2; bodyprop = Person::players[0]->proportionbody.x / 1.05; armprop = Person::players[0]->proportionarms.x / 1.00; @@ -2198,11 +1497,13 @@ void doDebugKeys() if (pathpointselected >= numpathpoints) pathpointselected = -1; } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { pathpointselected--; if (pathpointselected <= -2) pathpointselected = numpathpoints - 1; } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { if (pathpointselected != -1) { numpathpoints--; @@ -2270,6 +1571,7 @@ void doDebugKeys() if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { mapradius += multiplier * 10; } + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { editorpitch += multiplier * 100; } @@ -2279,20 +1581,20 @@ void doDebugKeys() if (editorpitch < -.01) editorpitch = -.01; } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); + if (closest >= 0) { + Object::DeleteObject(closest); + } } } } void doJumpReversals() { - for (unsigned k = 0; k < Person::players.size(); k++) - for (unsigned i = k; i < Person::players.size(); i++) { - if (i == k) - continue; + for (unsigned k = 0; k < Person::players.size(); k++) { + for (unsigned i = k + 1; i < Person::players.size(); i++) { if ( Person::players[k]->skeleton.free == 0 && Person::players[i]->skeleton.oldfree == 0 && (Person::players[i]->animTarget == jumpupanim || @@ -2385,6 +1687,7 @@ void doJumpReversals() } } } + } } void doAerialAcrobatics() @@ -2449,9 +1752,9 @@ void doAerialAcrobatics() for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.type[i] != rocktype || - objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled || - objects.position[i].y > Person::players[k]->coords.y) { + if (Object::objects[i]->type != rocktype || + Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || + Object::objects[i]->position.y > Person::players[k]->coords.y) { lowpoint = Person::players[k]->coords; if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim && @@ -2462,7 +1765,7 @@ void doAerialAcrobatics() if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z); - if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { flatfacing = lowpoint - Person::players[k]->coords; Person::players[k]->coords = lowpoint; Person::players[k]->coords.y -= 1.3; @@ -2478,14 +1781,14 @@ void doAerialAcrobatics() Person::players[k]->jumpkeydown) { lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpleftanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2496,14 +1799,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumprightanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2514,14 +1817,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpbackanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2532,14 +1835,14 @@ void doAerialAcrobatics() } else { lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpfrontanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2554,11 +1857,11 @@ void doAerialAcrobatics() } } } - } else if (objects.type[i] == rocktype) { + } else if (Object::objects[i]->type == rocktype) { lowpoint2 = Person::players[k]->coords; lowpoint = Person::players[k]->coords; lowpoint.y += 2; - if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { Person::players[k]->coords = colpoint; Person::players[k]->collide = 1; tempcollide = 1; @@ -2601,8 +1904,8 @@ void doAerialAcrobatics() int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; lowpoint = Person::players[k]->coords; lowpoint.y += 1.35; - if (objects.type[i] != rocktype) - if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Object::objects[i]->type != rocktype) + if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim && Person::players[k]->onterrain) @@ -2618,14 +1921,14 @@ void doAerialAcrobatics() Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim)) { lowpoint = Person::players[k]->coords; - objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); + Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw); lowpoint = Person::players[k]->coords; lowpoint.y += .05; facing = 0; facing.z = -1; facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); lowpointtarget = lowpoint + facing * 1.4; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); if (whichhit != -1) { lowpoint = Person::players[k]->coords; lowpoint.y += .1; @@ -2654,27 +1957,27 @@ void doAerialAcrobatics() lowpointtarget6.y += 45 / 13; lowpointtarget6 += facing * .6; lowpointtarget7.y += 90 / 13; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (objects.friction[i] > .5) + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (Object::objects[i]->friction > .5) if (whichhit != -1) { - if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) + if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) Person::players[k]->collided = 1; - if (checkcollide(lowpoint7, lowpointtarget7) == -1) - if (checkcollide(lowpoint6, lowpointtarget6) == -1) - if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && - objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, - &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) + if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) + if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) for (int j = 0; j < 45; j++) { lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.4; - if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, - &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { + if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) break; if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { @@ -2682,7 +1985,7 @@ void doAerialAcrobatics() lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; @@ -2693,7 +1996,7 @@ void doAerialAcrobatics() } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -2714,7 +2017,7 @@ void doAerialAcrobatics() Person::players[k]->frameTarget = 1; //hang ledge (?) if (j > 25) { - Person::players[k]->setAnimation(hanganim); + Person::players[k]->setTargetAnimation(hanganim); Person::players[k]->jumppower = 0; } } @@ -2745,7 +2048,7 @@ void doAerialAcrobatics() //stagger off ledge (?) if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) Person::players[k]->RagDoll(0); - Person::players[k]->setAnimation(jumpdownanim); + Person::players[k]->setTargetAnimation(jumpdownanim); if (!k) emit_sound_at(whooshsound, Person::players[k]->coords, 128.); @@ -2823,7 +2126,7 @@ void doAttacks() Person::players[i]->animTarget == staffhitanim || Person::players[i]->animTarget == staffspinhitanim) if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) { - Person::players[k]->setAnimation(dodgebackanim); + Person::players[k]->setTargetAnimation(dodgebackanim); Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); } @@ -2831,7 +2134,7 @@ void doAttacks() if (Person::players[k]->animTarget != dodgebackanim) { if (k == 0) numflipped++; - Person::players[k]->setAnimation(backhandspringanim); + Person::players[k]->setTargetAnimation(backhandspringanim); Person::players[k]->targetyaw = -yaw + 180; if (Person::players[k]->leftkeydown) Person::players[k]->targetyaw -= 45; @@ -2970,7 +2273,7 @@ void doAttacks() } if (attackweapon) { //sweep - if ((tutoriallevel != 1 || !attackweapon) && + if ((!Tutorial::active || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) @@ -3004,7 +2307,7 @@ void doAttacks() randattack >= 3) Person::players[k]->animTarget = staffspinhitanim; //spinkick - else if ((tutoriallevel != 1 || !attackweapon) && + else if ((!Tutorial::active || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight) @@ -3022,7 +2325,7 @@ void doAttacks() Person::players[k]->animTarget = wolfslapanim; } //sneak attacks - if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) && + if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) && Person::players[i]->howactive < typedead1 && distance < 1.5 * sq(Person::players[k]->scale * 5) && !Person::players[i]->skeleton.free && @@ -3143,7 +2446,7 @@ void doAttacks() 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) { + if (attackweapon && !Tutorial::active) { //crouchstab if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) Person::players[k]->animTarget = crouchstabanim; @@ -3162,20 +2465,11 @@ void doAttacks() Person::players[i]->skeleton.free && Person::players[i]->skeleton.longdead > 1000) { Person::players[k]->animTarget = killanim; - //TODO: refactor this out, what does it do? - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) - terrain.DeleteDecal(j); - } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) - objects.model[l].DeleteDecal(j); - } + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } } } if (!Person::players[i]->dead || musictype != 2) @@ -3188,22 +2482,12 @@ void doAttacks() 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); + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); } } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) { - objects.model[l].DeleteDecal(j); - } - } - } } } if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && @@ -3280,7 +2564,7 @@ void doAttacks() Person::players[k]->rabbitkickenabled) || Person::players[k]->jumpkeydown)) { oldattackkey = 1; - Person::players[k]->setAnimation(rabbitkickanim); + Person::players[k]->setTargetAnimation(rabbitkickanim); } //update counts if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { @@ -3411,7 +2695,7 @@ void doPlayerCollisions() (k != 0 || Person::players[k]->skeleton.free) || (Animation::animations[Person::players[i]->animTarget].height == highheight && Animation::animations[Person::players[k]->animTarget].height == highheight)) { - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, Person::players[i]->coords); } @@ -3426,10 +2710,10 @@ void doPlayerCollisions() } Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); - for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { + for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; } - for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { + for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity; } @@ -3451,18 +2735,18 @@ void doPlayerCollisions() if (Person::players[k]->howactive == typeactive || hostile) if (Person::players[k]->isIdle()) { if (Person::players[k]->howactive < typesleeping) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); else if (Person::players[k]->howactive == typesleeping) - Person::players[k]->setAnimation(getupfromfrontanim); + Person::players[k]->setTargetAnimation(getupfromfrontanim); if (!editorenabled) Person::players[k]->howactive = typeactive; } if (Person::players[i]->howactive == typeactive || hostile) if (Person::players[i]->isIdle()) { if (Person::players[i]->howactive < typesleeping) - Person::players[i]->setAnimation(Person::players[k]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[k]->getStop()); else - Person::players[i]->setAnimation(getupfromfrontanim); + Person::players[i]->setTargetAnimation(getupfromfrontanim); if (!editorenabled) Person::players[i]->howactive = typeactive; } @@ -3510,992 +2794,11 @@ void doPlayerCollisions() } } -void doAI(unsigned i) -{ - static bool connected; - if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) { - Person::players[i]->jumpclimb = 0; - //disable movement in editor - if (editorenabled) - Person::players[i]->stunned = 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 (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; j < numpathpoints; j++) - if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) { - closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]); - closest = j; - Person::players[i]->finaltarget = pathpoint[j]; - } - Person::players[i]->finalpathfindpoint = 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; - } - } - Person::players[i]->finalpathfindpoint = closest; - - } - if (Person::players[i]->targetpathfindpoint == -1) { - float closestdistance; - float tempdist; - int closest; - XYZ colpoint; - closest = -1; - closestdistance = -1; - if (Person::players[i]->lastpathfindpoint == -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; - } - } - Person::players[i]->targetpathfindpoint = 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; - } - } - } - Person::players[i]->targetpathfindpoint = 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; - } - } - } - Person::players[i]->targetpathfindpoint = closest; - } - } - Person::players[i]->losupdatedelay -= multiplier; - - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - - //reached target point - if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) { - Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3; - Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2; - Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint; - Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint; - if (Person::players[i]->lastpathfindpoint2 == -1) - Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint; - if (Person::players[i]->lastpathfindpoint3 == -1) - Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2; - if (Person::players[i]->lastpathfindpoint4 == -1) - Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3; - Person::players[i]->targetpathfindpoint = -1; - } - if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) < - distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) || - distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) || - Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) { - Person::players[i]->aitype = passivetype; - } - - Person::players[i]->forwardkeydown = 1; - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->throwkeydown = 0; - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) - Person::players[i]->jumpkeydown = 1; - - if ((tutoriallevel != 1 || cananger) && - hostile && - !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::animations[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::animations[Person::players[0]->animTarget].height == highheight && - !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - - if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) { - Person::players[i]->losupdatedelay = .2; - for (unsigned j = 0; j < Person::players.size(); j++) - if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) - if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) - if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) - if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) - if (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 (Person::players[i]->aitype == attacktypecutoff && musictype != 2) - if (Person::players[i]->creature != wolftype) { - Person::players[i]->stunned = .6; - Person::players[i]->surprised = .6; - } - } - - 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 (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) - Person::players[i]->forwardkeydown = 1; - else - Person::players[i]->forwardkeydown = 0; - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->throwkeydown = 0; - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { - if (!Person::players[i]->avoidsomething) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = 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 (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 (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 (Person::players[i]->aitype != passivetype) { - if (Person::players[i]->howactive == typesleeping) - Person::players[i]->setAnimation(getupfromfrontanim); - Person::players[i]->howactive = typeactive; - } - } - - if (Person::players[i]->howactive < 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::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - - //wolf smell - if (Person::players[i]->creature == wolftype) { - XYZ windsmell; - 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; - Normalise(&windsmell); - windsmell = windsmell * 2 + Person::players[j]->coords; - if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - } - } - } - - 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::animations[Person::players[j]->animTarget].height != lowheight || j != 0) - if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) - if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) - if ((-1 == checkcollide( - 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::animations[Person::players[j]->animTarget].height == lowheight) - Person::players[i]->lastseentime -= .4; - else - Person::players[i]->lastseentime -= .6; - } - 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 (Person::players[i]->aitype == attacktypecutoff && musictype != 2) { - if (Person::players[i]->creature != wolftype) { - Person::players[i]->stunned = .6; - Person::players[i]->surprised = .6; - } - if (Person::players[i]->creature == wolftype) { - Person::players[i]->stunned = .47; - Person::players[i]->surprised = .47; - } - numseen++; - } - } - - //search for player - int 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 (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; - } - - 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 - Person::players[i]->targetyaw -= 90; - } - } - } - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) - Person::players[i]->jumpkeydown = 1; - - if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile)) - for (int k = 0; k < numenvsounds; k++) { - if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) { - Person::players[i]->aitype = attacktypecutoff; - } - } - - 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::animations[Person::players[i]->animTarget].height != lowheight) { - Person::players[i]->aitype = attacktypecutoff; - Person::players[i]->lastseentime = 1; - } - if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight) - //TODO: factor out canSeePlayer() - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) - if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) - if ((checkcollide( - 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 (Person::players[i]->lastseentime < 0) { - //Person::players[i]->aitype=passivetype; - numescaped++; - 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 (Person::players[i]->aitype != gethelptype) - Person::players[i]->runninghowlong = 0; - - //get help from buddies - if (Person::players[i]->aitype == gethelptype) { - Person::players[i]->runninghowlong += multiplier; - Person::players[i]->aiupdatedelay -= multiplier; - - 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 (!Person::players[i]->ally) { - 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; - } - } - if (closest != -1) - Person::players[i]->ally = closest; - else - Person::players[i]->ally = 0; - Person::players[i]->lastseen = Person::players[0]->coords; - Person::players[i]->lastseentime = 12; - } - - - Person::players[i]->lastchecktime = 12; - - 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 (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 (Person::players[i]->ally > 0) { - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - Person::players[i]->aiupdatedelay = .05; - Person::players[i]->forwardkeydown = 1; - - if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) { - Person::players[i]->aitype = searchtype; - Person::players[i]->lastseentime = 12; - Person::players[Person::players[i]->ally]->aitype = searchtype; - if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) { - Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen; - Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime; - Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime; - } - } - - if (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::animations[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::animations[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::animations[Person::players[i]->animTarget].attack && - Person::players[i]->animTarget != staggerbackhighanim && - Person::players[i]->animTarget != staggerbackhardanim && - Person::players[i]->animTarget != backhandspringanim && - Person::players[i]->animTarget != dodgebackanim) { - //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::animations[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 Game::Tick() { static XYZ facing, flatfacing; static int target; - for (int i = 0; i < 15; i++) { - displaytime[i] += multiplier; - } - Input::Tick(); if (Input::isKeyPressed(SDL_SCANCODE_F6)) { @@ -4527,9 +2830,10 @@ void Game::Tick() } - if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) { - if (tutorialstage != 51) - tutorialstagetime = tutorialmaxtime; + if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) { + if (Tutorial::stage != 51) { + Tutorial::stagetime = Tutorial::maxtime; + } emit_sound_np(consolefailsound, 128.); } @@ -4603,14 +2907,14 @@ void Game::Tick() leveltime += multiplier; //keys - if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { + if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) { freeze = !freeze; if (freeze) { OPENAL_SetFrequency(OPENAL_ALL); } } - if (Input::isKeyPressed(consolekey) && debugmode) { + if (Input::isKeyPressed(consolekey) && devtools) { console = !console; if (console) { OPENAL_SetFrequency(OPENAL_ALL); @@ -4677,24 +2981,26 @@ void Game::Tick() talkdelay -= multiplier; if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) { - for (int i = 0; i < Dialog::dialogs.size(); i++) { + for (unsigned i = 0; i < Dialog::dialogs.size(); i++) { Dialog::dialogs[i].tick(i); } } windvar += multiplier; smoketex += multiplier; - tutorialstagetime += multiplier; + Tutorial::stagetime += multiplier; //hotspots static float hotspotvisual[40]; if (Hotspot::hotspots.size()) { XYZ hotspotsprite; - if (editorenabled) - for (int i = 0; i < Hotspot::hotspots.size(); i++) + if (editorenabled) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { hotspotvisual[i] -= multiplier / 320; + } + } - for (int i = 0; i < Hotspot::hotspots.size(); i++) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { while (hotspotvisual[i] < 0) { hotspotsprite = 0; hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size; @@ -4706,7 +3012,7 @@ void Game::Tick() } } - for (int i = 0; i < Hotspot::hotspots.size(); i++) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) { Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords; } @@ -4714,12 +3020,12 @@ void Game::Tick() } //Tutorial - if (tutoriallevel) { - doTutorial(); + if (Tutorial::active) { + Tutorial::Do(multiplier); } //bonuses - if (tutoriallevel != 1) { + if (!Tutorial::active) { if (bonustime == 0 && bonus != solidhit && bonus != spinecrusher && @@ -4740,7 +3046,7 @@ void Game::Tick() bonusnum[bonus]++; else bonusnum[bonus] += 0.15; - if (tutoriallevel) + if (Tutorial::active) bonusvalue = 0; bonusvalue /= bonusnum[bonus]; bonustotal += bonusvalue; @@ -4864,7 +3170,7 @@ void Game::Tick() Dialog::currentScene().camerayaw = yaw; Dialog::currentScene().camerapitch = pitch; Dialog::indialogue++; - if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { if (Dialog::currentScene().sound != 0) { playdialoguescenesound(); } @@ -4898,7 +3204,7 @@ void Game::Tick() if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0; Dialog::currentScene().participantfacing[whichend] = facing; } - if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -4913,7 +3219,7 @@ void Game::Tick() if (Dialog::dialoguetime > 0.5) { if (Input::isKeyPressed(attackkey)) { Dialog::indialogue++; - if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { if (Dialog::currentScene().sound != 0) { playdialoguescenesound(); if (Dialog::currentScene().sound == -5) { @@ -4923,7 +3229,7 @@ void Game::Tick() hostile = 1; } - if (Person::players[Dialog::currentScene().participantfocus]->dead) { + if (Person::players.at(Dialog::currentScene().participantfocus)->dead) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -4932,7 +3238,7 @@ void Game::Tick() } } } - if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -4975,7 +3281,7 @@ void Game::Tick() hawkcalldelay = 16 + abs(Random() % 8); } - doDebugKeys(); + doDevKeys(); doAttacks(); @@ -5001,7 +3307,7 @@ void Game::Tick() (whichlevel != -2 && (Input::isKeyDown(SDL_SCANCODE_Z) && Input::isKeyDown(SDL_SCANCODE_LGUI) && - debugmode) || + devtools) || (Input::isKeyDown(jumpkey) && !respawnkeydown && !oldattackkey && @@ -5088,17 +3394,17 @@ void Game::Tick() Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < objects.numobjects; j++) - if (objects.onfire[j]) - if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200) - if ( distsq(&Person::players[i]->coords, &objects.position[j]) < + for (unsigned int j = 0; j < Object::objects.size(); j++) + if (Object::objects[j]->onfire) + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) + if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &objects.position[j]) < + distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { - Person::players[i]->avoidwhere = objects.position[j]; + Person::players[i]->avoidwhere = Object::objects[j]->position; Person::players[i]->avoidsomething = 1; } } @@ -5122,7 +3428,7 @@ void Game::Tick() if (Person::players[i]->collided > .8) Person::players[i]->avoidcollided = 0; - doAI(i); + Person::players[i]->doAI(); if (Animation::animations[Person::players[i]->animTarget].attack == reversed) { //Person::players[i]->targetyaw=Person::players[i]->yaw; @@ -5199,7 +3505,7 @@ void Game::Tick() Person::players[i]->isIdle() || Person::players[i]->aitype != playercontrolled) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); Person::players[i]->hasvictim = 0; } @@ -5227,7 +3533,7 @@ void Game::Tick() Person::players[i]->coords.y < weapons[j].position.y) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(removeknifeanim); + Person::players[i]->setTargetAnimation(removeknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); } if (Person::players[i]->isFlip()) { @@ -5275,7 +3581,7 @@ void Game::Tick() Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; Person::players[i]->hasvictim = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { @@ -5308,7 +3614,7 @@ void Game::Tick() Person::players[i]->victim->skeleton.free = 1; Person::players[i]->victim->skeleton.broken = 0; - for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { + for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { Person::players[i]->victim->skeleton.joints[l].velchange = 0; Person::players[i]->victim->skeleton.joints[l].locked = 0; } @@ -5362,17 +3668,17 @@ void Game::Tick() if (Person::players.size() > 1) for (unsigned j = 0; j < Person::players.size(); j++) { if (i != j) - if (tutoriallevel != 1 || tutorialstage == 49) + if (!Tutorial::active || Tutorial::stage == 49) if (hostile) if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 && distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && !Person::players[j]->skeleton.free && - -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { + -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; - Person::players[i]->setAnimation(knifethrowanim); + Person::players[i]->setTargetAnimation(knifethrowanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords); } @@ -5436,7 +3742,7 @@ void Game::Tick() isgood = false; if (isgood && Person::players[i]->creature != wolftype) { if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(drawrightanim); + Person::players[i]->setTargetAnimation(drawrightanim); Person::players[i]->drawtogglekeydown = 1; } if ((Person::players[i]->isIdle() || @@ -5445,11 +3751,11 @@ void Game::Tick() 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]->setTargetAnimation(drawleftanim); Person::players[i]->drawtogglekeydown = 1; } if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(crouchdrawrightanim); + Person::players[i]->setTargetAnimation(crouchdrawrightanim); Person::players[i]->drawtogglekeydown = 1; } } @@ -5466,9 +3772,9 @@ void Game::Tick() Person::players[i]->attackkeydown && musictype != stream_fighttheme) { if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) - Person::players[i]->setAnimation(crouchstabanim); + Person::players[i]->setTargetAnimation(crouchstabanim); if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) - Person::players[i]->setAnimation(swordgroundstabanim); + Person::players[i]->setTargetAnimation(swordgroundstabanim); Person::players[i]->hasvictim = 0; } } @@ -5541,7 +3847,7 @@ void Game::Tick() Person::players[i]->lowreversaldelay = .5; if (Person::players[i]->isIdle()) { - Person::players[i]->setAnimation(Person::players[i]->getCrouch()); + Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch()); Person::players[i]->transspeed = 10; } if (Person::players[i]->isRun() || @@ -5550,7 +3856,7 @@ void Game::Tick() Person::players[i]->rightkeydown || Person::players[i]->forwardkeydown || Person::players[i]->backkeydown))) { - Person::players[i]->setAnimation(rollanim); + Person::players[i]->setTargetAnimation(rollanim); Person::players[i]->transspeed = 20; } } @@ -5586,12 +3892,12 @@ void Game::Tick() Person::players[i]->animCurrent = Person::players[i]->getCrouch(); Person::players[i]->frameCurrent = 0; } - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } if (Person::players[i]->animTarget == sneakanim) { - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } @@ -5607,9 +3913,9 @@ void Game::Tick() !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { if (Person::players[i]->aitype == passivetype) - Person::players[i]->setAnimation(walkanim); + Person::players[i]->setTargetAnimation(walkanim); else - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -5618,7 +3924,7 @@ void Game::Tick() Person::players[i]->frameTarget = 0; } if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { - Person::players[i]->setAnimation(climbanim); + Person::players[i]->setTargetAnimation(climbanim); Person::players[i]->frameTarget = 1; Person::players[i]->jumpclimb = 1; } @@ -5639,7 +3945,7 @@ void Game::Tick() Person::players[i]->frameTarget > 0 && !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -5668,7 +3974,7 @@ void Game::Tick() Person::players[i]->frameTarget > 0 && !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -5697,7 +4003,7 @@ void Game::Tick() Person::players[i]->frameTarget > 0 && !Person::players[i]->jumpkeydown && Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; @@ -5733,7 +4039,7 @@ void Game::Tick() ((Person::players[i]->animTarget != rabbitrunninganim && Person::players[i]->animTarget != wolfrunninganim) || i != 0)) { Person::players[i]->jumpstart = 0; - Person::players[i]->setAnimation(jumpupanim); + Person::players[i]->setTargetAnimation(jumpupanim); Person::players[i]->yaw = Person::players[i]->targetyaw; Person::players[i]->transspeed = 20; Person::players[i]->FootLand(leftfoot, 1); @@ -5771,7 +4077,7 @@ void Game::Tick() Person::players[i]->crouchtogglekeydown = 1; } else Person::players[i]->velocity.y = 5; - if (mousejump && i == 0 && debugmode) { + if (mousejump && i == 0 && devtools) { if (!Person::players[i]->isLanding()) Person::players[i]->tempdeltav = deltav; if (Person::players[i]->tempdeltav < 0) @@ -5787,7 +4093,7 @@ void Game::Tick() emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) { - Person::players[i]->setAnimation(Person::players[i]->getLanding()); + Person::players[i]->setTargetAnimation(Person::players[i]->getLanding()); Person::players[i]->frameTarget = 2; Person::players[i]->landhard = 0; Person::players[i]->jumpstart = 1; @@ -5796,7 +4102,7 @@ void Game::Tick() if (Person::players[i]->animTarget == jumpupanim && (((!floatjump && !editorenabled) || - !debugmode) || + !devtools) || Person::players[i]->aitype != playercontrolled)) { if (Person::players[i]->jumppower > multiplier * 6) { Person::players[i]->velocity.y += multiplier * 6; @@ -5807,17 +4113,19 @@ void Game::Tick() Person::players[i]->jumppower = 0; } } - if (((floatjump || editorenabled) && debugmode) && i == 0) + if (((floatjump || editorenabled) && devtools) && i == 0) Person::players[i]->velocity.y += multiplier * 30; } if (!movekey) { - if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } if (Person::players[i]->animTarget == sneakanim) { Person::players[i]->animTarget = Person::players[i]->getCrouch(); - if (Person::players[i]->animCurrent == sneakanim) + if (Person::players[i]->animCurrent == sneakanim) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } } @@ -5826,9 +4134,9 @@ void Game::Tick() Person::players[i]->aitype == searchtype || (Person::players[i]->aitype == passivetype && Person::players[i]->numwaypoints <= 1))) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); } } if (Person::players[i]->animTarget == rollanim) @@ -5846,7 +4154,7 @@ void Game::Tick() //stop to turn in right direction if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) Person::players[k]->targettilt = 0; @@ -5880,7 +4188,7 @@ void Game::Tick() } //do stuff - objects.DoStuff(); + Object::DoStuff(); for (int j = numenvsounds - 1; j >= 0; j--) { envsoundlife[j] -= multiplier; @@ -5892,79 +4200,8 @@ void Game::Tick() } OPENAL_SetFrequency(OPENAL_ALL, slomo); - if (tutoriallevel == 1) { - XYZ temp; - XYZ temp2; - XYZ temp3; - XYZ oldtemp; - XYZ oldtemp2; - temp.x = 1011; - temp.y = 84; - temp.z = 491; - temp2.x = 1025; - temp2.y = 75; - temp2.z = 447; - temp3.x = 1038; - temp3.y = 76; - temp3.z = 453; - oldtemp = temp; - oldtemp2 = temp2; - if (tutorialstage >= 51) - if (distsq(&temp, &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); - - emit_stream_np(stream_menutheme); - - gameon = 0; - mainmenu = 5; - - fireSound(); - - flash(); - } - 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); - - Person::players[0]->coords = (oldtemp + oldtemp2) / 2; - - flash(); - } - if (tutorialstage >= 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.joints.size(); 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); - } - } - - Person::players[1]->coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < Person::players[1]->skeleton.joints.size(); 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); - } - } - } + if (Tutorial::active) { + Tutorial::DoStuff(multiplier); } @@ -6060,7 +4297,7 @@ void Game::TickOnceAfter() 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]->dead && (Person::players[i]->animTarget != sneakattackedanim && Person::players[i]->animTarget != knifesneakattackedanim && Person::players[i]->animTarget != swordsneakattackedanim)) { @@ -6153,7 +4390,7 @@ void Game::TickOnceAfter() } Hotspot::killhotspot = 2; - for (int i = 0; i < Hotspot::hotspots.size(); i++) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) { if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) Hotspot::killhotspot = 0; @@ -6166,20 +4403,26 @@ void Game::TickOnceAfter() winhotspot = false; - for (int i = 0; i < Hotspot::hotspots.size(); i++) - if (Hotspot::hotspots[i].type == -1) - if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type == -1) { + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) { winhotspot = true; + } + } + } int numalarmed = 0; - for (unsigned i = 1; i < Person::players.size(); i++) - if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) { numalarmed++; - if (numalarmed > maxalarmed) + } + } + if (numalarmed > maxalarmed) { maxalarmed = numalarmed; + } - if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { - if (Person::players[0]->dead && changedelay <= 0) { + if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) { + if (Person::players[0]->dead) { changedelay = 1; targetlevel = whichlevel; } @@ -6216,13 +4459,14 @@ void Game::TickOnceAfter() if (changedelay > 0 && !Person::players[0]->dead && !won) { //high scores, awards, win if (campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime); scoreadded = 1; } else { wonleveltime = leveltime; - accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime); } won = 1; + Account::saveFile(Folders::getUserSavePath()); } } @@ -6248,11 +4492,8 @@ void Game::TickOnceAfter() if (!Person::players[0]->dead && targetlevel != whichlevel) startbonustotal = bonustotal; - if (Person::players[0]->dead) - Loadlevel(whichlevel); - else - Loadlevel(targetlevel); + LoadLevel(targetlevel); fireSound(); loading = 3; @@ -6263,7 +4504,7 @@ void Game::TickOnceAfter() fireSound(firestartsound); - Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); + LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); fireSound(); @@ -6316,13 +4557,14 @@ void Game::TickOnceAfter() loading = 2; loadtime = 0; targetlevel = 7; - if (!firstload) + if (!firstLoadDone) { LoadStuff(); + } whichchoice = 0; actuallevel = campaignlevels[actuallevel].nextlevel.front(); - visibleloading = 1; + visibleloading = true; stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + LoadLevel(campaignlevels[actuallevel].mapname.c_str()); campaign = 1; mainmenu = 0; gameon = 1; @@ -6354,7 +4596,7 @@ void Game::TickOnceAfter() 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.joints.size(); i++) { + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y; } @@ -6385,20 +4627,20 @@ void Game::TickOnceAfter() viewer = cameraloc - facing * cameradist; colviewer = viewer; coltarget = cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; coltarget = cameraloc; - if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) viewer = col; } if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; colviewer = viewer; - if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { viewer = colviewer; } }