X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=9ba0cf5eafc0d638cffaf2ce2aa119b0a73c1290;hb=88961157fe4a88fb10320b4ce211ca697f639e7e;hp=e59580515b3008bc990985954ad11bb43b84fa9c;hpb=2cd28eb24fc1b4011511b6c3ed8c025bfc74de4d;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index e595805..827f82b 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1,24 +1,41 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ +// Enable full math definitions +#define _USE_MATH_DEFINES + +#include "Game.hpp" + +#include "Animation/Animation.hpp" +#include "Audio/openal_wrapper.hpp" +#include "Devtools/ConsoleCmds.hpp" +#include "Level/Awards.hpp" +#include "Level/Campaign.hpp" +#include "Level/Dialog.hpp" +#include "Level/Hotspot.hpp" +#include "Menu/Menu.hpp" +#include "Tutorial.hpp" +#include "User/Settings.hpp" +#include "Utils/Folders.hpp" +#include "Utils/Input.hpp" + #if PLATFORM_UNIX #include #include @@ -27,33 +44,30 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #endif -#include +#include +#include #include -#include "Game.h" -#include "openal_wrapper.h" -#include "Settings.h" -#include "Input.h" -#include "Animation.h" -#include "Awards.h" +#include +#include +#include using namespace std; +using namespace Game; // Added more evilness needed for MSVC #ifdef _MSC_VER - #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) - #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) +#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) +#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) #endif - extern float multiplier; extern XYZ viewer; extern int environment; extern Terrain terrain; -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool floatjump; @@ -74,12 +88,11 @@ extern bool ambientsound; extern bool mousejump; extern float viewdistance; extern bool freeze; -extern bool keyboardfrozen; -extern bool loadingstuff; extern XYZ windvector; -extern bool debugmode; -static int leveltheme; +extern bool devtools; +int leveltheme; extern int mainmenu; +extern int oldmainmenu; extern bool visibleloading; extern XYZ envsound[30]; extern float envsoundvol[30]; @@ -88,8 +101,7 @@ extern float envsoundlife[30]; extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar -extern bool decals; -extern float tintr,tintg,tintb; +extern bool decalstoggle; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -100,12 +112,7 @@ extern float skyboxlightb; extern float fadestart; extern float slomospeed; extern float slomofreq; -extern int tutoriallevel; extern float smoketex; -extern float tutorialstagetime; -extern int tutorialstage; -extern float tutorialmaxtime; -extern float tutorialsuccess; extern bool againbonus; extern bool reversaltrain; extern bool canattack; @@ -119,16 +126,6 @@ extern float hostiletime; extern bool gamestarted; -extern int numhotspots; -extern int winhotspot; -extern int windialogue; -extern int killhotspot; -extern XYZ hotspot[40]; -extern int hotspottype[40]; -extern float hotspotsize[40]; -extern char hotspottext[40][256]; -extern int currenthotspot; - extern int hostile; extern bool stillloading; @@ -136,5777 +133,2926 @@ extern bool winfreeze; extern bool campaign; -static const char *rabbitskin[] = { -":Data:Textures:Fur3.jpg", -":Data:Textures:Fur.jpg", -":Data:Textures:Fur2.jpg", -":Data:Textures:Lynx.jpg", -":Data:Textures:Otter.jpg", -":Data:Textures:Opal.jpg", -":Data:Textures:Sable.jpg", -":Data:Textures:Chocolate.jpg", -":Data:Textures:BW2.jpg", -":Data:Textures:WB2.jpg" +extern void toggleFullscreen(); + +bool won = false; +int whichchoice = 0; +bool winhotspot = false; +bool windialogue = false; +bool realthreat = 0; +XYZ cameraloc; +float cameradist = 0; +bool oldattackkey = 0; +int whichlevel = 0; +float musicvolume[4] = {}; +float oldmusicvolume[4] = {}; +int musicselected = 0; + +const char* rabbitskin[] = { + "Textures/Fur3.jpg", + "Textures/Fur.jpg", + "Textures/Fur2.jpg", + "Textures/Lynx.jpg", + "Textures/Otter.jpg", + "Textures/Opal.jpg", + "Textures/Sable.jpg", + "Textures/Chocolate.jpg", + "Textures/BW2.jpg", + "Textures/WB2.jpg" }; -static const char *wolfskin[] = { -":Data:Textures:Wolf.jpg", -":Data:Textures:Darkwolf.jpg", -":Data:Textures:Snowwolf.jpg" +const char* wolfskin[] = { + "Textures/Wolf.jpg", + "Textures/DarkWolf.jpg", + "Textures/SnowWolf.jpg" }; +const char** creatureskin[] = { rabbitskin, wolfskin }; + #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; -STATIC_ASSERT (rabbittype == 0 && wolftype == 1) +STATIC_ASSERT(rabbittype == 0 && wolftype == 1) -static const char **creatureskin[] = {rabbitskin, wolfskin}; +// utility functions -/* Return true if PFX is a prefix of STR (case-insensitive). */ -static bool stripfx(const char *str, const char *pfx) +// TODO: this is slightly incorrect +float roughDirection(XYZ vec) { - return !strncasecmp(str, pfx, strlen(pfx)); -} - -static const char *cmd_names[] = { -#define DECLARE_COMMAND(cmd) #cmd " ", -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND -}; - -typedef void (*console_handler)(Game *game, const char *args); - -#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args); -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND - -static console_handler cmd_handlers[] = { -#define DECLARE_COMMAND(cmd) ch_##cmd, -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND -}; - - - -// added utility functions -sf17k ============================================================= - -//TODO: try to hide these variables completely with a better interface -inline void setAnimation(int playerid,int animation){ - player[playerid].targetanimation=animation; - player[playerid].targetframe=0; - player[playerid].target=0; -} - -//TODO: this is incorrect but I'm afraid to change it and break something, -//probably causes quirky behavior that I might want to preserve -inline float roughDirection(XYZ vec){ Normalise(&vec); - float angle=-asin(-vec.x)*180/M_PI; - if(vec.z<0) - angle=180-angle; + float angle = -asin(-vec.x) * 180 / M_PI; + if (vec.z < 0) { + angle = 180 - angle; + } return angle; } -inline float roughDirectionTo(XYZ start, XYZ end){ - return roughDirection(end-start); +float roughDirectionTo(XYZ start, XYZ end) +{ + return roughDirection(end - start); } - -//TODO: gotta be a better way -inline float pitch(XYZ vec){ +inline float pitchOf(XYZ vec) +{ Normalise(&vec); - return -asin(vec.y)*180/M_PI; + return -asin(vec.y) * 180 / M_PI; } -inline float pitchTo(XYZ start, XYZ end){ - return pitch(end-start); +float pitchTo(XYZ start, XYZ end) +{ + return pitchOf(end - start); } - -//change these to a Person method -inline Joint& playerJoint(int playerid, int bodypart){ - return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; } -inline Joint& playerJoint(Person* pplayer, int bodypart){ - return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; } - -inline float sq(float n){ return n*n; } - -inline float stepTowardf(float from, float to, float by){ - if(fabs(from-to)to) return from-by; - else return from+by; +float sq(float n) +{ + return n * n; +} +inline float stepTowardf(float from, float to, float by) +{ + if (fabs(from - to) < by) { + return to; + } else if (from > to) { + return from - by; + } else { + return from + by; + } } -void playdialogueboxsound(){ +void Game::playdialoguescenesound() +{ XYZ temppos; - temppos=player[participantfocus[whichdialogue][indialogue]].coords; - temppos=temppos-viewer; + temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords; + temppos = temppos - viewer; Normalise(&temppos); - temppos+=viewer; - - int sound=-1; - switch(dialogueboxsound[whichdialogue][indialogue]){ - case -6: sound=alarmsound; break; - case -4: sound=consolefailsound; break; - case -3: sound=consolesuccesssound; break; - case -2: sound=firestartsound; break; - case -1: sound=fireendsound; break; - case 1: sound=rabbitchitter; break; - case 2: sound=rabbitchitter2; break; - case 3: sound=rabbitpainsound; break; - case 4: sound=rabbitpain1sound; break; - case 5: sound=rabbitattacksound; break; - case 6: sound=rabbitattack2sound; break; - case 7: sound=rabbitattack3sound; break; - case 8: sound=rabbitattack4sound; break; - case 9: sound=growlsound; break; - case 10: sound=growl2sound; break; - case 11: sound=snarlsound; break; - case 12: sound=snarl2sound; break; - case 13: sound=barksound; break; - case 14: sound=bark2sound; break; - case 15: sound=bark3sound; break; - case 16: sound=barkgrowlsound; break; - default: break; + temppos += viewer; + + int sound = -1; + switch (Dialog::currentScene().sound) { + case -6: + sound = alarmsound; + break; + case -4: + sound = consolefailsound; + break; + case -3: + sound = consolesuccesssound; + break; + case -2: + sound = firestartsound; + break; + case -1: + sound = fireendsound; + break; + case 1: + sound = rabbitchitter; + break; + case 2: + sound = rabbitchitter2; + break; + case 3: + sound = rabbitpainsound; + break; + case 4: + sound = rabbitpain1sound; + break; + case 5: + sound = rabbitattacksound; + break; + case 6: + sound = rabbitattack2sound; + break; + case 7: + sound = rabbitattack3sound; + break; + case 8: + sound = rabbitattack4sound; + break; + case 9: + sound = growlsound; + break; + case 10: + sound = growl2sound; + break; + case 11: + sound = snarlsound; + break; + case 12: + sound = snarl2sound; + break; + case 13: + sound = barksound; + break; + case 14: + sound = bark2sound; + break; + case 15: + sound = bark3sound; + break; + case 16: + sound = barkgrowlsound; + break; + default: + break; } - if(sound!=-1) + if (sound != -1) { emit_sound_at(sound, temppos); + } } -// end added utility functions ================================================================ +// ================================================================ - - -static void ch_quit(Game *game, const char *args) +int Game::findClosestPlayer() { - game->tryquit = 1; + int closest = -1; + float closestdist = std::numeric_limits::max(); + + for (unsigned int i = 1; i < Person::players.size(); i++) { + float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); + if (distance < closestdist) { + closestdist = distance; + closest = (int)i; + } + } + return closest; } -static void ch_map(Game *game, const char *args) +static int findClosestObject() { - game->Loadlevel(args); - game->whichlevel = -2; - campaign = 0; -} - -static void ch_save(Game *game, const char *args){ - char buf[64]; - snprintf(buf, 63, ":Data:Maps:%s", args); - - int mapvers = 12; - - FILE *tfile; - tfile=fopen( ConvertFileName(buf), "wb" ); - fpackf(tfile, "Bi", mapvers); - fpackf(tfile, "Bi", maptype); - fpackf(tfile, "Bi", hostile); - fpackf(tfile, "Bf Bf", viewdistance, fadestart); - fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb); - fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb); - fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, - player[0].rotation, player[0].targetrotation, player[0].num_weapons); - if(player[0].num_weapons>0&&player[0].num_weapons<5) - for(int j=0;j::max(); + + 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 = (int)i; } - - fpackf(tfile, "Bi", game->numpathpoints); - for(int j=0;jnumpathpoints;j++){ - fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]); - for(int k=0;knumpathpointconnect[j];k++) - fpackf(tfile, "Bi", game->pathpointconnect[j][k]); - } - - fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius); - - fclose(tfile); + } + return closest; } -static void ch_cellar(Game *game, const char *args) +static void cmd_dispatch(const string cmd) { - game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); -static void ch_tint(Game *game, const char *args) -{ - sscanf(args, "%f%f%f", &tintr, &tintg, &tintb); + for (i = 0; i < n_cmds; i++) { + if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) { + cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl; + cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str()); + break; + } + } + emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); } -static void ch_tintr(Game *game, const char *args) +/********************> Tick() <*****/ +extern bool save_screenshot(const char* fname); +void Screenshot(void) { - tintr = atof(args); -} + char filename[1024]; + time_t t = time(NULL); + struct tm* tme = localtime(&t); + sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png", + tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); -static void ch_tintg(Game *game, const char *args) -{ - tintg = atof(args); + save_screenshot(filename); } -static void ch_tintb(Game *game, const char *args) +void Game::SetUpLighting() { - tintb = atof(args); + if (environment == snowyenvironment) { + light.setColors(.65, .65, .7, .4, .4, .44); + } + if (environment == desertenvironment) { + light.setColors(.95, .95, .95, .4, .35, .3); + } + if (environment == grassyenvironment) { + light.setColors(.95, .95, 1, .4, .4, .44); + } + if (!skyboxtexture) { + light.setColors(1, 1, 1, .4, .4, .4); + } + float average; + average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; + light.color[0] *= (skyboxlightr + average) / 2; + light.color[1] *= (skyboxlightg + average) / 2; + light.color[2] *= (skyboxlightb + average) / 2; + light.ambient[0] *= (skyboxlightr + average) / 2; + light.ambient[1] *= (skyboxlightg + average) / 2; + light.ambient[2] *= (skyboxlightb + average) / 2; } -static void ch_speed(Game *game, const char *args) +void Setenvironment(int which) { - player[0].speedmult = atof(args); -} + LOGFUNC; -static void ch_strength(Game *game, const char *args) -{ - player[0].power = atof(args); -} + LOG(" Setting environment..."); -static void ch_power(Game *game, const char *args) -{ - player[0].power = atof(args); -} + float temptexdetail; + environment = which; -static void ch_size(Game *game, const char *args) -{ - player[0].scale = atof(args) * .2; -} + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); + pause_sound(stream_wind); + pause_sound(stream_desertambient); -static int find_closest() -{ - int closest = 0; - float closestdist = std::numeric_limits::max(); - - for (int i = 1; i < numplayers; i++) { - float distance; - distance = findDistancefast(&player[i].coords,&player[0].coords); - if (distance < closestdist) { - closestdist = distance; - closest = i; - } - } - return closest; -} + if (environment == snowyenvironment) { + windvector = 0; + windvector.z = 3; + if (ambientsound) { + emit_stream_np(stream_wind); + } -static void ch_sizenear(Game *game, const char *args) -{ - int closest = find_closest(); + 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); - if (closest) - player[closest].scale = atof(args) * .2; -} + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; -static void set_proportion(int pnum, const char *args) -{ - float headprop,bodyprop,armprop,legprop; - - sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); - - if(player[pnum].creature==wolftype){ - player[pnum].proportionhead=1.1*headprop; - player[pnum].proportionbody=1.1*bodyprop; - player[pnum].proportionarms=1.1*armprop; - player[pnum].proportionlegs=1.1*legprop; - } else if(player[pnum].creature==rabbittype){ - player[pnum].proportionhead=1.2*headprop; - player[pnum].proportionbody=1.05*bodyprop; - player[pnum].proportionarms=1.00*armprop; - player[pnum].proportionlegs=1.1*legprop; - player[pnum].proportionlegs.y=1.05*legprop; - } -} + terraintexture.load("Textures/Snow.jpg", 1); + terraintexture2.load("Textures/Rock.jpg", 1); -static void ch_proportion(Game *game, const char *args) -{ - set_proportion(0, args); -} + temptexdetail = texdetail; + if (texdetail > 1) { + texdetail = 4; + } + skybox->load("Textures/Skybox(snow)/Front.jpg", + "Textures/Skybox(snow)/Left.jpg", + "Textures/Skybox(snow)/Back.jpg", + "Textures/Skybox(snow)/Right.jpg", + "Textures/Skybox(snow)/Up.jpg", + "Textures/Skybox(snow)/Down.jpg"); + + texdetail = temptexdetail; + } else if (environment == desertenvironment) { + windvector = 0; + windvector.z = 2; + Object::treetextureptr.load("Textures/DesertTree.png", 0); + Object::bushtextureptr.load("Textures/BushDesert.png", 0); + Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); + + if (ambientsound) { + emit_stream_np(stream_desertambient); + } -static void ch_proportionnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_proportion(closest, args); -} + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepsn1; + footstepsound4 = footstepsn2; -static void set_protection(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + terraintexture.load("Textures/Sand.jpg", 1); + terraintexture2.load("Textures/SandSlope.jpg", 1); - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; -} + temptexdetail = texdetail; + if (texdetail > 1) { + texdetail = 4; + } + skybox->load("Textures/Skybox(sand)/Front.jpg", + "Textures/Skybox(sand)/Left.jpg", + "Textures/Skybox(sand)/Back.jpg", + "Textures/Skybox(sand)/Right.jpg", + "Textures/Skybox(sand)/Up.jpg", + "Textures/Skybox(sand)/Down.jpg"); + + texdetail = temptexdetail; + } else if (environment == grassyenvironment) { + windvector = 0; + windvector.z = 2; + 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.); + } -static void ch_protection(Game *game, const char *args) -{ - set_protection(0, args); -} + footstepsound = footstepgr1; + footstepsound2 = footstepgr2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; -static void ch_protectionnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_protection(closest, args); -} + terraintexture.load("Textures/GrassDirt.jpg", 1); + terraintexture2.load("Textures/MossRock.jpg", 1); -static void set_armor(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + temptexdetail = texdetail; + if (texdetail > 1) { + texdetail = 4; + } + skybox->load("Textures/Skybox(grass)/Front.jpg", + "Textures/Skybox(grass)/Left.jpg", + "Textures/Skybox(grass)/Back.jpg", + "Textures/Skybox(grass)/Right.jpg", + "Textures/Skybox(grass)/Up.jpg", + "Textures/Skybox(grass)/Down.jpg"); + + texdetail = temptexdetail; + } + temptexdetail = texdetail; + texdetail = 1; + terrain.load("Textures/HeightMap.png"); - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; + texdetail = temptexdetail; } -static void ch_armor(Game *game, const char *args) +bool Game::LoadLevel(int which) { - set_armor(0, args); + stealthloading = 0; + whichlevel = which; + + if (which == -1) { + return LoadLevel("tutorial", true); + } else if (which >= 0 && which <= 15) { + char buf[32]; + snprintf(buf, 32, "map%d", which + 1); // challenges + return LoadLevel(buf); + } else { + return LoadLevel("mapsave"); + } } -static void ch_armornear(Game *game, const char *args) +bool Game::LoadLevel(const std::string& name, bool tutorial) { - int closest = find_closest(); - if (closest) - set_armor(closest, args); -} + 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; + } -static void ch_protectionreset(Game *game, const char *args) -{ - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); -} + int indemo; // FIXME this should be removed + int templength; + float lamefloat; -static void set_metal(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + LOGFUNC; - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; -} + LOG(std::string("Loading level...") + name); -static void ch_metal(Game *game, const char *args) -{ - set_metal(0, args); -} + if (!gameon) { + visibleloading = true; + } + if (stealthloading) { + visibleloading = false; + } + if (!stillloading) { + loadtime = 0; + } + gamestarted = 1; -static void set_noclothes(int pnum, Game *game, const char *args) -{ - player[pnum].numclothes = 0; - game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin], - &player[pnum].skeleton.drawmodel.textureptr,1, - &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize); -} + numenvsounds = 0; -static void ch_noclothes(Game *game, const char *args) -{ - set_noclothes(0, game, args); -} + Tutorial::active = tutorial; -static void ch_noclothesnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_noclothes(closest, game, args); -} + if (Tutorial::active) { + Tutorial::stage = 0; + } + if (Tutorial::stage == 0) { + Tutorial::stagetime = 0; + Tutorial::maxtime = 1; + } + pause_sound(whooshsound); + pause_sound(stream_firesound); + int mapvers; + FILE* tfile; + errno = 0; + tfile = Folders::openMandatoryFile(level_path, "rb"); -static void set_clothes(int pnum, Game *game, const char *args) -{ - char buf[64]; - snprintf(buf, 63, ":Data:Textures:%s.png", args); - - if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum])) - return; - - player[pnum].DoMipmaps(); - strcpy(player[pnum].clothes[player[pnum].numclothes],buf); - player[pnum].clothestintr[player[pnum].numclothes]=tintr; - player[pnum].clothestintg[player[pnum].numclothes]=tintg; - player[pnum].clothestintb[player[pnum].numclothes]=tintb; - player[pnum].numclothes++; -} + pause_sound(stream_firesound); + scoreadded = 0; + windialogue = false; + hostiletime = 0; + won = 0; -static void ch_clothes(Game *game, const char *args) -{ - set_clothes(0, game, args); -} + //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral); -static void ch_clothesnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_clothes(closest, game, args); -} + Dialog::dialogs.clear(); -static void ch_belt(Game *game, const char *args) -{ - player[0].skeleton.clothes = !player[0].skeleton.clothes; -} + Dialog::indialogue = -1; + cameramode = 0; + damagedealt = 0; + damagetaken = 0; -static void ch_cellophane(Game *game, const char *args) -{ - cellophane = !cellophane; - float mul = cellophane ? 0 : 1; - - for (int i = 0; i < numplayers; i++) { - player[i].proportionhead.z = player[i].proportionhead.x * mul; - player[i].proportionbody.z = player[i].proportionbody.x * mul; - player[i].proportionarms.z = player[i].proportionarms.x * mul; - player[i].proportionlegs.z = player[i].proportionlegs.x * mul; - } -} + if (Account::hasActive()) { + difficulty = Account::active().getDifficulty(); + } -static void ch_funnybunny(Game *game, const char *args) -{ - player[0].skeleton.id=0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow", - ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid", - ":Data:Models:Body2.solid",":Data:Models:Body3.solid", - ":Data:Models:Body4.solid",":Data:Models:Body5.solid", - ":Data:Models:Body6.solid",":Data:Models:Body7.solid", - ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1); - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); - player[0].creature=rabbittype; - player[0].scale=.2; - player[0].headless=0; - player[0].damagetolerance=200; - set_proportion(0, "1 1 1 1"); -} + Hotspot::hotspots.clear(); + Hotspot::current = -1; + bonustime = 1; -static void ch_wolfie(Game *game, const char *args) -{ - player[0].skeleton.id=0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low", - ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid", - ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid", - ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid", - ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid", - ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0); - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); - player[0].creature=wolftype; - player[0].damagetolerance=300; - set_proportion(0, "1 1 1 1"); -} + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; -static void ch_wolfieisgod(Game *game, const char *args) -{ - ch_wolfie(game, args); -} + freeze = 0; + winfreeze = 0; -static void ch_wolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + for (unsigned char i = 0; i < 100; i++) { + bonusnum[i] = 0; + } -static void ch_snowwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + numfalls = 0; + numflipfail = 0; + numseen = 0; + numstaffattack = 0; + numswordattack = 0; + numknifeattack = 0; + numunarmedattack = 0; + numescaped = 0; + numflipped = 0; + numwallflipped = 0; + numthrowkill = 0; + numafterkill = 0; + numreversals = 0; + numattacks = 0; + maxalarmed = 0; + numresponded = 0; + + bonustotal = startbonustotal; + bonus = 0; + gameon = 1; + changedelay = 0; + if (console) { + emit_sound_np(consolesuccesssound); + freeze = 0; + console = false; + } -static void ch_darkwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + if (!stealthloading) { + terrain.decals.clear(); + Sprite::deleteSprites(); -static void ch_lizardwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + for (int i = 0; i < subdivision; i++) { + for (int j = 0; j < subdivision; j++) { + terrain.patchobjects[i][j].clear(); + } + } + Game::LoadingScreen(); + } -static void ch_white(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + weapons.clear(); + Person::players.resize(1); -static void ch_brown(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + funpackf(tfile, "Bi", &mapvers); + if (mapvers < 12) { + cerr << name << " has obsolete map version " << mapvers << endl; + } + if (mapvers >= 15) { + funpackf(tfile, "Bi", &indemo); + } else { + indemo = 0; + } + if (mapvers >= 5) { + funpackf(tfile, "Bi", &maptype); + } else { + maptype = mapkilleveryone; + } + if (mapvers >= 6) { + funpackf(tfile, "Bi", &hostile); + } else { + hostile = 1; + } + if (mapvers >= 4) { + funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); + } else { + viewdistance = 100; + fadestart = .6; + } + if (mapvers >= 2) { + funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); + } else { + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + } + if (mapvers >= 10) { + funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); + } else { + skyboxlightr = skyboxr; + skyboxlightg = skyboxg; + skyboxlightb = skyboxb; + } + /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */ + if (stealthloading) { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons); + } else { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons); + } + if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) { + for (int j = 0; j < Person::players[0]->num_weapons; j++) { + Person::players[0]->weaponids[j] = weapons.size(); + int type; + funpackf(tfile, "Bi", &type); + weapons.push_back(Weapon(type, 0)); + } + } -static void ch_black(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + Game::LoadingScreen(); -static void ch_sizemin(Game *game, const char *args) -{ - for (int i = 1; i < numplayers; i++) - if (player[i].scale < 0.8 * 0.2) - player[i].scale = 0.8 * 0.2; -} + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow); + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow); + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow); + funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult); -static void ch_tutorial(Game *game, const char *args) -{ - tutoriallevel = atoi(args); -} + funpackf(tfile, "Bi", &Person::players[0]->numclothes); -static void ch_hostile(Game *game, const char *args) -{ - hostile = atoi(args); -} + if (mapvers >= 9) { + funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature); + } else { + Person::players[0]->whichskin = 0; + Person::players[0]->creature = rabbittype; + } -static void ch_indemo(Game *game, const char *args) -{ - game->indemo=1; - hotspot[numhotspots]=player[0].coords; - hotspotsize[numhotspots]=0; - hotspottype[numhotspots]=-111; - strcpy(hotspottext[numhotspots],"mapname"); - numhotspots++; -} + Person::players[0]->lastattack = -1; + Person::players[0]->lastattack2 = -1; + Person::players[0]->lastattack3 = -1; -static void ch_notindemo(Game *game, const char *args) -{ - game->indemo=0; - numhotspots--; -} + //dialogues + if (mapvers >= 8) { + Dialog::loadDialogs(tfile); + } -static void ch_type(Game *game, const char *args) -{ - int n = sizeof(editortypenames) / sizeof(editortypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, editortypenames[i])) { - editoractive = i; - break; - } -} + for (int k = 0; k < Person::players[0]->numclothes; k++) { + funpackf(tfile, "Bi", &templength); + for (int l = 0; l < templength; l++) { + funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]); + } + Person::players[0]->clothes[k][templength] = '\0'; + funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]); + } -static void ch_path(Game *game, const char *args) -{ - int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, pathtypenames[i])) { - editorpathtype = i; - break; + funpackf(tfile, "Bi", &environment); + + if (environment != oldenvironment) { + Setenvironment(environment); } -} + oldenvironment = environment; -static void ch_hs(Game *game, const char *args) -{ - hotspot[numhotspots]=player[0].coords; + Object::LoadObjectsFromFile(tfile, stealthloading); - float size; - int type, shift; - sscanf(args, "%f%d %n", &size, &type, &shift); + if (mapvers >= 7) { + int numhotspots; + funpackf(tfile, "Bi", &numhotspots); + if (numhotspots < 0) { + cerr << "Map " << name << " have an invalid number of hotspots" << endl; + numhotspots = 0; + } + Hotspot::hotspots.resize(numhotspots); + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z); + funpackf(tfile, "Bi", &templength); + if (templength) { + for (int l = 0; l < templength; l++) { + funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]); + } + } + Hotspot::hotspots[i].text[templength] = '\0'; + if (Hotspot::hotspots[i].type == -111) { + indemo = 1; + } + } + } else { + Hotspot::hotspots.clear(); + } - hotspotsize[numhotspots] = size; - hotspottype[numhotspots] = type; + Game::LoadingScreen(); - strcpy(hotspottext[numhotspots], args + shift); - strcat(hotspottext[numhotspots], "\n"); + if (!stealthloading) { + Object::ComputeCenter(); + Object::ComputeRadius(); + } - numhotspots++; -} + Game::LoadingScreen(); -static void ch_dialogue(Game *game, const char *args) -{ - int dlg; - char buf1[32], buf2[64]; - - sscanf(args, "%d %31s", &dlg, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - dialoguetype[numdialogues] = dlg; - - memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); - memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256,':'); - ipstream >> numdialogueboxes[numdialogues]; - for(int i=0;i> dialogueboxlocation[numdialogues][i]; - ipstream.ignore(256,':'); - ipstream >> dialogueboxcolor[numdialogues][i][0]; - ipstream >> dialogueboxcolor[numdialogues][i][1]; - ipstream >> dialogueboxcolor[numdialogues][i][2]; - ipstream.ignore(256,':'); - ipstream.getline(dialoguename[numdialogues][i],64); - ipstream.ignore(256,':'); - ipstream.ignore(256,' '); - ipstream.getline(dialoguetext[numdialogues][i],128); - for(int j=0;j<128;j++){ - if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n'; + int numplayers; + funpackf(tfile, "Bi", &numplayers); + if (numplayers > maxplayers) { + cout << "Warning: this level contains more players than allowed" << endl; + } + unsigned j = 1; + for (int i = 1; i < numplayers; i++) { + try { + Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); + j++; + } catch (InvalidPersonException e) { + cerr << "Invalid Person found in " << name << endl; + } } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } + Game::LoadingScreen(); - for(int i=0;i 30 || numpathpoints < 0) { + numpathpoints = 0; + } + for (int j = 0; j < numpathpoints; j++) { + funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); + for (int k = 0; k < numpathpointconnect[j]; k++) { + funpackf(tfile, "Bi", &pathpointconnect[j][k]); + } } - } - ipstream.close(); + Game::LoadingScreen(); - directing=1; - indialogue=0; - whichdialogue=numdialogues; + funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); - numdialogues++; -} + SetUpLighting(); -static void ch_fixdialogue(Game *game, const char *args) -{ - char buf1[32], buf2[64]; - int whichdi; - - sscanf(args, "%d %31s", &whichdi, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi])); - memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256,':'); - ipstream >> numdialogueboxes[whichdi]; - for(int i=0;i> dialogueboxlocation[whichdi][i]; - ipstream.ignore(256,':'); - ipstream >> dialogueboxcolor[whichdi][i][0]; - ipstream >> dialogueboxcolor[whichdi][i][1]; - ipstream >> dialogueboxcolor[whichdi][i][2]; - ipstream.ignore(256,':'); - ipstream.getline(dialoguename[whichdi][i],64); - ipstream.ignore(256,':'); - ipstream.ignore(256,' '); - ipstream.getline(dialoguetext[whichdi][i],128); - for(int j=0;j<128;j++){ - if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n'; + if (!stealthloading) { + Object::AddObjectsToTerrain(); + terrain.DoShadows(); + Game::LoadingScreen(); + Object::DoShadows(); + Game::LoadingScreen(); } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - - ipstream.close(); -} -static void ch_fixtype(Game *game, const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; -} + fclose(tfile); -static void ch_fixrotation(Game *game, const char *args) -{ - participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation; -} + for (unsigned i = 0; i < Person::players.size(); i++) { + Game::LoadingScreen(); + if (i == 0) { + Person::players[i]->burnt = 0; + Person::players[i]->bled = 0; + Person::players[i]->onfire = 0; + Person::players[i]->scale = .2; + if (mapvers < 9) { + Person::players[i]->creature = rabbittype; + } + } + Person::players[i]->skeleton.free = 0; -static void ch_ddialogue(Game *game, const char *args) -{ - if (numdialogues) - numdialogues--; -} + Person::players[i]->skeletonLoad(); -static void ch_dhs(Game *game, const char *args) -{ - if (numhotspots) - numhotspots--; -} + Person::players[i]->addClothes(); -static void ch_immobile(Game *game, const char *args) -{ - player[0].immobile = 1; -} + if (i == 0) { + Person::players[i]->animCurrent = bounceidleanim; + Person::players[i]->animTarget = bounceidleanim; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->target = 0; + } + Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000; + if (difficulty == 0) { + Person::players[i]->speed -= .2; + } + if (difficulty == 1) { + Person::players[i]->speed -= .1; + } -static void ch_allimmobile(Game *game, const char *args) -{ - for (int i = 1; i < numplayers; i++) - player[i].immobile = 1; -} + if (i == 0) { + Person::players[i]->velocity = 0; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[i]->realoldcoords = Person::players[i]->coords; + + Person::players[i]->id = i; + Person::players[i]->updatedelay = 0; + Person::players[i]->normalsupdatedelay = 0; + + Person::players[i]->proportionhead = 1.2; + Person::players[i]->proportionbody = 1.05; + Person::players[i]->proportionarms = 1.00; + Person::players[i]->proportionlegs = 1.1; + Person::players[i]->proportionlegs.y = 1.05; + Person::players[i]->headless = 0; + Person::players[i]->currentoffset = 0; + Person::players[i]->targetoffset = 0; + if (Person::players[i]->creature == wolftype) { + Person::players[i]->scale = .23; + Person::players[i]->damagetolerance = 300; + } else { + Person::players[i]->damagetolerance = 200; + } + } -static void ch_mobile(Game *game, const char *args) -{ - player[0].immobile = 0; -} + Game::LoadingScreen(); -static void ch_default(Game *game, const char *args) -{ - player[0].armorhead=1; - player[0].armorhigh=1; - player[0].armorlow=1; - player[0].protectionhead=1; - player[0].protectionhigh=1; - player[0].protectionlow=1; - player[0].metalhead=1; - player[0].metalhigh=1; - player[0].metallow=1; - player[0].power=1; - player[0].speedmult=1; - player[0].scale=1; - - if(player[0].creature==wolftype){ - player[0].proportionhead=1.1; - player[0].proportionbody=1.1; - player[0].proportionarms=1.1; - player[0].proportionlegs=1.1; - } else if(player[0].creature==rabbittype){ - player[0].proportionhead=1.2; - player[0].proportionbody=1.05; - player[0].proportionarms=1.00; - player[0].proportionlegs=1.1; - player[0].proportionlegs.y=1.05; - } - - player[0].numclothes=0; - game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin], - &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0], - &player[0].skeleton.skinsize); - - editoractive=typeactive; - player[0].immobile=0; -} + if (cellophane) { + Person::players[i]->proportionhead.z = 0; + Person::players[i]->proportionbody.z = 0; + Person::players[i]->proportionarms.z = 0; + Person::players[i]->proportionlegs.z = 0; + } -static void ch_play(Game *game, const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for(int i=0;itempanimation = Animation("Tempanim", lowheight, neutral); + + if (i == 0) { + Person::players[i]->headmorphness = 0; + Person::players[i]->targetheadmorphness = 1; + Person::players[i]->headmorphstart = 0; + Person::players[i]->headmorphend = 0; + + Person::players[i]->pausetime = 0; + + Person::players[i]->dead = 0; + Person::players[i]->jumppower = 5; + Person::players[i]->damage = 0; + Person::players[i]->permanentdamage = 0; + Person::players[i]->superpermanentdamage = 0; + + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->throwkeydown = 0; + + Person::players[i]->collided = -10; + Person::players[i]->loaded = 1; + Person::players[i]->bloodloss = 0; + Person::players[i]->weaponactive = -1; + Person::players[i]->weaponstuck = -1; + Person::players[i]->bleeding = 0; + Person::players[i]->deathbleeding = 0; + Person::players[i]->stunned = 0; + Person::players[i]->hasvictim = 0; + Person::players[i]->wentforweapon = 0; + } + } -static void ch_mapkilleveryone(Game *game, const char *args) -{ - maptype = mapkilleveryone; -} + Person::players[0]->aitype = playercontrolled; + + if (difficulty == 1) { + Person::players[0]->power = 1 / .9; + Person::players[0]->damagetolerance = 250; + } else if (difficulty == 0) { + Person::players[0]->power = 1 / .8; + Person::players[0]->damagetolerance = 300; + Person::players[0]->armorhead *= 1.5; + Person::players[0]->armorhigh *= 1.5; + Person::players[0]->armorlow *= 1.5; + } -static void ch_mapkillmost(Game *game, const char *args) -{ - maptype = mapkillmost; -} + cameraloc = Person::players[0]->coords; + cameraloc.y += 5; + yaw = Person::players[0]->yaw; -static void ch_mapkillsomeone(Game *game, const char *args) -{ - maptype = mapkillsomeone; -} + hawkcoords = Person::players[0]->coords; + hawkcoords.y += 30; -static void ch_mapgosomewhere(Game *game, const char *args) -{ - maptype = mapgosomewhere; -} + Game::LoadingScreen(); -static void ch_viewdistance(Game *game, const char *args) -{ - viewdistance = atof(args)*100; -} + LOG("Starting background music..."); -static void ch_fadestart(Game *game, const char *args) -{ - fadestart = atof(args); -} + OPENAL_StopSound(OPENAL_ALL); + if (ambientsound) { + if (environment == snowyenvironment) { + emit_stream_np(stream_wind); + } else if (environment == desertenvironment) { + emit_stream_np(stream_desertambient); + } else if (environment == grassyenvironment) { + emit_stream_np(stream_wind, 100.); + } + } + oldmusicvolume[0] = 0; + oldmusicvolume[1] = 0; + oldmusicvolume[2] = 0; + oldmusicvolume[3] = 0; -static void ch_slomo(Game *game, const char *args) -{ - slomospeed = atof(args); - slomo = !slomo; - slomodelay = 1000; -} + leveltime = 0; + wonleveltime = 0; + visibleloading = false; -static void ch_slofreq(Game *game, const char *args) -{ - slomofreq = atof(args); + return true; } -static void ch_skytint(Game *game, const char *args) +/* Process input events that impact settings, console, devtools, etc. + * Gameplay-related input processing is still done in Game::Tick() for now + * as it is tightly coupled to the game logic. + */ +void Game::ProcessInput() { - sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); + /* Pump SDL input events */ + Input::Tick(); - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; + /* Menu handling (main menu, leave game) */ + if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && + (gameon || mainmenu == 0)) { + selected = -1; + if (mainmenu == 0 && !winfreeze) { + mainmenu = 2; // Pause + } else if (mainmenu == 1 || mainmenu == 2) { + mainmenu = 0; // Unpause + } + // Play menu theme + if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { + OPENAL_SetFrequency(OPENAL_ALL); + emit_stream_np(stream_menutheme); + pause_sound(leveltheme); + } + // On resume, play level music + if (!mainmenu) { + pause_sound(stream_menutheme); + resume_stream(leveltheme); + } + } - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skylight(Game *game, const char *args) -{ - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skybox(Game *game, const char *args) -{ - skyboxtexture = !skyboxtexture; - - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); -} - -static void cmd_dispatch(Game *game, const char *cmd) -{ - int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); - - for (i = 0; i < n_cmds; i++) - if (stripfx(cmd, cmd_names[i])) - { - cmd_handlers[i](game, cmd + strlen(cmd_names[i])); - break; - } - emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); -} - -/********************> Tick() <*****/ -extern bool save_image(const char * fname); -void Screenshot (void) -{ - char temp[1024]; - time_t t = time(NULL); - struct tm *tme = localtime(&t); - sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); - - #if defined(_WIN32) - mkdir("Screenshots"); - #else - mkdir("Screenshots", S_IRWXU); - #endif - - save_image(temp); -} - -void Game::SetUpLighting(){ - if(environment==snowyenvironment) - light.setColors(.65,.65,.7,.4,.4,.44); - if(environment==desertenvironment) - light.setColors(.95,.95,.95,.4,.35,.3); - if(environment==grassyenvironment) - light.setColors(.95,.95,1,.4,.4,.44); - if(!skyboxtexture) - light.setColors(1,1,1,.4,.4,.4); - float average; - average=(skyboxlightr+skyboxlightg+skyboxlightb)/3; - light.color[0]*=(skyboxlightr+average)/2; - light.color[1]*=(skyboxlightg+average)/2; - light.color[2]*=(skyboxlightb+average)/2; - light.ambient[0]*=(skyboxlightr+average)/2; - light.ambient[1]*=(skyboxlightg+average)/2; - light.ambient[2]*=(skyboxlightb+average)/2; -} - -int Game::findPathDist(int start,int end){ - int smallestcount,count,connected; - int last,last2,last3,last4; - int closest; - - smallestcount=1000; - for(int i=0;i<50;i++){ - count=0; - last=start; - last2=-1; - last3=-1; - last4=-1; - while(last!=end&&count<30){ - closest=-1; - for(int j=0;jminx-objects.model[i].boundingsphereradius&& - objects.position[i].xminy-objects.model[i].boundingsphereradius&& - objects.position[i].yminz-objects.model[i].boundingsphereradius&& - objects.position[i].zminx-objects.model[what].boundingsphereradius&& - objects.position[what].xminy-objects.model[what].boundingsphereradius&& - objects.position[what].yminz-objects.model[what].boundingsphereradius&& - objects.position[what].z1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(snow):Front.jpg", - ":Data:Textures:Skybox(snow):Left.jpg", - ":Data:Textures:Skybox(snow):Back.jpg", - ":Data:Textures:Skybox(snow):Right.jpg", - ":Data:Textures:Skybox(snow):Up.jpg", - ":Data:Textures:Skybox(snow):Down.jpg"); - - - - - texdetail=temptexdetail; - } else if(environment==desertenvironment){ - windvector=0; - windvector.z=2; - LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0); - - - if(ambientsound) - emit_stream_np(stream_desertambient); - - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepsn1; - footstepsound4 = footstepsn2; - - LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - - - - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(sand):Front.jpg", - ":Data:Textures:Skybox(sand):Left.jpg", - ":Data:Textures:Skybox(sand):Back.jpg", - ":Data:Textures:Skybox(sand):Right.jpg", - ":Data:Textures:Skybox(sand):Up.jpg", - ":Data:Textures:Skybox(sand):Down.jpg"); - - - - - texdetail=temptexdetail; - } else if(environment==grassyenvironment){ - windvector=0; - windvector.z=2; - LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1); - LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1); - LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0); - LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0); - - if(ambientsound) - emit_stream_np(stream_wind, 100.); - - footstepsound = footstepgr1; - footstepsound2 = footstepgr2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; - - LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0); - - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); - - - - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox.load( ":Data:Textures:Skybox(grass):Front.jpg", - ":Data:Textures:Skybox(grass):Left.jpg", - ":Data:Textures:Skybox(grass):Back.jpg", - ":Data:Textures:Skybox(grass):Right.jpg", - ":Data:Textures:Skybox(grass):Up.jpg", - ":Data:Textures:Skybox(grass):Down.jpg"); - - - - texdetail=temptexdetail; - } - temptexdetail=texdetail; - texdetail=1; - terrain.load(":Data:Textures:heightmap.png"); - - texdetail=temptexdetail; -} - -void Game::Loadlevel(int which){ - stealthloading=0; - whichlevel=which; - - if(which == -1){ - tutoriallevel = -1; - Loadlevel("tutorial"); - }else if(which >= 0 && which <= 15){ - char buf[32]; - snprintf(buf, 32, "map%d", which + 1); - Loadlevel(buf); - }else - Loadlevel("mapsave"); -} - -void Game::Loadlevel(const char *name){ - int templength; - float lamefloat; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop,legprop,armprop,bodyprop; - - LOGFUNC; - - LOG(std::string("Loading level...") + name); - - if(!gameon) - visibleloading=1; - if(stealthloading) - visibleloading=0; - if(!stillloading) - loadtime=0; - gamestarted=1; - - numenvsounds=0; - //visibleloading=1; - if(tutoriallevel!=-1) - tutoriallevel=0; - else - tutoriallevel=1; - - if(tutoriallevel==1) - tutorialstage=0; - if(tutorialstage==0){ - tutorialstagetime=0; - tutorialmaxtime=1; - } - loadingstuff=1; - pause_sound(whooshsound); - pause_sound(stream_firesound); - - // Change the map filename into something that is os specific - buf = (char*) alloca(strlen(pfx) + strlen(name) + 1); - sprintf(buf, "%s%s", pfx, name); - const char *FixedFN = ConvertFileName(buf); - - int mapvers; - FILE *tfile; - tfile=fopen( FixedFN, "rb" ); - if(tfile){ - pause_sound(stream_firesound); - scoreadded=0; - windialogue=0; - hostiletime=0; - won=0; - - animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral); - - numdialogues=0; - - for(int i=0;i<20;i++) - dialoguegonethrough[i]=0; - - indialogue=-1; - cameramode=0; - - damagedealt=0; - damagetaken=0; - - if(accountactive) - difficulty=accountactive->getDifficulty(); - - if(difficulty!=2) - minimap=1; - else - minimap=0; - - numhotspots=0; - currenthotspot=-1; - bonustime=1; - - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - - freeze=0; - winfreeze=0; - - for(int i=0;i<100;i++) - bonusnum[i]=0; - - numfalls=0; - numflipfail=0; - numseen=0; - numstaffattack=0; - numswordattack=0; - numknifeattack=0; - numunarmedattack=0; - numescaped=0; - numflipped=0; - numwallflipped=0; - numthrowkill=0; - numafterkill=0; - numreversals=0; - numattacks=0; - maxalarmed=0; - numresponded=0; - - bonustotal=startbonustotal; - bonus=0; - gameon=1; - changedelay=0; - if(console){ - emit_sound_np(consolesuccesssound); - freeze=0; - console=0; - } - - if(!stealthloading){ - terrain.numdecals=0; - Sprite::deleteSprites(); - for(int i=0;i=15) - funpackf(tfile, "Bi", &indemo); - else - indemo=0; - if(mapvers>=5) - funpackf(tfile, "Bi", &maptype); - else - maptype=mapkilleveryone; - if(mapvers>=6) - funpackf(tfile, "Bi", &hostile); - else - hostile=1; - if(mapvers>=4) - funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); - else{ - viewdistance=100; - fadestart=.6; - } - if(mapvers>=2) - funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); - else{ - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - } - if(mapvers>=10) - funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); - else{ - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; - } - if(!stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons); - if(stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons); - player[0].originalcoords=player[0].coords; - if(player[0].num_weapons>0&&player[0].num_weapons<5) - for(int j=0;j=9) - funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); - else{ - player[0].whichskin=0; - player[0].creature=rabbittype; - } - - player[0].lastattack=-1; - player[0].lastattack2=-1; - player[0].lastattack3=-1; - - //dialogues - if(mapvers>=8){ - funpackf(tfile, "Bi", &numdialogues); - for(int k=0;k128||templength<=0) - templength=128; - int m; - for(m=0;m64||templength<=0)templength=64; - for(m=0;m=7){ - funpackf(tfile, "Bi", &numhotspots); - for(int i=0;imaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - objects.radius=fast_sqrt(maxdistance); - } - - if(visibleloading) - LoadingScreen(); - //mapcenter=objects.center; - //mapradius=objects.radius; - - funpackf(tfile, "Bi", &numplayers); - int howmanyremoved=0; - bool removeanother=0; - if(numplayers>1&&numplayers=5) - funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive); - else - player[i-howmanyremoved].howactive=typeactive; - if(mapvers>=3) - funpackf(tfile, "Bf",&player[i-howmanyremoved].scale); - else - player[i-howmanyremoved].scale=-1; - if(mapvers>=11) - funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile); - else - player[i-howmanyremoved].immobile=0; - if(mapvers>=12) - funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation); - else - player[i-howmanyremoved].rotation=0; - player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation; - if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){ - removeanother=1; - howmanyremoved++; - } - if(!removeanother){ - if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){ - for(int j=0;j=5) - funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]); - else - player[i-howmanyremoved].waypointtype[j] = wpkeepwalking; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint); - if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1) - player[i-howmanyremoved].waypoint=0; - - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow); - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow); - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow); - funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult); - - if(mapvers>=4) - funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop); - else{ - headprop=1; - bodyprop=1; - armprop=1; - legprop=1; - } - if(player[i-howmanyremoved].creature==wolftype){ - player[i-howmanyremoved].proportionhead=1.1*headprop; - player[i-howmanyremoved].proportionbody=1.1*bodyprop; - player[i-howmanyremoved].proportionarms=1.1*armprop; - player[i-howmanyremoved].proportionlegs=1.1*legprop; - } - - if(player[i-howmanyremoved].creature==rabbittype){ - player[i-howmanyremoved].proportionhead=1.2*headprop; - player[i-howmanyremoved].proportionbody=1.05*bodyprop; - player[i-howmanyremoved].proportionarms=1.00*armprop; - player[i-howmanyremoved].proportionlegs=1.1*legprop; - player[i-howmanyremoved].proportionlegs.y=1.05*legprop; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes); - if(player[i-howmanyremoved].numclothes){ - for(int k=0;k30||numpathpoints<0) - numpathpoints=0; - for(int j=0;jmaxplayers-1) - numplayers=maxplayers-1; - for(int i=0;i unused -18 stereo configuration -*/ - -void Game::MenuTick(){ - //menu buttons - - // some specific case where we do something even if the left mouse button is not pressed. - if((mainmenu==5) && (endgame==2)) { - accountactive->endGame(); - endgame=0; - } - if(mainmenu==10) - endgame=2; - if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) ) - stereoseparation-=0.001; - - if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - switch(mainmenu) { - case 1: - case 2: - switch(selected) { - case 1: - if(gameon) { //resume - mainmenu=0; - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } else { //new game - fireSound(firestartsound); - flash(); - mainmenu=(accountactive?5:7); - selected=-1; - } - break; - case 2: //options - fireSound(); - flash(); - mainmenu=3; - if(newdetail>2) newdetail=detail; - if(newdetail<0) newdetail=detail; - if(newscreenwidth>3000) newscreenwidth=screenwidth; - if(newscreenwidth<0) newscreenwidth=screenwidth; - if(newscreenheight>3000) newscreenheight=screenheight; - if(newscreenheight<0) newscreenheight=screenheight; - break; - case 3: - fireSound(); - flash(); - if(gameon){ //end game - gameon=0; - mainmenu=1; - } else { //quit - tryquit=1; - pause_sound(stream_menutheme); - } - break; - } - break; - case 3: - fireSound(); - bool isCustomResolution,found; - switch(selected){ - case 0: - extern SDL_Rect **resolutions; - isCustomResolution = true; - found = false; - for(int i = 0; (!found) && (resolutions[i]); i++) { - if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) - isCustomResolution = false; - - if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { - i++; - if(resolutions[i] != NULL) { - newscreenwidth = (int) resolutions[i]->w; - newscreenheight = (int) resolutions[i]->h; - } else if(isCustomResolution){ - if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } else { - newscreenwidth = screenwidth; - newscreenheight = screenheight; - } - } else { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - found = true; - } - } - - if(!found) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - break; - case 1: - newdetail++; - if(newdetail>2) newdetail=0; - break; - case 2: - bloodtoggle++; - if(bloodtoggle>2) bloodtoggle=0; - break; - case 3: - difficulty++; - if(difficulty>2) difficulty=0; - break; - case 4: - ismotionblur = !ismotionblur; - break; - case 5: - decals = !decals; - break; - case 6: - musictoggle = !musictoggle; - - if(musictoggle) { - emit_stream_np(stream_menutheme); - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - break; - case 7: // controls - flash(); - mainmenu=4; - selected=-1; - keyselect=-1; - break; - case 8: - flash(); - - SaveSettings(*this); - mainmenu=gameon?2:1; - break; - case 9: - invertmouse = !invertmouse; - break; - case 10: - usermousesensitivity+=.2; - if(usermousesensitivity>2) usermousesensitivity=.2; - break; - case 11: - volume+=.1f; - if(volume>1.0001f) volume=0; - OPENAL_SetSFXMasterVolume((int)(volume*255)); - break; - case 12: - flash(); - - newstereomode = stereomode; - mainmenu=18; - keyselect=-1; - break; - case 13: - showdamagebar = !showdamagebar; - break; - } - break; - case 4: - if(!waiting) { - fireSound(); - if(selected<9 && keyselect==-1) - keyselect=selected; - if(keyselect!=-1) - setKeySelected(); - if(selected==9){ - flash(); - - mainmenu=3; - } - } - break; - case 5: - fireSound(); - flash(); - if((selected-7 >= accountactive->getCampaignChoicesMade())) { - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=7; - if(firstload) - TickOnceAfter(); - else - LoadStuff(); - whichchoice=selected-7-accountactive->getCampaignChoicesMade(); - visibleloading=1; - stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - switch(selected){ - case 1: - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=-1; - if(firstload) { - TickOnceAfter(); - Loadlevel(-1); - } else - LoadStuff(); - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - break; - case 2: - mainmenu=9; - break; - case 3: - mainmenu=6; - break; - case 4: - mainmenu=(gameon?2:1); - break; - case 5: - mainmenu=7; - break; - } - break; - case 6: - fireSound(); - if(selected==1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu=7; - } else if(selected==2) { - flash(); - mainmenu=5; - } - break; - case 7: - fireSound(); - if(selected==0 && Account::getNbAccounts()<8){ - entername=1; - } else if (selected < Account::getNbAccounts()+1) { - flash(); - mainmenu=5; - accountactive=Account::get(selected-1); - } else if (selected == Account::getNbAccounts()+1) { - flash(); - mainmenu=5; - for(int j=0;j<255;j++){ - displaytext[0][j]=0; - } - displaychars[0]=0; - displayselected=0; - entername=0; - } - break; - case 8: - fireSound(); - flash(); - if(selected<=2) - accountactive->setDifficulty(selected); - mainmenu=5; - break; - case 9: - if(selectedgetProgress()){ - fireSound(); - flash(); - - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=selected; - if(firstload)TickOnceAfter(); - if(!firstload)LoadStuff(); - else Loadlevel(selected); - campaign=0; - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - if(selected==numchallengelevels){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 10: - if(selected==3){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 18: - if(selected==1) - stereoseparation+=0.001; - else { - fireSound(); - if(selected==0){ - newstereomode = (StereoMode)(newstereomode + 1); - while(!CanInitStereo(newstereomode)){ - printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); - newstereomode = (StereoMode)(newstereomode + 1); - if(newstereomode >= stereoCount) - newstereomode = stereoNone; - } - } else if(selected==2) { - stereoreverse = !stereoreverse; - } else if(selected==3) { - flash(); - mainmenu=3; - - stereomode = newstereomode; - InitStereo(stereomode); - } - } - break; - } - } - - if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { - SaveSettings(*this); + /* Stereo video mode hotkeys */ + if (Input::isKeyPressed(SDL_SCANCODE_F6)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + stereoreverse = true; + printf("Stereo reversed\n"); + } else { + stereoreverse = false; + printf("Stereo unreversed\n"); } } - OPENAL_SetFrequency(channels[stream_menutheme], 22050); - - if(entername) { - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { // the input as finished - if(displaychars[0]){ // with enter - accountactive = Account::add(string(displaytext[0])); - - mainmenu=8; - - flash(); - - fireSound(firestartsound); - - for(int i=0;i<255;i++){ - displaytext[0][i]=0; - } - displaychars[0]=0; - - displayselected=0; - } - entername=0; - } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; + if (Input::isKeyDown(SDL_SCANCODE_F7)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + stereoseparation -= 0.001; + } else { + stereoseparation -= 0.010; } + printf("Stereo separation decreased to %f\n", stereoseparation); } -} -void Game::doTutorial(){ - if(tutorialstagetime>tutorialmaxtime){ - tutorialstage++; - tutorialsuccess=0; - if(tutorialstage<=1){ - canattack=0; - cananger=0; - reversaltrain=0; + if (Input::isKeyDown(SDL_SCANCODE_F8)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + stereoseparation += 0.001; + } else { + stereoseparation += 0.010; } - switch(tutorialstage){ - case 1: - tutorialmaxtime=5; - break; case 2: - tutorialmaxtime=2; - break; case 3: - tutorialmaxtime=600; - break; case 4: - tutorialmaxtime=1000; - break; case 5: - tutorialmaxtime=600; - break; case 6: - tutorialmaxtime=600; - break; case 7: - tutorialmaxtime=600; - break; case 8: - tutorialmaxtime=600; - break; case 9: - tutorialmaxtime=600; - break; case 10: - tutorialmaxtime=2; - break; case 11: - tutorialmaxtime=1000; - break; case 12: - tutorialmaxtime=1000; - break; case 13: - tutorialmaxtime=2; - break; case 14: { - tutorialmaxtime=3; - - XYZ temp,temp2; - - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - - player[1].coords=(temp+temp2)/2; - - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;i0)tutorialsuccess=1; - break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1; - break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1; - break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1; - break; default: break; + if (Input::isKeyDown(SDL_SCANCODE_LALT)) { + /* Enable editor */ + if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + editorenabled = !editorenabled; + if (editorenabled) { + Person::players[0]->damagetolerance = 100000; + } else { + Person::players[0]->damagetolerance = 200; + } + Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } - if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3; - - if(tutorialstagetime==tutorialmaxtime-3){ - emit_sound_np(consolesuccesssound); + /* Nullify damage and give 200000 health */ + if (Input::isKeyPressed(SDL_SCANCODE_H)) { + Person::players[0]->damagetolerance = 200000; + Person::players[0]->damage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; } - if(tutorialsuccess>=1){ - if(tutorialstage==34||tutorialstage==35) - tutorialstagetime=tutorialmaxtime-1; + /* Change environment */ + if (Input::isKeyPressed(SDL_SCANCODE_J)) { + environment++; + if (environment > 2) { + environment = 0; + } + Setenvironment(environment); } - } - - if(tutorialstage<14||tutorialstage>=50){ - player[1].coords.y=300; - player[1].velocity=0; - } -} -void Game::doDebugKeys(){ - float headprop,bodyprop,armprop,legprop; - if(debugmode){ - if(Input::isKeyPressed(SDLK_h)){ - player[0].damagetolerance=200000; - player[0].damage=0; - player[0].burnt=0; - player[0].permanentdamage=0; - player[0].superpermanentdamage=0; + /* Camera mode */ + if (Input::isKeyPressed(SDL_SCANCODE_C)) { + cameramode = !cameramode; } - if(Input::isKeyPressed(SDLK_j)){ - environment++; - if(environment>2) - environment=0; - Setenvironment(environment); + /* Freeze */ + if (Input::isKeyPressed(SDL_SCANCODE_V)) { + freeze = !freeze; + if (freeze) { + OPENAL_SetFrequency(OPENAL_ALL); + } } - if(Input::isKeyPressed(SDLK_c)){ - cameramode=1-cameramode; + /* Toggle slow motion */ + if (Input::isKeyPressed(SDL_SCANCODE_B)) { + slomo = 1 - slomo; + slomodelay = 1000; } - if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){ - if(player[0].num_weapons>0){ - if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff; - else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife; - else weapons.type[player[0].weaponids[0]]=sword; - if(weapons.type[player[0].weaponids[0]]==sword){ - weapons.mass[player[0].weaponids[0]]=1.5; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=.8; - } - if(weapons.type[player[0].weaponids[0]]==staff){ - weapons.mass[player[0].weaponids[0]]=2; - weapons.tipmass[player[0].weaponids[0]]=1; - weapons.length[player[0].weaponids[0]]=1.5; - } + /* Ragdoll */ + if (Input::isKeyPressed(SDL_SCANCODE_N)) { + Person::players[0]->RagDoll(0); + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); + } - if(weapons.type[player[0].weaponids[0]]==knife){ - weapons.mass[player[0].weaponids[0]]=1; - weapons.tipmass[player[0].weaponids[0]]=1.2; - weapons.length[player[0].weaponids[0]]=.25; + /* Shrink tree leaves?? */ + // FIXME: Can't see what this does in game. + if (Input::isKeyPressed(SDL_SCANCODE_Y)) { + for (auto& an_object : Object::objects) { + if (an_object->type == treeleavestype) { + an_object->scale *= .9; } } } - if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i1) - for(int i=1;i= 0) { + if (Person::players[closest]->num_weapons > 0) { + int weapontype = 0; + switch (weapons[Person::players[closest]->weaponids[0]].getType()) { + case knife: + weapontype = sword; + break; + case sword: + weapontype = staff; + break; + case staff: + weapontype = knife; + break; } + weapons[Person::players[closest]->weaponids[0]].setType(weapontype); + } else { + Person::players[closest]->weaponids[0] = weapons.size(); + weapons.push_back(Weapon(knife, closest)); + Person::players[closest]->num_weapons = 1; } - player[closest].rotation+=multiplier*50; - player[closest].targetrotation=player[closest].rotation; + } } + /* Change yaw (rotate around Z axis) */ + if (Input::isKeyDown(SDL_SCANCODE_U)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i9) - player[closest].whichskin=0; - if(player[closest].whichskin>2&&player[closest].creature==wolftype) - player[closest].whichskin=0; + if (closest >= 0) { + Person::players[closest]->yaw += multiplier * 50; + Person::players[closest]->targetyaw = Person::players[closest]->yaw; + } + } - LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin], - &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); + /* Toggle fire */ + if (Input::isKeyPressed(SDL_SCANCODE_F)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); } - if(player[closest].numclothes){ - for(int i=0;i= 0) { + Person::players[closest]->onfire = !Person::players[closest]->onfire; + if (Person::players[closest]->onfire) { + Person::players[closest]->CatchFire(); + } else { + emit_sound_at(fireendsound, Person::players[closest]->coords); + pause_sound(stream_firesound); } - player[closest].DoMipmaps(); } } - if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i= 0) { + Person::players[closest]->whichskin++; + if (Person::players[closest]->whichskin > 9) { + Person::players[closest]->whichskin = 0; + } + if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) { + Person::players[closest]->whichskin = 0; } + Person::players[closest]->skeleton.drawmodel.textureptr.load( + creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + } - if(player[closest].creature==rabbittype){ - player[closest].skeleton.id=closest; - player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0); - LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize); - player[closest].whichskin=0; - player[closest].creature=wolftype; + Person::players[closest]->addClothes(); + } - player[closest].proportionhead=1.1; - player[closest].proportionbody=1.1; - player[closest].proportionarms=1.1; - player[closest].proportionlegs=1.1; - player[closest].proportionlegs.y=1.1; - player[closest].scale=.23*5*player[0].scale; + /* Change creature type */ + if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - player[closest].damagetolerance=300; - } - else - { - player[closest].skeleton.id=closest; - player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1); - LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); - player[closest].whichskin=0; - player[closest].creature=rabbittype; - - player[closest].proportionhead=1.2; - player[closest].proportionbody=1.05; - player[closest].proportionarms=1.00; - player[closest].proportionlegs=1.1; - player[closest].proportionlegs.y=1.05; - player[closest].scale=.2*5*player[0].scale; - - player[closest].damagetolerance=200; + // FIXME: Those proportions are buggy + if (closest >= 0) { + if (Person::players[closest]->creature == wolftype) { + headprop = Person::players[closest]->proportionhead.x / 1.1; + bodyprop = Person::players[closest]->proportionbody.x / 1.1; + armprop = Person::players[closest]->proportionarms.x / 1.1; + legprop = Person::players[closest]->proportionlegs.x / 1.1; + } else { // rabbittype + headprop = Person::players[closest]->proportionhead.x / 1.2; + bodyprop = Person::players[closest]->proportionbody.x / 1.05; + armprop = Person::players[closest]->proportionarms.x / 1.00; + legprop = Person::players[closest]->proportionlegs.x / 1.1; } - if(player[closest].creature==wolftype){ - player[closest].proportionhead=1.1*headprop; - player[closest].proportionbody=1.1*bodyprop; - player[closest].proportionarms=1.1*armprop; - player[closest].proportionlegs=1.1*legprop; + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->creature = wolftype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(); + + Person::players[closest]->proportionhead = 1.1; + Person::players[closest]->proportionbody = 1.1; + Person::players[closest]->proportionarms = 1.1; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.1; + Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; + + Person::players[closest]->damagetolerance = 300; + } else { + Person::players[closest]->creature = rabbittype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(true); + + Person::players[closest]->proportionhead = 1.2; + Person::players[closest]->proportionbody = 1.05; + Person::players[closest]->proportionarms = 1.00; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.05; + Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale; + + Person::players[closest]->damagetolerance = 200; } - if(player[closest].creature==rabbittype){ - player[closest].proportionhead=1.2*headprop; - player[closest].proportionbody=1.05*bodyprop; - player[closest].proportionarms=1.00*armprop; - player[closest].proportionlegs=1.1*legprop; - player[closest].proportionlegs.y=1.05*legprop; + if (Person::players[closest]->creature == wolftype) { + Person::players[closest]->proportionhead = 1.1 * headprop; + Person::players[closest]->proportionbody = 1.1 * bodyprop; + Person::players[closest]->proportionarms = 1.1 * armprop; + Person::players[closest]->proportionlegs = 1.1 * legprop; } + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->proportionhead = 1.2 * headprop; + Person::players[closest]->proportionbody = 1.05 * bodyprop; + Person::players[closest]->proportionarms = 1.00 * armprop; + Person::players[closest]->proportionlegs = 1.1 * legprop; + Person::players[closest]->proportionlegs.y = 1.05 * legprop; + } } } - if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){ - slomo=1-slomo; - slomodelay=1000; - } - - - if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){ - int closest=-1; - float closestdist=-1; - float distance; - XYZ flatfacing2,flatvelocity2; - XYZ blah; - if(numplayers>1) - for(int i=1;i 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + XYZ flatfacing2, flatvelocity2, flatvelocity2_orig; + XYZ headspurtdirection; + Joint& headjoint = Person::players[closest]->joint(head); + + if (!Person::players[closest]->skeleton.free) { + flatvelocity2_orig = Person::players[closest]->velocity; + flatfacing2 = DoRotation( + DoRotation( + DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), + Person::players[closest]->tilt2, 0, 0), + 0, Person::players[closest]->yaw, 0) * + Person::players[closest]->scale + + Person::players[closest]->coords; + } else { + flatvelocity2_orig = headjoint.velocity; + flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords; } - if(closest!=-1){ - XYZ headspurtdirection; - //int i = player[closest].skeleton.jointlabels[head]; - Joint& headjoint=playerJoint(closest,head); - for(int k=0;kjointPos(neck); + Normalise(&headspurtdirection); + + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + flatvelocity2 = flatvelocity2_orig; + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + printf("Test: %f\n", flatvelocity2.x); + printf("Test orig: %f\n", flatvelocity2_orig.x); + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1); + flatvelocity2 += headspurtdirection * 8; + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1); } - Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5); + Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); - emit_sound_at(splattersound, blah); - emit_sound_at(breaksound2, blah, 100.); + emit_sound_at(splattersound, Person::players[closest]->coords); + emit_sound_at(breaksound2, Person::players[closest]->coords, 100.); - if(player[closest].skeleton.free==2)player[closest].skeleton.free=0; - player[closest].RagDoll(0); - player[closest].dead=2; - player[closest].headless=1; - player[closest].DoBloodBig(3,165); + if (Person::players[closest]->skeleton.free == 2) { + Person::players[closest]->skeleton.free = 0; + } + Person::players[closest]->RagDoll(0); + Person::players[closest]->dead = 2; + Person::players[closest]->headless = 1; + Person::players[closest]->DoBloodBig(3, 165); - camerashake+=.3; + camerashake += .3; } } - if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){ - int closest=-1; - float closestdist=-1; - float distance; - XYZ flatfacing2,flatvelocity2; - XYZ blah; - if(numplayers>1) - for(int i=1;i= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + XYZ flatfacing2, flatvelocity2, flatvelocity2_orig; + + emit_sound_at(splattersound, Person::players[closest]->coords); + emit_sound_at(breaksound2, Person::players[closest]->coords); + + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2_orig = Person::players[closest]->velocity; + flatfacing2 = DoRotation( + DoRotation( + DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), + Person::players[closest]->tilt2, 0, 0), + 0, Person::players[closest]->yaw, 0) * + Person::players[closest]->scale + + Person::players[closest]->coords; + } else { + flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity; + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * + Person::players[closest]->scale + + Person::players[closest]->coords; + } - for(int i=0;icoords, &Person::players[closest]->coords) < 25) { + Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60); + if (Person::players[j]->skeleton.free == 2) { + Person::players[j]->skeleton.free = 1; + } + Person::players[j]->skeleton.longdead = 0; + Person::players[j]->RagDoll(0); + for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { + temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; + if (distsq(&temppos, &Person::players[closest]->coords) < 25) { + flatvelocity2 = temppos - Person::players[closest]->coords; + Normalise(&flatvelocity2); + Person::players[j]->skeleton.joints[i].velocity += + flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20); } } } } - player[closest].DoDamage(10000); - player[closest].RagDoll(0); - player[closest].dead=2; - player[closest].coords=20; - player[closest].skeleton.free=2; - - camerashake+=.6; + Person::players[closest]->DoDamage(10000); + Person::players[closest]->RagDoll(0); + Person::players[closest]->dead = 2; + Person::players[closest]->coords = 20; + Person::players[closest]->skeleton.free = 2; + camerashake += .6; } } + } + + /* Skip level (only for challenges) */ + // FIXME: Allow skipping levels in campaigns too + if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { + targetlevel++; + if (targetlevel > numchallengelevels - 1) { + targetlevel = 0; + } + loading = 1; + leveltime = 5; + } - if(Input::isKeyPressed(SDLK_f)){ - player[0].onfire=1-player[0].onfire; - if(player[0].onfire){ - player[0].CatchFire(); + /* Editor mode keys */ + if (editorenabled) { + /* Closest player deletion */ + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest > 0) { + Person::players.erase(Person::players.begin() + closest); } - if(!player[0].onfire){ - emit_sound_at(fireendsound, player[0].coords); - pause_sound(stream_firesound); + } + + /* Closest object deletion */ + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) { + Object::DeleteObject(closest); } } - if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){ - //if(!player[0].skeleton.free)player[0].damage+=500; - player[0].RagDoll(0); - //player[0].spurt=1; - //player[0].DoDamage(1000); + /* Add object */ + if (Input::isKeyPressed(SDL_SCANCODE_O)) { + if (Object::objects.size() < max_objects - 1) { + XYZ scenecoords = Person::players[0]->coords; + scenecoords.y -= 3; + if (editortype == bushtype || editortype == firetype) { + scenecoords.y -= 3.5; + } else { + scenecoords.y -= 3; + } - emit_sound_at(whooshsound, player[0].coords, 128.); - } + float tmpyaw, tmppitch; + tmpyaw = editoryaw; + tmppitch = editorpitch; + if (tmpyaw < 0 || editortype == bushtype) { + tmpyaw = Random() % 360; + } + if (tmppitch < 0) { + tmppitch = Random() % 360; + } - if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){ - for(int i=0;i(new Person())); - //skip level - if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){ - targetlevel++; - if(targetlevel>numchallengelevels-1) - targetlevel=0; - loading=1; - leveltime=5; - } + Person::players.back()->id = Person::players.size() - 1; - if(editorenabled){ - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(int i=1;i0&&closest>=0){ - //player[closest]=player[numplayers-1]; - //player[closest].skeleton=player[numplayers-1].skeleton; - numplayers--; - } - } + Person::players.back()->scale = Person::players[0]->scale; + Person::players.back()->creature = rabbittype; + Person::players.back()->howactive = editoractive; + Person::players.back()->whichskin = (int)(abs(Random() % 3)); - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){ - int closest=-1; - float closestdist=-1; - float distance; - if(max_objects>1) - for(int i=1;i0&&closest>=0){ - objects.position[closest].y-=500; - } + Person::players.back()->skeletonLoad(true); + + Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); + Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; + + Person::players.back()->targetyaw = Person::players[0]->targetyaw; + Person::players.back()->yaw = Person::players[0]->yaw; + + Person::players.back()->coords = Person::players[0]->coords; + Person::players.back()->oldcoords = Person::players.back()->coords; + Person::players.back()->realoldcoords = Person::players.back()->coords; + + if (Person::players[0]->creature == wolftype) { + headprop = Person::players[0]->proportionhead.x / 1.1; + bodyprop = Person::players[0]->proportionbody.x / 1.1; + armprop = Person::players[0]->proportionarms.x / 1.1; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } else { + // rabbittype + headprop = Person::players[0]->proportionhead.x / 1.2; + bodyprop = Person::players[0]->proportionbody.x / 1.05; + armprop = Person::players[0]->proportionarms.x / 1.00; + legprop = Person::players[0]->proportionlegs.x / 1.1; } - if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){ - //drawmode++; - //if(drawmode>2)drawmode=0; - if(objects.numobjectscreature == wolftype) { + Person::players.back()->proportionhead = 1.1 * headprop; + Person::players.back()->proportionbody = 1.1 * bodyprop; + Person::players.back()->proportionarms = 1.1 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; } - if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - if(numplayerscreature == rabbittype) { + Person::players.back()->proportionhead = 1.2 * headprop; + Person::players.back()->proportionbody = 1.05 * bodyprop; + Person::players.back()->proportionarms = 1.00 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + Person::players.back()->proportionlegs.y = 1.05 * legprop; + } - LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1); - player[numplayers].power=1; - player[numplayers].speedmult=1; - player[numplayers].currentanimation=bounceidleanim; - player[numplayers].targetanimation=bounceidleanim; - player[numplayers].currentframe=0; - player[numplayers].targetframe=1; - player[numplayers].target=0; - player[numplayers].bled=0; - player[numplayers].speed=1+(float)(Random()%100)/1000; - - player[numplayers].targetrotation=player[0].targetrotation; - player[numplayers].rotation=player[0].rotation; - - player[numplayers].velocity=0; - player[numplayers].coords=player[0].coords; - player[numplayers].oldcoords=player[numplayers].coords; - player[numplayers].realoldcoords=player[numplayers].coords; - - player[numplayers].id=numplayers; - player[numplayers].skeleton.id=numplayers; - player[numplayers].updatedelay=0; - player[numplayers].normalsupdatedelay=0; - - player[numplayers].aitype=passivetype; - - if(player[0].creature==wolftype){ - headprop=player[0].proportionhead.x/1.1; - bodyprop=player[0].proportionbody.x/1.1; - armprop=player[0].proportionarms.x/1.1; - legprop=player[0].proportionlegs.x/1.1; - } + if (cellophane) { + Person::players.back()->proportionhead.z = 0; + Person::players.back()->proportionbody.z = 0; + Person::players.back()->proportionarms.z = 0; + Person::players.back()->proportionlegs.z = 0; + } - if(player[0].creature==rabbittype){ - headprop=player[0].proportionhead.x/1.2; - bodyprop=player[0].proportionbody.x/1.05; - armprop=player[0].proportionarms.x/1.00; - legprop=player[0].proportionlegs.x/1.1; - } + Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral); - if(player[numplayers].creature==wolftype){ - player[numplayers].proportionhead=1.1*headprop; - player[numplayers].proportionbody=1.1*bodyprop; - player[numplayers].proportionarms=1.1*armprop; - player[numplayers].proportionlegs=1.1*legprop; - } + Person::players.back()->damagetolerance = 200; - if(player[numplayers].creature==rabbittype){ - player[numplayers].proportionhead=1.2*headprop; - player[numplayers].proportionbody=1.05*bodyprop; - player[numplayers].proportionarms=1.00*armprop; - player[numplayers].proportionlegs=1.1*legprop; - player[numplayers].proportionlegs.y=1.05*legprop; - } + Person::players.back()->protectionhead = Person::players[0]->protectionhead; + Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; + Person::players.back()->protectionlow = Person::players[0]->protectionlow; + Person::players.back()->armorhead = Person::players[0]->armorhead; + Person::players.back()->armorhigh = Person::players[0]->armorhigh; + Person::players.back()->armorlow = Person::players[0]->armorlow; + Person::players.back()->metalhead = Person::players[0]->metalhead; + Person::players.back()->metalhigh = Person::players[0]->metalhigh; + Person::players.back()->metallow = Person::players[0]->metallow; - player[numplayers].headless=0; - player[numplayers].onfire=0; + Person::players.back()->immobile = Person::players[0]->immobile; - if(cellophane){ - player[numplayers].proportionhead.z=0; - player[numplayers].proportionbody.z=0; - player[numplayers].proportionarms.z=0; - player[numplayers].proportionlegs.z=0; - } + Person::players.back()->numclothes = Person::players[0]->numclothes; + for (int i = 0; i < Person::players.back()->numclothes; i++) { + strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); + Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; + Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; + Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; + } + Person::players.back()->addClothes(); - player[numplayers].tempanimation.Load((char *)"Tempanim",0,0); - - player[numplayers].damagetolerance=200; - - player[numplayers].protectionhead=player[0].protectionhead; - player[numplayers].protectionhigh=player[0].protectionhigh; - player[numplayers].protectionlow=player[0].protectionlow; - player[numplayers].armorhead=player[0].armorhead; - player[numplayers].armorhigh=player[0].armorhigh; - player[numplayers].armorlow=player[0].armorlow; - player[numplayers].metalhead=player[0].metalhead; - player[numplayers].metalhigh=player[0].metalhigh; - player[numplayers].metallow=player[0].metallow; - - player[numplayers].immobile=player[0].immobile; - - player[numplayers].numclothes=player[0].numclothes; - if(player[numplayers].numclothes) - for(int i=0;ipower = Person::players[0]->power; + Person::players.back()->speedmult = Person::players[0]->speedmult; - player[numplayers].power=player[0].power; - player[numplayers].speedmult=player[0].speedmult; - - player[numplayers].damage=0; - player[numplayers].permanentdamage=0; - player[numplayers].superpermanentdamage=0; - player[numplayers].deathbleeding=0; - player[numplayers].bleeding=0; - player[numplayers].numwaypoints=0; - player[numplayers].waypoint=0; - player[numplayers].jumppath=0; - player[numplayers].weaponstuck=-1; - player[numplayers].weaponactive=-1; - player[numplayers].num_weapons=0; - player[numplayers].bloodloss=0; - player[numplayers].dead=0; - - player[numplayers].loaded=1; - - numplayers++; - } - } + Person::players.back()->loaded = true; + } - if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){ - if(player[numplayers-1].numwaypoints<90){ - player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords; - player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype; - player[numplayers-1].numwaypoints++; - } + /* Add waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (Person::players.back()->numwaypoints < 90) { + Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; + Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; + Person::players.back()->numwaypoints++; + } else { + printf("Add waypoint: Reached max number of waypoints (90), aborting."); } + } - if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){ - if(numpathpoints<30){ - bool connected,alreadyconnected; - connected=0; - if(numpathpoints>1) - for(int i=0;i 1) { + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { + bool alreadyconnected = false; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) { + alreadyconnected = true; } } + if (!alreadyconnected) { + numpathpointconnect[pathpointselected]++; + connected = true; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; + } } - if(!connected){ - numpathpoints++; - pathpoint[numpathpoints-1]=player[0].coords; - numpathpointconnect[numpathpoints-1]=0; - if(numpathpoints>1&&pathpointselected!=-1){ - numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1; - } - pathpointselected=numpathpoints-1; } } + if (!connected) { + numpathpoints++; + pathpoint[numpathpoints - 1] = Person::players[0]->coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { + numpathpointconnect[pathpointselected]++; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; + } + pathpointselected = numpathpoints - 1; + } + } else { + printf("Connect waypoint: Reached max number of path points (30), aborting."); } + } - if(Input::isKeyPressed(SDLK_PERIOD)){ - pathpointselected++; - if(pathpointselected>=numpathpoints) - pathpointselected=-1; + /* Select next path waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { + pathpointselected++; + if (pathpointselected >= numpathpoints) { + pathpointselected = -1; } - if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){ - pathpointselected--; - if(pathpointselected<=-2) - pathpointselected=numpathpoints-1; + } + + /* Select previous path waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + pathpointselected--; + if (pathpointselected <= -2) { + pathpointselected = numpathpoints - 1; } - if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){ - if(pathpointselected!=-1){ - numpathpoints--; - pathpoint[pathpointselected]=pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints]; - for(int i=0;ifiretype)editortype=0; } - - if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorrotation-=multiplier*100; - if(editorrotation<-.01)editorrotation=-.01; + if (editortype > firetype) { + editortype = 0; } + } - if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorrotation+=multiplier*100; + /* Decrease size for next object */ + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1) { + editorsize = .1; } + } - if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize+=multiplier; - } + /* Increase size for next object */ + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize += multiplier; + } - if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize-=multiplier; - if(editorsize<.1)editorsize=.1; + /* Decrease yaw for next object */ + if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01) { + editoryaw = -.01; } + } + /* Increase yaw for next object */ + if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw += multiplier * 100; + } - if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){ - mapradius-=multiplier*10; + /* Decrease pitch for next object */ + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01) { + editorpitch = -.01; } + } - if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){ - mapradius+=multiplier*10; - } - if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){ - editorrotation2+=multiplier*100; - } + /* Increase pitch for next object */ + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch += multiplier * 100; + } - if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){ - editorrotation2-=multiplier*100; - if(editorrotation2<-.01)editorrotation2=-.01; - } - if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=-1; - float closestdist=-1; - float distance; - for(int i=0;i0&&closest>=0)objects.DeleteObject(closest); - } + /* Decrease map radius */ + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius -= multiplier * 10; + } + + /* Increase map radius */ + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius += multiplier * 10; } } } -void Game::doJumpReversals(){ - for(int k=0;kskeleton.free == 0 && + Person::players[i]->skeleton.oldfree == 0 && + (Person::players[i]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpupanim) && + (Person::players[i]->aitype == playercontrolled || + Person::players[k]->aitype == playercontrolled) && + ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) || + (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) { + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) && + distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { //TODO: refactor two huge similar ifs - if(player[i].targetanimation==jumpupanim&& - player[k].targetanimation!=getupfrombackanim&& - player[k].targetanimation!=getupfromfrontanim&& - animation[player[k].targetanimation].height==middleheight&& - normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&& - (player[k].aitype==playercontrolled&&player[k].attackkeydown|| - player[k].aitype!=playercontrolled)){ - player[i].victim=&player[k]; - player[i].velocity=0; - player[i].currentanimation=jumpreversedanim; - player[i].targetanimation=jumpreversedanim; - player[i].currentframe=0; - player[i].targetframe=1; - player[i].targettilt2=0; - player[k].victim=&player[i]; - player[k].velocity=0; - player[k].currentanimation=jumpreversalanim; - player[k].targetanimation=jumpreversalanim; - player[k].currentframe=0; - player[k].targetframe=1; - player[k].targettilt2=0; - if(player[i].coords.yanimTarget == jumpupanim && + Person::players[k]->animTarget != getupfrombackanim && + Person::players[k]->animTarget != getupfromfrontanim && + Animation::animations[Person::players[k]->animTarget].height == middleheight && + normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && + ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || + Person::players[k]->aitype != playercontrolled)) { + Person::players[i]->victim = Person::players[k]; + Person::players[i]->velocity = 0; + Person::players[i]->animCurrent = jumpreversedanim; + Person::players[i]->animTarget = jumpreversedanim; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->targettilt2 = 0; + Person::players[k]->victim = Person::players[i]; + Person::players[k]->velocity = 0; + Person::players[k]->animCurrent = jumpreversalanim; + Person::players[k]->animTarget = jumpreversalanim; + Person::players[k]->frameCurrent = 0; + Person::players[k]->frameTarget = 1; + Person::players[k]->targettilt2 = 0; + if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) { + Person::players[i]->animCurrent = rabbitkickreversedanim; + Person::players[i]->animTarget = rabbitkickreversedanim; + Person::players[i]->frameCurrent = 1; + Person::players[i]->frameTarget = 2; + Person::players[k]->animCurrent = rabbitkickreversalanim; + Person::players[k]->animTarget = rabbitkickreversalanim; + Person::players[k]->frameCurrent = 1; + Person::players[k]->frameTarget = 2; + } + Person::players[i]->target = 0; + Person::players[k]->oldcoords = Person::players[k]->coords; + Person::players[i]->coords = Person::players[k]->coords; + Person::players[k]->targetyaw = Person::players[i]->targetyaw; + Person::players[k]->yaw = Person::players[i]->targetyaw; + if (Person::players[k]->aitype == attacktypecutoff) { + Person::players[k]->stunned = .5; } - player[i].target=0; - player[k].oldcoords=player[k].coords; - player[i].coords=player[k].coords; - player[k].targetrotation=player[i].targetrotation; - player[k].rotation=player[i].targetrotation; - if(player[k].aitype==attacktypecutoff) - player[k].stunned=.5; } - if(player[k].targetanimation==jumpupanim&& - player[i].targetanimation!=getupfrombackanim&& - player[i].targetanimation!=getupfromfrontanim&& - animation[player[i].targetanimation].height==middleheight&& - normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&& - ((player[i].aitype==playercontrolled&&player[i].attackkeydown)|| - player[i].aitype!=playercontrolled)){ - player[k].victim=&player[i]; - player[k].velocity=0; - player[k].currentanimation=jumpreversedanim; - player[k].targetanimation=jumpreversedanim; - player[k].currentframe=0; - player[k].targetframe=1; - player[k].targettilt2=0; - player[i].victim=&player[k]; - player[i].velocity=0; - player[i].currentanimation=jumpreversalanim; - player[i].targetanimation=jumpreversalanim; - player[i].currentframe=0; - player[i].targetframe=1; - player[i].targettilt2=0; - if(player[k].coords.yanimTarget == jumpupanim && + Person::players[i]->animTarget != getupfrombackanim && + Person::players[i]->animTarget != getupfromfrontanim && + Animation::animations[Person::players[i]->animTarget].height == middleheight && + normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && + ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || + Person::players[i]->aitype != playercontrolled)) { + Person::players[k]->victim = Person::players[i]; + Person::players[k]->velocity = 0; + Person::players[k]->animCurrent = jumpreversedanim; + Person::players[k]->animTarget = jumpreversedanim; + Person::players[k]->frameCurrent = 0; + Person::players[k]->frameTarget = 1; + Person::players[k]->targettilt2 = 0; + Person::players[i]->victim = Person::players[k]; + Person::players[i]->velocity = 0; + Person::players[i]->animCurrent = jumpreversalanim; + Person::players[i]->animTarget = jumpreversalanim; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->targettilt2 = 0; + if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) { + Person::players[k]->animTarget = rabbitkickreversedanim; + Person::players[k]->animCurrent = rabbitkickreversedanim; + Person::players[i]->animCurrent = rabbitkickreversalanim; + Person::players[i]->animTarget = rabbitkickreversalanim; + Person::players[k]->frameCurrent = 1; + Person::players[k]->frameTarget = 2; + Person::players[i]->frameCurrent = 1; + Person::players[i]->frameTarget = 2; + } + Person::players[k]->target = 0; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[k]->coords = Person::players[i]->coords; + Person::players[i]->targetyaw = Person::players[k]->targetyaw; + Person::players[i]->yaw = Person::players[k]->targetyaw; + if (Person::players[i]->aitype == attacktypecutoff) { + Person::players[i]->stunned = .5; } - player[k].target=0; - player[i].oldcoords=player[i].coords; - player[k].coords=player[i].coords; - player[i].targetrotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; - if(player[i].aitype==attacktypecutoff) - player[i].stunned=.5; } } } } + } } -void Game::doAerialAcrobatics(){ - static XYZ facing,flatfacing; - for(int k=0;kturnspeed = 500; + + if ((Person::players[k]->isRun() && + ((Person::players[k]->targetyaw != rabbitrunninganim && + Person::players[k]->targetyaw != wolfrunninganim) || + Person::players[k]->frameTarget == 4)) || + Person::players[k]->animTarget == removeknifeanim || + Person::players[k]->animTarget == crouchremoveknifeanim || + Person::players[k]->animTarget == flipanim || + Person::players[k]->animTarget == fightsidestep || + Person::players[k]->animTarget == walkanim) { + Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed); } - - if(player[k].isStop()|| - player[k].isLanding()|| - player[k].targetanimation==staggerbackhighanim|| - (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)|| - player[k].targetanimation==staggerbackhardanim|| - player[k].targetanimation==backhandspringanim|| - player[k].targetanimation==dodgebackanim|| - player[k].targetanimation==rollanim|| - (animation[player[k].targetanimation].attack&& - player[k].targetanimation!=rabbitkickanim&& - (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&& - (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){ - player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2); + if (Person::players[k]->isStop() || + Person::players[k]->isLanding() || + Person::players[k]->animTarget == staggerbackhighanim || + (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) || + Person::players[k]->animTarget == staggerbackhardanim || + Person::players[k]->animTarget == backhandspringanim || + Person::players[k]->animTarget == dodgebackanim || + Person::players[k]->animTarget == rollanim || + (Animation::animations[Person::players[k]->animTarget].attack && + Person::players[k]->animTarget != rabbitkickanim && + (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && + (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { + Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2); } - if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){ - player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4); + if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) { + Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4); } - /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)DoStuff(); + if (Person::players[k]->immobile && k != 0) { + Person::players[k]->coords = Person::players[k]->realoldcoords; + } //if player's position has changed (?) - if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&& - !player[k].skeleton.free&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim){ - XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2; + if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 && + !Person::players[k]->skeleton.free && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) { + XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2; int whichhit; - bool tempcollide=0; + bool tempcollide = 0; - if(player[k].collide<-.3) - player[k].collide=-.3; - if(player[k].collide>1) - player[k].collide=1; - player[k].collide-=multiplier*30; + if (Person::players[k]->collide < -.3) { + Person::players[k]->collide = -.3; + } + if (Person::players[k]->collide > 1) { + Person::players[k]->collide = 1; + } + Person::players[k]->collide -= multiplier * 30; //clip to terrain - player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z)); - - for(int l=0;l.5&&player[k].aitype==playercontrolled|| - objects.position[i].y>player[k].coords.y){ - lowpoint=player[k].coords; - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& - !player[k].isFlip()) - lowpoint.y+=1.25; - else - lowpoint.y+=1.3; - if( player[k].coords.yterrain.getHeight(player[k].coords.x,player[k].coords.z)-.1) - player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z); - if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){ - flatfacing=lowpoint-player[k].coords; - player[k].coords=lowpoint; - player[k].coords.y-=1.3; - player[k].collide=1; - tempcollide=1; + Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)); + + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + if (Object::objects[i]->type != rocktype || + Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || + Object::objects[i]->position.y > Person::players[k]->coords.y) { + lowpoint = Person::players[k]->coords; + if (Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) { + lowpoint.y += 1.25; + } else { + lowpoint.y += 1.3; + } + if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && + Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) { + Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z); + } + if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { + flatfacing = lowpoint - Person::players[k]->coords; + Person::players[k]->coords = lowpoint; + Person::players[k]->coords.y -= 1.3; + Person::players[k]->collide = 1; + tempcollide = 1; //wall jumps //TODO: refactor four similar blocks - if(player[k].aitype==playercontrolled&& - (player[k].targetanimation==jumpupanim|| - player[k].targetanimation==jumpdownanim|| - player[k].isFlip())&& - !player[k].jumptogglekeydown&& - player[k].jumpkeydown){ - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5; - XYZ tempcoords1=lowpoint; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpleftanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0) + if (Person::players[k]->aitype == playercontrolled && + (Person::players[k]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpdownanim || + Person::players[k]->isFlip()) && + !Person::players[k]->jumptogglekeydown && + Person::players[k]->jumpkeydown) { + lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; + XYZ tempcoords1 = lowpoint; + whichhit = 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.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0) - player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0) + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) { + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumprightanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0)numwallflipped++; } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpbackanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0)numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumprightanim); + emit_sound_at(movewhooshsound, Person::players[k]->coords); + if (k == 0) { + pause_sound(whooshsound); + } + + lowpointtarget = DoRotation(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; } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint-player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ - setAnimation(k,walljumpfrontanim); - emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation; - player[k].rotation+=180; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; - if(k==0)numwallflipped++; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { + numwallflipped++; + } + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + Person::players[k]->facing * 2; + whichhit = 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(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) { + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { + numwallflipped++; + } + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint - Person::players[k]->facing * 2; + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpfrontanim); + emit_sound_at(movewhooshsound, Person::players[k]->coords); + if (k == 0) { + pause_sound(whooshsound); + } + + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) { + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } + Person::players[k]->yaw += 180; + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; + if (k == 0) { + numwallflipped++; + } } } } } } } - } - else if(objects.type[i]==rocktype){ - lowpoint2=player[k].coords; - lowpoint=player[k].coords; - lowpoint.y+=2; - if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){ - player[k].coords=colpoint; - player[k].collide=1; - tempcollide=1; - - if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){ + } else if (Object::objects[i]->type == rocktype) { + lowpoint2 = Person::players[k]->coords; + lowpoint = Person::players[k]->coords; + lowpoint.y += 2; + if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + Person::players[k]->coords = colpoint; + Person::players[k]->collide = 1; + tempcollide = 1; + + if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7) - player[k].RagDoll(0); + if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) { + Person::players[k]->RagDoll(0); + } - if(player[k].targetanimation==jumpupanim){ - player[k].jumppower=-4; - player[k].targetanimation=player[k].getIdle(); + if (Person::players[k]->animTarget == jumpupanim) { + Person::players[k]->jumppower = -4; + Person::players[k]->animTarget = Person::players[k]->getIdle(); } - player[k].target=0; - player[k].targetframe=0; - player[k].onterrain=1; + Person::players[k]->target = 0; + Person::players[k]->frameTarget = 0; + Person::players[k]->onterrain = 1; - if(player[k].id==0){ + if (Person::players[k]->id == 0) { pause_sound(whooshsound); OPENAL_SetVolume(channels[whooshsound], 0); } //landing - if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){ - if(player[k].isFlip()) - player[k].jumppower=-4; - player[k].targetanimation=player[k].getLanding(); - emit_sound_at(landsound, player[k].coords, 128.); - if(k==0){ - envsound[numenvsounds]=player[k].coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; - numenvsounds++; + if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) { + if (Person::players[k]->isFlip()) { + Person::players[k]->jumppower = -4; + } + Person::players[k]->animTarget = Person::players[k]->getLanding(); + emit_sound_at(landsound, Person::players[k]->coords, 128.); + if (k == 0) { + addEnvSound(Person::players[k]->coords); } - } } } } } - if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled)) - for(int l=0;l.5) - if(whichhit!=-1){ - if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim) - player[k].collided=1; - if(checkcollide(lowpoint7,lowpointtarget7)==-1) - if(checkcollide(lowpoint6,lowpointtarget6)==-1) - if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5, - &colpoint,&objects.position[i],&objects.rotation[i])!=-1) - for(int j=0;j<45;j++){ - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.4; - if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget, - &colpoint2,&objects.position[i],&objects.rotation[i])==-1){ - if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim) + if (tempcollide) { + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + lowpoint = Person::players[k]->coords; + lowpoint.y += 1.35; + if (Object::objects[i]->type != rocktype) { + if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { + if (Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != jumpdownanim && + Person::players[k]->onterrain) { + Person::players[k]->avoidcollided = 1; + } + Person::players[k]->coords = lowpoint; + Person::players[k]->coords.y -= 1.35; + Person::players[k]->collide = 1; + + if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) && + (Person::players[k]->animCurrent != climbanim && + Person::players[k]->animCurrent != hanganim && + !Person::players[k]->isWallJump() || + Person::players[k]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpdownanim)) { + lowpoint = Person::players[k]->coords; + Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw); + lowpoint = Person::players[k]->coords; + lowpoint.y += .05; + facing = 0; + facing.z = -1; + facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); + lowpointtarget = lowpoint + facing * 1.4; + 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; + lowpointtarget = lowpoint + facing * 1.4; + lowpoint2 = lowpoint; + lowpointtarget2 = lowpointtarget; + lowpoint3 = lowpoint; + lowpointtarget3 = lowpointtarget; + lowpoint4 = lowpoint; + lowpointtarget4 = lowpointtarget; + lowpoint5 = lowpoint; + lowpointtarget5 = lowpointtarget; + lowpoint6 = lowpoint; + lowpointtarget6 = lowpointtarget; + lowpoint7 = lowpoint; + lowpointtarget7 = lowpoint; + lowpoint2.x += .1; + lowpointtarget2.x += .1; + lowpoint3.z += .1; + lowpointtarget3.z += .1; + lowpoint4.x -= .1; + lowpointtarget4.x -= .1; + lowpoint5.z -= .1; + lowpointtarget5.z -= .1; + lowpoint6.y += 45 / 13; + lowpointtarget6.y += 45 / 13; + lowpointtarget6 += facing * .6; + lowpointtarget7.y += 90 / 13; + whichhit = 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 (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) { + Person::players[k]->collided = 1; + } + if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) { + if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) { + if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + for (int j = 0; j < 45; j++) { + lowpoint = Person::players[k]->coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.4; + if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { + if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) { break; - if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){ - lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0); - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.3; - flatfacing=player[k].coords; - player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01; - player[k].coords.y=lowpointtarget.y-.07; - player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale; - - if(j>10||!player[k].isRun()){ - if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){ - if(k==0) + } + if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { + lowpoint = Person::players[k]->coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.3; + flatfacing = Person::players[k]->coords; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01; + Person::players[k]->coords.y = lowpointtarget.y - .07; + Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; + + if (j > 10 || !Person::players[k]->isRun()) { + if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) { + if (k == 0) { pause_sound(whooshsound); + } } - emit_sound_at(jumpsound, player[k].coords, 128.); + emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0); - player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0) - player[k].rotation=180-player[k].rotation; - player[k].targetrotation=player[k].rotation; - player[k].lowrotation=player[k].rotation; + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); + Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) { + Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } + Person::players[k]->targetyaw = Person::players[k]->yaw; + Person::players[k]->lowyaw = Person::players[k]->yaw; - //player[k].velocity=lowpointtarget*.03; - player[k].velocity=0; + //Person::players[k]->velocity=lowpointtarget*.03; + Person::players[k]->velocity = 0; //climb ledge (?) - if(player[k].targetanimation==jumpupanim){ - player[k].targetanimation=climbanim; - player[k].jumppower=0; - player[k].jumpclimb=1; + if (Person::players[k]->animTarget == jumpupanim) { + Person::players[k]->animTarget = climbanim; + Person::players[k]->jumppower = 0; + Person::players[k]->jumpclimb = 1; } - player[k].transspeed=6; - player[k].target=0; - player[k].targetframe=1; + Person::players[k]->transspeed = 6; + Person::players[k]->target = 0; + Person::players[k]->frameTarget = 1; //hang ledge (?) - if(j>25){ - setAnimation(k,hanganim); - player[k].jumppower=0; + if (j > 25) { + Person::players[k]->setTargetAnimation(hanganim); + Person::players[k]->jumppower = 0; } } break; } } } + } + } + } } + } } } } + } } - if(player[k].collide<=0){ + } + if (Person::players[k]->collide <= 0) { //in the air - if(!player[k].onterrain&& - player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim&& - !player[k].isWallJump()&& - !player[k].isFlip()){ - if(player[k].currentanimation!=climbanim&& - player[k].currentanimation!=tempanim&& - player[k].targetanimation!=backhandspringanim&& - (player[k].targetanimation!=rollanim|| - player[k].targetframe<2|| - player[k].targetframe>6)){ + if (!Person::players[k]->onterrain && + Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != jumpdownanim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim && + !Person::players[k]->isWallJump() && + !Person::players[k]->isFlip()) { + if (Person::players[k]->animCurrent != climbanim && + Person::players[k]->animCurrent != tempanim && + Person::players[k]->animTarget != backhandspringanim && + (Person::players[k]->animTarget != rollanim || + Person::players[k]->frameTarget < 2 || + Person::players[k]->frameTarget > 6)) { //stagger off ledge (?) - if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim) - player[k].RagDoll(0); - setAnimation(k,jumpdownanim); + if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) { + Person::players[k]->RagDoll(0); + } + Person::players[k]->setTargetAnimation(jumpdownanim); - if(!k) - emit_sound_at(whooshsound, player[k].coords, 128.); + if (!k) { + emit_sound_at(whooshsound, Person::players[k]->coords, 128.); + } } //gravity - player[k].velocity.y+=gravity; + Person::players[k]->velocity.y += gravity; } } } - player[k].realoldcoords=player[k].coords; + Person::players[k]->realoldcoords = Person::players[k]->coords; } } -void Game::doAttacks(){ - static XYZ relative; +void doAttacks() +{ static int randattack; - static bool playerrealattackkeydown=0; - - if(!Input::isKeyDown(attackkey)) - oldattackkey=0; - if(oldattackkey) - player[0].attackkeydown=0; - if(oldattackkey) - playerrealattackkeydown=0; - if(!oldattackkey) - playerrealattackkeydown=Input::isKeyDown(attackkey); - if((player[0].parriedrecently<=0|| - player[0].weaponactive==-1)&& - (!oldattackkey|| - (realthreat&& - player[0].lastattack!=swordslashanim&& - player[0].lastattack!=knifeslashstartanim&& - player[0].lastattack!=staffhitanim&& - player[0].lastattack!=staffspinhitanim))) - player[0].attackkeydown=Input::isKeyDown(attackkey); - if(Input::isKeyDown(attackkey)&& - !oldattackkey&& - !player[0].backkeydown){ - for(int k=0;kattackkeydown = 0; + } + if (oldattackkey) { + playerrealattackkeydown = 0; + } + if (!oldattackkey) { + playerrealattackkeydown = Input::isKeyDown(attackkey); + } + if ((Person::players[0]->parriedrecently <= 0 || + Person::players[0]->weaponactive == -1) && + (!oldattackkey || + (realthreat && + Person::players[0]->lastattack != swordslashanim && + Person::players[0]->lastattack != knifeslashstartanim && + Person::players[0]->lastattack != staffhitanim && + Person::players[0]->lastattack != staffspinhitanim))) { + Person::players[0]->attackkeydown = Input::isKeyDown(attackkey); + } + if (Input::isKeyDown(attackkey) && + !oldattackkey && + !Person::players[0]->backkeydown) { + for (unsigned k = 0; k < Person::players.size(); k++) { + if ((Person::players[k]->animTarget == swordslashanim || + Person::players[k]->animTarget == staffhitanim || + Person::players[k]->animTarget == staffspinhitanim) && + Person::players[0]->animCurrent != dodgebackanim && + !Person::players[k]->skeleton.free) { + Person::players[k]->Reverse(); + } } } - if(!hostile||indialogue!=-1)player[0].attackkeydown=0; + if (!hostile || Dialog::inDialog()) { + Person::players[0]->attackkeydown = 0; + } - for(int k=0;kattackkeydown = 0; + } + if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) { + if (Person::players[k]->aitype != playercontrolled) { + Person::players[k]->victim = Person::players[0]; + } //attack key pressed - if(player[k].attackkeydown){ + if (Person::players[k]->attackkeydown) { //dodge backward - if(player[k].backkeydown&& - player[k].targetanimation!=backhandspringanim&& - (player[k].isIdle()|| - player[k].isStop()|| - player[k].isRun()|| - player[k].targetanimation==walkanim)){ - if(player[k].jumppower<=1){ - player[k].jumppower-=2; - }else{ - for(int i=0;ibackkeydown && + Person::players[k]->animTarget != backhandspringanim && + (Person::players[k]->isIdle() || + Person::players[k]->isStop() || + Person::players[k]->isRun() || + Person::players[k]->animTarget == walkanim)) { + if (Person::players[k]->jumppower <= 1) { + Person::players[k]->jumppower -= 2; + } else { + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k) { + continue; + } + if (Person::players[i]->animTarget == swordslashanim || + Person::players[i]->animTarget == knifeslashstartanim || + Person::players[i]->animTarget == staffhitanim || + Person::players[i]->animTarget == staffspinhitanim) { + if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) { + Person::players[k]->setTargetAnimation(dodgebackanim); + Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); + Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); } + } } - if(player[k].targetanimation!=dodgebackanim){ - if(k==0)numflipped++; - setAnimation(k,backhandspringanim); - player[k].targetrotation=-rotation+180; - if(player[k].leftkeydown) - player[k].targetrotation-=45; - if(player[k].rightkeydown) - player[k].targetrotation+=45; - player[k].rotation=player[k].targetrotation; - player[k].jumppower-=2; + if (Person::players[k]->animTarget != dodgebackanim) { + if (k == 0) { + numflipped++; + } + Person::players[k]->setTargetAnimation(backhandspringanim); + Person::players[k]->targetyaw = -yaw + 180; + if (Person::players[k]->leftkeydown) { + Person::players[k]->targetyaw -= 45; + } + if (Person::players[k]->rightkeydown) { + Person::players[k]->targetyaw += 45; + } + Person::players[k]->yaw = Person::players[k]->targetyaw; + Person::players[k]->jumppower -= 2; } } } //attack - if(!animation[player[k].targetanimation].attack&& - !player[k].backkeydown&& - (player[k].isIdle()|| - player[k].isRun()|| - player[k].targetanimation==walkanim|| - player[k].targetanimation==sneakanim|| - player[k].isCrouch())){ - const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]]; + if (!Animation::animations[Person::players[k]->animTarget].attack && + !Person::players[k]->backkeydown && + (Person::players[k]->isIdle() || + Person::players[k]->isRun() || + Person::players[k]->animTarget == walkanim || + Person::players[k]->animTarget == sneakanim || + Person::players[k]->isCrouch())) { + const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType(); //normal attacks (?) - player[k].hasvictim=0; - if(numplayers>1) - for(int i=0;ihasvictim = 0; + if (Person::players.size() > 1) { + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k || !(k == 0 || i == 0)) { + continue; + } + if (!Person::players[k]->hasvictim) { + if (Animation::animations[Person::players[k]->animTarget].attack != reversal) { //choose an attack - const float distance=findDistancefast(&player[k].coords,&player[i].coords); - if(distance<4.5&& - !player[i].skeleton.free&& - player[i].howactivecoords, &Person::players[i]->coords); + if (distance < 4.5 && + !Person::players[i]->skeleton.free && + Person::players[i]->howactive < typedead1 && + Person::players[i]->animTarget != jumpreversedanim && + Person::players[i]->animTarget != rabbitkickreversedanim && + Person::players[i]->animTarget != rabbitkickanim && + Person::players[k]->animTarget != rabbitkickanim && + Person::players[i]->animTarget != getupfrombackanim && + (Person::players[i]->animTarget != staggerbackhighanim && + (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) && + Person::players[i]->animTarget != jumpdownanim && + Person::players[i]->animTarget != jumpupanim && + Person::players[i]->animTarget != getupfromfrontanim) { + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + if (Person::players[k]->aitype == playercontrolled) { //human player //sweep - if(distance<2.5*sq(player[k].scale*5)&& - player[k].crouchkeydown&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; - //winduppunch - else if(distance<1.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - !attackweapon&& - !reversaltrain) - player[k].targetanimation=winduppunchanim; - //upunch - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - !attackweapon) - player[k].targetanimation=upunchanim; - //knifefollow - else if(distance<2.5*sq(player[k].scale*5)&& - player[i].staggerdelay>0&& - attackweapon==knife&& - player[i].bloodloss>player[i].damagetolerance/2) - player[k].targetanimation=knifefollowanim; - //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; - //swordslash - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; - //staffhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].forwardkeydown) - player[k].targetanimation=staffhitanim; - //staffspinhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=staffspinhitanim; - //spinkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; - //lowkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=lowkickanim; + if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[k]->crouchkeydown && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = sweepanim; + //winduppunch + } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + !attackweapon && + !reversaltrain) { + Person::players[k]->animTarget = winduppunchanim; + //upunch + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + !attackweapon) { + Person::players[k]->animTarget = upunchanim; + //knifefollow + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[i]->staggerdelay > 0 && + attackweapon == knife && + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) { + Person::players[k]->animTarget = knifefollowanim; + //knifeslashstart + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = knifeslashstartanim; + //swordslash + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = swordslashanim; + //staffhit + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->forwardkeydown) { + Person::players[k]->animTarget = staffhitanim; + //staffspinhit + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = staffspinhitanim; + //spinkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = spinkickanim; + //lowkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) { + Person::players[k]->animTarget = lowkickanim; + } } else { //AI player - if(distance<4.5*sq(player[k].scale*5)){ - randattack=abs(Random()%5); - if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){ + if (distance < 4.5 * sq(Person::players[k]->scale * 5)) { + randattack = abs(Random() % 5); + if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) { //sweep - if(randattack==0&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; - //upunch - else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&& - !attackweapon) - player[k].targetanimation=upunchanim; - //spinkick - else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; - //lowkick - else if(animation[player[i].targetanimation].height==lowheight) - player[k].targetanimation=lowkickanim; + if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = sweepanim; + //upunch + } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight && + !attackweapon) { + Person::players[k]->animTarget = upunchanim; + //spinkick + } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = spinkickanim; + //lowkick + } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) { + Person::players[k]->animTarget = lowkickanim; + } } - if(attackweapon){ + if (attackweapon) { //sweep - if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==0&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; - //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; - //swordslash - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; - //staffhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack<3) - player[k].targetanimation=staffhitanim; - //staffspinhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack>=3) - player[k].targetanimation=staffspinhitanim; - //spinkick - else if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==1&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; - //lowkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=lowkickanim; + if ((!Tutorial::active || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 0 && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = sweepanim; + //knifeslashstart + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = knifeslashstartanim; + //swordslash + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) { + Person::players[k]->animTarget = swordslashanim; + //staffhit + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack < 3) { + Person::players[k]->animTarget = staffhitanim; + //staffspinhit + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack >= 3) { + Person::players[k]->animTarget = staffspinhitanim; + //spinkick + } else if ((!Tutorial::active || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 1 && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { + Person::players[k]->animTarget = spinkickanim; + //lowkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) { + Person::players[k]->animTarget = lowkickanim; + } } } } //upunch becomes wolfslap - if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype) - player[k].targetanimation=wolfslapanim; + if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) { + Person::players[k]->animTarget = wolfslapanim; + } } //sneak attacks - if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&& - player[i].howactive0&&player[k].madskills|| - player[i].surprised>0|| - player[i].aitype==passivetype|| - attackweapon&&player[i].stunned>0)&& - normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){ + if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) && + Person::players[i]->howactive < typedead1 && + distance < 1.5 * sq(Person::players[k]->scale * 5) && + !Person::players[i]->skeleton.free && + Person::players[i]->animTarget != getupfrombackanim && + Person::players[i]->animTarget != getupfromfrontanim && + (Person::players[i]->surprised > 0 || + Person::players[i]->aitype == passivetype || + attackweapon && Person::players[i]->stunned > 0) && + normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { //sneakattack - if(!attackweapon){ - player[k].currentanimation=sneakattackanim; - player[k].targetanimation=sneakattackanim; - player[i].currentanimation=sneakattackedanim; - player[i].targetanimation=sneakattackedanim; - player[k].oldcoords=player[k].coords; - player[k].coords=player[i].coords; - } - //knifesneakattack - if(attackweapon==knife){ - player[k].currentanimation=knifesneakattackanim; - player[k].targetanimation=knifesneakattackanim; - player[i].currentanimation=knifesneakattackedanim; - player[i].targetanimation=knifesneakattackedanim; - player[i].oldcoords=player[i].coords; - player[i].coords=player[k].coords; - } - //swordsneakattack - if(attackweapon==sword){ - player[k].currentanimation=swordsneakattackanim; - player[k].targetanimation=swordsneakattackanim; - player[i].currentanimation=swordsneakattackedanim; - player[i].targetanimation=swordsneakattackedanim; - player[i].oldcoords=player[i].coords; - player[i].coords=player[k].coords; - } - if(attackweapon!=staff){ - player[k].victim=&player[i]; - player[k].hasvictim=1; - player[i].targettilt2=0; - player[i].targetframe=1; - player[i].currentframe=0; - player[i].target=0; - player[i].velocity=0; - player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; - player[k].target=player[i].target; - player[k].velocity=0; - player[k].targetrotation=player[i].rotation; - player[k].rotation=player[i].rotation; - player[i].targetrotation=player[i].rotation; - } - } - if(animation[player[k].targetanimation].attack==normalattack&& - player[k].victim==&player[i]&& - (!player[i].skeleton.free)){ - oldattackkey=1; - player[k].targetframe=0; - player[k].target=0; - - player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords); - player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); - player[k].lastattack3=player[k].lastattack2; - player[k].lastattack2=player[k].lastattack; - player[k].lastattack=player[k].targetanimation; - } - if(player[k].targetanimation==knifefollowanim&& - player[k].victim==&player[i]){ - oldattackkey=1; - player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords); - player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); - player[k].victim=&player[i]; - player[k].hasvictim=1; - player[i].targetanimation=knifefollowedanim; - player[i].currentanimation=knifefollowedanim; - player[i].targettilt2=0; - player[i].targettilt2=player[k].targettilt2; - player[i].targetframe=1; - player[i].currentframe=0; - player[i].target=0; - player[i].velocity=0; - player[k].currentanimation=knifefollowanim; - player[k].targetanimation=knifefollowanim; - player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; - player[k].target=player[i].target; - player[k].velocity=0; - player[k].oldcoords=player[k].coords; - player[i].coords=player[k].coords; - player[i].targetrotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; - player[k].rotation=player[k].targetrotation; - player[i].rotation=player[k].targetrotation; - } - } - } - const bool hasstaff=attackweapon==staff; - if(k==0&&numplayers>1) - for(int i=0;i1000|| - player[k].isRun()|| - hasstaff|| - (attackweapon&& - (player[i].skeleton.longdead>2000|| - player[i].damage>player[i].damagetolerance/8|| - player[i].bloodloss>player[i].damagetolerance/2)&& - distance<1.5*sq(player[k].scale*5)))){ - player[k].victim=&player[i]; - player[k].hasvictim=1; - if(attackweapon&&tutoriallevel!=1){ - //crouchstab - if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5)) - player[k].targetanimation=crouchstabanim; - //swordgroundstab - if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword) - player[k].targetanimation=swordgroundstabanim; - //staffgroundsmash - if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff) - player[k].targetanimation=staffgroundsmashanim; - } - if(distance<2.5&& - player[k].crouchkeydown&& - player[k].targetanimation!=crouchstabanim&& - !attackweapon&& - player[i].dead&& - player[i].skeleton.free&& - player[i].skeleton.longdead>1000){ - player[k].targetanimation=killanim; - //TODO: refactor this out, what does it do? - for(int j=0;jcoords)) - player[k].victim=&player[i]; - }else{ - player[k].victim=&player[i]; - player[k].hasvictim=1; - } - } - } - } - if(player[k].aitype==playercontrolled) - //rabbit kick - if(player[k].attackkeydown&& - player[k].isRun()&& - player[k].wasRun()&& - ((player[k].hasvictim&& - findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&& - findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&& - !player[k].victim->skeleton.free&& - player[k].victim->targetanimation!=getupfrombackanim&& - player[k].victim->targetanimation!=getupfromfrontanim&& - animation[player[k].victim->targetanimation].height!=lowheight&& - player[k].aitype!=playercontrolled&& //wat??? - normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&& - player[k].rabbitkickenabled)|| - player[k].jumpkeydown)){ - oldattackkey=1; - setAnimation(k,rabbitkickanim); - } - //update counts - if(animation[player[k].targetanimation].attack&&k==0){ - numattacks++; - switch(attackweapon){ - case 0: numunarmedattack++; break; - case knife: numknifeattack++; break; - case sword: numswordattack++; break; - case staff: numstaffattack++; break; - } - } - } - } - } - } -} - -void Game::doPlayerCollisions(){ - static XYZ rotatetarget; - static float collisionradius; - if(numplayers>1) - for(int k=0;kplayer[k].coords.y-3) - if(player[i].coords.yplayer[k].coords.x-3) - if(player[i].coords.xplayer[k].coords.z-3) - if(player[i].coords.zskeleton.free) - collisionradius=3; - if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&& - (findDistancefast(&tempcoords1,&tempcoords2)1)|| - (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)|| - (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){ - rotatetarget=player[k].velocity-player[i].velocity; - if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim|| - player[i].skeleton.free)&& - (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim|| - player[k].skeleton.free)) - if((((k!=0&&findLengthfast(&rotatetarget)>150|| - k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&& - normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&& - (k==0|| - k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral|| - /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))|| - (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&& - (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&& - k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){ - //If hit by body - if( (i!=0||player[i].skeleton.free)&& - (k!=0||player[k].skeleton.free)|| - (animation[player[i].targetanimation].height==highheight&& - animation[player[k].targetanimation].height==highheight)){ - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, player[i].coords); - } - - player[i].RagDoll(0); - if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){ - award_bonus(0, aimbonus); + if (!attackweapon) { + Person::players[k]->animCurrent = sneakattackanim; + Person::players[k]->animTarget = sneakattackanim; + Person::players[i]->animCurrent = sneakattackedanim; + Person::players[i]->animTarget = sneakattackedanim; + Person::players[k]->oldcoords = Person::players[k]->coords; + Person::players[k]->coords = Person::players[i]->coords; } - player[i].DoDamage(findLengthfast(&rotatetarget)/4); - player[k].RagDoll(0); - if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){ - award_bonus(0, aimbonus); // Huh, again? + //knifesneakattack + if (attackweapon == knife) { + Person::players[k]->animCurrent = knifesneakattackanim; + Person::players[k]->animTarget = knifesneakattackanim; + Person::players[i]->animCurrent = knifesneakattackedanim; + Person::players[i]->animTarget = knifesneakattackedanim; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[i]->coords = Person::players[k]->coords; } - player[k].DoDamage(findLengthfast(&rotatetarget)/4); - - for(int j=0;janimCurrent = swordsneakattackanim; + Person::players[k]->animTarget = swordsneakattackanim; + Person::players[i]->animCurrent = swordsneakattackedanim; + Person::players[i]->animTarget = swordsneakattackedanim; + Person::players[i]->oldcoords = Person::players[i]->coords; + Person::players[i]->coords = Person::players[k]->coords; } - for(int j=0;jvictim = Person::players[i]; + Person::players[k]->hasvictim = 1; + Person::players[i]->targettilt2 = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->frameCurrent = 0; + Person::players[i]->target = 0; + Person::players[i]->velocity = 0; + Person::players[k]->targettilt2 = Person::players[i]->targettilt2; + Person::players[k]->frameCurrent = Person::players[i]->frameCurrent; + Person::players[k]->frameTarget = Person::players[i]->frameTarget; + Person::players[k]->target = Person::players[i]->target; + Person::players[k]->velocity = 0; + Person::players[k]->targetyaw = Person::players[i]->yaw; + Person::players[k]->yaw = Person::players[i]->yaw; + Person::players[i]->targetyaw = Person::players[i]->yaw; } - } - } - if( (animation[player[i].targetanimation].attack==neutral|| - animation[player[i].targetanimation].attack==normalattack)&& - (animation[player[k].targetanimation].attack==neutral|| - animation[player[k].targetanimation].attack==normalattack)){ - //If bumped - if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){ - if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){ - rotatetarget=player[k].coords-player[i].coords; - Normalise(&rotatetarget); - player[k].coords=(player[k].coords+player[i].coords)/2; - player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2 - *sq((player[i].scale+player[k].scale)*2.5); - player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5); - if(player[k].howactive==typeactive||hostile) - if(player[k].isIdle()){ - if(player[k].howactiveanimTarget].attack == normalattack && + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free)) { + oldattackkey = 1; + Person::players[k]->frameTarget = 0; + Person::players[k]->target = 0; + + Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); + Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); + Person::players[k]->lastattack3 = Person::players[k]->lastattack2; + Person::players[k]->lastattack2 = Person::players[k]->lastattack; + Person::players[k]->lastattack = Person::players[k]->animTarget; } - //jump down on player - if(hostile){ - if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&& - !player[i].isCrouch()&& - player[i].targetanimation!=rollanim&& - !player[k].skeleton.oldfree&&! - player[k].skeleton.free&& - player[k].lastcollide<=0&& - player[k].velocity.y<-10){ - player[i].velocity=player[k].velocity; - player[k].velocity=player[k].velocity*-.5; - player[k].velocity.y=player[i].velocity.y; - player[i].DoDamage(20); - player[i].RagDoll(0); - player[k].lastcollide=1; - award_bonus(k, AboveBonus); - } - if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&& - !player[k].isCrouch()&& - player[k].targetanimation!=rollanim&& - !player[i].skeleton.oldfree&& - !player[i].skeleton.free&& - player[i].lastcollide<=0&& - player[i].velocity.y<-10){ - player[k].velocity=player[i].velocity; - player[i].velocity=player[i].velocity*-.3; - player[i].velocity.y=player[k].velocity.y; - player[k].DoDamage(20); - player[k].RagDoll(0); - player[i].lastcollide=1; - award_bonus(i, AboveBonus); - } + if (Person::players[k]->animTarget == knifefollowanim && + Person::players[k]->victim == Person::players[i]) { + oldattackkey = 1; + Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); + Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + Person::players[i]->animTarget = knifefollowedanim; + Person::players[i]->animCurrent = knifefollowedanim; + Person::players[i]->targettilt2 = 0; + Person::players[i]->targettilt2 = Person::players[k]->targettilt2; + Person::players[i]->frameTarget = 1; + Person::players[i]->frameCurrent = 0; + Person::players[i]->target = 0; + Person::players[i]->velocity = 0; + Person::players[k]->animCurrent = knifefollowanim; + Person::players[k]->animTarget = knifefollowanim; + Person::players[k]->targettilt2 = Person::players[i]->targettilt2; + Person::players[k]->frameCurrent = Person::players[i]->frameCurrent; + Person::players[k]->frameTarget = Person::players[i]->frameTarget; + Person::players[k]->target = Person::players[i]->target; + Person::players[k]->velocity = 0; + Person::players[k]->oldcoords = Person::players[k]->coords; + Person::players[i]->coords = Person::players[k]->coords; + Person::players[i]->targetyaw = Person::players[k]->targetyaw; + Person::players[i]->yaw = Person::players[k]->targetyaw; + Person::players[k]->yaw = Person::players[k]->targetyaw; + Person::players[i]->yaw = Person::players[k]->targetyaw; } } } } - player[i].CheckKick(); - player[k].CheckKick(); - } - } - } -} - -void Game::doAI(int i){ - static bool connected; - if(player[i].aitype!=playercontrolled&&indialogue==-1){ - player[i].jumpclimb=0; - //disable movement in editor - if(editorenabled) - player[i].stunned=1; - - player[i].pause=0; - if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&& - player[0].coords.y>player[i].coords.y+2&& - !player[0].onterrain) - player[i].pause=1; - - //pathfinding - if(player[i].aitype==pathfindtype){ - if(player[i].finalpathfindpoint==-1){ - float closestdistance; - float tempdist; - int closest; - XYZ colpoint; - closest=-1; - closestdistance=-1; - for(int j=0;j 1) { + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k) { + continue; } - } - player[i].targetpathfindpoint=closest; - for(int j=0;jdead || !hasstaff) && + Animation::animations[Person::players[k]->animTarget].attack == neutral) { + const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); + if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) { + if (Person::players[i]->skeleton.free) { + if (distance < 3.5 * sq(Person::players[k]->scale * 5) && + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead > 1000 || + Person::players[k]->isRun() || + hasstaff || + (attackweapon && + (Person::players[i]->skeleton.longdead > 2000 || + Person::players[i]->damage > Person::players[i]->damagetolerance / 8 || + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) && + distance < 1.5 * sq(Person::players[k]->scale * 5)))) { + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + if (attackweapon && !Tutorial::active) { + //crouchstab + if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) { + Person::players[k]->animTarget = crouchstabanim; + } + //swordgroundstab + if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) { + Person::players[k]->animTarget = swordgroundstabanim; + } + //staffgroundsmash + if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) { + Person::players[k]->animTarget = staffgroundsmashanim; + } + } + if (distance < 2.5 && + Person::players[k]->crouchkeydown && + Person::players[k]->animTarget != crouchstabanim && + !attackweapon && + Person::players[i]->dead && + Person::players[i]->skeleton.free && + Person::players[i]->skeleton.longdead > 1000) { + Person::players[k]->animTarget = killanim; + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } + } + } + if (!Person::players[i]->dead || musictype != 2) { + if (distance < 3.5 && + (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) && + Person::players[k]->staggerdelay <= 0 && + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead < 300 && + Person::players[k]->lastattack != spinkickanim && + Person::players[i]->skeleton.free) && + (!Person::players[i]->dead || musictype != stream_fighttheme)) { + Person::players[k]->animTarget = dropkickanim; + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } + } + } + } + } } } - } - player[i].targetpathfindpoint=closest; - } - else - { - for(int j=0;j.8&&!player[i].jumpkeydown&&player[i].collided<.8) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if((player[i].collided>.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if((tutoriallevel!=1||cananger)&& - hostile&& - !player[0].dead&& - findDistancefast(&player[i].coords,&player[0].coords)<400&& - player[i].occluded<25){ - if(findDistancefast(&player[i].coords,&player[0].coords)<12&& - animation[player[0].targetanimation].height!=lowheight&& - !editorenabled&& - (player[0].coords.y0) - if(player[j].coords.y.5) - player[i].howactive=typeactive; - - if(player[i].aitype==passivetype){ - player[i].aiupdatedelay-=multiplier; - player[i].losupdatedelay-=multiplier; - player[i].lastseentime+=multiplier; - player[i].pausetime-=multiplier; - if(player[i].lastseentime>1) - player[i].lastseentime=1; - - if(player[i].aiupdatedelay<0){ - if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - - if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){ - if(player[i].waypointtype[player[i].waypoint]==wppause) - player[i].pausetime=4; - player[i].waypoint++; - if(player[i].waypoint>player[i].numwaypoints-1) - player[i].waypoint=0; - - } - } + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free || + Person::players[k]->animTarget == killanim || + Person::players[k]->animTarget == crouchstabanim || + Person::players[k]->animTarget == swordgroundstabanim || + Person::players[k]->animTarget == staffgroundsmashanim || + Person::players[k]->animTarget == dropkickanim)) { + oldattackkey = 1; + Person::players[k]->frameTarget = 0; + Person::players[k]->target = 0; + + XYZ targetpoint = Person::players[i]->coords; + if (Person::players[k]->animTarget == crouchstabanim || + Person::players[k]->animTarget == swordgroundstabanim || + Person::players[k]->animTarget == staffgroundsmashanim) { + targetpoint += (Person::players[i]->jointPos(abdomen) + + Person::players[i]->jointPos(neck)) / + 2 * + Person::players[i]->scale; + } + Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint); + Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint); - if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0) - player[i].forwardkeydown=1; - else - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].attackkeydown=0; - player[i].throwkeydown=0; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - - //hearing sounds - if(!editorenabled){ - if(player[i].howactive<=typesleeping) - if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile) - for(int j=0;j0&&findDistancefast(&player[i].coords,&envsound[j])< - 2*(vol+vol*(player[i].creature==rabbittype)*3)) - player[i].aitype=attacktypecutoff; - } + if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) { + Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4; + } - if(player[i].aitype!=passivetype){ - if(player[i].howactive==typesleeping) - setAnimation(i,getupfromfrontanim); - player[i].howactive=typeactive; - } - } + if (Person::players[k]->animTarget == staffgroundsmashanim) { + Person::players[k]->targettilt2 += 10; + } - if(player[i].howactive0)){ - float smelldistance=50; - if(j==0&&player[j].num_weapons>0){ - if(weapons.bloody[player[j].weaponids[0]]) - smelldistance=100; - if(player[j].num_weapons==2) - if(weapons.bloody[player[j].weaponids[1]]) - smelldistance=100; - } - if(j!=0) - smelldistance=100; - windsmell=windvector; - Normalise(&windsmell); - windsmell=windsmell*2+player[j].coords; - if(findDistancefast(&player[i].coords,&windsmell)lastattack3 = Person::players[k]->lastattack2; + Person::players[k]->lastattack2 = Person::players[k]->lastattack; + Person::players[k]->lastattack = Person::players[k]->animTarget; - if(player[i].howactive0) - if((-1==checkcollide( - DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)* - player[i].scale+player[i].coords, - DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)* - player[j].scale+player[j].coords)&& - !player[j].isWallJump())|| - (player[j].targetanimation==hanganim&& - normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){ - player[i].lastseentime-=.2; - if(j==0&&animation[player[j].targetanimation].height==lowheight) - player[i].lastseentime-=.4; - else - player[i].lastseentime-=.6; - } - if(player[i].lastseentime<=0){ - player[i].aitype=searchtype; - player[i].lastchecktime=12; - player[i].lastseen=player[j].coords; - player[i].lastseentime=12; + if (Person::players[k]->animTarget == swordgroundstabanim) { + Person::players[k]->targetyaw += 30; + } + } } } } - } - } - //alerted surprise - if(player[i].aitype==attacktypecutoff&&musictype!=2){ - if(player[i].creature!=wolftype){ - player[i].stunned=.6; - player[i].surprised=.6; - } - if(player[i].creature==wolftype){ - player[i].stunned=.47; - player[i].surprised=.47; - } - numseen++; - } - } - - //search for player - int j; - if(player[i].aitype==searchtype){ - player[i].aiupdatedelay-=multiplier; - player[i].losupdatedelay-=multiplier; - if(!player[i].pause) - player[i].lastseentime-=multiplier; - player[i].lastchecktime-=multiplier; - - if(player[i].isRun()&&!player[i].onground){ - if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1){ - player[i].velocity=0; - setAnimation(i,player[i].getStop()); - player[i].targetrotation+=180; - player[i].stunned=.5; - //player[i].aitype=passivetype; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } - else player[i].laststanding=j; - } - } - //check out last seen location - if(player[i].aiupdatedelay<0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){ - player[i].forwardkeydown=0; - player[i].aiupdatedelay=1; - player[i].lastseen.x+=(float(Random()%100)-50)/25; - player[i].lastseen.z+=(float(Random()%100)-50)/25; - player[i].lastchecktime=3; - } - - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].attackkeydown=0; - player[i].throwkeydown=0; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile)) - for(int k=0;k0) - if((checkcollide( - DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)* - player[i].scale+player[i].coords, - DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)* - player[0].scale+player[0].coords)==-1)|| - (player[0].targetanimation==hanganim&&normaldotproduct( - player[0].facing,player[i].coords-player[0].coords)<0)){ - /* //TODO: changed j to 0 on a whim, make sure this is correct - (player[j].targetanimation==hanganim&&normaldotproduct( - player[j].facing,player[i].coords-player[j].coords)<0) - */ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + if (!Person::players[k]->hasvictim) { + //find victim + for (unsigned i = 0; i < Person::players.size(); i++) { + if (i == k || !(i == 0 || k == 0)) { + continue; } - } - //player escaped - if(player[i].lastseentime<0){ - //player[i].aitype=passivetype; - numescaped++; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } - } - - if(player[i].aitype!=gethelptype) - player[i].runninghowlong=0; - - //get help from buddies - if(player[i].aitype==gethelptype){ - player[i].runninghowlong+=multiplier; - player[i].aiupdatedelay-=multiplier; - - if(player[i].aiupdatedelay<0||player[i].ally==0){ - player[i].aiupdatedelay=.2; - - //find closest ally - //TODO: factor out closest search somehow - if(!player[i].ally){ - int closest=-1; - float closestdist=-1; - for(int k=0;kskeleton.free) { + if (Person::players[k]->hasvictim) { + if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) { + Person::players[k]->victim = Person::players[i]; + } + } else { + Person::players[k]->victim = Person::players[i]; + Person::players[k]->hasvictim = 1; + } } - closest=k; } } - if(closest!=-1) - player[i].ally=closest; - else - player[i].ally=0; - player[i].lastseen=player[0].coords; - player[i].lastseentime=12; - } - - - player[i].lastchecktime=12; - - XYZ facing=player[i].coords; - XYZ flatfacing=player[player[i].ally].coords; - facing.y+=playerJoint(i,head).position.y*player[i].scale; - flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale; - if(-1!=checkcollide(facing,flatfacing)) - player[i].lastseentime-=.1; - - //no available ally, run back to player - if(player[i].ally<=0|| - player[player[i].ally].skeleton.free|| - player[player[i].ally].aitype!=passivetype|| - player[i].lastseentime<=0){ - player[i].aitype=searchtype; - player[i].lastseentime=12; - } - - //seek out ally - if(player[i].ally>0){ - player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){ - player[i].aitype=searchtype; - player[i].lastseentime=12; - player[player[i].ally].aitype=searchtype; - if(player[player[i].ally].lastseentimeaitype == playercontrolled) { + //rabbit kick + if (Person::players[k]->attackkeydown && + Person::players[k]->isRun() && + Person::players[k]->wasRun() && + ((Person::players[k]->hasvictim && + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) && + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) && + !Person::players[k]->victim->skeleton.free && + Person::players[k]->victim->animTarget != getupfrombackanim && + Person::players[k]->victim->animTarget != getupfromfrontanim && + Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && + Person::players[k]->aitype != playercontrolled && //wat??? + normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && + Person::players[k]->rabbitkickenabled) || + Person::players[k]->jumpkeydown)) { + oldattackkey = 1; + Person::players[k]->setTargetAnimation(rabbitkickanim); } } - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdistanimTarget].attack && k == 0) { + numattacks++; + switch (attackweapon) { + case 0: + numunarmedattack++; + break; + case knife: + numknifeattack++; + break; + case sword: + numswordattack++; + break; + case staff: + numstaffattack++; + break; } } } - - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].attackkeydown=0; } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if(player[i].collided>.8&&player[i].jumppower>=5) - player[i].jumpkeydown=1; } + } +} - //retreiving a weapon on the ground - if(player[i].aitype==getweapontype){ - player[i].aiupdatedelay-=multiplier; - player[i].lastchecktime-=multiplier; - - if(player[i].aiupdatedelay<0){ - player[i].aiupdatedelay=.2; - - //ALLY IS WEPON - if(player[i].ally<0){ - int closest=-1; - float closestdist=-1; - for(int k=0;k=0){ - if(weapons.owner[player[i].ally]!=-1|| - findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; - } - //TODO: factor these out as moveToward() - player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); - leftdist = findDistancefast(&leftpos, &player[i].avoidwhere); - rightdist = findDistancefast(&rightpos, &player[i].avoidwhere); - if(leftdist 1) { + for (unsigned k = 0; k < Person::players.size(); k++) { + for (unsigned i = k + 1; i < Person::players.size(); i++) { + //neither player is part of a reversal + if ((Animation::animations[Person::players[i]->animTarget].attack != reversed && + Animation::animations[Person::players[i]->animTarget].attack != reversal && + Animation::animations[Person::players[k]->animTarget].attack != reversed && + Animation::animations[Person::players[k]->animTarget].attack != reversal) || + (i != 0 && k != 0)) { + if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed && + Animation::animations[Person::players[i]->animCurrent].attack != reversal && + Animation::animations[Person::players[k]->animCurrent].attack != reversed && + Animation::animations[Person::players[k]->animCurrent].attack != reversal) || + (i != 0 && k != 0)) { + //neither is sleeping + if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) { + if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) { + //in same patch, neither is climbing + if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx && + Person::players[i]->whichpatchz == Person::players[k]->whichpatchz && + Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free && + Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free && + Person::players[i]->animTarget != climbanim && + Person::players[i]->animTarget != hanganim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) { + //players are close (bounding box test) + if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) { + if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) { + if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) { + if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) { + if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) { + if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) { + //spread fire from player to player + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + if (Person::players[i]->onfire || Person::players[k]->onfire) { + if (!Person::players[i]->onfire) { + Person::players[i]->CatchFire(); + } + if (!Person::players[k]->onfire) { + Person::players[k]->CatchFire(); + } + } + } - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].attackkeydown=0; - player[i].throwkeydown=1; - player[i].crouchkeydown=0; - if(player[i].targetanimation!=crouchremoveknifeanim&& - player[i].targetanimation!=removeknifeanim) - player[i].throwtogglekeydown=0; - player[i].drawkeydown=0; - } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if((player[i].collided>.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - } + XYZ tempcoords1 = Person::players[i]->coords; + XYZ tempcoords2 = Person::players[k]->coords; + if (!Person::players[i]->skeleton.oldfree) { + tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale; + } + if (!Person::players[k]->skeleton.oldfree) { + tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale; + } + collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + if (Person::players[0]->hasvictim) { + if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) { + collisionradius = 3; + } + } + if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) && + (distsq(&tempcoords1, &tempcoords2) < collisionradius || + distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) { + //jump down on a dead body + if (k == 0 || i == 0) { + int l = i ? i : k; + if (Person::players[0]->animTarget == jumpdownanim && + !Person::players[0]->skeleton.oldfree && + !Person::players[0]->skeleton.free && + Person::players[l]->skeleton.oldfree && + Person::players[l]->skeleton.free && + Person::players[l]->dead && + Person::players[0]->lastcollide <= 0 && + fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 && + distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) { + Person::players[0]->coords.y = Person::players[l]->coords.y; + Person::players[l]->velocity = Person::players[0]->velocity; + Person::players[l]->skeleton.free = 0; + Person::players[l]->yaw = 0; + Person::players[l]->RagDoll(0); + Person::players[l]->DoDamage(20); + camerashake += .3; + Person::players[l]->skeleton.longdead = 0; + Person::players[0]->lastcollide = 1; + } + } - if(player[i].aitype==attacktypecutoff){ - player[i].aiupdatedelay-=multiplier; - //dodge or reverse rabbit kicks, knife throws, flips - if(player[i].damage.5) - player[i].stunned=1; - } - //go for weapon on the ground - if(player[i].wentforweapon<3) - for(int k=0;kskeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) || + (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) || + (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) { + rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity; + if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim || + Person::players[i]->skeleton.free) && + (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim || + Person::players[k]->skeleton.free)) { + if ((((k != 0 && findLengthfast(&rotatetarget) > 150 || + k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && + normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && + (k == 0 || + k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral || + /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) || + (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && + (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && + k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) { + //If hit by body + if ((i != 0 || Person::players[i]->skeleton.free) && + (k != 0 || Person::players[k]->skeleton.free) || + (Animation::animations[Person::players[i]->animTarget].height == highheight && + Animation::animations[Person::players[k]->animTarget].height == highheight)) { + if (!Tutorial::active) { + emit_sound_at(heavyimpactsound, Person::players[i]->coords); + } + + Person::players[i]->RagDoll(0); + if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) { + award_bonus(0, aimbonus); + } + Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4); + Person::players[k]->RagDoll(0); + if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) { + award_bonus(0, aimbonus); // Huh, again? + } + Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); + + for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { + Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; + } + for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { + Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity; + } + } + } + } + if ((Animation::animations[Person::players[i]->animTarget].attack == neutral || + Animation::animations[Person::players[i]->animTarget].attack == normalattack) && + (Animation::animations[Person::players[k]->animTarget].attack == neutral || + Animation::animations[Person::players[k]->animTarget].attack == normalattack)) { + //If bumped + if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) { + if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + rotatetarget = Person::players[k]->coords - Person::players[i]->coords; + Normalise(&rotatetarget); + Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2; + Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + if (Person::players[k]->howactive == typeactive || hostile) { + if (Person::players[k]->isIdle()) { + if (Person::players[k]->howactive < typesleeping) { + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); + } else if (Person::players[k]->howactive == typesleeping) { + Person::players[k]->setTargetAnimation(getupfromfrontanim); + } + if (!editorenabled) { + Person::players[k]->howactive = typeactive; + } + } + } + if (Person::players[i]->howactive == typeactive || hostile) { + if (Person::players[i]->isIdle()) { + if (Person::players[i]->howactive < typesleeping) { + Person::players[i]->setTargetAnimation(Person::players[k]->getStop()); + } else { + Person::players[i]->setTargetAnimation(getupfromfrontanim); + } + if (!editorenabled) { + Person::players[i]->howactive = typeactive; + } + } + } + } + //jump down on player + if (hostile) { + if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim && + !Person::players[i]->isCrouch() && + Person::players[i]->animTarget != rollanim && + !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free && + Person::players[k]->lastcollide <= 0 && + Person::players[k]->velocity.y < -10) { + Person::players[i]->velocity = Person::players[k]->velocity; + Person::players[k]->velocity = Person::players[k]->velocity * -.5; + Person::players[k]->velocity.y = Person::players[i]->velocity.y; + Person::players[i]->DoDamage(20); + Person::players[i]->RagDoll(0); + Person::players[k]->lastcollide = 1; + award_bonus(k, AboveBonus); + } + if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim && + !Person::players[k]->isCrouch() && + Person::players[k]->animTarget != rollanim && + !Person::players[i]->skeleton.oldfree && + !Person::players[i]->skeleton.free && + Person::players[i]->lastcollide <= 0 && + Person::players[i]->velocity.y < -10) { + Person::players[k]->velocity = Person::players[i]->velocity; + Person::players[i]->velocity = Person::players[i]->velocity * -.3; + Person::players[i]->velocity.y = Person::players[k]->velocity.y; + Person::players[k]->DoDamage(20); + Person::players[k]->RagDoll(0); + Person::players[i]->lastcollide = 1; + award_bonus(i, AboveBonus); + } + } + } + } + } + Person::players[i]->CheckKick(); + Person::players[k]->CheckKick(); + } + } + } + } + } + } + } + } } } - //dodge/reverse walljump kicks - if(player[i].damageterrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1){ - player[i].velocity=0; - setAnimation(i,player[i].getStop()); - player[i].targetrotation+=180; - player[i].stunned=.5; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - }else - player[i].laststanding=j; } - //lose sight of player in the air (?) - if(player[0].coords.y>player[i].coords.y+5&& - animation[player[0].targetanimation].height!=highheight&& - !player[0].onterrain){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } - //it's time to think (?) - if(player[i].aiupdatedelay<0&& - !animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim){ - //draw weapon - if(player[i].weaponactive==-1&&player[i].num_weapons>0) - player[i].drawkeydown=Random()%2; - else - player[i].drawkeydown=0; - player[i].rabbitkickenabled=Random()%2; - //chase player - XYZ rotatetarget=player[0].coords+player[0].velocity; - XYZ targetpoint=player[0].coords; - if(findDistancefast(&player[0].coords,&player[i].coords)< - findDistancefast(&rotatetarget,&player[i].coords)) - targetpoint+=player[0].velocity* - findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity); - player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint); - player[i].lookrotation=player[i].targetrotation; - player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000); - - if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1)) - player[i].forwardkeydown=1; - else if((findDistancefast(&player[i].coords,&player[0].coords)>16|| - findDistancefast(&player[i].coords,&player[0].coords)<9)&& - player[0].weaponactive!=-1) - player[i].forwardkeydown=1; - else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0)) - player[i].forwardkeydown=1; - else - player[i].forwardkeydown=0; - //chill out around the corpse - if(player[0].dead){ - player[i].forwardkeydown=0; - if(Random()%10==0) - player[i].forwardkeydown=1; - if(Random()%100==0){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } - } - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].throwkeydown=0; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8) - player[i].targetrotation+=90*(player[i].whichdirection*2-1); - //attack!!! - if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype) - player[i].attackkeydown=1; - else - player[i].attackkeydown=0; - if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7) - player[i].attackkeydown=0; - - //TODO: wat - if(player[i].aitype!=playercontrolled&& - (player[i].isIdle()|| - player[i].isCrouch()|| - player[i].isRun())){ - int target=-2; - for(int j=0;jcoords)<4&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==spinkickanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim|| - player[j].targetanimation==winduppunchanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==swordslashanim&& - (findDistancefast(&player[j].coords,&player[i].coords)<2|| - player[i].weaponactive!=-1))){ - if(target>=0) - target=-1; - else - target=j; - } - if(target>=0) - player[target].Reverse(); - } - - if(player[i].collided<1) - player[i].jumpkeydown=0; - if(player[i].collided>.8&&player[i].jumppower>=5|| - findDistancefast(&player[i].coords,&player[0].coords)>400&& - player[i].onterrain&& - player[i].creature==rabbittype) - player[i].jumpkeydown=1; - //TODO: why are we controlling the human? - if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) - player[0].jumpkeydown=0; - if(player[0].targetanimation==jumpdownanim&& - findDistancefast(&player[0].coords,&player[i].coords)<40) - player[i].crouchkeydown=1; - if(player[i].jumpkeydown) - player[i].attackkeydown=0; - - if(tutoriallevel==1) - if(!canattack) - player[i].attackkeydown=0; - - - XYZ facing=player[i].coords; - XYZ flatfacing=player[0].coords; - facing.y+=playerJoint(i,head).position.y*player[i].scale; - flatfacing.y+=playerJoint(0,head).position.y*player[0].scale; - if(player[i].occluded>=2) - if(-1!=checkcollide(facing,flatfacing)){ - if(!player[i].pause) - player[i].lastseentime-=.2; - if(player[i].lastseentime<=0&& - (player[i].creature!=wolftype|| - player[i].weaponstuck==-1)){ - player[i].aitype=searchtype; - player[i].lastchecktime=12; - player[i].lastseen=player[0].coords; - player[i].lastseentime=12; - } - }else - player[i].lastseentime=1; - } - } - if(animation[player[0].targetanimation].height==highheight&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype)) - if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){ - XYZ test=player[0].coords; - test.y-=40; - if(-1==checkcollide(player[0].coords,test)) - player[i].stunned=1; - } - //stunned - if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)|| - player[i].stunned>0|| - player[i].pause&&player[i].damage>player[i].superpermanentdamage){ - if(player[i].pause) - player[i].lastseentime=1; - player[i].targetrotation=player[i].rotation; - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].attackkeydown=0; - player[i].crouchkeydown=0; - player[i].throwkeydown=0; - } - - - XYZ facing; - facing=0; - facing.z=-1; - - XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0); - facing=flatfacing; - - if(player[i].aitype==attacktypecutoff){ - player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords); - player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords); - }else if(player[i].howactive>=typesleeping){ - player[i].targetheadrotation=player[i].targetrotation; - player[i].targetheadrotation2=0; - }else{ - if(player[i].interestdelay<=0){ - player[i].interestdelay=.7+(float)(abs(Random()%100))/100; - player[i].headtarget=player[i].coords; - player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100; - player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100; - player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300; - player[i].headtarget+=player[i].facing*1.5; } - player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget); - player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget); } } } -void Game::Tick(){ - static XYZ facing,flatfacing; - static int target; - - for(int i=0;i<15;i++){ - displaytime[i]+=multiplier; - } - - keyboardfrozen=0; - Input::Tick(); +void Game::Tick() +{ + static XYZ facing, flatfacing; + static int target; - if(Input::isKeyPressed(SDLK_F6)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoreverse=true; - else - stereoreverse=false; - - if(stereoreverse) - printf("Stereo reversed\n"); - else - printf("Stereo unreversed\n"); - } - - if(Input::isKeyDown(SDLK_F7)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoseparation -= 0.001; - else - stereoseparation -= 0.010; - printf("Stereo decreased increased to %f\n", stereoseparation); - } - - if(Input::isKeyDown(SDLK_F8)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoseparation += 0.001; - else - stereoseparation += 0.010; - printf("Stereo separation increased to %f\n", stereoseparation); - } - - - if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){ - if(tutorialstage!=51) - tutorialstagetime=tutorialmaxtime; - emit_sound_np(consolefailsound, 128.); - } + /* Pump SDL input events and process non-gameplay related ones */ + ProcessInput(); /* Values of mainmenu : @@ -5923,1569 +3069,1468 @@ void Game::Tick(){ 11 Same that 9 ??? => unused 18 stereo configuration */ - - if(!console){ + + if (!console) { //campaign over? - if(mainmenu&&endgame==1) - mainmenu=10; - //escape key pressed - //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this - if(Input::isKeyPressed(SDLK_ESCAPE)&& - (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){ - selected=-1; - if(mainmenu==0&&!winfreeze) - mainmenu=2; //pause - else if(mainmenu==0&&winfreeze&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){ - mainmenu=100; // play menu sound and go to menu 5. - gameon=0; - winfreeze=0; - } else if(mainmenu==1||mainmenu==2) - mainmenu=0; //unpause - //play menu theme - if(musictoggle&&(mainmenu==1||mainmenu==2||mainmenu==100)){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); + if (mainmenu && endgame == 1) { + mainmenu = 10; + } + //go to level select after completing a campaign level + if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) { + mainmenu = 5; + gameon = 0; + winfreeze = 0; + fireSound(); + flash(); + if (musictoggle) { + OPENAL_SetFrequency(OPENAL_ALL); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - //on resume, play level music - if(!mainmenu){ - pause_sound(stream_menutheme); - resume_stream(leveltheme); + Menu::Load(); + } + } + + if (mainmenu) { + Menu::Tick(); + } + + if (!mainmenu) { + if (hostile == 1) { + hostiletime += multiplier; + } else { + hostiletime = 0; + } + if (!winfreeze) { + leveltime += multiplier; + } + + if (console) { + freeze = 1; + + inputText(consoletext[0], &consoleselected); + if (!waiting) { + if (!consoletext[0].empty()) { + cmd_dispatch(consoletext[0]); + for (int k = 14; k >= 1; k--) { + consoletext[k] = consoletext[k - 1]; + } + consoletext[0].clear(); + consoleselected = 0; + } } - //finished with settings menu - if(mainmenu==3){ - SaveSettings(*this); - } - //effects - if(mainmenu>=3&&mainmenu!=8){ - fireSound(); - flash(); - } - //go back - switch(mainmenu){ - case 3: case 5: - mainmenu=gameon?2:1; break; - case 4: case 18: - mainmenu=3; break; - case 6: case 7: case 9: case 10: case 100: - mainmenu=5; break; + + consoleblinkdelay -= multiplier; + if (consoleblinkdelay <= 0) { + consoleblinkdelay = .3; + consoleblink = !consoleblink; } - } - } - - if(mainmenu){ - MenuTick(); - } - - if(!mainmenu){ - if(hostile==1)hostiletime+=multiplier; - else hostiletime=0; - if(!winfreeze)leveltime+=multiplier; - - //keys - if(Input::isKeyPressed(SDLK_v)&&debugmode){ - freeze=1-freeze; - if(freeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } - } - - if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode) - chatting=1; - - if(chatting){ - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { - if(displaychars[0]){ - for(int j=0;j<255;j++) - displaytext[0][j]=0; - displaychars[0]=0; - displayselected=0; - } - chatting=0; - } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; - } - } - if(chatting) - keyboardfrozen=1; - - if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){ - console=1-console; - if(console){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } else { - freeze=0; - waiting=false; - } - } - - if(console) - freeze=1; - if(console&&!Input::isKeyDown(SDLK_LMETA)){ - inputText(consoletext[0],&consoleselected,&consolechars[0]); - if(!waiting) { - archiveselected=0; - if(consolechars[0]>0){ - consoletext[0][consolechars[0]]=' '; - cmd_dispatch(this, consoletext[0]); - for(int k=14;k>=1;k--){ - for(int j=0;j<255;j++) - consoletext[k][j]=consoletext[k-1][j]; - consolechars[k]=consolechars[k-1]; - } - for(int j=0;j<255;j++) - consoletext[0][j]=0; - consolechars[0]=0; - consoleselected=0; - } - } - - consoleblinkdelay-=multiplier; - if(consoleblinkdelay<=0){ - consoleblinkdelay=.3; - consoleblink=1-consoleblink; - } - } - - - - if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { - SaveSettings(*this); - } - } - - static int oldwinfreeze; - if(winfreeze&&!oldwinfreeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - emit_sound_np(consolesuccesssound); - } - if(winfreeze==0) - oldwinfreeze=winfreeze; - else - oldwinfreeze++; + } - if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign) - if(winfreeze) - winfreeze=0; - if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){ - if(console){ - console=0; - freeze=0; - }else if(winfreeze){ - mainmenu=9; - gameon=0; - } + static int oldwinfreeze; + if (winfreeze && !oldwinfreeze) { + OPENAL_SetFrequency(OPENAL_ALL); + emit_sound_np(consolesuccesssound); + } + if (winfreeze == 0) { + oldwinfreeze = winfreeze; + } else { + oldwinfreeze++; } + if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { + //dialogues + static float talkdelay = 0; - //TODO: what is this test? - if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){ + if (Dialog::inDialog()) { + talkdelay = 1; + } + talkdelay -= multiplier; - //dialogues - if(indialogue!=-1) - talkdelay=1; - talkdelay-=multiplier; - - if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight) - for(int i=0;i49){ - realdialoguetype=dialoguetype[i]-50; - special=1; - } - else if(dialoguetype[i]>39){ - realdialoguetype=dialoguetype[i]-40; - special=1; - } - else if(dialoguetype[i]>29){ - realdialoguetype=dialoguetype[i]-30; - special=1; - } - else if(dialoguetype[i]>19){ - realdialoguetype=dialoguetype[i]-20; - special=1; - } - else if(dialoguetype[i]>9){ - realdialoguetype=dialoguetype[i]-10; - special=1; - } - else { - realdialoguetype=dialoguetype[i]; - special=0; - } - if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&& - realdialoguetype0&& - (dialoguegonethrough[i]==0||!special)&& - (special||Input::isKeyPressed(attackkey))){ - if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6|| - player[realdialoguetype].howactive>=typedead1|| - dialoguetype[i]>40&&dialoguetype[i]<50){ - whichdialogue=i; - for(int j=0;janimTarget].height != highheight) { + for (unsigned i = 0; i < Dialog::dialogs.size(); i++) { + Dialog::dialogs[i].tick(i); } + } - windvar+=multiplier; - smoketex+=multiplier; - tutorialstagetime+=multiplier; + windvar += multiplier; + smoketex += multiplier; + Tutorial::stagetime += multiplier; //hotspots static float hotspotvisual[40]; - if(numhotspots){ + if (Hotspot::hotspots.size()) { XYZ hotspotsprite; - if(editorenabled) - for(int i=0;i0){ - hotspot[i]=player[hotspottype[i]].coords; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) { + Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords; } } } //Tutorial - if(tutoriallevel){ - doTutorial(); + if (Tutorial::active) { + Tutorial::Do(multiplier); } //bonuses - if(tutoriallevel!=1){ - if(bonustime==0&& - bonus!=solidhit&& - bonus!=spinecrusher&& - bonus!=tracheotomy&& - bonus!=backstab&& - bonusvalue>10){ + if (!Tutorial::active) { + if (bonustime == 0 && + bonus != solidhit && + bonus != spinecrusher && + bonus != tracheotomy && + bonus != backstab && + bonusvalue > 10) { emit_sound_np(consolesuccesssound); } - } else if(bonustime==0){ + } else if (bonustime == 0) { emit_sound_np(fireendsound); } - if(bonustime==0){ - if(bonus!=solidhit&& - bonus!=twoxcombo&& - bonus!=threexcombo&& - bonus!=fourxcombo&& - bonus!=megacombo) + if (bonustime == 0) { + if (bonus != solidhit && + bonus != twoxcombo && + bonus != threexcombo && + bonus != fourxcombo && + bonus != megacombo) { bonusnum[bonus]++; - else - bonusnum[bonus]+=0.15; - if(tutoriallevel) - bonusvalue=0; - bonusvalue/=bonusnum[bonus]; - bonustotal+=bonusvalue; + } else { + bonusnum[bonus] += 0.15; + } + if (Tutorial::active) { + bonusvalue = 0; + } + if (bonusvalue > 0) { + bonusvalue /= bonusnum[bonus]; + if (bonusvalue <= 0) { + bonusvalue = 0; + } + } + bonustotal += bonusvalue; } - bonustime+=multiplier; + bonustime += multiplier; //snow effects - if(environment==snowyenvironment){ - precipdelay-=multiplier; - while(precipdelay<0){ - precipdelay+=.04; - if(!detail) - precipdelay+=.04; - XYZ footvel,footpoint; - - footvel=0; - footpoint=viewer+viewerfacing*6; - footpoint.y+=((float)abs(Random()%1200))/100-6; - footpoint.x+=((float)abs(Random()%1200))/100-6; - footpoint.z+=((float)abs(Random()%1200))/100-6; - Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1); + if (environment == snowyenvironment) { + precipdelay -= multiplier; + while (precipdelay < 0) { + precipdelay += .04; + if (!detail) { + precipdelay += .04; + } + XYZ footvel, footpoint; + + footvel = 0; + footpoint = viewer + viewerfacing * 6; + footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6; + Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1); } } - doAerialAcrobatics(); - static XYZ oldviewer; //control keys - if(indialogue==-1){ - player[0].forwardkeydown=Input::isKeyDown(forwardkey); - player[0].leftkeydown=Input::isKeyDown(leftkey); - player[0].backkeydown=Input::isKeyDown(backkey); - player[0].rightkeydown=Input::isKeyDown(rightkey); - player[0].jumpkeydown=Input::isKeyDown(jumpkey); - player[0].crouchkeydown=Input::isKeyDown(crouchkey); - player[0].drawkeydown=Input::isKeyDown(drawkey); - player[0].throwkeydown=Input::isKeyDown(throwkey); + if (!Dialog::inDialog()) { + Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey); + Person::players[0]->leftkeydown = Input::isKeyDown(leftkey); + Person::players[0]->backkeydown = Input::isKeyDown(backkey); + Person::players[0]->rightkeydown = Input::isKeyDown(rightkey); + Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey); + Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey); + Person::players[0]->drawkeydown = Input::isKeyDown(drawkey); + Person::players[0]->throwkeydown = Input::isKeyDown(throwkey); + } else { + Person::players[0]->forwardkeydown = 0; + Person::players[0]->leftkeydown = 0; + Person::players[0]->backkeydown = 0; + Person::players[0]->rightkeydown = 0; + Person::players[0]->jumpkeydown = 0; + Person::players[0]->crouchkeydown = 0; + Person::players[0]->drawkeydown = 0; + Person::players[0]->throwkeydown = 0; } - else - { - player[0].forwardkeydown=0; - player[0].leftkeydown=0; - player[0].backkeydown=0; - player[0].rightkeydown=0; - player[0].jumpkeydown=0; - player[0].crouchkeydown=0; - player[0].drawkeydown=0; - player[0].throwkeydown=0; + + if (!Person::players[0]->jumpkeydown) { + Person::players[0]->jumpclimb = 0; } - if(!player[0].jumpkeydown) - player[0].jumpclimb=0; - - - if(indialogue!=-1){ - cameramode=1; - if(directing){ - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); - - flatfacing=0; - flatfacing.z=-1; - - flatfacing=DoRotation(flatfacing,0,-rotation,0); - - if(Input::isKeyDown(forwardkey)) - viewer+=facing*multiplier*4; - if(Input::isKeyDown(backkey)) - viewer-=facing*multiplier*4; - if(Input::isKeyDown(leftkey)) - viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4; - if(Input::isKeyDown(rightkey)) - viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4; - if(Input::isKeyDown(jumpkey)) - viewer.y+=multiplier*4; - if(Input::isKeyDown(crouchkey)) - viewer.y-=multiplier*4; - if( Input::isKeyPressed(SDLK_1)|| - Input::isKeyPressed(SDLK_2)|| - Input::isKeyPressed(SDLK_3)|| - Input::isKeyPressed(SDLK_4)|| - Input::isKeyPressed(SDLK_5)|| - Input::isKeyPressed(SDLK_6)|| - Input::isKeyPressed(SDLK_7)|| - Input::isKeyPressed(SDLK_8)|| - Input::isKeyPressed(SDLK_9)|| - Input::isKeyPressed(SDLK_0)|| - Input::isKeyPressed(SDLK_MINUS)){ + if (Dialog::inDialog()) { + cameramode = 1; + if (Dialog::directing) { + facing = 0; + facing.z = -1; + + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); + + flatfacing = 0; + flatfacing.z = -1; + + flatfacing = DoRotation(flatfacing, 0, -yaw, 0); + + if (Input::isKeyDown(forwardkey)) { + viewer += facing * multiplier * 4; + } + if (Input::isKeyDown(backkey)) { + viewer -= facing * multiplier * 4; + } + if (Input::isKeyDown(leftkey)) { + viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4; + } + if (Input::isKeyDown(rightkey)) { + viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4; + } + if (Input::isKeyDown(jumpkey)) { + viewer.y += multiplier * 4; + } + if (Input::isKeyDown(crouchkey)) { + viewer.y -= multiplier * 4; + } + if (Input::isKeyPressed(SDL_SCANCODE_1) || + Input::isKeyPressed(SDL_SCANCODE_2) || + Input::isKeyPressed(SDL_SCANCODE_3) || + Input::isKeyPressed(SDL_SCANCODE_4) || + Input::isKeyPressed(SDL_SCANCODE_5) || + Input::isKeyPressed(SDL_SCANCODE_6) || + Input::isKeyPressed(SDL_SCANCODE_7) || + Input::isKeyPressed(SDL_SCANCODE_8) || + Input::isKeyPressed(SDL_SCANCODE_9) || + Input::isKeyPressed(SDL_SCANCODE_0) || + Input::isKeyPressed(SDL_SCANCODE_MINUS)) { int whichend; - if(Input::isKeyPressed(SDLK_1))whichend=1; - if(Input::isKeyPressed(SDLK_2))whichend=2; - if(Input::isKeyPressed(SDLK_3))whichend=3; - if(Input::isKeyPressed(SDLK_4))whichend=4; - if(Input::isKeyPressed(SDLK_5))whichend=5; - if(Input::isKeyPressed(SDLK_6))whichend=6; - if(Input::isKeyPressed(SDLK_7))whichend=7; - if(Input::isKeyPressed(SDLK_8))whichend=8; - if(Input::isKeyPressed(SDLK_9))whichend=9; - if(Input::isKeyPressed(SDLK_0))whichend=0; - if(Input::isKeyPressed(SDLK_MINUS)) - whichend=-1; - if(whichend!=-1){ - participantfocus[whichdialogue][indialogue]=whichend; - participantlocation[whichdialogue][whichend]=player[whichend].coords; - participantrotation[whichdialogue][whichend]=player[whichend].rotation; + if (Input::isKeyPressed(SDL_SCANCODE_1)) { + whichend = 1; + } + if (Input::isKeyPressed(SDL_SCANCODE_2)) { + whichend = 2; + } + if (Input::isKeyPressed(SDL_SCANCODE_3)) { + whichend = 3; + } + if (Input::isKeyPressed(SDL_SCANCODE_4)) { + whichend = 4; + } + if (Input::isKeyPressed(SDL_SCANCODE_5)) { + whichend = 5; + } + if (Input::isKeyPressed(SDL_SCANCODE_6)) { + whichend = 6; + } + if (Input::isKeyPressed(SDL_SCANCODE_7)) { + whichend = 7; + } + if (Input::isKeyPressed(SDL_SCANCODE_8)) { + whichend = 8; } - if(whichend==-1){ - participantfocus[whichdialogue][indialogue]=-1; + if (Input::isKeyPressed(SDL_SCANCODE_9)) { + whichend = 9; } - if(player[participantfocus[whichdialogue][indialogue]].dead){ - indialogue=-1; - directing=0; - cameramode=0; + if (Input::isKeyPressed(SDL_SCANCODE_0)) { + whichend = 0; } - dialoguecamera[whichdialogue][indialogue]=viewer; - dialoguecamerarotation[whichdialogue][indialogue]=rotation; - dialoguecamerarotation2[whichdialogue][indialogue]=rotation2; - indialogue++; - if(indialoguecoords; + Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw; + } + if (whichend == -1) { + Dialog::currentScene().participantfocus = -1; + } + /* FIXME: potentially accessing -1 in Person::players! */ + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + } + Dialog::currentScene().camera = viewer; + Dialog::currentScene().camerayaw = yaw; + Dialog::currentScene().camerapitch = pitch; + Dialog::indialogue++; + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); } } - for(int j=0;j=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; } } - if(!directing){ + if (!Dialog::directing) { pause_sound(whooshsound); - viewer=dialoguecamera[whichdialogue][indialogue]; - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1); - rotation=dialoguecamerarotation[whichdialogue][indialogue]; - rotation2=dialoguecamerarotation2[whichdialogue][indialogue]; - if(dialoguetime>0.5) - if( Input::isKeyPressed(SDLK_1)|| - Input::isKeyPressed(SDLK_2)|| - Input::isKeyPressed(SDLK_3)|| - Input::isKeyPressed(SDLK_4)|| - Input::isKeyPressed(SDLK_5)|| - Input::isKeyPressed(SDLK_6)|| - Input::isKeyPressed(SDLK_7)|| - Input::isKeyPressed(SDLK_8)|| - Input::isKeyPressed(SDLK_9)|| - Input::isKeyPressed(SDLK_0)|| - Input::isKeyPressed(SDLK_MINUS)|| - Input::isKeyPressed(attackkey)){ - indialogue++; - if(indialogue 0.5) { + if (Input::isKeyPressed(attackkey)) { + Dialog::indialogue++; + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); + if (Dialog::currentScene().sound == -5) { + Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10); } - if(dialogueboxsound[whichdialogue][indialogue]==-6){ - hostile=1; + if (Dialog::currentScene().sound == -6) { + hostile = 1; } - if(player[participantfocus[whichdialogue][indialogue]].dead){ - indialogue=-1; - directing=0; - cameramode=0; + if (Person::players.at(Dialog::currentScene().participantfocus)->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; } } } } - if(indialogue>=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; - if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){ - hostile=1; + } + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) { + hostile = 1; } - if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){ - windialogue=1; + if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) { + windialogue = true; } - if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){ - hostile=1; - for(int i=1;i 49 && Dialog::currentDialog().type < 60) { + hostile = 1; + for (unsigned i = 1; i < Person::players.size(); i++) { + Person::players[i]->aitype = attacktypecutoff; } } } } } - if(!player[0].jumpkeydown){ - player[0].jumptogglekeydown=0; + if (!Person::players[0]->jumpkeydown) { + Person::players[0]->jumptogglekeydown = 0; + } + if (Person::players[0]->jumpkeydown && + Person::players[0]->animTarget != jumpupanim && + Person::players[0]->animTarget != jumpdownanim && + !Person::players[0]->isFlip()) { + Person::players[0]->jumptogglekeydown = 1; } - if(player[0].jumpkeydown&& - player[0].targetanimation!=jumpupanim&& - player[0].targetanimation!=jumpdownanim&& - !player[0].isFlip()) - player[0].jumptogglekeydown=1; - - dialoguetime+=multiplier; - hawkrotation+=multiplier*25; - realhawkcoords=0; - realhawkcoords.x=25; - realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords; - hawkcalldelay-=multiplier/2; + Dialog::dialoguetime += multiplier; + hawkyaw += multiplier * 25; + realhawkcoords = 0; + realhawkcoords.x = 25; + realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords; + hawkcalldelay -= multiplier / 2; - if(hawkcalldelay<=0){ + if (hawkcalldelay <= 0) { emit_sound_at(hawksound, realhawkcoords); - hawkcalldelay=16+abs(Random()%8); + hawkcalldelay = 16 + abs(Random() % 8); } - doDebugKeys(); - doAttacks(); doPlayerCollisions(); doJumpReversals(); - for(int k=0;kimmobile) { + Person::players[k]->coords = Person::players[k]->realoldcoords; + } + } - for(int k=0;kcoords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) { + if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) { + Person::players[k]->DoDamage(1000); } } } //respawn static bool respawnkeydown; - if(!editorenabled&& - (whichlevel!=-2&& - (Input::isKeyDown(SDLK_z)&& - Input::isKeyDown(SDLK_LMETA)&& - debugmode)|| - (Input::isKeyDown(jumpkey)&& - !respawnkeydown&& - !oldattackkey&& - player[0].dead))){ - targetlevel=whichlevel; - loading=1; - leveltime=5; - } - if(!Input::isKeyDown(jumpkey)) - respawnkeydown=0; - if(Input::isKeyDown(jumpkey)) - respawnkeydown=1; - - - + if (!editorenabled && + (whichlevel != -2 && + (Input::isKeyDown(SDL_SCANCODE_K) && + Input::isKeyDown(SDL_SCANCODE_LALT) && + devtools) || + (Input::isKeyDown(jumpkey) && + !respawnkeydown && + !oldattackkey && + Person::players[0]->dead))) { + targetlevel = whichlevel; + loading = 1; + leveltime = 5; + } + respawnkeydown = Input::isKeyDown(jumpkey); static bool movekey; //? - for(int i=0;iskeleton.free) { + oldtargetyaw = Person::players[i]->targetyaw; + if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if(!animation[player[0].targetanimation].attack&& - player[0].targetanimation!=staggerbackhighanim&& - player[0].targetanimation!=staggerbackhardanim&& - player[0].targetanimation!=crouchremoveknifeanim&& - player[0].targetanimation!=removeknifeanim&& - player[0].targetanimation!=backhandspringanim&& - player[0].targetanimation!=dodgebackanim&& - player[0].targetanimation!=walljumprightkickanim&& - player[0].targetanimation!=walljumpleftkickanim){ - if(cameramode) - player[0].targetrotation=0; - else - player[0].targetrotation=-rotation+180; + if (!Animation::animations[Person::players[0]->animTarget].attack && + Person::players[0]->animTarget != staggerbackhighanim && + Person::players[0]->animTarget != staggerbackhardanim && + Person::players[0]->animTarget != crouchremoveknifeanim && + Person::players[0]->animTarget != removeknifeanim && + Person::players[0]->animTarget != backhandspringanim && + Person::players[0]->animTarget != dodgebackanim && + Person::players[0]->animTarget != walljumprightkickanim && + Person::players[0]->animTarget != walljumpleftkickanim) { + if (cameramode) { + Person::players[0]->targetyaw = 0; + } else { + Person::players[0]->targetyaw = -yaw + 180; + } } - facing=0; - facing.z=-1; + facing = 0; + facing.z = -1; - flatfacing=DoRotation(facing,0,player[i].rotation+180,0); - if(cameramode){ - facing=flatfacing; - }else{ - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); + flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); + if (cameramode) { + facing = flatfacing; + } else { + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); } - player[0].lookrotation=-rotation; + Person::players[0]->lookyaw = -yaw; - player[i].targetheadrotation=rotation; - player[i].targetheadrotation2=rotation2; + Person::players[i]->targetheadyaw = yaw; + Person::players[i]->targetheadpitch = pitch; } - if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){ - if(!animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=crouchremoveknifeanim&& - player[i].targetanimation!=removeknifeanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim&& - player[i].targetanimation!=walljumprightkickanim&& - player[i].targetanimation!=walljumpleftkickanim){ - player[i].targetrotation=-player[i].lookrotation+180; + if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { + if (!Animation::animations[Person::players[i]->animTarget].attack && + Person::players[i]->animTarget != staggerbackhighanim && + Person::players[i]->animTarget != staggerbackhardanim && + Person::players[i]->animTarget != crouchremoveknifeanim && + Person::players[i]->animTarget != removeknifeanim && + Person::players[i]->animTarget != backhandspringanim && + Person::players[i]->animTarget != dodgebackanim && + Person::players[i]->animTarget != walljumprightkickanim && + Person::players[i]->animTarget != walljumpleftkickanim) { + Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180; } - facing=0; - facing.z=-1; + facing = 0; + facing.z = -1; - flatfacing=DoRotation(facing,0,player[i].rotation+180,0); + flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); - facing=DoRotation(facing,-player[i].lookrotation2,0,0); - facing=DoRotation(facing,0,0-player[i].lookrotation,0); + facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0); + facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0); - player[i].targetheadrotation=player[i].lookrotation; - player[i].targetheadrotation2=player[i].lookrotation2; + Person::players[i]->targetheadyaw = Person::players[i]->lookyaw; + Person::players[i]->targetheadpitch = Person::players[i]->lookpitch; } - if(indialogue!=-1){ - player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]); - player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]); + if (Dialog::inDialog()) { + Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]); + Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]); } - if(leveltime<.5) - numenvsounds=0; + if (leveltime < .5) { + numenvsounds = 0; + } - player[i].avoidsomething=0; + Person::players[i]->avoidsomething = 0; //avoid flaming things - for(int j=0;jonfire) { + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) { + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + Person::players[i]->collided = 0; + Person::players[i]->avoidcollided = 1; + if (Person::players[i]->avoidsomething == 0 || + distsq(&Person::players[i]->coords, &Object::objects[j]->position) < + distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { + Person::players[i]->avoidwhere = Object::objects[j]->position; + Person::players[i]->avoidsomething = 1; } } + } + } + } //avoid flaming players - for(int j=0;jonfire) { + if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) { + if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + Person::players[i]->collided = 0; + Person::players[i]->avoidcollided = 1; + if (Person::players[i]->avoidsomething == 0 || + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < + distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { + Person::players[i]->avoidwhere = Person::players[j]->coords; + Person::players[i]->avoidsomething = 1; } } + } + } + } + + if (Person::players[i]->collided > .8) { + Person::players[i]->avoidcollided = 0; + } - if(player[i].collided>.8) - player[i].avoidcollided=0; - - doAI(i); - - if(animation[player[i].targetanimation].attack==reversed){ - //player[i].targetrotation=player[i].rotation; - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].attackkeydown=0; - //player[i].crouchkeydown=0; - player[i].throwkeydown=0; + Person::players[i]->doAI(); + + if (Animation::animations[Person::players[i]->animTarget].attack == reversed) { + //Person::players[i]->targetyaw=Person::players[i]->yaw; + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->attackkeydown = 0; + //Person::players[i]->crouchkeydown=0; + Person::players[i]->throwkeydown = 0; } - if(indialogue!=-1){ - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].crouchkeydown=0; - player[i].drawkeydown=0; - player[i].throwkeydown=0; + if (Dialog::inDialog()) { + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->drawkeydown = 0; + Person::players[i]->throwkeydown = 0; } - if(player[i].collided<-.3) - player[i].collided=-.3; - if(player[i].collided>1) - player[i].collided=1; - player[i].collided-=multiplier*4; - player[i].whichdirectiondelay-=multiplier; - if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){ - player[i].avoidcollided=-.3; - player[i].whichdirection=abs(Random()%2); - player[i].whichdirectiondelay=.4; + if (Person::players[i]->collided < -.3) { + Person::players[i]->collided = -.3; + } + if (Person::players[i]->collided > 1) { + Person::players[i]->collided = 1; } - if(player[i].avoidcollided>1) - player[i].avoidcollided=1; - player[i].avoidcollided-=multiplier/4; - if(!player[i].skeleton.free){ - player[i].stunned-=multiplier; - player[i].surprised-=multiplier; + Person::players[i]->collided -= multiplier * 4; + Person::players[i]->whichdirectiondelay -= multiplier; + if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) { + Person::players[i]->avoidcollided = -.3; + Person::players[i]->whichdirection = abs(Random() % 2); + Person::players[i]->whichdirectiondelay = .4; + } + if (Person::players[i]->avoidcollided > 1) { + Person::players[i]->avoidcollided = 1; + } + Person::players[i]->avoidcollided -= multiplier / 4; + if (!Person::players[i]->skeleton.free) { + Person::players[i]->stunned -= multiplier; + Person::players[i]->surprised -= multiplier; + } + if (i != 0 && Person::players[i]->surprised <= 0 && + Person::players[i]->aitype == attacktypecutoff && + !Person::players[i]->dead && + !Person::players[i]->skeleton.free && + Animation::animations[Person::players[i]->animTarget].attack == neutral) { + numresponded = 1; } - if(i!=0&&player[i].surprised<=0&& - player[i].aitype==attacktypecutoff&& - !player[i].dead&& - !player[i].skeleton.free&& - animation[player[i].targetanimation].attack==neutral) - numresponded=1; - if(!player[i].throwkeydown) - player[i].throwtogglekeydown=0; + if (!Person::players[i]->throwkeydown) { + Person::players[i]->throwtogglekeydown = 0; + } //pick up weapon - if(player[i].throwkeydown&&!player[i].throwtogglekeydown){ - if(player[i].weaponactive==-1&& - player[i].num_weapons<2&& - (player[i].isIdle()|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].targetanimation==rollanim|| - player[i].targetanimation==backhandspringanim|| - player[i].isFlip()|| - player[i].isFlip()|| - player[i].aitype!=playercontrolled)){ - for(int j=0;jthrowkeydown && !Person::players[i]->throwtogglekeydown) { + if (Person::players[i]->weaponactive == -1 && + Person::players[i]->num_weapons < 2 && + (Person::players[i]->isIdle() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->animTarget == rollanim || + Person::players[i]->animTarget == backhandspringanim || + Person::players[i]->isFlip() || + Person::players[i]->aitype != playercontrolled)) { + for (unsigned j = 0; j < weapons.size(); j++) { + if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || + Person::players[i]->aitype == playercontrolled) && + weapons[j].owner == -1 && + Person::players[i]->weaponactive == -1) { + if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) { + if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) { + if (Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || + Person::players[i]->aitype != playercontrolled) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); + Person::players[i]->hasvictim = 0; } - if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].hasvictim=0; - - if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0|| - player[i].aitype==playercontrolled)&& - weapons.owner[j]==-1|| - player[i].victim&& - weapons.owner[j]==player[i].victim->id) - if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1) - if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){ - if(weapons.type[j]!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); - - player[i].weaponactive=0; - weapons.owner[j]=player[i].id; - if(player[i].num_weapons>0) - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; - player[i].num_weapons++; - player[i].weaponids[0]=j; + if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->hasvictim = 0; + + if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || + Person::players[i]->aitype == playercontrolled) && + weapons[j].owner == -1 || + Person::players[i]->victim && + weapons[j].owner == int(Person::players[i]->victim->id)) { + if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) { + if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) { + if (weapons[j].getType() != staff) { + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } + + Person::players[i]->takeWeapon(j); } + } + } } - }else if((player[i].isIdle()|| - player[i].isFlip()|| - player[i].aitype!=playercontrolled)&& - findDistancefast(&player[i].coords,&weapons.position[j])<5&& - player[i].coords.yisIdle() || + Person::players[i]->isFlip() || + Person::players[i]->aitype != playercontrolled) && + distsq(&Person::players[i]->coords, &weapons[j].position) < 5 && + Person::players[i]->coords.y < weapons[j].position.y) { + if (!Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->setTargetAnimation(removeknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); } - if(player[i].isFlip()){ - player[i].throwtogglekeydown=1; - player[i].hasvictim=0; - - for(int k=0;kid) - if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&& - player[i].weaponactive==-1){ - if(weapons.type[k]!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); - - player[i].weaponactive=0; - weapons.owner[k]=player[i].id; - if(player[i].num_weapons>0) - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; - player[i].num_weapons++; - player[i].weaponids[0]=k; + if (Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->hasvictim = 0; + + for (unsigned k = 0; k < weapons.size(); k++) { + if (Person::players[i]->weaponactive == -1) { + if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || + Person::players[i]->aitype == playercontrolled) && + weapons[k].owner == -1 || + Person::players[i]->victim && + weapons[k].owner == int(Person::players[i]->victim->id)) { + if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 && + Person::players[i]->weaponactive == -1) { + if (weapons[k].getType() != staff) { + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } + + Person::players[i]->takeWeapon(k); } + } + } } } } } + } } - if(player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].isRun()|| - player[i].isIdle()||player[i].targetanimation==rollanim|| - player[i].targetanimation==backhandspringanim){ - if(numplayers>1) - for(int j=0;j0&& - player[j].weaponstuckwhere==1))|| - player[j].weaponstuck==-1|| - player[j].num_weapons>1)){ - if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - player[i].hasvictim=1; - setAnimation(i,crouchremoveknifeanim); - player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords); + if (Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim || + Person::players[i]->animTarget == backhandspringanim) { + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (Person::players[i]->weaponactive == -1) { + if (j != i) { + if (Person::players[j]->num_weapons && + Person::players[j]->skeleton.free && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ && + (((Person::players[j]->skeleton.forward.y < 0 && + Person::players[j]->weaponstuckwhere == 0) || + (Person::players[j]->skeleton.forward.y > 0 && + Person::players[j]->weaponstuckwhere == 1)) || + Person::players[j]->weaponstuck == -1 || + Person::players[j]->num_weapons > 1)) { + if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; + Person::players[i]->hasvictim = 1; + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } - if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - player[i].hasvictim=1; - int k = player[j].weaponids[0]; - if(player[i].hasvictim){ + if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; + Person::players[i]->hasvictim = 1; + int k = Person::players[j]->weaponids[0]; + if (Person::players[i]->hasvictim) { bool fleshstuck; - fleshstuck=0; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - fleshstuck=1; + fleshstuck = 0; + if (Person::players[i]->victim->weaponstuck != -1) { + if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) { + fleshstuck = 1; + } + } + if (!fleshstuck) { + if (weapons[k].getType() != staff) { + emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); } } - if(!fleshstuck){ - if(weapons.type[k]!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); + if (fleshstuck) { + emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.); } - if(fleshstuck) - emit_sound_at(fleshstabremovesound, player[i].coords, 128.); - player[i].weaponactive=0; - if(weapons.owner[k]!=-1){ - if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0; - else player[i].victim->num_weapons=1; + if (weapons[k].owner != -1) { + if (Person::players[i]->victim->num_weapons == 1) { + Person::players[i]->victim->num_weapons = 0; + } else { + Person::players[i]->victim->num_weapons = 1; + } - player[i].victim->skeleton.longdead=0; - player[i].victim->skeleton.free=1; - player[i].victim->skeleton.broken=0; + Person::players[i]->victim->skeleton.longdead = 0; + Person::players[i]->victim->skeleton.free = 1; + Person::players[i]->victim->skeleton.broken = 0; - for(int l=0;lskeleton.num_joints;l++){ - player[i].victim->skeleton.joints[l].velchange=0; - player[i].victim->skeleton.joints[l].locked=0; + for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { + Person::players[i]->victim->skeleton.joints[l].velchange = 0; + Person::players[i]->victim->skeleton.joints[l].locked = 0; } XYZ relative; - relative=0; - relative.y=10; + relative = 0; + relative.y = 10; Normalise(&relative); - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.position[k]; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons.bloody[k]=2; - weapons.blooddrip[k]=5; - player[i].victim->weaponstuck=-1; - player[i].victim->bloodloss+=2000; - player[i].victim->DoDamage(2000); + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[k].position; + if (Person::players[i]->victim->weaponstuck != -1) { + if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) { + if (bloodtoggle) { + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + } + weapons[k].bloody = 2; + weapons[k].blooddrip = 5; + Person::players[i]->victim->weaponstuck = -1; + Person::players[i]->victim->bloodloss += 2000; + Person::players[i]->victim->DoDamage(2000); } } - if(player[i].victim->num_weapons>0){ - if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0; - if(player[i].victim->weaponids[0]==k) - player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons]; + if (Person::players[i]->victim->num_weapons > 0) { + if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) { + Person::players[i]->victim->weaponstuck = 0; + } + if (Person::players[i]->victim->weaponids[0] == k) { + Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons]; + } } - player[i].victim->weaponactive=-1; + Person::players[i]->victim->weaponactive = -1; - playerJoint(player[i].victim,abdomen).velocity+=relative*6; - playerJoint(player[i].victim,neck).velocity+=relative*6; - playerJoint(player[i].victim,rightshoulder).velocity+=relative*6; - playerJoint(player[i].victim,leftshoulder).velocity+=relative*6; - } - weapons.owner[k]=i; - if(player[i].num_weapons>0){ - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; + Person::players[i]->victim->jointVel(abdomen) += relative * 6; + Person::players[i]->victim->jointVel(neck) += relative * 6; + Person::players[i]->victim->jointVel(rightshoulder) += relative * 6; + Person::players[i]->victim->jointVel(leftshoulder) += relative * 6; } - player[i].num_weapons++; - player[i].weaponids[0]=k; + Person::players[i]->takeWeapon(k); } } } + } + } } + } } } - if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(weapons.type[player[i].weaponids[0]]==knife){ - if(player[i].isIdle()|| - player[i].isRun()|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].isFlip()) - if(numplayers>1) - for(int j=0;j1.5&& - !player[j].skeleton.free&& - -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){ - if(!player[i].isFlip()){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - setAnimation(i,knifethrowanim); - player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords); - player[i].targettilt2=pitchTo(player[i].coords,player[j].coords); + if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { + if (weapons[Person::players[i]->weaponids[0]].getType() == knife) { + if (Person::players[i]->isIdle() || + Person::players[i]->isRun() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isFlip()) { + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (i != j) { + if (!Tutorial::active || Tutorial::stage == 49) { + if (hostile) { + if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && + !Person::players[j]->skeleton.free && + -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) { + if (!Person::players[i]->isFlip()) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; + Person::players[i]->setTargetAnimation(knifethrowanim); + Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); + Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords); } - if(player[i].isFlip()){ - if(player[i].weaponactive!=-1){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; + if (Person::players[i]->isFlip()) { + if (Person::players[i]->weaponactive != -1) { + Person::players[i]->throwtogglekeydown = 1; + Person::players[i]->victim = Person::players[j]; XYZ aim; - weapons.owner[player[i].weaponids[0]]=-1; - aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale); + aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale); Normalise(&aim); - aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0); - - weapons.velocity[player[i].weaponids[0]]=aim*50; - weapons.tipvelocity[player[i].weaponids[0]]=aim*50; - weapons.missed[player[i].weaponids[0]]=0; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=0; - player[i].num_weapons--; - if(player[i].num_weapons){ - player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; + aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0); + + weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false); + Person::players[i]->num_weapons--; + if (Person::players[i]->num_weapons) { + Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; } - player[i].weaponactive=-1; + Person::players[i]->weaponactive = -1; } } } + } + } + } } + } + } } } - if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(player[i].isCrouch()||player[i].targetanimation==sneakanim){ - player[i].throwtogglekeydown=1; - weapons.owner[player[i].weaponids[0]]=-1; - weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2; - if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1; - weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]]; - weapons.missed[player[i].weaponids[0]]=1; - weapons.freetime[player[i].weaponids[0]]=0; - weapons.firstfree[player[i].weaponids[0]]=1; - weapons.physics[player[i].weaponids[0]]=1; - player[i].num_weapons--; - if(player[i].num_weapons){ - player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; - if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0; + if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { + if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) { + Person::players[i]->throwtogglekeydown = 1; + XYZ tempVelocity = Person::players[i]->velocity * .2; + if (tempVelocity.x == 0) { + tempVelocity.x = .1; + } + weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false); + Person::players[i]->num_weapons--; + if (Person::players[i]->num_weapons) { + Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; + if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) { + Person::players[i]->weaponstuck = 0; + } } - player[i].weaponactive=-1; - for(int j=0;jweaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } } - } //draw weapon - if(i==0||!player[0].dead||player[i].weaponactive!=-1) - if(player[i].drawkeydown&&!player[i].drawtogglekeydown|| - player[i].num_weapons==2&& - player[i].weaponactive==-1&& - player[i].isIdle()|| - player[0].dead&& - player[i].weaponactive!=-1&& - i!=0){ - bool isgood=1; - if(player[i].weaponactive!=-1) - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff) - isgood=0; - if(isgood&&player[i].creature!=wolftype){ - if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ - setAnimation(i,drawrightanim); - player[i].drawtogglekeydown=1; + if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) { + if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown || + (Person::players[i]->num_weapons == 2) && + (Person::players[i]->weaponactive == -1) && + Person::players[i]->isIdle() || + Person::players[0]->dead && + (Person::players[i]->weaponactive != -1) && + i != 0) { + bool isgood = true; + if (Person::players[i]->weaponactive != -1) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) { + isgood = false; } - if((player[i].isIdle()|| - (player[i].aitype!=playercontrolled&& - player[0].weaponactive!=-1&& - player[i].isRun()))&& - player[i].num_weapons&& - weapons.type[player[i].weaponids[0]]==sword){ - setAnimation(i,drawleftanim); - player[i].drawtogglekeydown=1; + } + if (isgood && Person::players[i]->creature != wolftype) { + if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { + Person::players[i]->setTargetAnimation(drawrightanim); + Person::players[i]->drawtogglekeydown = 1; + } + if ((Person::players[i]->isIdle() || + (Person::players[i]->aitype != playercontrolled && + Person::players[0]->weaponactive != -1 && + Person::players[i]->isRun())) && + Person::players[i]->num_weapons && + weapons[Person::players[i]->weaponids[0]].getType() == sword) { + Person::players[i]->setTargetAnimation(drawleftanim); + Person::players[i]->drawtogglekeydown = 1; } - if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){ - setAnimation(i,crouchdrawrightanim); - player[i].drawtogglekeydown=1; + if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { + Person::players[i]->setTargetAnimation(crouchdrawrightanim); + Person::players[i]->drawtogglekeydown = 1; } } } + } + //clean weapon - if(player[i].isCrouch()&& - weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - bloodtoggle&& - player[i].onterrain&& - player[i].num_weapons&& - player[i].weaponactive!=-1&& - player[i].attackkeydown){ - if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&& - player[i].onterrain&& - bloodtoggle&&musictype!=stream_fighttheme){ - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife) - setAnimation(i,crouchstabanim); - if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword) - setAnimation(i,swordgroundstabanim); - player[i].hasvictim=0; - //player[i].attacktogglekeydown=1; + if (Person::players[i]->weaponactive != -1) { + if (Person::players[i]->isCrouch() && + weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && + bloodtoggle && + Person::players[i]->onterrain && + Person::players[i]->num_weapons && + Person::players[i]->attackkeydown && + musictype != stream_fighttheme) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) { + Person::players[i]->setTargetAnimation(crouchstabanim); + } + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) { + Person::players[i]->setTargetAnimation(swordgroundstabanim); + } + Person::players[i]->hasvictim = 0; } } - if(!player[i].drawkeydown) - player[i].drawtogglekeydown=0; + if (!Person::players[i]->drawkeydown) { + Person::players[i]->drawtogglekeydown = 0; + } XYZ absflatfacing; - if(i==0){ - absflatfacing=0; - absflatfacing.z=-1; + if (i == 0) { + absflatfacing = 0; + absflatfacing.z = -1; - absflatfacing=DoRotation(absflatfacing,0,-rotation,0); + absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0); + } else { + absflatfacing = flatfacing; } - else absflatfacing=flatfacing; - - if(indialogue!=-1){ - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].crouchkeydown=0; - player[i].drawkeydown=0; - player[i].throwkeydown=0; + + if (Dialog::inDialog()) { + Person::players[i]->forwardkeydown = 0; + Person::players[i]->leftkeydown = 0; + Person::players[i]->backkeydown = 0; + Person::players[i]->rightkeydown = 0; + Person::players[i]->jumpkeydown = 0; + Person::players[i]->crouchkeydown = 0; + Person::players[i]->drawkeydown = 0; + Person::players[i]->throwkeydown = 0; } - movekey=0; + movekey = 0; //Do controls - if(!animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim){ - if(!player[i].forwardkeydown) - player[i].forwardstogglekeydown=0; - if(player[i].crouchkeydown){ + if (!Animation::animations[Person::players[i]->animTarget].attack && + Person::players[i]->animTarget != staggerbackhighanim && + Person::players[i]->animTarget != staggerbackhardanim && + Person::players[i]->animTarget != backhandspringanim && + Person::players[i]->animTarget != dodgebackanim) { + if (!Person::players[i]->forwardkeydown) { + Person::players[i]->forwardstogglekeydown = 0; + } + if (Person::players[i]->crouchkeydown) { //Crouch - target=-2; - if(i==0){ - player[i].superruntoggle=1; - if(numplayers>1) - for(int j=0;jsuperruntoggle = 1; + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) { + if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) { + Person::players[i]->superruntoggle = 0; + } + } + } + } } - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - ((player[j].targetanimation==swordslashanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim)&& - findDistancefast(&player[j].coords,&player[i].coords)<2))){ - if(target>=0) - target=-1; - else - target=j; + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) { + if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == sweepanim || + Person::players[j]->animTarget == upunchanim || + Person::players[j]->animTarget == wolfslapanim || + ((Person::players[j]->animTarget == swordslashanim || + Person::players[j]->animTarget == knifeslashstartanim || + Person::players[j]->animTarget == staffhitanim || + Person::players[j]->animTarget == staffspinhitanim) && + distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) { + if (target >= 0) { + target = -1; + } else { + target = j; + } } } } - if(target>=0) - player[target].Reverse(); - player[i].lowreversaldelay=.5; + } + if (target >= 0) { + Person::players[target]->Reverse(); + } + Person::players[i]->lowreversaldelay = .5; - if(player[i].isIdle()){ - setAnimation(i,player[i].getCrouch()); - player[i].transspeed=10; + if (Person::players[i]->isIdle()) { + Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch()); + Person::players[i]->transspeed = 10; } - if(player[i].isRun()|| - (player[i].isStop()&& - (player[i].leftkeydown|| - player[i].rightkeydown|| - player[i].forwardkeydown|| - player[i].backkeydown))){ - setAnimation(i,rollanim); - player[i].transspeed=20; + if (Person::players[i]->isRun() || + (Person::players[i]->isStop() && + (Person::players[i]->leftkeydown || + Person::players[i]->rightkeydown || + Person::players[i]->forwardkeydown || + Person::players[i]->backkeydown))) { + Person::players[i]->setTargetAnimation(rollanim); + Person::players[i]->transspeed = 20; } } - if(!player[i].crouchkeydown){ + if (!Person::players[i]->crouchkeydown) { //Uncrouch - if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0; - target=-2; - if(player[i].isCrouch()){ - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==spinkickanim)&& - player[i].isCrouch()){ - if(target>=0) - target=-1; - else - target=j; + if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) { + Person::players[i]->superruntoggle = 0; + } + target = -2; + if (Person::players[i]->isCrouch()) { + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j != i && + !Person::players[j]->skeleton.free && + Person::players[j]->victim && + Person::players[i]->highreversaldelay <= 0) { + if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == spinkickanim) && + Person::players[i]->isCrouch()) { + if (target >= 0) { + target = -1; + } else { + target = j; + } } } } - if(target>=0) - player[target].Reverse(); - player[i].highreversaldelay=.5; - - if(player[i].isCrouch()){ - if(!player[i].wasCrouch()){ - player[i].currentanimation=player[i].getCrouch(); - player[i].currentframe=0; + } + if (target >= 0) { + Person::players[target]->Reverse(); + } + Person::players[i]->highreversaldelay = .5; + + if (Person::players[i]->isCrouch()) { + if (!Person::players[i]->wasCrouch()) { + Person::players[i]->animCurrent = Person::players[i]->getCrouch(); + Person::players[i]->frameCurrent = 0; } - setAnimation(i,player[i].getIdle()); - player[i].transspeed=10; + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); + Person::players[i]->transspeed = 10; } } - if(player[i].targetanimation==sneakanim){ - setAnimation(i,player[i].getIdle()); - player[i].transspeed=10; + if (Person::players[i]->animTarget == sneakanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); + Person::players[i]->transspeed = 10; } } - if(player[i].forwardkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - if(player[i].aitype==passivetype) - setAnimation(i,walkanim); - else - setAnimation(i,player[i].getRun()); + if (Person::players[i]->forwardkeydown) { + if (Person::players[i]->isIdle() || + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + if (Person::players[i]->aitype == passivetype) { + Person::players[i]->setTargetAnimation(walkanim); + } else { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); + } } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } - if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ - setAnimation(i,climbanim); - player[i].targetframe=1; - player[i].jumpclimb=1; + if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { + Person::players[i]->setTargetAnimation(climbanim); + Person::players[i]->frameTarget = 1; + Person::players[i]->jumpclimb = 1; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity+=absflatfacing*5*multiplier; + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity += absflatfacing * 5 * multiplier; } - player[i].forwardstogglekeydown=1; - movekey=1; + Person::players[i]->forwardstogglekeydown = 1; + movekey = 1; } - if (player[i].rightkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - setAnimation(i,player[i].getRun()); + if (Person::players[i]->rightkeydown) { + if (Person::players[i]->isIdle() || + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); + } + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; + } + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + Person::players[i]->targetyaw -= 90; + if (Person::players[i]->forwardkeydown) { + Person::players[i]->targetyaw += 45; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0); + if (Person::players[i]->backkeydown) { + Person::players[i]->targetyaw -= 45; } - player[i].targetrotation-=90; - if(player[i].forwardkeydown)player[i].targetrotation+=45; - if(player[i].backkeydown)player[i].targetrotation-=45; - movekey=1; + movekey = 1; } - if ( player[i].leftkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - setAnimation(i,player[i].getRun()); + if (Person::players[i]->leftkeydown) { + if (Person::players[i]->isIdle() || + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); + } + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0); + Person::players[i]->targetyaw += 90; + if (Person::players[i]->forwardkeydown) { + Person::players[i]->targetyaw -= 45; } - player[i].targetrotation+=90; - if(player[i].forwardkeydown)player[i].targetrotation-=45; - if(player[i].backkeydown)player[i].targetrotation+=45; - movekey=1; + if (Person::players[i]->backkeydown) { + Person::players[i]->targetyaw += 45; + } + movekey = 1; } - if(player[i].backkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetrotation==player[i].rotation)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - setAnimation(i,player[i].getRun()); + if (Person::players[i]->backkeydown) { + if (Person::players[i]->isIdle() || + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); + } + if (Person::players[i]->isCrouch()) { + Person::players[i]->animTarget = sneakanim; + if (Person::players[i]->wasCrouch()) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { + Person::players[i]->velocity -= absflatfacing * 5 * multiplier; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity-=absflatfacing*5*multiplier; + if (Person::players[i]->animTarget == hanganim) { + Person::players[i]->animCurrent = jumpdownanim; + Person::players[i]->animTarget = jumpdownanim; + Person::players[i]->target = 0; + Person::players[i]->frameCurrent = 0; + Person::players[i]->frameTarget = 1; + Person::players[i]->velocity = 0; + Person::players[i]->velocity.y += gravity; + Person::players[i]->coords.y -= 1.4; + Person::players[i]->grabdelay = 1; } - if(player[i].targetanimation==hanganim){ - player[i].currentanimation=jumpdownanim; - player[i].targetanimation=jumpdownanim; - player[i].target=0; - player[i].currentframe=0; - player[i].targetframe=1; - player[i].velocity=0; - player[i].velocity.y+=gravity; - player[i].coords.y-=1.4; - player[i].grabdelay=1; + if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) { + Person::players[i]->targetyaw += 180; } - if ( !player[i].leftkeydown&&!player[i].rightkeydown) - player[i].targetrotation+=180; - movekey=1; + movekey = 1; } - if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){ - if((((player[i].isLanding()&&player[i].targetframe>=3)|| - player[i].isRun()|| - player[i].targetanimation==walkanim|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim)&& - player[i].jumppower>1)&& - ((player[i].targetanimation!=rabbitrunninganim&& - player[i].targetanimation!=wolfrunninganim)||i!=0)){ - player[i].jumpstart=0; - setAnimation(i,jumpupanim); - player[i].rotation=player[i].targetrotation; - player[i].transspeed=20; - player[i].FootLand(0,1); - player[i].FootLand(1,1); - - facing=0; - facing.z=-1; - flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0); - - if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale; - if(!movekey)player[i].velocity=0; + if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) { + if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) || + Person::players[i]->isRun() || + Person::players[i]->animTarget == walkanim || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim) && + Person::players[i]->jumppower > 1) && + ((Person::players[i]->animTarget != rabbitrunninganim && + Person::players[i]->animTarget != wolfrunninganim) || + i != 0)) { + Person::players[i]->jumpstart = 0; + Person::players[i]->setTargetAnimation(jumpupanim); + Person::players[i]->yaw = Person::players[i]->targetyaw; + Person::players[i]->transspeed = 20; + Person::players[i]->FootLand(leftfoot, 1); + Person::players[i]->FootLand(rightfoot, 1); + + facing = 0; + facing.z = -1; + flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0); + + if (movekey) { + Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale; + } + if (!movekey) { + Person::players[i]->velocity = 0; + } //Dodge sweep? - target=-2; - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim)){ - if(target>=0)target=-1; - else target=j; + target = -2; + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) { + if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && + (Person::players[j]->victim == Person::players[i]) && + (Person::players[j]->animTarget == sweepanim)) { + if (target >= 0) { + target = -1; + } else { + target = j; + } } } } - if(target>=0)player[i].velocity.y=1; - else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){ - player[i].velocity.y=7; - player[i].crouchtogglekeydown=1; - } - else player[i].velocity.y=5; + } + if (target >= 0) { + Person::players[i]->velocity.y = 1; + } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) { + Person::players[i]->velocity.y = 7; + Person::players[i]->crouchtogglekeydown = 1; + } else { + Person::players[i]->velocity.y = 5; + } - if(mousejump&&i==0&&debugmode){ - if(!player[i].isLanding())player[i].tempdeltav=deltav; - if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000; + if (mousejump && i == 0 && devtools) { + if (!Person::players[i]->isLanding()) { + Person::players[i]->tempdeltav = deltav; + } + if (Person::players[i]->tempdeltav < 0) { + Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000; } + } - player[i].coords.y+=.2; - player[i].jumppower-=1; + Person::players[i]->coords.y += .2; + Person::players[i]->jumppower -= 1; - if (!i) - emit_sound_at(whooshsound, player[i].coords, 128.); + if (!i) { + emit_sound_at(whooshsound, Person::players[i]->coords, 128.); + } - emit_sound_at(jumpsound, player[i].coords, 128.); + emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } - if((player[i].isIdle())&&player[i].jumppower>1){ - setAnimation(i,player[i].getLanding()); - player[i].targetframe=2; - player[i].landhard=0; - player[i].jumpstart=1; - player[i].tempdeltav=deltav; + if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) { + Person::players[i]->setTargetAnimation(Person::players[i]->getLanding()); + Person::players[i]->frameTarget = 2; + Person::players[i]->landhard = 0; + Person::players[i]->jumpstart = 1; + Person::players[i]->tempdeltav = deltav; } - if(player[i].targetanimation==jumpupanim&& - (((!floatjump&& - !editorenabled)|| - !debugmode)|| - player[i].aitype!=playercontrolled)){ - if(player[i].jumppower>multiplier*6){ - player[i].velocity.y+=multiplier*6; - player[i].jumppower-=multiplier*6; + if (Person::players[i]->animTarget == jumpupanim && + (((!floatjump && + !editorenabled) || + !devtools) || + Person::players[i]->aitype != playercontrolled)) { + if (Person::players[i]->jumppower > multiplier * 6) { + Person::players[i]->velocity.y += multiplier * 6; + Person::players[i]->jumppower -= multiplier * 6; } - if(player[i].jumppower<=multiplier*6){ - player[i].velocity.y+=player[i].jumppower; - player[i].jumppower=0; + if (Person::players[i]->jumppower <= multiplier * 6) { + Person::players[i]->velocity.y += Person::players[i]->jumppower; + Person::players[i]->jumppower = 0; } } - if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30; + if (((floatjump || editorenabled) && devtools) && i == 0) { + Person::players[i]->velocity.y += multiplier * 30; + } } - if(!movekey){ - if(player[i].isRun()||player[i].targetanimation==walkanim) - setAnimation(i,player[i].getStop()); - if(player[i].targetanimation==sneakanim){ - player[i].targetanimation=player[i].getCrouch(); - if(player[i].currentanimation==sneakanim) - player[i].target=0; - player[i].targetframe=0; + if (!movekey) { + if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } + if (Person::players[i]->animTarget == sneakanim) { + Person::players[i]->animTarget = Person::players[i]->getCrouch(); + if (Person::players[i]->animCurrent == sneakanim) { + Person::players[i]->target = 0; + } + Person::players[i]->frameTarget = 0; } } - if(player[i].targetanimation==walkanim&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype|| - (player[i].aitype==passivetype&& - player[i].numwaypoints<=1))) - setAnimation(i,player[i].getStop()); - if(player[i].isRun()&&(player[i].aitype==passivetype)) - setAnimation(i,player[i].getStop()); + if (Person::players[i]->animTarget == walkanim && + (Person::players[i]->aitype == attacktypecutoff || + Person::players[i]->aitype == searchtype || + (Person::players[i]->aitype == passivetype && + Person::players[i]->numwaypoints <= 1))) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } + if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } } } - if(player[i].targetanimation==rollanim) - player[i].targetrotation=oldtargetrotation; + if (Person::players[i]->animTarget == rollanim) { + Person::players[i]->targetyaw = oldtargetyaw; + } } //Rotation - for(int k=0;k180){ - if(player[k].rotation>player[k].targetrotation) - player[k].rotation-=360; - else - player[k].rotation+=360; + for (unsigned k = 0; k < Person::players.size(); k++) { + if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) { + if (Person::players[k]->yaw > Person::players[k]->targetyaw) { + Person::players[k]->yaw -= 360; + } else { + Person::players[k]->yaw += 360; + } } //stop to turn in right direction - if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)) - setAnimation(k,player[k].getStop()); - - if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim) - player[k].targettilt=0; - - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=backhandspringanim&& - player[k].targetanimation!=jumpdownanim&& - !player[k].isFlip()){ - player[k].targettilt=0; - if(player[k].jumppower<0&&!player[k].jumpkeydown) - player[k].jumppower=0; - player[k].jumppower+=multiplier*7; - if(player[k].isCrouch()) - player[k].jumppower+=multiplier*7; - if(player[k].jumppower>5) - player[k].jumppower=5; + if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) { + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); + } + + if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) { + Person::players[k]->targettilt = 0; + } + + if (Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != backhandspringanim && + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) { + Person::players[k]->targettilt = 0; + if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) { + Person::players[k]->jumppower = 0; + } + Person::players[k]->jumppower += multiplier * 7; + if (Person::players[k]->isCrouch()) { + Person::players[k]->jumppower += multiplier * 7; + } + if (Person::players[k]->jumppower > 5) { + Person::players[k]->jumppower = 5; + } } - if(player[k].isRun()) - player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4; + if (Person::players[k]->isRun()) { + Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4; + } - player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150); - player[k].grabdelay-=multiplier; + Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150); + Person::players[k]->grabdelay -= multiplier; } //do animations - for(int k=0;kDoAnimations(); + Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale); + Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale); } //do stuff - objects.DoStuff(); - - for(int j=numenvsounds-1;j>=0;j--){ - envsoundlife[j]-=multiplier; - if(envsoundlife[j]<0){ + Object::DoStuff(); + + for (int j = numenvsounds - 1; j >= 0; j--) { + envsoundlife[j] -= multiplier; + if (envsoundlife[j] < 0) { numenvsounds--; - envsoundlife[j]=envsoundlife[numenvsounds]; - envsound[j]=envsound[numenvsounds]; + envsoundlife[j] = envsoundlife[numenvsounds]; + envsound[j] = envsound[numenvsounds]; } } - if(slomo) - OPENAL_SetFrequency(OPENAL_ALL, slomofreq); - else - OPENAL_SetFrequency(OPENAL_ALL, 22050); - - if(tutoriallevel==1){ - XYZ temp; - XYZ temp2; - XYZ temp3; - XYZ oldtemp; - XYZ oldtemp2; - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - temp3.x=1038; - temp3.y=76; - temp3.z=453; - oldtemp=temp; - oldtemp2=temp2; - if(tutorialstage>=51) - if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){ - OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu... - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - - emit_stream_np(stream_menutheme); - - gameon=0; - mainmenu=5; - - fireSound(); - - flash(); - } - if(tutorialstage<51) - if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){ - emit_sound_at(fireendsound, player[0].coords); - - player[0].coords=(oldtemp+oldtemp2)/2; + OPENAL_SetFrequency(OPENAL_ALL, slomo); - flash(); - } - if(tutorialstage>=14&&tutorialstage<50) - if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){ - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;i90) - rotation2=90; - if(rotation2<-70) - rotation2=-70; - } +void Game::TickOnce() +{ + if (mainmenu) { + yaw += multiplier * 5; + } else if (Dialog::directing || !Dialog::inDialog()) { + yaw += deltah * .7; + if (invertmouse) { + pitch -= deltav * .7; + } else { + pitch += deltav * .7; + } + if (pitch > 90) { + pitch = 90; + } + if (pitch < -70) { + pitch = -70; + } + } } -void Game::TickOnceAfter(){ - static XYZ colviewer; - static XYZ coltarget; - static XYZ target; - static XYZ col; - static XYZ facing; - static float changedelay; - static bool alldead; - static float unseendelay; - static float cameraspeed; - - if(!mainmenu){ - - if(environment==snowyenvironment) - leveltheme=stream_snowtheme; - if(environment==grassyenvironment) - leveltheme=stream_grasstheme; - if(environment==desertenvironment) - leveltheme=stream_deserttheme; - - realthreat=0; - - musictype=leveltheme; - for(int i=0;i0) - musictype=stream_fighttheme; - } - - - if(loading==2){ - musictype=stream_menutheme; - musicvolume[2]=512; - musicvolume[0]=0; - musicvolume[1]=0; - musicvolume[3]=0; - } - - if(musictoggle) - if(musictype!=oldmusictype&&musictype==stream_fighttheme) - emit_sound_np(alarmsound); - musicselected=musictype; - - if(musicselected==leveltheme) - musicvolume[0]+=multiplier*450; - else - musicvolume[0]-=multiplier*450; - if(musicselected==stream_fighttheme) - musicvolume[1]+=multiplier*450; - else - musicvolume[1]-=multiplier*450; - if(musicselected==stream_menutheme) - musicvolume[2]+=multiplier*450; - else - musicvolume[2]-=multiplier*450; - - for(int i=0;i<3;i++){ - if(musicvolume[i]<0) - musicvolume[i]=0; - if(musicvolume[i]>512) - musicvolume[i]=512; - } - - if(musicvolume[2]>128&&!loading&&!mainmenu) - musicvolume[2]=128; - - if(musictoggle){ - if(musicvolume[0]>0&&oldmusicvolume[0]<=0) - emit_stream_np(leveltheme, musicvolume[0]); - if(musicvolume[1]>0&&oldmusicvolume[1]<=0) - emit_stream_np(stream_fighttheme, musicvolume[1]); - if(musicvolume[2]>0&&oldmusicvolume[2]<=0) - emit_stream_np(stream_menutheme, musicvolume[2]); - if(musicvolume[0]<=0&&oldmusicvolume[0]>0) - pause_sound(leveltheme); - if(musicvolume[1]<=0&&oldmusicvolume[1]>0) - pause_sound(stream_fighttheme); - if(musicvolume[2]<=0&&oldmusicvolume[2]>0) - pause_sound(stream_menutheme); - - if(musicvolume[0]!=oldmusicvolume[0]) - OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); - if(musicvolume[1]!=oldmusicvolume[1]) - OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); - if(musicvolume[2]!=oldmusicvolume[2]) - OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); - - for(int i=0;i<3;i++) - oldmusicvolume[i]=musicvolume[i]; - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - killhotspot=2; - for(int i=0;i10&&hotspottype[i]<20){ - if(player[hotspottype[i]-10].dead==0) - killhotspot=0; - else if(killhotspot==2) - killhotspot=1; - } - } - if(killhotspot==2) - killhotspot=0; - - - winhotspot=0; - for(int i=0;iaitype == attacktypecutoff || + Person::players[i]->aitype == getweapontype || + Person::players[i]->aitype == gethelptype || + Person::players[i]->aitype == searchtype) && + !Person::players[i]->dead && + (Person::players[i]->animTarget != sneakattackedanim && + Person::players[i]->animTarget != knifesneakattackedanim && + Person::players[i]->animTarget != swordsneakattackedanim)) { + musictype = stream_fighttheme; + realthreat = 1; + } + } + if (Person::players[0]->dead) { + musictype = stream_menutheme; + } + + if (musictype == stream_fighttheme) { + unseendelay = 1; + } + + if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) { + unseendelay -= multiplier; + if (unseendelay > 0) { + musictype = stream_fighttheme; + } + } + + if (loading == 2) { + musictype = stream_menutheme; + musicvolume[2] = 512; + musicvolume[0] = 0; + musicvolume[1] = 0; + musicvolume[3] = 0; + } + + if (musictoggle) { + if (musictype != oldmusictype && musictype == stream_fighttheme) { + emit_sound_np(alarmsound); + } + } + musicselected = musictype; + + if (musicselected == leveltheme) { + musicvolume[0] += multiplier * 450; + } else { + musicvolume[0] -= multiplier * 450; + } + if (musicselected == stream_fighttheme) { + musicvolume[1] += multiplier * 450; + } else { + musicvolume[1] -= multiplier * 450; + } + if (musicselected == stream_menutheme) { + musicvolume[2] += multiplier * 450; + } else { + musicvolume[2] -= multiplier * 450; + } + + for (int i = 0; i < 3; i++) { + if (musicvolume[i] < 0) { + musicvolume[i] = 0; + } + if (musicvolume[i] > 512) { + musicvolume[i] = 512; + } + } + + if (musicvolume[2] > 128 && !loading && !mainmenu) { + musicvolume[2] = 128; + } + + if (musictoggle) { + if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) { + emit_stream_np(leveltheme, musicvolume[0]); + } + if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) { + emit_stream_np(stream_fighttheme, musicvolume[1]); + } + if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) { + emit_stream_np(stream_menutheme, musicvolume[2]); + } + if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) { + pause_sound(leveltheme); + } + if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) { + pause_sound(stream_fighttheme); + } + if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) { + pause_sound(stream_menutheme); + } + + if (musicvolume[0] != oldmusicvolume[0]) { + OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); + } + if (musicvolume[1] != oldmusicvolume[1]) { + OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); + } + if (musicvolume[2] != oldmusicvolume[2]) { + OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); + } + + for (int i = 0; i < 3; i++) { + oldmusicvolume[i] = musicvolume[i]; + } + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; + } + } + + Hotspot::killhotspot = 2; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) { + if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) { + Hotspot::killhotspot = 0; + } else if (Hotspot::killhotspot == 2) { + Hotspot::killhotspot = 1; + } + } + } + if (Hotspot::killhotspot == 2) { + Hotspot::killhotspot = 0; + } + + winhotspot = false; + 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) { numalarmed++; - if(numalarmed>maxalarmed) - maxalarmed=numalarmed; - - if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){ - if(player[0].dead&&changedelay<=0){ - changedelay=1; - targetlevel=whichlevel; - } - alldead=1; - for(int i=1;inumchallengelevels-1)targetlevel=0; - } - if(winhotspot||windialogue){ - changedelay=0.1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - - if(killhotspot){ - changedelay=1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - if(changedelay>0&&!player[0].dead&&!won) { - //high scores, awards, win - if(campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); - scoreadded=1; - } else { - accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime); - } - won=1; - } - } - - if(!winfreeze){ - - if(leveltime<1){ - loading=0; - changedelay=.1; - alldead=0; - winhotspot=0; - killhotspot=0; - } - - if(!editorenabled&&gameon&&!mainmenu){ - if(changedelay!=-999) - changedelay-=multiplier/7; - if(player[0].dead) - targetlevel=whichlevel; - if(loading==2&&!campaign){ - flash(); - - fireSound(firestartsound); - - if(!player[0].dead&&targetlevel!=whichlevel) - startbonustotal=bonustotal; - if(player[0].dead) - Loadlevel(whichlevel); - else - Loadlevel(targetlevel); - - fireSound(); - - loading=3; - } - if(loading==2&&targetlevel==whichlevel){ - flash(); - loadtime=0; - - fireSound(firestartsound); - - Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]); - - fireSound(); - - loading=3; - } - if(changedelay<=-999&& - whichlevel!=-2&& - !loading&& - (player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| - (killhotspot))&& - !winfreeze) - loading=1; - if((player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| - (windialogue)|| - (killhotspot))&& - changedelay<=0){ - if(whichlevel!=-2&&!loading&&!player[0].dead){ - winfreeze=1; - changedelay=-999; - } - if(player[0].dead) - loading=1; - } - } - - if(campaign) - if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1) - if(campaignnumnext[campaignchoicewhich[whichchoice]]==0) - endgame=1; - else if(mainmenu==0&&winfreeze){ - if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2) - stealthloading=1; - else - stealthloading=0; - - if(!stealthloading){ - fireSound(firestartsound); - - flash(); - } - - startbonustotal=0; - - LoadCampaign(); - - loading=2; - loadtime=0; - targetlevel=7; - if(!firstload) - LoadStuff(); - whichchoice=0; - visibleloading=1; - stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[0]]); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - - stealthloading=0; - } - - if(loading==3) - loading=0; + } + } + if (numalarmed > maxalarmed) { + maxalarmed = numalarmed; + } + + if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) { + if (Person::players[0]->dead) { + changedelay = 1; + targetlevel = whichlevel; + } + alldead = true; + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) { + alldead = false; + break; + } + } + + if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) { + targetlevel = 0; + } + } + if (winhotspot || windialogue) { + changedelay = 0.1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) { + targetlevel = 0; + } + } + + if (Hotspot::killhotspot) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) { + targetlevel = 0; + } + } + if (changedelay > 0 && !Person::players[0]->dead && !won) { + //high scores, awards, win + if (campaign) { + Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime); + scoreadded = 1; + } else { + wonleveltime = leveltime; + Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + } + won = 1; + Account::saveFile(Folders::getUserSavePath()); + } } - oldmusictype=musictype; - } - - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-rotation2,0,0); - facing=DoRotation(facing,0,0-rotation,0); - viewerfacing=facing; - - if(!cameramode){ - if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - target.y+=.1; - if(player[0].skeleton.free){ - for(int i=0;itarget.y) - target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y; - } - target.y+=.1; - } - if(player[0].skeleton.free!=2&&!autocam){ - cameraspeed=20; - if(findLengthfast(&player[0].velocity)>400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)2.3)cameradist=2.3; - viewer=cameraloc-facing*cameradist; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;jdead) { + targetlevel = whichlevel; + } + if (loading == 2 && !campaign) { + flash(); + + fireSound(firestartsound); + + if (!Person::players[0]->dead && targetlevel != whichlevel) { + startbonustotal = bonustotal; + } + + LoadLevel(targetlevel); + fireSound(); + + loading = 3; + } + if (loading == 2 && targetlevel == whichlevel) { + flash(); + loadtime = 0; + + fireSound(firestartsound); + + LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); + + fireSound(); + + loading = 3; + } + if (changedelay <= -999 && + whichlevel != -2 && + !loading && + (Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (Hotspot::killhotspot))) { + loading = 1; + } + if ((Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (Hotspot::killhotspot)) && + changedelay <= 0) { + if (whichlevel != -2 && !loading && !Person::players[0]->dead) { + winfreeze = true; + changedelay = -999; + } + if (Person::players[0]->dead) { + loading = 1; } } - cameradist=findDistance(&viewer,&target); - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6); - if(cameraloc.y400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4; - cameradist+=multiplier*5; - if(cameradist>3.3)cameradist=3.3; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)1) - { - Normalise(&coltarget); - if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; - else cameraloc=cameraloc+coltarget*multiplier*8; - } - if(editorenabled)cameraloc=target; - viewer=cameraloc; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;j.8)camerashake=.8; - //if(woozy>10)woozy=10; - //woozy+=multiplier; - woozy+=multiplier; - if(player[0].dead)camerashake=0; - if(player[0].dead)woozy=0; - camerashake-=multiplier*2; - blackout-=multiplier*2; - //if(player[0].isCrouch())woozy-=multiplier*8; - if(camerashake<0)camerashake=0; - if(blackout<0)blackout=0; - //if(woozy<0)woozy=0; - if(camerashake){ - viewer.x+=(float)(Random()%100)*.0005*camerashake; - viewer.y+=(float)(Random()%100)*.0005*camerashake; - viewer.z+=(float)(Random()%100)*.0005*camerashake; - } - } -} + if (loading == 3) { + loading = 0; + } + } + + oldmusictype = musictype; + } + + facing = 0; + facing.z = -1; + + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); + viewerfacing = facing; + + if (!cameramode) { + if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) { + target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; + } else { + target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; + } + target.y += .1; + if (Person::players[0]->skeleton.free) { + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) { + target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y; + } + } + target.y += .1; + } + if (Person::players[0]->skeleton.free != 2) { + cameraspeed = 20; + if (findLengthfast(&Person::players[0]->velocity) > 400) { + cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96; + } + if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) { + target.y += 1.4; + } + coltarget = target - cameraloc; + if (findLengthfast(&coltarget) < multiplier * multiplier * 400) { + cameraloc = target; + } else { + Normalise(&coltarget); + if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) { + cameraloc = cameraloc + coltarget * multiplier * cameraspeed; + } else { + cameraloc = cameraloc + coltarget * multiplier * 8; + } + } + if (editorenabled) { + cameraloc = target; + } + cameradist += multiplier * 5; + if (cameradist > 2.3) { + cameradist = 2.3; + } + viewer = cameraloc - facing * cameradist; + colviewer = viewer; + coltarget = cameraloc; + Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) { + unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + coltarget = cameraloc; + if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + viewer = col; + } + } + for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) { + unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + viewer = colviewer; + } + } + cameradist = findDistance(&viewer, &target); + viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6); + if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) { + cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z); + } + } + if (camerashake > .8) { + camerashake = .8; + } + woozy += multiplier; + if (Person::players[0]->dead) { + camerashake = 0; + } + if (Person::players[0]->dead) { + woozy = 0; + } + camerashake -= multiplier * 2; + blackout -= multiplier * 2; + if (camerashake < 0) { + camerashake = 0; + } + if (blackout < 0) { + blackout = 0; + } + if (camerashake) { + viewer.x += (float)(Random() % 100) * .0005 * camerashake; + viewer.y += (float)(Random() % 100) * .0005 * camerashake; + viewer.z += (float)(Random() % 100) * .0005 * camerashake; + } + } +}