X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=a7b91b4cf1f93233fd5bfefa910d8e45cb367b79;hb=1ca24d82b20cbd006045356b354fff56c63e4037;hp=df0bc200ee2a9d762ea0bd38adc287538ebb7eb7;hpb=f66f0e0b961dd138e4a60554373de9e64abd973b;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index df0bc20..a7b91b4 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -38,12 +38,13 @@ along with Lugaru. If not, see . #include "openal_wrapper.h" #include "Settings.h" #include "Input.h" -#include "Animation.h" +#include "Animation/Animation.h" #include "Awards.h" #include "Menu.h" #include "ConsoleCmds.h" #include "Dialog.h" #include "Utils/Folders.h" +#include "Hotspot.h" #include #include @@ -130,14 +131,6 @@ extern float hostiletime; extern bool gamestarted; -extern int numhotspots; -extern int killhotspot; -extern XYZ hotspot[40]; -extern int hotspottype[40]; -extern float hotspotsize[40]; -extern char hotspottext[40][256]; -extern int currenthotspot; - extern int hostile; extern bool stillloading; @@ -827,7 +820,7 @@ void Game::Loadlevel(const std::string& name) hostiletime = 0; won = 0; - animation[bounceidleanim].Load("Idle", middleheight, neutral); + //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral); Dialog::dialogs.clear(); @@ -840,8 +833,8 @@ void Game::Loadlevel(const std::string& name) if (accountactive) difficulty = accountactive->getDifficulty(); - numhotspots = 0; - currenthotspot = -1; + Hotspot::hotspots.clear(); + Hotspot::current = -1; bonustime = 1; skyboxtexture = 1; @@ -906,6 +899,9 @@ void Game::Loadlevel(const std::string& name) Person::players.resize(1); funpackf(tfile, "Bi", &mapvers); + if (mapvers < 12) { + cerr << name << " has obsolete map version " << mapvers << endl; + } if (mapvers >= 15) funpackf(tfile, "Bi", &indemo); else @@ -997,19 +993,26 @@ void Game::Loadlevel(const std::string& name) } if (mapvers >= 7) { + int numhotspots; funpackf(tfile, "Bi", &numhotspots); - for (int i = 0; i < numhotspots; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); + if (numhotspots < 0) { + cerr << "Map " << name << " have an invalid number of hotspots" << endl; + numhotspots = 0; + } + Hotspot::hotspots.resize(numhotspots); + for (int 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", &hotspottext[i][l]); - hotspottext[i][templength] = '\0'; - if (hotspottype[i] == -111) + funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]); + Hotspot::hotspots[i].text[templength] = '\0'; + if (Hotspot::hotspots[i].type == -111) indemo = 1; } - } else - numhotspots = 0; + } else { + Hotspot::hotspots.clear(); + } if (visibleloading) LoadingScreen(); @@ -1159,7 +1162,7 @@ void Game::Loadlevel(const std::string& name) Person::players[i]->proportionlegs.z = 0; } - Person::players[i]->tempanimation.Load("Tempanim", 0, 0); + Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral); if (i == 0) { Person::players[i]->headmorphness = 0; @@ -1309,7 +1312,7 @@ void doTutorial() emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -1579,7 +1582,7 @@ void doTutorial() XYZ temp, temp2; emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -1694,7 +1697,7 @@ void doTutorial() tutorialsuccess = 1; break; case 28: - if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) + if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) tutorialsuccess = 1; break; case 29: @@ -1706,15 +1709,15 @@ void doTutorial() } break; case 33: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 34: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 35: - if (animation[Person::players[0]->animTarget].attack == reversal) { + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) { tutorialsuccess = 1; reversaltrain = 0; cananger = 0; @@ -1734,15 +1737,15 @@ void doTutorial() tutorialsuccess = 1; break; case 44: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 45: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 46: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 49: @@ -1775,7 +1778,12 @@ void doTutorial() void doDebugKeys() { float headprop, bodyprop, armprop, legprop; - if (debugmode) { + if (!debugmode) { + return; + } + + if (Input::isKeyDown(SDL_SCANCODE_LALT)) { + /* Invicible */ if (Input::isKeyPressed(SDL_SCANCODE_H)) { Person::players[0]->damagetolerance = 200000; Person::players[0]->damage = 0; @@ -1784,6 +1792,7 @@ void doDebugKeys() Person::players[0]->superpermanentdamage = 0; } + /* Change environment */ if (Input::isKeyPressed(SDL_SCANCODE_J)) { environment++; if (environment > 2) @@ -1791,33 +1800,49 @@ void doDebugKeys() Setenvironment(environment); } + /* Camera mode */ if (Input::isKeyPressed(SDL_SCANCODE_C)) { cameramode = !cameramode; } - if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players[0]->num_weapons > 0) { - if (weapons[Person::players[0]->weaponids[0]].getType() == sword) - weapons[Person::players[0]->weaponids[0]].setType(staff); - else if (weapons[Person::players[0]->weaponids[0]].getType() == staff) - weapons[Person::players[0]->weaponids[0]].setType(knife); - else - weapons[Person::players[0]->weaponids[0]].setType(sword); + /* Toggle Slow motion */ + if (Input::isKeyPressed(SDL_SCANCODE_B)) { + slomo = 1 - slomo; + slomodelay = 1000; + } + + /* Ragdoll */ + if (Input::isKeyPressed(SDL_SCANCODE_N)) { + Person::players[0]->RagDoll(0); + + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); + } + + /* Grow tree leaves?? */ + if (Input::isKeyPressed(SDL_SCANCODE_Y)) { + for (int i = 0; i < objects.numobjects; i++) { + if (objects.type[i] == treeleavestype) { + objects.scale[i] *= .9; + } } } - if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); + /* Change (or add) weapon */ + if (Input::isKeyPressed(SDL_SCANCODE_X)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { - if (Person::players[closest]->num_weapons) { + if (Person::players[closest]->num_weapons > 0) { if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) weapons[Person::players[closest]->weaponids[0]].setType(staff); else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) weapons[Person::players[closest]->weaponids[0]].setType(knife); else weapons[Person::players[closest]->weaponids[0]].setType(sword); - } - if (!Person::players[closest]->num_weapons) { + } else { Person::players[closest]->weaponids[0] = weapons.size(); weapons.push_back(Weapon(knife, closest)); @@ -1827,19 +1852,37 @@ void doDebugKeys() } } + /* Change yaw? */ if (Input::isKeyDown(SDL_SCANCODE_U)) { - int closest = findClosestPlayer(); + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { Person::players[closest]->yaw += multiplier * 50; Person::players[closest]->targetyaw = Person::players[closest]->yaw; } } + /* Toggle fire */ + if (Input::isKeyPressed(SDL_SCANCODE_F)) { + Person::players[0]->onfire = 1 - Person::players[0]->onfire; + if (Person::players[0]->onfire) { + Person::players[0]->CatchFire(); + } + if (!Person::players[0]->onfire) { + emit_sound_at(fireendsound, Person::players[0]->coords); + pause_sound(stream_firesound); + } + } + /* Change skin */ if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (Input::isKeyDown(SDL_SCANCODE_LCTRL)) - closest = 0; + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } if (closest >= 0) { Person::players[closest]->whichskin++; @@ -1855,8 +1898,13 @@ void doDebugKeys() Person::players[closest]->addClothes(); } + /* Change creature type */ if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { if (Person::players[closest]->creature == wolftype) { headprop = Person::players[closest]->proportionhead.x / 1.1; @@ -1919,12 +1967,7 @@ void doDebugKeys() } } - if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - slomo = 1 - slomo; - slomodelay = 1000; - } - - + /* Decapitate */ if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { int closest = -1; float closestdist = std::numeric_limits::max(); @@ -1945,7 +1988,7 @@ void doDebugKeys() XYZ headspurtdirection; //int i = Person::players[closest]->skeleton.jointlabels[head]; Joint& headjoint = Person::players[closest]->joint(head); - for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) { + for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1979,6 +2022,7 @@ void doDebugKeys() } } + /* Explode */ if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { int closest = findClosestPlayer(); XYZ flatfacing2, flatvelocity2; @@ -1988,7 +2032,7 @@ void doDebugKeys() emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2005,7 +2049,7 @@ void doDebugKeys() Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2021,7 +2065,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2037,7 +2081,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2062,7 +2106,7 @@ void doDebugKeys() Person::players[j]->skeleton.free = 1; Person::players[j]->skeleton.longdead = 0; Person::players[j]->RagDoll(0); - for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) { + for (int 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; @@ -2085,32 +2129,8 @@ void doDebugKeys() } } - if (Input::isKeyPressed(SDL_SCANCODE_F)) { - Person::players[0]->onfire = 1 - Person::players[0]->onfire; - if (Person::players[0]->onfire) { - Person::players[0]->CatchFire(); - } - if (!Person::players[0]->onfire) { - emit_sound_at(fireendsound, Person::players[0]->coords); - pause_sound(stream_firesound); - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - Person::players[0]->RagDoll(0); - - emit_sound_at(whooshsound, Person::players[0]->coords, 128.); - } - - if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; - } - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + /* Enable editor */ + if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { editorenabled = !editorenabled; if (editorenabled) { Person::players[0]->damagetolerance = 100000; @@ -2123,283 +2143,283 @@ void doDebugKeys() Person::players[0]->bloodloss = 0; Person::players[0]->deathbleeding = 0; } + } - //skip level - if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { - targetlevel++; - if (targetlevel > numchallengelevels - 1) - targetlevel = 0; - loading = 1; - leveltime = 5; - } + //skip level + if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { + targetlevel++; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + loading = 1; + leveltime = 5; + } - if (editorenabled) { - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - Person::players.erase(Person::players.begin()+closest); - } + if (editorenabled) { + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + Person::players.erase(Person::players.begin()+closest); } + } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; - } + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.position[closest].y -= 500; + } - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (objects.numobjects < max_objects - 1) { - XYZ scenecoords; - scenecoords.x = Person::players[0]->coords.x; - scenecoords.z = Person::players[0]->coords.z; - scenecoords.y = Person::players[0]->coords.y - 3; - if (editortype == bushtype) - scenecoords.y = Person::players[0]->coords.y - .5; - if (editortype == firetype) - scenecoords.y = Person::players[0]->coords.y - .5; - //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); - float temprotat, temprotat2; - temprotat = editoryaw; - temprotat2 = editorpitch; - if (temprotat < 0 || editortype == bushtype) - temprotat = Random() % 360; - if (temprotat2 < 0) - temprotat2 = Random() % 360; - - objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); - if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); - } + if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (objects.numobjects < max_objects - 1) { + XYZ scenecoords; + scenecoords.x = Person::players[0]->coords.x; + scenecoords.z = Person::players[0]->coords.z; + scenecoords.y = Person::players[0]->coords.y - 3; + if (editortype == bushtype) + scenecoords.y = Person::players[0]->coords.y - .5; + if (editortype == firetype) + scenecoords.y = Person::players[0]->coords.y - .5; + //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); + float temprotat, temprotat2; + temprotat = editoryaw; + temprotat2 = editorpitch; + if (temprotat < 0 || editortype == bushtype) + temprotat = Random() % 360; + if (temprotat2 < 0) + temprotat2 = Random() % 360; + + objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + if (editortype == treetrunktype) + objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } + } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - Person::players.push_back(shared_ptr(new Person())); + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + Person::players.push_back(shared_ptr(new Person())); - Person::players.back()->id = Person::players.size()-1; + Person::players.back()->id = Person::players.size()-1; - Person::players.back()->scale = Person::players[0]->scale; - Person::players.back()->creature = rabbittype; - Person::players.back()->howactive = editoractive; + Person::players.back()->scale = Person::players[0]->scale; + Person::players.back()->creature = rabbittype; + Person::players.back()->howactive = editoractive; - int k = abs(Random() % 2) + 1; - if (k == 0) { - Person::players.back()->whichskin = 0; - } else if (k == 1) { - Person::players.back()->whichskin = 1; - } else { - Person::players.back()->whichskin = 2; - } + int k = abs(Random() % 2) + 1; + if (k == 0) { + Person::players.back()->whichskin = 0; + } else if (k == 1) { + Person::players.back()->whichskin = 1; + } else { + Person::players.back()->whichskin = 2; + } - Person::players.back()->skeletonLoad(true); + 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()->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()->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; + 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; - } + if (Person::players[0]->creature == wolftype) { + headprop = Person::players[0]->proportionhead.x / 1.1; + bodyprop = Person::players[0]->proportionbody.x / 1.1; + armprop = Person::players[0]->proportionarms.x / 1.1; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } - if (Person::players[0]->creature == rabbittype) { - headprop = Person::players[0]->proportionhead.x / 1.2; - bodyprop = Person::players[0]->proportionbody.x / 1.05; - armprop = Person::players[0]->proportionarms.x / 1.00; - legprop = Person::players[0]->proportionlegs.x / 1.1; - } + if (Person::players[0]->creature == rabbittype) { + headprop = Person::players[0]->proportionhead.x / 1.2; + bodyprop = Person::players[0]->proportionbody.x / 1.05; + armprop = Person::players[0]->proportionarms.x / 1.00; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } - if (Person::players.back()->creature == wolftype) { - Person::players.back()->proportionhead = 1.1 * headprop; - Person::players.back()->proportionbody = 1.1 * bodyprop; - Person::players.back()->proportionarms = 1.1 * armprop; - Person::players.back()->proportionlegs = 1.1 * legprop; - } + if (Person::players.back()->creature == wolftype) { + Person::players.back()->proportionhead = 1.1 * headprop; + Person::players.back()->proportionbody = 1.1 * bodyprop; + Person::players.back()->proportionarms = 1.1 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + } - if (Person::players.back()->creature == rabbittype) { - Person::players.back()->proportionhead = 1.2 * headprop; - Person::players.back()->proportionbody = 1.05 * bodyprop; - Person::players.back()->proportionarms = 1.00 * armprop; - Person::players.back()->proportionlegs = 1.1 * legprop; - Person::players.back()->proportionlegs.y = 1.05 * legprop; - } + if (Person::players.back()->creature == rabbittype) { + Person::players.back()->proportionhead = 1.2 * headprop; + Person::players.back()->proportionbody = 1.05 * bodyprop; + Person::players.back()->proportionarms = 1.00 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + Person::players.back()->proportionlegs.y = 1.05 * legprop; + } - 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 (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; + } - Person::players.back()->tempanimation.Load("Tempanim", 0, 0); + Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral); - Person::players.back()->damagetolerance = 200; + Person::players.back()->damagetolerance = 200; - Person::players.back()->protectionhead = Person::players[0]->protectionhead; - Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; - Person::players.back()->protectionlow = Person::players[0]->protectionlow; - Person::players.back()->armorhead = Person::players[0]->armorhead; - Person::players.back()->armorhigh = Person::players[0]->armorhigh; - Person::players.back()->armorlow = Person::players[0]->armorlow; - Person::players.back()->metalhead = Person::players[0]->metalhead; - Person::players.back()->metalhigh = Person::players[0]->metalhigh; - Person::players.back()->metallow = Person::players[0]->metallow; + Person::players.back()->protectionhead = Person::players[0]->protectionhead; + Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; + Person::players.back()->protectionlow = Person::players[0]->protectionlow; + Person::players.back()->armorhead = Person::players[0]->armorhead; + Person::players.back()->armorhigh = Person::players[0]->armorhigh; + Person::players.back()->armorlow = Person::players[0]->armorlow; + Person::players.back()->metalhead = Person::players[0]->metalhead; + Person::players.back()->metalhigh = Person::players[0]->metalhigh; + Person::players.back()->metallow = Person::players[0]->metallow; - Person::players.back()->immobile = Person::players[0]->immobile; + Person::players.back()->immobile = Person::players[0]->immobile; - Person::players.back()->numclothes = Person::players[0]->numclothes; - for (int i = 0; i < Person::players.back()->numclothes; i++) { - strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); - Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; - Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; - Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; - } - Person::players.back()->addClothes(); + Person::players.back()->numclothes = Person::players[0]->numclothes; + for (int i = 0; i < Person::players.back()->numclothes; i++) { + strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); + Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; + Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; + Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; + } + Person::players.back()->addClothes(); - Person::players.back()->power = Person::players[0]->power; - Person::players.back()->speedmult = Person::players[0]->speedmult; + Person::players.back()->power = Person::players[0]->power; + Person::players.back()->speedmult = Person::players[0]->speedmult; - Person::players.back()->loaded = true; - } + Person::players.back()->loaded = true; + } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players.back()->numwaypoints < 90) { - Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; - Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; - Person::players.back()->numwaypoints++; - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (Person::players.back()->numwaypoints < 90) { + Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; + Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; + Person::players.back()->numwaypoints++; } + } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - if (numpathpoints < 30) { - bool connected, alreadyconnected; - connected = 0; - if (numpathpoints > 1) - for (int i = 0; i < numpathpoints; i++) { - if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { - alreadyconnected = 0; - for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { - if (pathpointconnect[pathpointselected][j] == i) - alreadyconnected = 1; - } - if (!alreadyconnected) { - numpathpointconnect[pathpointselected]++; - connected = 1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; - } + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (numpathpoints < 30) { + bool connected, alreadyconnected; + connected = 0; + if (numpathpoints > 1) + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { + alreadyconnected = 0; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) + alreadyconnected = 1; + } + if (!alreadyconnected) { + numpathpointconnect[pathpointselected]++; + connected = 1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; } } - if (!connected) { - numpathpoints++; - pathpoint[numpathpoints - 1] = Person::players[0]->coords; - numpathpointconnect[numpathpoints - 1] = 0; - if (numpathpoints > 1 && pathpointselected != -1) { - numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; - } - pathpointselected = numpathpoints - 1; } + if (!connected) { + numpathpoints++; + pathpoint[numpathpoints - 1] = Person::players[0]->coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { + numpathpointconnect[pathpointselected]++; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; + } + pathpointselected = numpathpoints - 1; } } + } - if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { - pathpointselected++; - if (pathpointselected >= numpathpoints) - pathpointselected = -1; - } - if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - pathpointselected--; - if (pathpointselected <= -2) - pathpointselected = numpathpoints - 1; - } - if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (pathpointselected != -1) { - numpathpoints--; - pathpoint[pathpointselected] = pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; - for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { - pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; - } - for (int i = 0; i < numpathpoints; i++) { - for (int j = 0; j < numpathpointconnect[i]; j++) { - if (pathpointconnect[i][j] == pathpointselected) { - pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; - numpathpointconnect[i]--; - } - if (pathpointconnect[i][j] == numpathpoints) { - pathpointconnect[i][j] = pathpointselected; - } + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { + pathpointselected++; + if (pathpointselected >= numpathpoints) + pathpointselected = -1; + } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + pathpointselected--; + if (pathpointselected <= -2) + pathpointselected = numpathpoints - 1; + } + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (pathpointselected != -1) { + numpathpoints--; + pathpoint[pathpointselected] = pathpoint[numpathpoints]; + numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; + for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { + pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; + } + for (int i = 0; i < numpathpoints; i++) { + for (int j = 0; j < numpathpointconnect[i]; j++) { + if (pathpointconnect[i][j] == pathpointselected) { + pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; + numpathpointconnect[i]--; + } + if (pathpointconnect[i][j] == numpathpoints) { + pathpointconnect[i][j] = pathpointselected; } } - pathpointselected = numpathpoints - 1; } + pathpointselected = numpathpoints - 1; } + } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype--; + if (editortype == treeleavestype || editortype == 10) editortype--; - if (editortype == treeleavestype || editortype == 10) - editortype--; - if (editortype < 0) - editortype = firetype; - } + if (editortype < 0) + editortype = firetype; + } - if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype++; + if (editortype == treeleavestype || editortype == 10) editortype++; - if (editortype == treeleavestype || editortype == 10) - editortype++; - if (editortype > firetype) - editortype = 0; - } + if (editortype > firetype) + editortype = 0; + } - if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editoryaw -= multiplier * 100; - if (editoryaw < -.01) - editoryaw = -.01; - } + if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01) + editoryaw = -.01; + } - if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editoryaw += multiplier * 100; - } + if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw += multiplier * 100; + } - if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorsize += multiplier; - } + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize += multiplier; + } - if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorsize -= multiplier; - if (editorsize < .1) - editorsize = .1; - } + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1) + editorsize = .1; + } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - mapradius -= multiplier * 10; - } + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius -= multiplier * 10; + } - if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - mapradius += multiplier * 10; - } - if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorpitch += multiplier * 100; - } + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius += multiplier * 10; + } + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch += multiplier * 100; + } - if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorpitch -= multiplier * 100; - if (editorpitch < -.01) - editorpitch = -.01; - } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); - } + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01) + editorpitch = -.01; + } + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.DeleteObject(closest); } } } @@ -2424,7 +2444,7 @@ void doJumpReversals() if (Person::players[i]->animTarget == jumpupanim && Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim && - animation[Person::players[k]->animTarget].height == middleheight && + 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)) { @@ -2463,7 +2483,7 @@ void doJumpReversals() if (Person::players[k]->animTarget == jumpupanim && Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim && - animation[Person::players[i]->animTarget].height == middleheight && + 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)) { @@ -2531,7 +2551,7 @@ void doAerialAcrobatics() Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim || Person::players[k]->animTarget == rollanim || - (animation[Person::players[k]->animTarget].attack && + (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))) { @@ -2682,7 +2702,7 @@ void doAerialAcrobatics() if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7) + if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) Person::players[k]->RagDoll(0); if (Person::players[k]->animTarget == jumpupanim) { @@ -2960,7 +2980,7 @@ void doAttacks() } } //attack - if (!animation[Person::players[k]->animTarget].attack && + if (!Animation::animations[Person::players[k]->animTarget].attack && !Person::players[k]->backkeydown && (Person::players[k]->isIdle() || Person::players[k]->isRun() || @@ -2975,7 +2995,7 @@ void doAttacks() if (i == k || !(k == 0 || i == 0)) continue; if (!Person::players[k]->hasvictim) - if (animation[Person::players[k]->animTarget].attack != reversal) { + if (Animation::animations[Person::players[k]->animTarget].attack != reversal) { //choose an attack const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (distance < 4.5 && @@ -2987,8 +3007,7 @@ void doAttacks() Person::players[k]->animTarget != rabbitkickanim && Person::players[i]->animTarget != getupfrombackanim && (Person::players[i]->animTarget != staggerbackhighanim && - (Person::players[i]->animTarget != staggerbackhardanim || - animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) && + (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) && Person::players[i]->animTarget != jumpdownanim && Person::players[i]->animTarget != jumpupanim && Person::players[i]->animTarget != getupfromfrontanim) { @@ -2998,11 +3017,11 @@ void doAttacks() //sweep if (distance < 2.5 * sq(Person::players[k]->scale * 5) && Person::players[k]->crouchkeydown && - animation[Person::players[i]->animTarget].height != lowheight) + 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[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -3012,7 +3031,7 @@ void doAttacks() Person::players[k]->animTarget = winduppunchanim; //upunch else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -3027,7 +3046,7 @@ void doAttacks() Person::players[k]->animTarget = knifefollowanim; //knifeslashstart else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -3037,14 +3056,14 @@ void doAttacks() Person::players[k]->animTarget = knifeslashstartanim; //swordslash else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + 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[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == staff && Person::players[k]->weaponmissdelay <= 0 && @@ -3054,36 +3073,36 @@ void doAttacks() Person::players[k]->animTarget = staffhitanim; //staffspinhit else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + 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[Person::players[i]->animTarget].height != lowheight) + 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[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + 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(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[Person::players[i]->animTarget].height != lowheight) + if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //upunch - else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight && + else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight && !attackweapon) Person::players[k]->animTarget = upunchanim; //spinkick - else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight) + else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick - else if (animation[Person::players[i]->animTarget].height == lowheight) + else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) Person::players[k]->animTarget = lowkickanim; } if (attackweapon) { @@ -3091,7 +3110,7 @@ void doAttacks() if ((tutoriallevel != 1 || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 0 && - animation[Person::players[i]->animTarget].height != lowheight) + 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) && @@ -3125,12 +3144,12 @@ void doAttacks() else if ((tutoriallevel != 1 || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 1 && - animation[Person::players[i]->animTarget].height != lowheight) + 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[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) Person::players[k]->animTarget = lowkickanim; } } @@ -3195,7 +3214,7 @@ void doAttacks() Person::players[i]->targetyaw = Person::players[i]->yaw; } } - if (animation[Person::players[k]->animTarget].attack == normalattack && + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && Person::players[k]->victim == Person::players[i] && (!Person::players[i]->skeleton.free)) { oldattackkey = 1; @@ -3245,7 +3264,7 @@ void doAttacks() if (i == k) continue; if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && - animation[Person::players[k]->animTarget].attack == neutral) { + 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) @@ -3324,7 +3343,7 @@ void doAttacks() } } } - if (animation[Person::players[k]->animTarget].attack == normalattack && + 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 || @@ -3392,7 +3411,7 @@ void doAttacks() !Person::players[k]->victim->skeleton.free && Person::players[k]->victim->animTarget != getupfrombackanim && Person::players[k]->victim->animTarget != getupfromfrontanim && - animation[Person::players[k]->victim->animTarget].height != lowheight && + 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) || @@ -3401,7 +3420,7 @@ void doAttacks() Person::players[k]->setAnimation(rabbitkickanim); } //update counts - if (animation[Person::players[k]->animTarget].attack && k == 0) { + if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { numattacks++; switch (attackweapon) { case 0: @@ -3432,14 +3451,14 @@ void doPlayerCollisions() 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[Person::players[i]->animTarget].attack != reversed && - animation[Person::players[i]->animTarget].attack != reversal && - animation[Person::players[k]->animTarget].attack != reversed && - animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) - if ((animation[Person::players[i]->animCurrent].attack != reversed && - animation[Person::players[i]->animCurrent].attack != reversal && - animation[Person::players[k]->animCurrent].attack != reversed && - animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) + 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) @@ -3519,16 +3538,16 @@ void doPlayerCollisions() k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && (k == 0 || - k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral || - /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) || + 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[Person::players[i]->animTarget].height == highheight && - animation[Person::players[k]->animTarget].height == highheight)) { + (Animation::animations[Person::players[i]->animTarget].height == highheight && + Animation::animations[Person::players[k]->animTarget].height == highheight)) { if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, Person::players[i]->coords); } @@ -3544,19 +3563,19 @@ void doPlayerCollisions() } Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); - for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) { + for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; } - for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) { + for (int 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[Person::players[i]->animTarget].attack == neutral || - animation[Person::players[i]->animTarget].attack == normalattack) && - (animation[Person::players[k]->animTarget].attack == neutral || - animation[Person::players[k]->animTarget].attack == normalattack)) { + if ( (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)) { @@ -3777,12 +3796,12 @@ void doAI(unsigned i) distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && Person::players[i]->occluded < 25) { if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && + Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled && (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain)) Person::players[i]->aitype = attacktypecutoff; if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && + Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; @@ -3790,7 +3809,7 @@ void doAI(unsigned i) Person::players[i]->losupdatedelay = .2; for (unsigned j = 0; j < Person::players.size(); j++) if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain) @@ -3900,10 +3919,10 @@ void doAI(unsigned i) distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && Person::players[i]->occluded < 25) { if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && !editorenabled) + Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && !editorenabled) + Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; //wolf smell @@ -3934,7 +3953,7 @@ void doAI(unsigned i) Person::players[i]->losupdatedelay = .2; for (unsigned j = 0; j < Person::players.size(); j++) { if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) { - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if ((-1 == checkcollide( @@ -3946,7 +3965,7 @@ void doAI(unsigned i) (Person::players[j]->animTarget == hanganim && normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { Person::players[i]->lastseentime -= .2; - if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight) + if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight) Person::players[i]->lastseentime -= .4; else Person::players[i]->lastseentime -= .6; @@ -4068,11 +4087,11 @@ void doAI(unsigned i) Person::players[i]->occluded < 2 && ((tutoriallevel != 1 || cananger) && hostile)) { Person::players[i]->losupdatedelay = .2; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) { + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[i]->aitype = attacktypecutoff; Person::players[i]->lastseentime = 1; } - if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight) + if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight) //TODO: factor out canSeePlayer() if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) @@ -4350,7 +4369,7 @@ void doAI(unsigned i) } //dodge/reverse walljump kicks if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2) - if (animation[Person::players[i]->animTarget].height != highheight) + if (Animation::animations[Person::players[i]->animTarget].height != highheight) if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 && ((Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) && @@ -4388,7 +4407,7 @@ void doAI(unsigned i) } //lose sight of player in the air (?) if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 && - animation[Person::players[0]->animTarget].height != highheight && + Animation::animations[Person::players[0]->animTarget].height != highheight && !Person::players[0]->onterrain) { Person::players[i]->aitype = pathfindtype; Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; @@ -4401,7 +4420,7 @@ void doAI(unsigned i) } //it's time to think (?) if (Person::players[i]->aiupdatedelay < 0 && - !animation[Person::players[i]->animTarget].attack && + !Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != backhandspringanim && @@ -4550,7 +4569,7 @@ void doAI(unsigned i) Person::players[i]->lastseentime = 1; } } - if (animation[Person::players[0]->animTarget].height == highheight && + if (Animation::animations[Person::players[0]->animTarget].height == highheight && (Person::players[i]->aitype == attacktypecutoff || Person::players[i]->aitype == searchtype)) if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) { @@ -4663,8 +4682,9 @@ void updateControlsMenu() Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey))); Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey))); Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey))); - if (debugmode) + if (debugmode) { Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey))); + } } /* @@ -4722,8 +4742,9 @@ void Game::LoadMenu() Menu::addButton(6, "", 10 + 40, 160); Menu::addButton(7, "", 10 + 30, 120); Menu::addButton(8, "", 10 + 20, 80); - if (debugmode) + if (debugmode) { Menu::addButton(9, "", 10 + 10, 40); + } Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10); updateControlsMenu(); break; @@ -5354,7 +5375,7 @@ void Game::Tick() leveltime += multiplier; //keys - if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { + if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { freeze = !freeze; if (freeze) { OPENAL_SetFrequency(OPENAL_ALL); @@ -5427,7 +5448,7 @@ void Game::Tick() talkdelay = 1; talkdelay -= multiplier; - if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) { + if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) { for (int i = 0; i < Dialog::dialogs.size(); i++) { Dialog::dialogs[i].tick(i); } @@ -5439,27 +5460,27 @@ void Game::Tick() //hotspots static float hotspotvisual[40]; - if (numhotspots) { + if (Hotspot::hotspots.size()) { XYZ hotspotsprite; if (editorenabled) - for (int i = 0; i < numhotspots; i++) + for (int i = 0; i < Hotspot::hotspots.size(); i++) hotspotvisual[i] -= multiplier / 320; - for (int i = 0; i < numhotspots; i++) { + for (int i = 0; i < Hotspot::hotspots.size(); i++) { while (hotspotvisual[i] < 0) { hotspotsprite = 0; - hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i]; + hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size; hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360); hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0); - hotspotsprite += hotspot[i]; + hotspotsprite += Hotspot::hotspots[i].position; Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4); - hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i]; + hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size; } } - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] <= 10 && hotspottype[i] > 0) { - hotspot[i] = Person::players[hotspottype[i]]->coords; + for (int 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; } } } @@ -5668,11 +5689,7 @@ void Game::Tick() if (Dialog::currentScene().sound != 0) { playdialoguescenesound(); if (Dialog::currentScene().sound == -5) { - hotspot[numhotspots] = Person::players[0]->coords; - hotspotsize[numhotspots] = 10; - hotspottype[numhotspots] = -1; - - numhotspots++; + Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10); } if (Dialog::currentScene().sound == -6) { hostile = 1; @@ -5765,12 +5782,7 @@ void Game::Tick() loading = 1; leveltime = 5; } - if (!Input::isKeyDown(jumpkey)) - respawnkeydown = 0; - if (Input::isKeyDown(jumpkey)) - respawnkeydown = 1; - - + respawnkeydown = Input::isKeyDown(jumpkey); static bool movekey; @@ -5782,7 +5794,7 @@ void Game::Tick() oldtargetyaw = Person::players[i]->targetyaw; if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if (!animation[Person::players[0]->animTarget].attack && + if (!Animation::animations[Person::players[0]->animTarget].attack && Person::players[0]->animTarget != staggerbackhighanim && Person::players[0]->animTarget != staggerbackhardanim && Person::players[0]->animTarget != crouchremoveknifeanim && @@ -5814,7 +5826,7 @@ void Game::Tick() Person::players[i]->targetheadpitch = pitch; } if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { - if (!animation[Person::players[i]->animTarget].attack && + if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != crouchremoveknifeanim && @@ -5884,7 +5896,7 @@ void Game::Tick() doAI(i); - if (animation[Person::players[i]->animTarget].attack == reversed) { + 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; @@ -5929,7 +5941,7 @@ void Game::Tick() Person::players[i]->aitype == attacktypecutoff && !Person::players[i]->dead && !Person::players[i]->skeleton.free && - animation[Person::players[i]->animTarget].attack == neutral) + Animation::animations[Person::players[i]->animTarget].attack == neutral) numresponded = 1; if (!Person::players[i]->throwkeydown) @@ -6068,7 +6080,7 @@ void Game::Tick() Person::players[i]->victim->skeleton.free = 1; Person::players[i]->victim->skeleton.broken = 0; - for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) { + for (int 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; } @@ -6257,7 +6269,7 @@ void Game::Tick() } movekey = 0; //Do controls - if (!animation[Person::players[i]->animTarget].attack && + if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != backhandspringanim && @@ -6695,7 +6707,7 @@ void Game::Tick() if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) { emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -6710,7 +6722,7 @@ void Game::Tick() } Person::players[1]->coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { Person::players[1]->skeleton.joints[i].velocity = 0; if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) @@ -6912,23 +6924,23 @@ void Game::TickOnceAfter() } } - killhotspot = 2; - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] > 10 && hotspottype[i] < 20) { - if (Person::players[hotspottype[i] - 10]->dead == 0) - killhotspot = 0; - else if (killhotspot == 2) - killhotspot = 1; + Hotspot::killhotspot = 2; + for (int i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) { + if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) + Hotspot::killhotspot = 0; + else if (Hotspot::killhotspot == 2) + Hotspot::killhotspot = 1; } } - if (killhotspot == 2) - killhotspot = 0; + if (Hotspot::killhotspot == 2) + Hotspot::killhotspot = 0; winhotspot = false; - for (int i = 0; i < numhotspots; i++) - if (hotspottype[i] == -1) - if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i]) + for (int i = 0; i < Hotspot::hotspots.size(); i++) + if (Hotspot::hotspots[i].type == -1) + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) winhotspot = true; int numalarmed = 0; @@ -6966,7 +6978,7 @@ void Game::TickOnceAfter() } - if (killhotspot) { + if (Hotspot::killhotspot) { changedelay = 1; targetlevel = whichlevel + 1; if (targetlevel > numchallengelevels - 1) @@ -6992,7 +7004,7 @@ void Game::TickOnceAfter() changedelay = .1; alldead = false; winhotspot = false; - killhotspot = 0; + Hotspot::killhotspot = 0; } if (!editorenabled && gameon && !mainmenu) { @@ -7034,13 +7046,13 @@ void Game::TickOnceAfter() (Person::players[0]->dead || (alldead && maptype == mapkilleveryone) || (winhotspot) || - (killhotspot))) + (Hotspot::killhotspot))) loading = 1; if ((Person::players[0]->dead || (alldead && maptype == mapkilleveryone) || (winhotspot) || (windialogue) || - (killhotspot)) && + (Hotspot::killhotspot)) && changedelay <= 0) { if (whichlevel != -2 && !loading && !Person::players[0]->dead) { winfreeze = true; @@ -7107,13 +7119,13 @@ void Game::TickOnceAfter() viewerfacing = facing; if (!cameramode) { - if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) + 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 (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (int 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; }