X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=c1b038671b454c23beb94698377197e455d84ca6;hb=845b8ad33ffc79190b6c89e22fa2a7e9913a1e16;hp=1b865f13c9b2b63a77d8478b0d6a21bccf986a42;hpb=e08372a2095837a0b951ccb68c3499ef67c1a827;p=lugaru.git
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp
index 1b865f1..c1b0386 100644
--- a/Source/GameTick.cpp
+++ b/Source/GameTick.cpp
@@ -1,6 +1,6 @@
/*
Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
@@ -21,6 +21,21 @@ along with Lugaru. If not, see .
// Enable full math definitions
#define _USE_MATH_DEFINES
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Devtools/ConsoleCmds.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Campaign.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
+#include "User/Settings.hpp"
+#include "Utils/Folders.hpp"
+#include "Utils/Input.hpp"
+
#if PLATFORM_UNIX
#include
#include
@@ -29,25 +44,11 @@ along with Lugaru. If not, see .
#include
#endif
-
-#include
-#include
+#include
#include
+#include
#include
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Settings.h"
-#include "Input.h"
-#include "Animation/Animation.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "ConsoleCmds.h"
-#include "Dialog.h"
-#include "Utils/Folders.h"
-#include "Hotspot.h"
-#include "Campaign.h"
-
-#include
+#include
#include
using namespace std;
@@ -59,7 +60,6 @@ using namespace Game;
#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
#endif
-
extern float multiplier;
extern XYZ viewer;
extern int environment;
@@ -68,7 +68,6 @@ extern float screenwidth, screenheight;
extern float gravity;
extern int detail;
extern float texdetail;
-extern Objects objects;
extern int slomo;
extern float slomodelay;
extern bool floatjump;
@@ -102,7 +101,7 @@ extern float envsoundlife[30];
extern float usermousesensitivity;
extern bool ismotionblur;
extern bool showdamagebar; // (des)activate the damage bar
-extern bool decals;
+extern bool decalstoggle;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
@@ -113,12 +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;
@@ -154,42 +148,22 @@ float musicvolume[4] = {};
float oldmusicvolume[4] = {};
int musicselected = 0;
-const char *rabbitskin[] = {
- "Textures/Fur3.jpg",
- "Textures/Fur.jpg",
- "Textures/Fur2.jpg",
- "Textures/Lynx.jpg",
- "Textures/Otter.jpg",
- "Textures/Opal.jpg",
- "Textures/Sable.jpg",
- "Textures/Chocolate.jpg",
- "Textures/BW2.jpg",
- "Textures/WB2.jpg"
-};
-
-const char *wolfskin[] = {
- "Textures/Wolf.jpg",
- "Textures/DarkWolf.jpg",
- "Textures/SnowWolf.jpg"
-};
-
-const char **creatureskin[] = {rabbitskin, wolfskin};
-
#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
// utility functions
// TODO: this is slightly incorrect
-inline float roughDirection(XYZ vec)
+float roughDirection(XYZ vec)
{
Normalise(&vec);
float angle = -asin(-vec.x) * 180 / M_PI;
- if (vec.z < 0)
+ if (vec.z < 0) {
angle = 180 - angle;
+ }
return angle;
}
-inline float roughDirectionTo(XYZ start, XYZ end)
+float roughDirectionTo(XYZ start, XYZ end)
{
return roughDirection(end - start);
}
@@ -198,102 +172,104 @@ inline float pitchOf(XYZ vec)
Normalise(&vec);
return -asin(vec.y) * 180 / M_PI;
}
-inline float pitchTo(XYZ start, XYZ end)
+float pitchTo(XYZ start, XYZ end)
{
return pitchOf(end - start);
}
-inline float sq(float n)
+float sq(float n)
{
return n * n;
}
inline float stepTowardf(float from, float to, float by)
{
- if (fabs(from - to) < by)
+ if (fabs(from - to) < by) {
return to;
- else if (from > to)
+ } else if (from > to) {
return from - by;
- else
+ } else {
return from + by;
+ }
}
void Game::playdialoguescenesound()
{
XYZ temppos;
- temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
+ temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
temppos = temppos - viewer;
Normalise(&temppos);
temppos += viewer;
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;
+ 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);
+ }
}
// ================================================================
@@ -303,11 +279,11 @@ int Game::findClosestPlayer()
int closest = -1;
float closestdist = std::numeric_limits::max();
- for (unsigned i = 1; i < Person::players.size(); i++) {
+ 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 = i;
+ closest = (int)i;
}
}
return closest;
@@ -318,11 +294,12 @@ static int findClosestObject()
int closest = -1;
float closestdist = std::numeric_limits::max();
- for (int i = 0; i < objects.numobjects; i++) {
- float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+ for (unsigned int i = 0; i < Object::objects.size(); i++) {
+ float distance = distsq(&Object::objects[i]->position,
+ &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
- closest = i;
+ closest = (int)i;
}
}
return closest;
@@ -332,42 +309,43 @@ static void cmd_dispatch(const string cmd)
{
int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
- for (i = 0; i < n_cmds; i++)
+ 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);
}
/********************> Tick() <*****/
-extern bool save_screenshot(const char * fname);
-void Screenshot (void)
+extern bool save_screenshot(const char* fname);
+void Screenshot(void)
{
char filename[1024];
time_t t = time(NULL);
- struct tm *tme = localtime(&t);
- sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+ 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);
-#if defined(_WIN32)
- mkdir("Screenshots");
-#endif
-
save_screenshot(filename);
}
void Game::SetUpLighting()
{
- if (environment == snowyenvironment)
+ if (environment == snowyenvironment) {
light.setColors(.65, .65, .7, .4, .4, .44);
- if (environment == desertenvironment)
+ }
+ if (environment == desertenvironment) {
light.setColors(.95, .95, .95, .4, .35, .3);
- if (environment == grassyenvironment)
+ }
+ if (environment == grassyenvironment) {
light.setColors(.95, .95, 1, .4, .4, .44);
- if (!skyboxtexture)
+ }
+ if (!skyboxtexture) {
light.setColors(1, 1, 1, .4, .4, .4);
+ }
float average;
average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
light.color[0] *= (skyboxlightr + average) / 2;
@@ -378,123 +356,6 @@ void Game::SetUpLighting()
light.ambient[2] *= (skyboxlightb + average) / 2;
}
-int findPathDist(int start, int end)
-{
- int smallestcount, count, connected;
- int last, last2, last3, last4;
- int closest;
-
- smallestcount = 1000;
- for (int i = 0; i < 50; i++) {
- count = 0;
- last = start;
- last2 = -1;
- last3 = -1;
- last4 = -1;
- while (last != end && count < 30) {
- closest = -1;
- for (int j = 0; j < numpathpoints; j++) {
- if (j != last && j != last2 && j != last3 && j != last4) {
- connected = 0;
- if (numpathpointconnect[j])
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- if (pathpointconnect[j][k] == last)connected = 1;
- }
- if (!connected)
- if (numpathpointconnect[last])
- for (int k = 0; k < numpathpointconnect[last]; k++) {
- if (pathpointconnect[last][k] == j)connected = 1;
- }
- if (connected)
- if (closest == -1 || Random() % 2 == 0) {
- closest = j;
- }
- }
- }
- last4 = last3;
- last3 = last2;
- last2 = last;
- last = closest;
- count++;
- }
- if (count < smallestcount)
- smallestcount = count;
- }
- return smallestcount;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint)
-{
- static XYZ colpoint, colviewer, coltarget;
- static float minx, minz, maxx, maxz, miny, maxy;
-
- minx = min(startpoint.x, endpoint.x) - 1;
- miny = min(startpoint.y, endpoint.y) - 1;
- minz = min(startpoint.z, endpoint.z) - 1;
- maxx = max(startpoint.x, endpoint.x) + 1;
- maxy = max(startpoint.y, endpoint.y) + 1;
- maxz = max(startpoint.z, endpoint.z) + 1;
-
- for (int i = 0; i < objects.numobjects; i++) {
- if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
- objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
- objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
- objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
- objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
- objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
- if ( objects.type[i] != treeleavestype &&
- objects.type[i] != bushtype &&
- objects.type[i] != firetype) {
- colviewer = startpoint;
- coltarget = endpoint;
- if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
- return i;
- }
- }
- }
-
- return -1;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
-{
- static XYZ colpoint, colviewer, coltarget;
- static float minx, minz, maxx, maxz, miny, maxy;
- static int i; //FIXME: see below
-
- minx = min(startpoint.x, endpoint.x) - 1;
- miny = min(startpoint.y, endpoint.y) - 1;
- minz = min(startpoint.z, endpoint.z) - 1;
- maxx = max(startpoint.x, endpoint.x) + 1;
- maxy = max(startpoint.y, endpoint.y) + 1;
- maxz = max(startpoint.z, endpoint.z) + 1;
-
- if (what != 1000) {
- if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
- objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
- objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
- objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
- objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
- objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
- if ( objects.type[what] != treeleavestype &&
- objects.type[what] != bushtype &&
- objects.type[what] != firetype) {
- colviewer = startpoint;
- coltarget = endpoint;
- //FIXME: i/what
- if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
- return i;
- }
- }
- }
-
- if (what == 1000)
- if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
- return 1000;
-
- return -1;
-}
-
void Setenvironment(int which)
{
LOGFUNC;
@@ -510,17 +371,17 @@ void Setenvironment(int which)
pause_sound(stream_wind);
pause_sound(stream_desertambient);
-
if (environment == snowyenvironment) {
windvector = 0;
windvector.z = 3;
- if (ambientsound)
+ if (ambientsound) {
emit_stream_np(stream_wind);
+ }
- objects.treetextureptr.load("Textures/SnowTree.png", 0);
- objects.bushtextureptr.load("Textures/BushSnow.png", 0);
- objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
- objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
+ Object::treetextureptr.load("Textures/SnowTree.png", 0);
+ Object::bushtextureptr.load("Textures/BushSnow.png", 0);
+ Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+ Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
@@ -530,32 +391,29 @@ void Setenvironment(int which)
terraintexture.load("Textures/Snow.jpg", 1);
terraintexture2.load("Textures/Rock.jpg", 1);
-
temptexdetail = texdetail;
- if (texdetail > 1)
+ 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");
-
-
-
+ }
+ 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;
- objects.treetextureptr.load("Textures/DesertTree.png", 0);
- objects.bushtextureptr.load("Textures/BushDesert.png", 0);
- objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
- objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
-
+ Object::treetextureptr.load("Textures/DesertTree.png", 0);
+ Object::bushtextureptr.load("Textures/BushDesert.png", 0);
+ Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+ Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
- if (ambientsound)
+ if (ambientsound) {
emit_stream_np(stream_desertambient);
+ }
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
@@ -565,31 +423,29 @@ void Setenvironment(int which)
terraintexture.load("Textures/Sand.jpg", 1);
terraintexture2.load("Textures/SandSlope.jpg", 1);
-
temptexdetail = texdetail;
- if (texdetail > 1)
+ 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");
-
-
-
+ }
+ 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;
- objects.treetextureptr.load("Textures/Tree.png", 0);
- objects.bushtextureptr.load("Textures/Bush.png", 0);
- objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
- objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
+ Object::treetextureptr.load("Textures/Tree.png", 0);
+ Object::bushtextureptr.load("Textures/Bush.png", 0);
+ Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
+ Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
- if (ambientsound)
+ if (ambientsound) {
emit_stream_np(stream_wind, 100.);
+ }
footstepsound = footstepgr1;
footstepsound2 = footstepgr2;
@@ -599,18 +455,16 @@ void Setenvironment(int which)
terraintexture.load("Textures/GrassDirt.jpg", 1);
terraintexture2.load("Textures/MossRock.jpg", 1);
-
temptexdetail = texdetail;
- if (texdetail > 1)
+ 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");
-
-
+ }
+ 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;
}
@@ -621,24 +475,30 @@ void Setenvironment(int which)
texdetail = temptexdetail;
}
-void Game::Loadlevel(int which)
+bool Game::LoadLevel(int which)
{
stealthloading = 0;
whichlevel = which;
if (which == -1) {
- tutoriallevel = -1;
- Loadlevel("tutorial");
+ return LoadLevel("tutorial", true);
} else if (which >= 0 && which <= 15) {
char buf[32];
snprintf(buf, 32, "map%d", which + 1); // challenges
- Loadlevel(buf);
- } else
- Loadlevel("mapsave");
+ return LoadLevel(buf);
+ } else {
+ return LoadLevel("mapsave");
+ }
}
-void Game::Loadlevel(const std::string& name)
+bool Game::LoadLevel(const std::string& name, bool tutorial)
{
+ const std::string level_path = Folders::getResourcePath("Maps/" + name);
+ if (!Folders::file_exists(level_path)) {
+ perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
+ return false;
+ }
+
int indemo; // FIXME this should be removed
int templength;
float lamefloat;
@@ -647,34 +507,35 @@ void Game::Loadlevel(const std::string& name)
LOG(std::string("Loading level...") + name);
- if (!gameon)
- visibleloading = 1;
- if (stealthloading)
- visibleloading = 0;
- if (!stillloading)
+ if (!gameon) {
+ visibleloading = true;
+ }
+ if (stealthloading) {
+ visibleloading = false;
+ }
+ if (!stillloading) {
loadtime = 0;
+ }
gamestarted = 1;
numenvsounds = 0;
- if (tutoriallevel != -1)
- tutoriallevel = 0;
- else
- tutoriallevel = 1;
+ Tutorial::active = tutorial;
- if (tutoriallevel == 1)
- tutorialstage = 0;
- if (tutorialstage == 0) {
- tutorialstagetime = 0;
- tutorialmaxtime = 1;
+ if (Tutorial::active) {
+ Tutorial::stage = 0;
+ }
+ if (Tutorial::stage == 0) {
+ Tutorial::stagetime = 0;
+ Tutorial::maxtime = 1;
}
pause_sound(whooshsound);
pause_sound(stream_firesound);
int mapvers;
- FILE *tfile;
+ FILE* tfile;
errno = 0;
- tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
+ tfile = Folders::openMandatoryFile(level_path, "rb");
pause_sound(stream_firesound);
scoreadded = 0;
@@ -708,8 +569,9 @@ void Game::Loadlevel(const std::string& name)
freeze = 0;
winfreeze = 0;
- for (int i = 0; i < 100; i++)
+ for (unsigned char i = 0; i < 100; i++) {
bonusnum[i] = 0;
+ }
numfalls = 0;
numflipfail = 0;
@@ -739,23 +601,15 @@ void Game::Loadlevel(const std::string& name)
}
if (!stealthloading) {
- terrain.numdecals = 0;
+ terrain.decals.clear();
Sprite::deleteSprites();
- for (int i = 0; i < objects.numobjects; i++)
- objects.model[i].numdecals = 0;
-
- int j = objects.numobjects;
- for (int i = 0; i < j; i++) {
- objects.DeleteObject(0);
- if (visibleloading)
- LoadingScreen();
- }
- for (int i = 0; i < subdivision; i++)
- for (int j = 0; j < subdivision; j++)
- terrain.patchobjectnum[i][j] = 0;
- if (visibleloading)
- LoadingScreen();
+ for (int i = 0; i < subdivision; i++) {
+ for (int j = 0; j < subdivision; j++) {
+ terrain.patchobjects[i][j].clear();
+ }
+ }
+ Game::LoadingScreen();
}
weapons.clear();
@@ -765,35 +619,38 @@ void Game::Loadlevel(const std::string& name)
if (mapvers < 12) {
cerr << name << " has obsolete map version " << mapvers << endl;
}
- if (mapvers >= 15)
+ if (mapvers >= 15) {
funpackf(tfile, "Bi", &indemo);
- else
+ } else {
indemo = 0;
- if (mapvers >= 5)
+ }
+ if (mapvers >= 5) {
funpackf(tfile, "Bi", &maptype);
- else
+ } else {
maptype = mapkilleveryone;
- if (mapvers >= 6)
+ }
+ if (mapvers >= 6) {
funpackf(tfile, "Bi", &hostile);
- else
+ } else {
hostile = 1;
- if (mapvers >= 4)
+ }
+ if (mapvers >= 4) {
funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
- else {
+ } else {
viewdistance = 100;
fadestart = .6;
}
- if (mapvers >= 2)
+ if (mapvers >= 2) {
funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
- else {
+ } else {
skyboxtexture = 1;
skyboxr = 1;
skyboxg = 1;
skyboxb = 1;
}
- if (mapvers >= 10)
+ if (mapvers >= 10) {
funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- else {
+ } else {
skyboxlightr = skyboxr;
skyboxlightg = skyboxg;
skyboxlightb = skyboxb;
@@ -804,16 +661,16 @@ void Game::Loadlevel(const std::string& name)
} 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)
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
for (int j = 0; j < Person::players[0]->num_weapons; j++) {
Person::players[0]->weaponids[j] = weapons.size();
int type;
funpackf(tfile, "Bi", &type);
weapons.push_back(Weapon(type, 0));
}
+ }
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
@@ -822,9 +679,9 @@ void Game::Loadlevel(const std::string& name)
funpackf(tfile, "Bi", &Person::players[0]->numclothes);
- if (mapvers >= 9)
+ if (mapvers >= 9) {
funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
- else {
+ } else {
Person::players[0]->whichskin = 0;
Person::players[0]->creature = rabbittype;
}
@@ -840,20 +697,21 @@ void Game::Loadlevel(const std::string& name)
for (int k = 0; k < Person::players[0]->numclothes; k++) {
funpackf(tfile, "Bi", &templength);
- for (int l = 0; l < templength; l++)
+ 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]);
}
funpackf(tfile, "Bi", &environment);
- funpackf(tfile, "Bi", &objects.numobjects);
- for (int i = 0; i < objects.numobjects; i++) {
- funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
- if (objects.type[i] == treeleavestype)
- objects.scale[i] = objects.scale[i - 1];
+ if (environment != oldenvironment) {
+ Setenvironment(environment);
}
+ oldenvironment = environment;
+
+ Object::LoadObjectsFromFile(tfile, stealthloading);
if (mapvers >= 7) {
int numhotspots;
@@ -863,46 +721,31 @@ void Game::Loadlevel(const std::string& name)
numhotspots = 0;
}
Hotspot::hotspots.resize(numhotspots);
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
funpackf(tfile, "Bi", &templength);
- if (templength)
- for (int l = 0; l < templength; l++)
+ 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)
+ if (Hotspot::hotspots[i].type == -111) {
indemo = 1;
+ }
}
} else {
Hotspot::hotspots.clear();
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (!stealthloading) {
- objects.center = 0;
- for (int i = 0; i < objects.numobjects; i++)
- objects.center += objects.position[i];
- objects.center /= objects.numobjects;
-
-
- if (visibleloading)
- LoadingScreen();
-
- float maxdistance = 0;
- float tempdist;
- for (int i = 0; i < objects.numobjects; i++) {
- tempdist = distsq(&objects.center, &objects.position[i]);
- if (tempdist > maxdistance) {
- maxdistance = tempdist;
- }
- }
- objects.radius = fast_sqrt(maxdistance);
+ Object::ComputeCenter();
+ Object::ComputeRadius();
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
int numplayers;
funpackf(tfile, "Bi", &numplayers);
@@ -918,50 +761,36 @@ void Game::Loadlevel(const std::string& name)
cerr << "Invalid Person found in " << name << endl;
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bi", &numpathpoints);
- if (numpathpoints > 30 || numpathpoints < 0)
+ if (numpathpoints > 30 || numpathpoints < 0) {
numpathpoints = 0;
+ }
for (int j = 0; j < numpathpoints; j++) {
funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
for (int k = 0; k < numpathpointconnect[j]; k++) {
funpackf(tfile, "Bi", &pathpointconnect[j][k]);
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
SetUpLighting();
- if (environment != oldenvironment)
- Setenvironment(environment);
- oldenvironment = environment;
if (!stealthloading) {
- int j = objects.numobjects;
- objects.numobjects = 0;
- for (int i = 0; i < j; i++) {
- objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
- if (visibleloading)
- LoadingScreen();
- }
-
+ Object::AddObjectsToTerrain();
terrain.DoShadows();
- if (visibleloading)
- LoadingScreen();
- objects.DoShadows();
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
+ Object::DoShadows();
+ Game::LoadingScreen();
}
fclose(tfile);
for (unsigned i = 0; i < Person::players.size(); i++) {
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (i == 0) {
Person::players[i]->burnt = 0;
Person::players[i]->bled = 0;
@@ -985,10 +814,12 @@ void Game::Loadlevel(const std::string& name)
Person::players[i]->target = 0;
}
Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
- if (difficulty == 0)
+ if (difficulty == 0) {
Person::players[i]->speed -= .2;
- if (difficulty == 1)
+ }
+ if (difficulty == 1) {
Person::players[i]->speed -= .1;
+ }
if (i == 0) {
Person::players[i]->velocity = 0;
@@ -999,11 +830,7 @@ void Game::Loadlevel(const std::string& name)
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]->setProportions(1, 1, 1, 1);
Person::players[i]->headless = 0;
Person::players[i]->currentoffset = 0;
Person::players[i]->targetoffset = 0;
@@ -1015,16 +842,7 @@ void Game::Loadlevel(const std::string& name)
}
}
-
- if (visibleloading)
- LoadingScreen();
-
- 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;
- }
+ Game::LoadingScreen();
Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
@@ -1083,8 +901,7 @@ void Game::Loadlevel(const std::string& name)
hawkcoords = Person::players[0]->coords;
hawkcoords.y += 30;
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
LOG("Starting background music...");
@@ -1103,552 +920,148 @@ void Game::Loadlevel(const std::string& name)
oldmusicvolume[2] = 0;
oldmusicvolume[3] = 0;
- if (!firstload)
- firstload = 1;
-
leveltime = 0;
wonleveltime = 0;
- visibleloading = 0;
+ visibleloading = false;
+
+ return true;
}
-void doTutorial()
+/* 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()
{
- if (tutorialstagetime > tutorialmaxtime) {
- tutorialstage++;
- tutorialsuccess = 0;
- if (tutorialstage <= 1) {
- canattack = 0;
- cananger = 0;
- reversaltrain = 0;
+ /* Pump SDL input events */
+ Input::Tick();
+
+ /* 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
}
- switch (tutorialstage) {
- case 1:
- tutorialmaxtime = 5;
- break;
- case 2:
- tutorialmaxtime = 2;
- break;
- case 3:
- tutorialmaxtime = 600;
- break;
- case 4:
- tutorialmaxtime = 1000;
- break;
- case 5:
- tutorialmaxtime = 600;
- break;
- case 6:
- tutorialmaxtime = 600;
- break;
- case 7:
- tutorialmaxtime = 600;
- break;
- case 8:
- tutorialmaxtime = 600;
- break;
- case 9:
- tutorialmaxtime = 600;
- break;
- case 10:
- tutorialmaxtime = 2;
- break;
- case 11:
- tutorialmaxtime = 1000;
- break;
- case 12:
- tutorialmaxtime = 1000;
- break;
- case 13:
- tutorialmaxtime = 2;
- break;
- case 14: {
- tutorialmaxtime = 3;
-
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Person::players[1]->coords = (temp + temp2) / 2;
-
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
+ // Play menu theme
+ if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ emit_stream_np(stream_menutheme);
+ pause_sound(leveltheme);
}
- break;
- case 15:
- tutorialmaxtime = 500;
- break;
- case 16:
- tutorialmaxtime = 500;
- break;
- case 17:
- tutorialmaxtime = 500;
- break;
- case 18:
- tutorialmaxtime = 500;
- break;
- case 19:
- tutorialstage = 20;
- break;
- case 20:
- tutorialmaxtime = 500;
- break;
- case 21:
- tutorialmaxtime = 500;
- if (bonus == cannon) {
- bonus = Slicebonus;
- againbonus = 1;
- } else
- againbonus = 0;
- break;
- case 22:
- tutorialmaxtime = 500;
- break;
- case 23:
- tutorialmaxtime = 500;
- break;
- case 24:
- tutorialmaxtime = 500;
- break;
- case 25:
- tutorialmaxtime = 500;
- break;
- case 26:
- tutorialmaxtime = 2;
- break;
- case 27:
- tutorialmaxtime = 4;
- reversaltrain = 1;
- cananger = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 28:
- tutorialmaxtime = 400;
- break;
- case 29:
- tutorialmaxtime = 400;
- Person::players[0]->escapednum = 0;
- break;
- case 30:
- tutorialmaxtime = 4;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 31:
- tutorialmaxtime = 13;
- break;
- case 32:
- tutorialmaxtime = 8;
- break;
- case 33:
- tutorialmaxtime = 400;
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 34:
- tutorialmaxtime = 400;
- break;
- case 35:
- tutorialmaxtime = 400;
- break;
- case 36:
- tutorialmaxtime = 2;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 37:
- damagedealt = 0;
- damagetaken = 0;
- tutorialmaxtime = 50;
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 38:
- tutorialmaxtime = 4;
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 39: {
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Weapon w(knife, -1);
- w.position = (temp + temp2) / 2;
- w.tippoint = (temp + temp2) / 2;
-
- w.velocity = 0.1;
- w.tipvelocity = 0.1;
- w.missed = 1;
- w.hitsomething = 0;
- w.freetime = 0;
- w.firstfree = 1;
- w.physics = 1;
-
- weapons.push_back(w);
+ // On resume, play level music
+ if (!mainmenu) {
+ pause_sound(stream_menutheme);
+ resume_stream(leveltheme);
}
- break;
- case 40:
- tutorialmaxtime = 300;
- break;
- case 41:
- tutorialmaxtime = 300;
- break;
- case 42:
- tutorialmaxtime = 8;
- break;
- case 43:
- tutorialmaxtime = 300;
- break;
- case 44:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
-
- tutorialmaxtime = 300;
- break;
- case 45:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- tutorialmaxtime = 300;
- break;
- case 46:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- weapons[0].setType(sword);
-
- tutorialmaxtime = 300;
- break;
- case 47: {
- tutorialmaxtime = 10;
-
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Weapon w(sword, -1);
- w.position = (temp + temp2) / 2;
- w.tippoint = (temp + temp2) / 2;
-
- w.velocity = 0.1;
- w.tipvelocity = 0.1;
- w.missed = 1;
- w.hitsomething = 0;
- w.freetime = 0;
- w.firstfree = 1;
- w.physics = 1;
-
- weapons.push_back(w);
-
- weapons[0].owner = 1;
- weapons[1].owner = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 1;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
+ }
+ /* Challenge mode */
+ if (!campaign && !mainmenu) {
+ if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
+ if (winfreeze) {
+ winfreeze = 0;
+ }
}
- break;
- case 48:
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
-
- tutorialmaxtime = 15;
-
- weapons[0].owner = 1;
- weapons[1].owner = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 1;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- if (Person::players[0]->weaponactive != -1)
- weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
- else
- weapons[0].setType(staff);
- break;
- case 49:
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
-
- tutorialmaxtime = 200;
-
- weapons[1].position = 1000;
- weapons[1].tippoint = 1000;
-
- weapons[0].setType(knife);
- weapons[0].owner = 0;
- Person::players[1]->weaponactive = -1;
- Person::players[1]->num_weapons = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 0;
+ if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
+ if (console) {
+ console = false;
+ freeze = 0;
+ } else if (winfreeze) {
+ mainmenu = 9;
+ gameon = 0;
+ }
+ }
+ }
- break;
- case 50: {
- tutorialmaxtime = 8;
-
- XYZ temp, temp2;
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
+ /* Tutorial mode hotkeys */
+ if (Tutorial::active) {
+ // Skip current tutorial stage
+ if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
+ if (Tutorial::stage != 51) {
+ Tutorial::stagetime = Tutorial::maxtime;
}
+ emit_sound_np(consolefailsound, 128.);
+ }
+ }
- Person::players[1]->num_weapons = 0;
- Person::players[1]->weaponstuck = -1;
- Person::players[1]->weaponactive = -1;
+ /* Screenshot */
+ if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
+ Screenshot();
+ }
- weapons.clear();
- }
- break;
- case 51:
- tutorialmaxtime = 80000;
- break;
- default:
- break;
+ /* 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");
}
- if (tutorialstage <= 51)
- tutorialstagetime = 0;
}
- //Tutorial success
- if (tutorialstagetime < tutorialmaxtime - 3) {
- switch (tutorialstage) {
- case 3:
- if (deltah || deltav)
- tutorialsuccess += multiplier;
- break;
- case 4:
- if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
- tutorialsuccess += multiplier;
- break;
- case 5:
- if (Person::players[0]->jumpkeydown)
- tutorialsuccess = 1;
- break;
- case 6:
- if (Person::players[0]->isCrouch())
- tutorialsuccess = 1;
- break;
- case 7:
- if (Person::players[0]->animTarget == rollanim)
- tutorialsuccess = 1;
- break;
- case 8:
- if (Person::players[0]->animTarget == sneakanim)
- tutorialsuccess += multiplier;
- break;
- case 9:
- if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
- tutorialsuccess += multiplier;
- break;
- case 11:
- if (Person::players[0]->isWallJump())
- tutorialsuccess = 1;
- break;
- case 12:
- if (Person::players[0]->animTarget == flipanim)
- tutorialsuccess = 1;
- break;
- case 15:
- if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
- tutorialsuccess = 1;
- break;
- case 16:
- if (Person::players[0]->animTarget == winduppunchanim)
- tutorialsuccess = 1;
- break;
- case 17:
- if (Person::players[0]->animTarget == spinkickanim)
- tutorialsuccess = 1;
- break;
- case 18:
- if (Person::players[0]->animTarget == sweepanim)
- tutorialsuccess = 1;
- break;
- case 19:
- if (Person::players[0]->animTarget == dropkickanim)
- tutorialsuccess = 1;
- break;
- case 20:
- if (Person::players[0]->animTarget == rabbitkickanim)
- tutorialsuccess = 1;
- break;
- case 21:
- if (bonus == cannon)
- tutorialsuccess = 1;
- break;
- case 22:
- if (bonus == spinecrusher)
- tutorialsuccess = 1;
- break;
- case 23:
- if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
- tutorialsuccess = 1;
- break;
- case 24:
- if (Person::players[0]->animTarget == rabbittacklinganim)
- tutorialsuccess = 1;
- break;
- case 25:
- if (Person::players[0]->animTarget == backhandspringanim)
- tutorialsuccess = 1;
- break;
- case 28:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
- tutorialsuccess = 1;
- break;
- case 29:
- if (Person::players[0]->escapednum == 2) {
- tutorialsuccess = 1;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- }
- break;
- case 33:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 34:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 35:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
- tutorialsuccess = 1;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- }
- break;
- case 40:
- if (Person::players[0]->num_weapons > 0)
- tutorialsuccess = 1;
- break;
- case 41:
- if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
- tutorialsuccess = 1;
- break;
- case 43:
- if (Person::players[0]->animTarget == knifeslashstartanim)
- tutorialsuccess = 1;
- break;
- case 44:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 45:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 46:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 49:
- if (Person::players[1]->weaponstuck != -1)
- tutorialsuccess = 1;
- break;
- default:
- break;
- }
- if (tutorialsuccess >= 1)
- tutorialstagetime = tutorialmaxtime - 3;
-
-
- if (tutorialstagetime == tutorialmaxtime - 3) {
- emit_sound_np(consolesuccesssound);
+ if (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);
+ }
- if (tutorialsuccess >= 1) {
- if (tutorialstage == 34 || tutorialstage == 35)
- tutorialstagetime = tutorialmaxtime - 1;
+ if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ stereoseparation += 0.001;
+ } else {
+ stereoseparation += 0.010;
}
+ printf("Stereo separation increased to %f\n", stereoseparation);
}
- if (tutorialstage < 14 || tutorialstage >= 50) {
- Person::players[1]->coords.y = 300;
- Person::players[1]->velocity = 0;
+ /* Devtools */
+ if (devtools && !mainmenu) {
+ ProcessDevInput();
}
}
-void doDevKeys()
+void Game::ProcessDevInput()
{
- float headprop, bodyprop, armprop, legprop;
- if (!devtools) {
+ if (!devtools || mainmenu) {
return;
}
+ /* Console */
+ if (Input::isKeyPressed(consolekey)) {
+ console = !console;
+ if (console) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ } else {
+ freeze = 0;
+ waiting = false;
+ }
+ }
+
if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
- /* Invicible */
+ /* 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;
+ }
+
+ /* Nullify damage and give 200000 health */
if (Input::isKeyPressed(SDL_SCANCODE_H)) {
Person::players[0]->damagetolerance = 200000;
Person::players[0]->damage = 0;
@@ -1660,8 +1073,9 @@ void doDevKeys()
/* Change environment */
if (Input::isKeyPressed(SDL_SCANCODE_J)) {
environment++;
- if (environment > 2)
+ if (environment > 2) {
environment = 0;
+ }
Setenvironment(environment);
}
@@ -1670,7 +1084,15 @@ void doDevKeys()
cameramode = !cameramode;
}
- /* Toggle Slow motion */
+ /* Freeze */
+ if (Input::isKeyPressed(SDL_SCANCODE_V)) {
+ freeze = !freeze;
+ if (freeze) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ }
+ }
+
+ /* Toggle slow motion */
if (Input::isKeyPressed(SDL_SCANCODE_B)) {
slomo = 1 - slomo;
slomodelay = 1000;
@@ -1679,15 +1101,15 @@ void doDevKeys()
/* Ragdoll */
if (Input::isKeyPressed(SDL_SCANCODE_N)) {
Person::players[0]->RagDoll(0);
-
emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
}
- /* Grow tree leaves?? */
+ /* Shrink tree leaves?? */
+ // FIXME: Can't see what this does in game.
if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
- for (int i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] == treeleavestype) {
- objects.scale[i] *= .9;
+ for (auto& an_object : Object::objects) {
+ if (an_object->type == treeleavestype) {
+ an_object->scale *= .9;
}
}
}
@@ -1701,23 +1123,28 @@ void doDevKeys()
if (closest >= 0) {
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);
+ 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;
}
}
}
- /* Change yaw? */
+ /* Change yaw (rotate around Z axis) */
if (Input::isKeyDown(SDL_SCANCODE_U)) {
int closest = 0;
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
@@ -1732,18 +1159,24 @@ void doDevKeys()
/* 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();
+ int closest = 0;
+ if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ closest = findClosestPlayer();
}
- if (!Person::players[0]->onfire) {
- emit_sound_at(fireendsound, Person::players[0]->coords);
- pause_sound(stream_firesound);
+
+ if (closest >= 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);
+ }
}
}
/* Change skin */
- if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
int closest = 0;
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
closest = findClosestPlayer();
@@ -1751,133 +1184,92 @@ void doDevKeys()
if (closest >= 0) {
Person::players[closest]->whichskin++;
- if (Person::players[closest]->whichskin > 9)
+ if (Person::players[closest]->whichskin > 9) {
Person::players[closest]->whichskin = 0;
- if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+ }
+ 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);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(
+ PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
+ &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
}
Person::players[closest]->addClothes();
}
/* Change creature type */
- if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
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;
- bodyprop = Person::players[closest]->proportionbody.x / 1.1;
- armprop = Person::players[closest]->proportionarms.x / 1.1;
- legprop = Person::players[closest]->proportionlegs.x / 1.1;
- }
-
- if (Person::players[closest]->creature == rabbittype) {
- 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 (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]->scale *= 1.15;
Person::players[closest]->damagetolerance = 300;
- } else {
+ } else { // wolftype
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]->scale /= 1.15;
Person::players[closest]->damagetolerance = 200;
}
-
- 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;
- }
-
}
}
- /* Decapitate */
- if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
- int closest = -1;
- float closestdist = std::numeric_limits::max();
-
- for (unsigned i = 1; i < Person::players.size(); i++) {
- float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
- if (!Person::players[i]->headless)
- if (distance < closestdist) {
- closestdist = distance;
- closest = i;
- }
- }
-
- XYZ flatfacing2, flatvelocity2;
- XYZ blah;
- if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
- blah = Person::players[closest]->coords;
+ /* Explose nearby player's head */
+ if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
XYZ headspurtdirection;
- //int i = Person::players[closest]->skeleton.jointlabels[head];
Joint& headjoint = Person::players[closest]->joint(head);
- for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = headjoint.velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+
+ 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;
+ }
+
+ headspurtdirection = headjoint.position - Person::players[closest]->jointPos(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;
- headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
- Normalise(&headspurtdirection);
+ 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);
- 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 (Person::players[closest]->skeleton.free == 2)
+ 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;
@@ -1887,74 +1279,59 @@ void doDevKeys()
}
}
- /* Explode */
- if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ /* Explode nearby player */
+ if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
int closest = findClosestPlayer();
- XYZ flatfacing2, flatvelocity2;
- XYZ blah;
if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
- blah = Person::players[closest]->coords;
- emit_sound_at(splattersound, blah);
- emit_sound_at(breaksound2, blah);
-
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ 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;
+ }
+
+ // Animation part 1
+ 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;
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
- }
- for (int i = 0; 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)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ // Animation part 2
+ 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;
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
- }
- 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)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ // Animation part 3
+ 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;
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
- }
- for (int i = 0; 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)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ // Animation part 4
+ 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;
@@ -1964,20 +1341,23 @@ void doDevKeys()
XYZ temppos;
for (unsigned j = 0; j < Person::players.size(); j++) {
- if (int(j) != closest) {
- if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
- Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
- if (Person::players[j]->skeleton.free == 2)
- Person::players[j]->skeleton.free = 1;
- Person::players[j]->skeleton.longdead = 0;
- Person::players[j]->RagDoll(0);
- for (int i = 0; i < Person::players[j]->skeleton.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);
- }
+ if (int(j) == closest) {
+ continue;
+ }
+ if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+ Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+ if (Person::players[j]->skeleton.free == 2) {
+ Person::players[j]->skeleton.free = 1;
+ }
+ Person::players[j]->skeleton.longdead = 0;
+ Person::players[j]->RagDoll(0);
+ for (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);
}
}
}
@@ -1990,91 +1370,77 @@ void doDevKeys()
Person::players[closest]->skeleton.free = 2;
camerashake += .6;
-
- }
- }
-
- /* 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;
}
}
- //skip level
+ /* 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)
+ if (targetlevel > numchallengelevels - 1) {
targetlevel = 0;
+ }
loading = 1;
leveltime = 5;
}
+ /* 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 (closest > 0) {
+ Person::players.erase(Person::players.begin() + closest);
}
}
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ /* Closest object deletion */
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
int closest = findClosestObject();
- if (closest >= 0)
- objects.position[closest].y -= 500;
+ if (closest >= 0) {
+ Object::DeleteObject(closest);
+ }
}
- 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);
+ /* 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;
+ }
+
+ float tmpyaw, tmppitch;
+ tmpyaw = editoryaw;
+ tmppitch = editorpitch;
+ if (tmpyaw < 0 || editortype == bushtype) {
+ tmpyaw = Random() % 360;
+ }
+ if (tmppitch < 0) {
+ tmppitch = Random() % 360;
+ }
+
+ Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
+ if (editortype == treetrunktype) {
+ Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+ }
}
}
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ /* Add player */
+ 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;
-
- 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()->whichskin = (int)(abs(Random() % 3));
Person::players.back()->skeletonLoad(true);
@@ -2088,41 +1454,7 @@ void doDevKeys()
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 == 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 == 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;
- }
+ Person::players.back()->setProportions(1, 1, 1, 1);
Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
@@ -2155,33 +1487,38 @@ void doDevKeys()
Person::players.back()->loaded = true;
}
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ /* 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(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ /* Connect waypoint */
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
if (numpathpoints < 30) {
- bool connected, alreadyconnected;
- connected = 0;
- if (numpathpoints > 1)
+ bool connected = false;
+ if (numpathpoints > 1) {
for (int i = 0; i < numpathpoints; i++) {
if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
- alreadyconnected = 0;
+ bool alreadyconnected = false;
for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
- if (pathpointconnect[pathpointselected][j] == i)
- alreadyconnected = 1;
+ if (pathpointconnect[pathpointselected][j] == i) {
+ alreadyconnected = true;
+ }
}
if (!alreadyconnected) {
numpathpointconnect[pathpointselected]++;
- connected = 1;
+ connected = true;
pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
}
}
}
+ }
if (!connected) {
numpathpoints++;
pathpoint[numpathpoints - 1] = Person::players[0]->coords;
@@ -2192,19 +1529,28 @@ void doDevKeys()
}
pathpointselected = numpathpoints - 1;
}
+ } else {
+ printf("Connect waypoint: Reached max number of path points (30), aborting.");
}
}
+ /* Select next path waypoint */
if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
pathpointselected++;
- if (pathpointselected >= numpathpoints)
+ if (pathpointselected >= numpathpoints) {
pathpointselected = -1;
+ }
}
+
+ /* Select previous path waypoint */
if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
pathpointselected--;
- if (pathpointselected <= -2)
+ if (pathpointselected <= -2) {
pathpointselected = numpathpoints - 1;
+ }
}
+
+ /* Delete path waypoint */
if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
if (pathpointselected != -1) {
numpathpoints--;
@@ -2228,91 +1574,101 @@ void doDevKeys()
}
}
+ /* Select previous object type */
if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
editortype--;
- if (editortype == treeleavestype || editortype == 10)
+ if (editortype == treeleavestype || editortype == 10) {
editortype--;
- if (editortype < 0)
+ }
+ if (editortype < 0) {
editortype = firetype;
+ }
}
+ /* Select next object type */
if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
editortype++;
- if (editortype == treeleavestype || editortype == 10)
+ if (editortype == treeleavestype || editortype == 10) {
editortype++;
- if (editortype > firetype)
+ }
+ if (editortype > firetype) {
editortype = 0;
+ }
}
+ /* Decrease size for next object */
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize -= multiplier;
+ if (editorsize < .1) {
+ editorsize = .1;
+ }
+ }
+
+ /* Increase size for next object */
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize += multiplier;
+ }
+
+ /* 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)
+ 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::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorsize += multiplier;
+ /* 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::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorsize -= multiplier;
- if (editorsize < .1)
- editorsize = .1;
+ /* Increase pitch for next object */
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch += multiplier * 100;
}
-
+ /* 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;
}
- 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);
- }
}
}
void doJumpReversals()
{
- for (unsigned k = 0; k < Person::players.size(); k++)
- for (unsigned i = k; i < Person::players.size(); i++) {
- if (i == k)
- continue;
- if ( Person::players[k]->skeleton.free == 0 &&
- Person::players[i]->skeleton.oldfree == 0 &&
- (Person::players[i]->animTarget == jumpupanim ||
- Person::players[k]->animTarget == jumpupanim) &&
- (Person::players[i]->aitype == playercontrolled ||
- Person::players[k]->aitype == playercontrolled) &&
- ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
- (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
- if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
- distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ for (unsigned i = k + 1; i < Person::players.size(); i++) {
+ if (Person::players[k]->skeleton.free == 0 &&
+ Person::players[i]->skeleton.oldfree == 0 &&
+ (Person::players[i]->animTarget == jumpupanim ||
+ 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 (Person::players[i]->animTarget == 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[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;
@@ -2342,16 +1698,17 @@ void doJumpReversals()
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)
+ if (Person::players[k]->aitype == attacktypecutoff) {
Person::players[k]->stunned = .5;
+ }
}
if (Person::players[k]->animTarget == 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[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;
@@ -2381,12 +1738,14 @@ void doJumpReversals()
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)
+ if (Person::players[i]->aitype == attacktypecutoff) {
Person::players[i]->stunned = .5;
+ }
}
}
}
}
+ }
}
void doAerialAcrobatics()
@@ -2396,30 +1755,29 @@ void doAerialAcrobatics()
Person::players[k]->turnspeed = 500;
if ((Person::players[k]->isRun() &&
- ((Person::players[k]->targetyaw != rabbitrunninganim &&
- Person::players[k]->targetyaw != wolfrunninganim) ||
- Person::players[k]->frameTarget == 4)) ||
- Person::players[k]->animTarget == removeknifeanim ||
- Person::players[k]->animTarget == crouchremoveknifeanim ||
- Person::players[k]->animTarget == flipanim ||
- Person::players[k]->animTarget == fightsidestep ||
- Person::players[k]->animTarget == walkanim) {
+ ((Person::players[k]->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 (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]->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);
}
@@ -2428,43 +1786,48 @@ void doAerialAcrobatics()
}
Person::players[k]->DoStuff();
- if (Person::players[k]->immobile && k != 0)
+ if (Person::players[k]->immobile && k != 0) {
Person::players[k]->coords = Person::players[k]->realoldcoords;
+ }
//if player's position has changed (?)
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) {
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim) {
XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
int whichhit;
bool tempcollide = 0;
- if (Person::players[k]->collide < -.3)
+ if (Person::players[k]->collide < -.3) {
Person::players[k]->collide = -.3;
- if (Person::players[k]->collide > 1)
+ }
+ if (Person::players[k]->collide > 1) {
Person::players[k]->collide = 1;
+ }
Person::players[k]->collide -= multiplier * 30;
//clip to terrain
Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
- for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
- if (objects.type[i] != rocktype ||
- objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
- objects.position[i].y > Person::players[k]->coords.y) {
+ 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())
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip()) {
lowpoint.y += 1.25;
- else
+ } 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)
+ }
+ if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
+ Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
- if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ }
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
flatfacing = lowpoint - Person::players[k]->coords;
Person::players[k]->coords = lowpoint;
Person::players[k]->coords.y -= 1.3;
@@ -2473,102 +1836,115 @@ void doAerialAcrobatics()
//wall jumps
//TODO: refactor four similar blocks
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) {
+ (Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim ||
+ Person::players[k]->isFlip()) &&
+ !Person::players[k]->jumptogglekeydown &&
+ Person::players[k]->jumpkeydown) {
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
XYZ tempcoords1 = lowpoint;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- Person::players[k]->setAnimation(walljumpleftanim);
+ 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)
+ if (k == 0) {
pause_sound(whooshsound);
+ }
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)
+ 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)
+ if (k == 0) {
numwallflipped++;
+ }
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- Person::players[k]->setAnimation(walljumprightanim);
+ 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)
+ if (k == 0) {
pause_sound(whooshsound);
+ }
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)
+ 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)
+ if (k == 0) {
numwallflipped++;
+ }
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint + Person::players[k]->facing * 2;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- Person::players[k]->setAnimation(walljumpbackanim);
+ 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)
+ if (k == 0) {
pause_sound(whooshsound);
+ }
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)
+ 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)
+ if (k == 0) {
numwallflipped++;
+ }
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint - Person::players[k]->facing * 2;
- whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- Person::players[k]->setAnimation(walljumpfrontanim);
+ 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)
+ if (k == 0) {
pause_sound(whooshsound);
+ }
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)
+ 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)
+ if (k == 0) {
numwallflipped++;
+ }
}
}
}
}
}
}
- } else if (objects.type[i] == rocktype) {
+ } else if (Object::objects[i]->type == rocktype) {
lowpoint2 = Person::players[k]->coords;
lowpoint = Person::players[k]->coords;
lowpoint.y += 2;
- if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+ if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
Person::players[k]->coords = colpoint;
Person::players[k]->collide = 1;
tempcollide = 1;
if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
//flipped into a rock
- if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
+ if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
Person::players[k]->RagDoll(0);
+ }
if (Person::players[k]->animTarget == jumpupanim) {
Person::players[k]->jumppower = -4;
@@ -2585,8 +1961,9 @@ void doAerialAcrobatics()
//landing
if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
- if (Person::players[k]->isFlip())
+ 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) {
@@ -2598,36 +1975,37 @@ void doAerialAcrobatics()
}
}
- if (tempcollide)
- for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ 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 (objects.type[i] != rocktype)
- if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (Object::objects[i]->type != rocktype) {
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
if (Person::players[k]->animTarget != jumpupanim &&
- Person::players[k]->animTarget != jumpdownanim &&
- Person::players[k]->onterrain)
+ 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 != climbanim &&
Person::players[k]->animCurrent != hanganim &&
!Person::players[k]->isWallJump() ||
- Person::players[k]->animTarget == jumpupanim ||
- Person::players[k]->animTarget == jumpdownanim)) {
+ Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim)) {
lowpoint = Person::players[k]->coords;
- objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+ Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
lowpoint = Person::players[k]->coords;
lowpoint.y += .05;
facing = 0;
facing.z = -1;
facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
lowpointtarget = lowpoint + facing * 1.4;
- whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
if (whichhit != -1) {
lowpoint = Person::players[k]->coords;
lowpoint.y += .1;
@@ -2656,49 +2034,53 @@ void doAerialAcrobatics()
lowpointtarget6.y += 45 / 13;
lowpointtarget6 += facing * .6;
lowpointtarget7.y += 90 / 13;
- whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
- if (objects.friction[i] > .5)
+ whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+ if (Object::objects[i]->friction > .5) {
if (whichhit != -1) {
- if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+ if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
Person::players[k]->collided = 1;
- if (checkcollide(lowpoint7, lowpointtarget7) == -1)
- if (checkcollide(lowpoint6, lowpointtarget6) == -1)
- if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
- objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
- objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
- objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
- &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ }
+ if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
+ if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
+ if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+ Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
+ &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
for (int j = 0; j < 45; j++) {
lowpoint = Person::players[k]->coords;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.4;
- if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
- &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
- if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
+ if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
+ &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
+ if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
break;
+ }
if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
lowpoint = Person::players[k]->coords;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.3;
flatfacing = Person::players[k]->coords;
- Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+ Person::players[k]->coords = 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)
+ if (k == 0) {
pause_sound(whooshsound);
+ }
}
emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
- lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)
+ 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;
@@ -2716,7 +2098,7 @@ void doAerialAcrobatics()
Person::players[k]->frameTarget = 1;
//hang ledge (?)
if (j > 25) {
- Person::players[k]->setAnimation(hanganim);
+ Person::players[k]->setTargetAnimation(hanganim);
Person::players[k]->jumppower = 0;
}
}
@@ -2724,33 +2106,41 @@ void doAerialAcrobatics()
}
}
}
+ }
+ }
+ }
}
+ }
}
}
}
+ }
}
+ }
if (Person::players[k]->collide <= 0) {
//in the air
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()) {
+ 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)) {
+ 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 (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+ if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
Person::players[k]->RagDoll(0);
- Person::players[k]->setAnimation(jumpdownanim);
+ }
+ Person::players[k]->setTargetAnimation(jumpdownanim);
- if (!k)
+ if (!k) {
emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
+ }
}
//gravity
Person::players[k]->velocity.y += gravity;
@@ -2766,79 +2156,93 @@ void doAttacks()
static int randattack;
static bool playerrealattackkeydown = 0;
- if (!Input::isKeyDown(attackkey))
+ if (!Input::isKeyDown(attackkey)) {
oldattackkey = 0;
- if (oldattackkey)
+ }
+ if (oldattackkey) {
Person::players[0]->attackkeydown = 0;
- if (oldattackkey)
+ }
+ if (oldattackkey) {
playerrealattackkeydown = 0;
- if (!oldattackkey)
+ }
+ 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]->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) {
+ !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]->animTarget == staffhitanim ||
+ Person::players[k]->animTarget == staffspinhitanim) &&
+ Person::players[0]->animCurrent != dodgebackanim &&
+ !Person::players[k]->skeleton.free) {
Person::players[k]->Reverse();
+ }
}
}
- if (!hostile || Dialog::inDialog())
+ if (!hostile || Dialog::inDialog()) {
Person::players[0]->attackkeydown = 0;
+ }
for (unsigned k = 0; k < Person::players.size(); k++) {
- if (Dialog::inDialog())
+ if (Dialog::inDialog()) {
Person::players[k]->attackkeydown = 0;
+ }
if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
- if (Person::players[k]->aitype != playercontrolled)
+ if (Person::players[k]->aitype != playercontrolled) {
Person::players[k]->victim = Person::players[0];
+ }
//attack key pressed
if (Person::players[k]->attackkeydown) {
//dodge backward
if (Person::players[k]->backkeydown &&
- Person::players[k]->animTarget != backhandspringanim &&
- (Person::players[k]->isIdle() ||
- Person::players[k]->isStop() ||
- Person::players[k]->isRun() ||
- Person::players[k]->animTarget == walkanim)) {
+ 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)
+ 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)
+ Person::players[i]->animTarget == knifeslashstartanim ||
+ Person::players[i]->animTarget == staffhitanim ||
+ Person::players[i]->animTarget == staffspinhitanim) {
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
- Person::players[k]->setAnimation(dodgebackanim);
+ Person::players[k]->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 (Person::players[k]->animTarget != dodgebackanim) {
- if (k == 0)
+ if (k == 0) {
numflipped++;
- Person::players[k]->setAnimation(backhandspringanim);
+ }
+ Person::players[k]->setTargetAnimation(backhandspringanim);
Person::players[k]->targetyaw = -yaw + 180;
- if (Person::players[k]->leftkeydown)
+ if (Person::players[k]->leftkeydown) {
Person::players[k]->targetyaw -= 45;
- if (Person::players[k]->rightkeydown)
+ }
+ if (Person::players[k]->rightkeydown) {
Person::players[k]->targetyaw += 45;
+ }
Person::players[k]->yaw = Person::players[k]->targetyaw;
Person::players[k]->jumppower -= 2;
}
@@ -2846,194 +2250,199 @@ void doAttacks()
}
//attack
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())) {
+ !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 (?)
Person::players[k]->hasvictim = 0;
- if (Person::players.size() > 1)
+ if (Person::players.size() > 1) {
for (unsigned i = 0; i < Person::players.size(); i++) {
- if (i == k || !(k == 0 || i == 0))
+ if (i == k || !(k == 0 || i == 0)) {
continue;
- if (!Person::players[k]->hasvictim)
+ }
+ if (!Person::players[k]->hasvictim) {
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 &&
- !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[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(Person::players[k]->scale * 5) &&
- Person::players[k]->crouchkeydown &&
- Animation::animations[Person::players[i]->animTarget].height != lowheight)
+ 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)
+ //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)
+ //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)
+ //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)
+ //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)
+ //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)
+ //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)
+ //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)
+ //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)
+ //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(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::animations[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::animations[Person::players[i]->animTarget].height != lowheight &&
- !attackweapon)
+ //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)
+ //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)
+ //lowkick
+ } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
Person::players[k]->animTarget = lowkickanim;
+ }
}
if (attackweapon) {
//sweep
- if ((tutoriallevel != 1 || !attackweapon) &&
- distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- randattack == 0 &&
- Animation::animations[Person::players[i]->animTarget].height != lowheight)
+ 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)
+ //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)
+ //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)
+ //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)
+ //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 ((tutoriallevel != 1 || !attackweapon) &&
- distance < 2.5 * sq(Person::players[k]->scale * 5) &&
- randattack == 1 &&
- Animation::animations[Person::players[i]->animTarget].height != lowheight)
+ //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)
+ //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 (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+ 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) &&
- 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) {
+ 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) {
Person::players[k]->animCurrent = sneakattackanim;
@@ -3080,8 +2489,8 @@ void doAttacks()
}
}
if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
- Person::players[k]->victim == Person::players[i] &&
- (!Person::players[i]->skeleton.free)) {
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free)) {
oldattackkey = 1;
Person::players[k]->frameTarget = 0;
Person::players[k]->target = 0;
@@ -3093,7 +2502,7 @@ void doAttacks()
Person::players[k]->lastattack = Person::players[k]->animTarget;
}
if (Person::players[k]->animTarget == knifefollowanim &&
- Person::players[k]->victim == Person::players[i]) {
+ 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);
@@ -3122,110 +2531,101 @@ void doAttacks()
Person::players[i]->yaw = Person::players[k]->targetyaw;
}
}
+ }
}
+ }
const bool hasstaff = attackweapon == staff;
- if (k == 0 && Person::players.size() > 1)
+ if (k == 0 && Person::players.size() > 1) {
for (unsigned i = 0; i < Person::players.size(); i++) {
- if (i == k)
+ if (i == k) {
continue;
+ }
if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
- Animation::animations[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)
+ 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[i]->dead ||
+ Person::players[i]->skeleton.longdead > 1000 ||
+ Person::players[k]->isRun() ||
+ hasstaff ||
+ (attackweapon &&
+ (Person::players[i]->skeleton.longdead > 2000 ||
+ Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
Person::players[k]->victim = Person::players[i];
Person::players[k]->hasvictim = 1;
- if (attackweapon && tutoriallevel != 1) {
+ if (attackweapon && !Tutorial::active) {
//crouchstab
- if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
+ 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)
+ 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)
+ 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]->crouchkeydown &&
+ Person::players[k]->animTarget != crouchstabanim &&
+ !attackweapon &&
+ Person::players[i]->dead &&
+ Person::players[i]->skeleton.free &&
+ Person::players[i]->skeleton.longdead > 1000) {
Person::players[k]->animTarget = killanim;
- //TODO: refactor this out, what does it do?
- for (int j = 0; j < terrain.numdecals; j++) {
- if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
- terrain.decalalivetime[j] < 2)
- terrain.DeleteDecal(j);
- }
- for (int l = 0; l < objects.numobjects; l++) {
- if (objects.model[l].type == decalstype)
- for (int j = 0; j < objects.model[l].numdecals; j++) {
- if ((objects.model[l].decaltype[j] == blooddecal ||
- objects.model[l].decaltype[j] == blooddecalslow) &&
- objects.model[l].decalalivetime[j] < 2)
- objects.model[l].DeleteDecal(j);
- }
+ terrain.deleteDeadDecals();
+ for (unsigned int l = 0; l < Object::objects.size(); l++) {
+ if (Object::objects[l]->model.type == decalstype) {
+ Object::objects[l]->model.deleteDeadDecals();
+ }
}
}
- if (!Person::players[i]->dead || musictype != 2)
+ 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]->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[i]->dead || musictype != stream_fighttheme)) {
Person::players[k]->animTarget = dropkickanim;
- for (int j = 0; j < terrain.numdecals; j++) {
- if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
- terrain.decalalivetime[j] < 2) {
- terrain.DeleteDecal(j);
+ terrain.deleteDeadDecals();
+ for (unsigned int l = 0; l < Object::objects.size(); l++) {
+ if (Object::objects[l]->model.type == decalstype) {
+ Object::objects[l]->model.deleteDeadDecals();
}
}
- for (int l = 0; l < objects.numobjects; l++) {
- if (objects.model[l].type == decalstype)
- for (int j = 0; j < objects.model[l].numdecals; j++) {
- if ((objects.model[l].decaltype[j] == blooddecal ||
- objects.model[l].decaltype[j] == blooddecalslow) &&
- objects.model[l].decalalivetime[j] < 2) {
- objects.model[l].DeleteDecal(j);
- }
- }
- }
}
+ }
}
+ }
+ }
if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
- 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)) {
+ 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) {
+ 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]->jointPos(neck)) /
+ 2 *
Person::players[i]->scale;
}
Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
@@ -3235,8 +2635,9 @@ void doAttacks()
Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
}
- if (Person::players[k]->animTarget == staffgroundsmashanim)
+ if (Person::players[k]->animTarget == staffgroundsmashanim) {
Person::players[k]->targettilt2 += 10;
+ }
Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
Person::players[k]->lastattack2 = Person::players[k]->lastattack;
@@ -3248,16 +2649,19 @@ void doAttacks()
}
}
}
+ }
if (!Person::players[k]->hasvictim) {
//find victim
for (unsigned i = 0; i < Person::players.size(); i++) {
- if (i == k || !(i == 0 || k == 0))
+ if (i == k || !(i == 0 || k == 0)) {
continue;
+ }
if (!Person::players[i]->skeleton.free) {
if (Person::players[k]->hasvictim) {
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
- distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+ 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;
@@ -3265,41 +2669,42 @@ void doAttacks()
}
}
}
- if (Person::players[k]->aitype == playercontrolled)
+ if (Person::players[k]->aitype == 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)) {
+ 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]->setAnimation(rabbitkickanim);
+ Person::players[k]->setTargetAnimation(rabbitkickanim);
}
+ }
//update counts
if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
numattacks++;
switch (attackweapon) {
- case 0:
- numunarmedattack++;
- break;
- case knife:
- numknifeattack++;
- break;
- case sword:
- numswordattack++;
- break;
- case staff:
- numstaffattack++;
- break;
+ case 0:
+ numunarmedattack++;
+ break;
+ case knife:
+ numknifeattack++;
+ break;
+ case sword:
+ numswordattack++;
+ break;
+ case staff:
+ numstaffattack++;
+ break;
}
}
}
@@ -3312,73 +2717,80 @@ void doPlayerCollisions()
{
static XYZ rotatetarget;
static float collisionradius;
- if (Person::players.size() > 1)
- for (unsigned k = 0; k < Person::players.size(); k++)
+ if (Person::players.size() > 1) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
for (unsigned i = k + 1; i < Person::players.size(); i++) {
//neither player is part of a reversal
if ((Animation::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))
+ 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))
+ 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)
+ 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)
+ 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.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 (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)
+ if (!Person::players[i]->onfire) {
Person::players[i]->CatchFire();
- if (!Person::players[k]->onfire)
+ }
+ if (!Person::players[k]->onfire) {
Person::players[k]->CatchFire();
+ }
}
}
XYZ tempcoords1 = Person::players[i]->coords;
XYZ tempcoords2 = Person::players[k]->coords;
- if (!Person::players[i]->skeleton.oldfree)
+ if (!Person::players[i]->skeleton.oldfree) {
tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
- if (!Person::players[k]->skeleton.oldfree)
+ }
+ 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)
+ 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)) {
+ (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]->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;
@@ -3391,29 +2803,29 @@ void doPlayerCollisions()
}
}
- if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
- (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
- (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+ if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+ (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+ (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
- Person::players[i]->skeleton.free) &&
- (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
- Person::players[k]->skeleton.free))
+ 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()) &&
+ 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 (tutoriallevel != 1) {
+ 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);
}
@@ -3428,56 +2840,60 @@ void doPlayerCollisions()
}
Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
- for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
}
- for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
+ for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
}
-
}
}
- 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 ((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[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]->howactive == typeactive || hostile) {
if (Person::players[k]->isIdle()) {
- if (Person::players[k]->howactive < typesleeping)
- Person::players[k]->setAnimation(Person::players[k]->getStop());
- else if (Person::players[k]->howactive == typesleeping)
- Person::players[k]->setAnimation(getupfromfrontanim);
- if (!editorenabled)
+ 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]->howactive == typeactive || hostile) {
if (Person::players[i]->isIdle()) {
- if (Person::players[i]->howactive < typesleeping)
- Person::players[i]->setAnimation(Person::players[k]->getStop());
- else
- Person::players[i]->setAnimation(getupfromfrontanim);
- if (!editorenabled)
+ 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]->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;
@@ -3487,12 +2903,12 @@ void doPlayerCollisions()
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]->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;
@@ -3509,982 +2925,17 @@ void doPlayerCollisions()
Person::players[k]->CheckKick();
}
}
- }
-}
-
-void doAI(unsigned i)
-{
- static bool connected;
- if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
- Person::players[i]->jumpclimb = 0;
- //disable movement in editor
- if (editorenabled)
- Person::players[i]->stunned = 1;
-
- Person::players[i]->pause = 0;
- if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
- Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
- !Person::players[0]->onterrain)
- Person::players[i]->pause = 1;
-
- //pathfinding
- if (Person::players[i]->aitype == pathfindtype) {
- if (Person::players[i]->finalpathfindpoint == -1) {
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest = -1;
- closestdistance = -1;
- for (int j = 0; j < numpathpoints; j++)
- if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
- closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
- closest = j;
- Person::players[i]->finaltarget = pathpoint[j];
- }
- Person::players[i]->finalpathfindpoint = closest;
- for (int j = 0; j < numpathpoints; j++)
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
- if (sq(tempdist) < closestdistance)
- if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
- findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
- closestdistance = sq(tempdist);
- closest = j;
- Person::players[i]->finaltarget = colpoint;
- }
- }
- Person::players[i]->finalpathfindpoint = closest;
-
- }
- if (Person::players[i]->targetpathfindpoint == -1) {
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest = -1;
- closestdistance = -1;
- if (Person::players[i]->lastpathfindpoint == -1) {
- for (int j = 0; j < numpathpoints; j++) {
- if (j != Person::players[i]->lastpathfindpoint)
- if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
- closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
- closest = j;
- }
- }
- Person::players[i]->targetpathfindpoint = closest;
- for (int j = 0; j < numpathpoints; j++)
- if (j != Person::players[i]->lastpathfindpoint)
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
- if (sq(tempdist) < closestdistance) {
- if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
- findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
- closestdistance = sq(tempdist);
- closest = j;
- }
- }
- }
- Person::players[i]->targetpathfindpoint = closest;
- } else {
- for (int j = 0; j < numpathpoints; j++)
- if (j != Person::players[i]->lastpathfindpoint &&
- j != Person::players[i]->lastpathfindpoint2 &&
- j != Person::players[i]->lastpathfindpoint3 &&
- j != Person::players[i]->lastpathfindpoint4) {
- connected = 0;
- if (numpathpointconnect[j])
- for (int k = 0; k < numpathpointconnect[j]; k++)
- if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
- connected = 1;
- if (!connected)
- if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
- for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
- if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
- connected = 1;
- if (connected) {
- tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
- if (closest == -1 || tempdist < closestdistance) {
- closestdistance = tempdist;
- closest = j;
- }
- }
- }
- Person::players[i]->targetpathfindpoint = closest;
- }
- }
- Person::players[i]->losupdatedelay -= multiplier;
-
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-
- //reached target point
- if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
- Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
- Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
- Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
- Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
- if (Person::players[i]->lastpathfindpoint2 == -1)
- Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
- if (Person::players[i]->lastpathfindpoint3 == -1)
- Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
- if (Person::players[i]->lastpathfindpoint4 == -1)
- Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
- Person::players[i]->targetpathfindpoint = -1;
- }
- if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
- distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
- distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
- Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
- Person::players[i]->aitype = passivetype;
- }
-
- Person::players[i]->forwardkeydown = 1;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
-
- if ((tutoriallevel != 1 || cananger) &&
- hostile &&
- !Person::players[0]->dead &&
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
- Person::players[i]->occluded < 25) {
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
- Animation::animations[Person::players[0]->animTarget].height != lowheight &&
- !editorenabled &&
- (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
- Person::players[i]->aitype = attacktypecutoff;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- Animation::animations[Person::players[0]->animTarget].height == highheight &&
- !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
-
- if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
- Person::players[i]->losupdatedelay = .2;
- for (unsigned j = 0; j < Person::players.size(); j++)
- if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
- if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
- if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
- if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
- if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
- if (!Person::players[j]->isWallJump() && -1 == checkcollide(
- DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
- *Person::players[i]->scale + Person::players[i]->coords,
- DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
- *Person::players[j]->scale + Person::players[j]->coords) ||
- (Person::players[j]->animTarget == hanganim &&
- normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastchecktime = 12;
- Person::players[i]->lastseen = Person::players[j]->coords;
- Person::players[i]->lastseentime = 12;
+ }
+ }
}
- }
- }
- if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->stunned = .6;
- Person::players[i]->surprised = .6;
- }
- }
-
- if (Person::players[i]->aitype != passivetype && leveltime > .5)
- Person::players[i]->howactive = typeactive;
-
- if (Person::players[i]->aitype == passivetype) {
- Person::players[i]->aiupdatedelay -= multiplier;
- Person::players[i]->losupdatedelay -= multiplier;
- Person::players[i]->lastseentime += multiplier;
- Person::players[i]->pausetime -= multiplier;
- if (Person::players[i]->lastseentime > 1)
- Person::players[i]->lastseentime = 1;
-
- if (Person::players[i]->aiupdatedelay < 0) {
- if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
-
- if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
- if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
- Person::players[i]->pausetime = 4;
- Person::players[i]->waypoint++;
- if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
- Person::players[i]->waypoint = 0;
-
- }
- }
-
- if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
- Person::players[i]->forwardkeydown = 1;
- else
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
-
-
- //hearing sounds
- if (!editorenabled) {
- if (Person::players[i]->howactive <= typesleeping)
- if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
- for (int j = 0; j < numenvsounds; j++) {
- float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
- if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
- 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
- Person::players[i]->aitype = attacktypecutoff;
- }
-
- if (Person::players[i]->aitype != passivetype) {
- if (Person::players[i]->howactive == typesleeping)
- Person::players[i]->setAnimation(getupfromfrontanim);
- Person::players[i]->howactive = typeactive;
- }
- }
-
- if (Person::players[i]->howactive < typesleeping &&
- ((tutoriallevel != 1 || cananger) && hostile) &&
- !Person::players[0]->dead &&
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
- Person::players[i]->occluded < 25) {
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
- Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
-
- //wolf smell
- if (Person::players[i]->creature == wolftype) {
- XYZ windsmell;
- for (unsigned j = 0; j < Person::players.size(); j++) {
- if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
- float smelldistance = 50;
- if (j == 0 && Person::players[j]->num_weapons > 0) {
- if (weapons[Person::players[j]->weaponids[0]].bloody)
- smelldistance = 100;
- if (Person::players[j]->num_weapons == 2)
- if (weapons[Person::players[j]->weaponids[1]].bloody)
- smelldistance = 100;
- }
- if (j != 0)
- smelldistance = 100;
- windsmell = windvector;
- Normalise(&windsmell);
- windsmell = windsmell * 2 + Person::players[j]->coords;
- if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
- }
- }
- }
-
- if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
- Person::players[i]->losupdatedelay = .2;
- for (unsigned j = 0; j < Person::players.size(); j++) {
- if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
- if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
- if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
- if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
- if ((-1 == checkcollide(
- DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
- Person::players[i]->scale + Person::players[i]->coords,
- DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
- Person::players[j]->scale + Person::players[j]->coords) &&
- !Person::players[j]->isWallJump()) ||
- (Person::players[j]->animTarget == hanganim &&
- normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
- Person::players[i]->lastseentime -= .2;
- if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
- Person::players[i]->lastseentime -= .4;
- else
- Person::players[i]->lastseentime -= .6;
}
- if (Person::players[i]->lastseentime <= 0) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastchecktime = 12;
- Person::players[i]->lastseen = Person::players[j]->coords;
- Person::players[i]->lastseentime = 12;
- }
- }
- }
- }
- }
- //alerted surprise
- if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->stunned = .6;
- Person::players[i]->surprised = .6;
- }
- if (Person::players[i]->creature == wolftype) {
- Person::players[i]->stunned = .47;
- Person::players[i]->surprised = .47;
- }
- numseen++;
- }
- }
-
- //search for player
- int j;
- if (Person::players[i]->aitype == searchtype) {
- Person::players[i]->aiupdatedelay -= multiplier;
- Person::players[i]->losupdatedelay -= multiplier;
- if (!Person::players[i]->pause)
- Person::players[i]->lastseentime -= multiplier;
- Person::players[i]->lastchecktime -= multiplier;
-
- if (Person::players[i]->isRun() && !Person::players[i]->onground) {
- if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
- XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
- test2.y += 5;
- XYZ test = Person::players[i]->coords + Person::players[i]->facing;
- test.y -= 10;
- j = checkcollide(test2, test, Person::players[i]->laststanding);
- if (j == -1)
- j = checkcollide(test2, test);
- if (j == -1) {
- Person::players[i]->velocity = 0;
- Person::players[i]->setAnimation(Person::players[i]->getStop());
- Person::players[i]->targetyaw += 180;
- Person::players[i]->stunned = .5;
- //Person::players[i]->aitype=passivetype;
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- } else
- Person::players[i]->laststanding = j;
- }
- }
- //check out last seen location
- if (Person::players[i]->aiupdatedelay < 0) {
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
- Person::players[i]->forwardkeydown = 1;
-
- if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->aiupdatedelay = 1;
- Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
- Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
- Person::players[i]->lastchecktime = 3;
- }
-
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
-
- if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
- for (int k = 0; k < numenvsounds; k++) {
- if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
- Person::players[i]->aitype = attacktypecutoff;
- }
- }
-
- if (!Person::players[0]->dead &&
- Person::players[i]->losupdatedelay < 0 &&
- !editorenabled &&
- Person::players[i]->occluded < 2 &&
- ((tutoriallevel != 1 || cananger) && hostile)) {
- Person::players[i]->losupdatedelay = .2;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
- //TODO: factor out canSeePlayer()
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
- if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
- if ((checkcollide(
- DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
- Person::players[i]->scale + Person::players[i]->coords,
- DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
- Person::players[0]->scale + Person::players[0]->coords) == -1) ||
- (Person::players[0]->animTarget == hanganim && normaldotproduct(
- Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
- /* //TODO: changed j to 0 on a whim, make sure this is correct
- (Person::players[j]->animTarget==hanganim&&normaldotproduct(
- Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
- */
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- }
- //player escaped
- if (Person::players[i]->lastseentime < 0) {
- //Person::players[i]->aitype=passivetype;
- numescaped++;
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- }
- }
-
- if (Person::players[i]->aitype != gethelptype)
- Person::players[i]->runninghowlong = 0;
-
- //get help from buddies
- if (Person::players[i]->aitype == gethelptype) {
- Person::players[i]->runninghowlong += multiplier;
- Person::players[i]->aiupdatedelay -= multiplier;
-
- if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
- Person::players[i]->aiupdatedelay = .2;
-
- //find closest ally
- //TODO: factor out closest search somehow
- if (!Person::players[i]->ally) {
- int closest = -1;
- float closestdist = -1;
- for (unsigned k = 0; k < Person::players.size(); k++) {
- if (k != i && k != 0 && !Person::players[k]->dead &&
- Person::players[k]->howactive < typedead1 &&
- !Person::players[k]->skeleton.free &&
- Person::players[k]->aitype == passivetype) {
- float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
- if (closestdist == -1 || distance < closestdist) {
- closestdist = distance;
- closest = k;
- }
- closest = k;
- }
- }
- if (closest != -1)
- Person::players[i]->ally = closest;
- else
- Person::players[i]->ally = 0;
- Person::players[i]->lastseen = Person::players[0]->coords;
- Person::players[i]->lastseentime = 12;
- }
-
-
- Person::players[i]->lastchecktime = 12;
-
- XYZ facing = Person::players[i]->coords;
- XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
- facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
- flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
- if (-1 != checkcollide(facing, flatfacing))
- Person::players[i]->lastseentime -= .1;
-
- //no available ally, run back to player
- if (Person::players[i]->ally <= 0 ||
- Person::players[Person::players[i]->ally]->skeleton.free ||
- Person::players[Person::players[i]->ally]->aitype != passivetype ||
- Person::players[i]->lastseentime <= 0) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastseentime = 12;
- }
-
- //seek out ally
- if (Person::players[i]->ally > 0) {
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
- Person::players[i]->forwardkeydown = 1;
-
- if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastseentime = 12;
- Person::players[Person::players[i]->ally]->aitype = searchtype;
- if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
- Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
- Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
- Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
- }
- }
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
-
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
- Person::players[i]->jumpkeydown = 1;
- }
-
- //retreiving a weapon on the ground
- if (Person::players[i]->aitype == getweapontype) {
- Person::players[i]->aiupdatedelay -= multiplier;
- Person::players[i]->lastchecktime -= multiplier;
-
- if (Person::players[i]->aiupdatedelay < 0) {
- Person::players[i]->aiupdatedelay = .2;
-
- //ALLY IS WEPON
- if (Person::players[i]->ally < 0) {
- int closest = -1;
- float closestdist = -1;
- for (unsigned k = 0; k < weapons.size(); k++)
- if (weapons[k].owner == -1) {
- float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
- if (closestdist == -1 || distance < closestdist) {
- closestdist = distance;
- closest = k;
- }
- closest = k;
- }
- if (closest != -1)
- Person::players[i]->ally = closest;
- else
- Person::players[i]->ally = -1;
- }
-
- Person::players[i]->lastseentime = 12;
-
- if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
- if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- if (!Person::players[0]->dead)
- if (Person::players[i]->ally >= 0) {
- if (weapons[Person::players[i]->ally].owner != -1 ||
- distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- //TODO: factor these out as moveToward()
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
- Person::players[i]->forwardkeydown = 1;
-
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
-
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 1;
- Person::players[i]->crouchkeydown = 0;
- if (Person::players[i]->animTarget != crouchremoveknifeanim &&
- Person::players[i]->animTarget != removeknifeanim)
- Person::players[i]->throwtogglekeydown = 0;
- Person::players[i]->drawkeydown = 0;
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
- }
-
- if (Person::players[i]->aitype == attacktypecutoff) {
- Person::players[i]->aiupdatedelay -= multiplier;
- //dodge or reverse rabbit kicks, knife throws, flips
- if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
- if ((Person::players[0]->animTarget == rabbitkickanim ||
- Person::players[0]->animTarget == knifethrowanim ||
- (Person::players[0]->isFlip() &&
- normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
- !Person::players[0]->skeleton.free &&
- (Person::players[i]->aiupdatedelay < .1)) {
- Person::players[i]->attackkeydown = 0;
- if (Person::players[i]->isIdle())
- Person::players[i]->crouchkeydown = 1;
- if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
- if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
- if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
- if (abs(Random() % 2) == 0)
- Person::players[i]->setAnimation(backhandspringanim);
- else
- Person::players[i]->setAnimation(rollanim);
- Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
- Person::players[i]->wentforweapon = 0;
- }
- if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
- Person::players[i]->setAnimation(flipanim);
- }
- }
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->aiupdatedelay = .02;
- }
- //get confused by flips
- if (Person::players[0]->isFlip() &&
- !Person::players[0]->skeleton.free &&
- Person::players[0]->animTarget != walljumprightkickanim &&
- Person::players[0]->animTarget != walljumpleftkickanim) {
- if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
- if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
- Person::players[i]->stunned = 1;
- }
- //go for weapon on the ground
- if (Person::players[i]->wentforweapon < 3)
- for (unsigned k = 0; k < weapons.size(); k++)
- if (Person::players[i]->creature != wolftype)
- if (Person::players[i]->num_weapons == 0 &&
- weapons[k].owner == -1 &&
- weapons[i].velocity.x == 0 &&
- weapons[i].velocity.z == 0 &&
- weapons[i].velocity.y == 0) {
- if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
- Person::players[i]->wentforweapon++;
- Person::players[i]->lastchecktime = 6;
- Person::players[i]->aitype = getweapontype;
- Person::players[i]->ally = -1;
+ }
+ }
}
}
- //dodge/reverse walljump kicks
- if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
- if (Animation::animations[Person::players[i]->animTarget].height != highheight)
- if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
- ((Person::players[0]->animTarget == walljumprightkickanim ||
- Person::players[0]->animTarget == walljumpleftkickanim) &&
- ((Person::players[i]->aiupdatedelay < .15 &&
- difficulty == 2) ||
- (Person::players[i]->aiupdatedelay < .08 &&
- difficulty != 2)))) {
- Person::players[i]->crouchkeydown = 1;
}
- //walked off a ledge (?)
- if (Person::players[i]->isRun() && !Person::players[i]->onground)
- if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
- XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
- test2.y += 5;
- XYZ test = Person::players[i]->coords + Person::players[i]->facing;
- test.y -= 10;
- j = checkcollide(test2, test, Person::players[i]->laststanding);
- if (j == -1)
- j = checkcollide(test2, test);
- if (j == -1) {
- Person::players[i]->velocity = 0;
- Person::players[i]->setAnimation(Person::players[i]->getStop());
- Person::players[i]->targetyaw += 180;
- Person::players[i]->stunned = .5;
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- } else
- Person::players[i]->laststanding = j;
}
- //lose sight of player in the air (?)
- if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
- Animation::animations[Person::players[0]->animTarget].height != highheight &&
- !Person::players[0]->onterrain) {
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- }
- //it's time to think (?)
- if (Person::players[i]->aiupdatedelay < 0 &&
- !Animation::animations[Person::players[i]->animTarget].attack &&
- Person::players[i]->animTarget != staggerbackhighanim &&
- Person::players[i]->animTarget != staggerbackhardanim &&
- Person::players[i]->animTarget != backhandspringanim &&
- Person::players[i]->animTarget != dodgebackanim) {
- //draw weapon
- if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
- Person::players[i]->drawkeydown = Random() % 2;
- else
- Person::players[i]->drawkeydown = 0;
- Person::players[i]->rabbitkickenabled = Random() % 2;
- //chase player
- XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
- XYZ targetpoint = Person::players[0]->coords;
- if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
- distsq(&rotatetarget, &Person::players[i]->coords))
- targetpoint += Person::players[0]->velocity *
- findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
-
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
- Person::players[i]->forwardkeydown = 1;
- else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
- Person::players[0]->weaponactive != -1)
- Person::players[i]->forwardkeydown = 1;
- else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
- Person::players[i]->forwardkeydown = 1;
- else
- Person::players[i]->forwardkeydown = 0;
- //chill out around the corpse
- if (Person::players[0]->dead) {
- Person::players[i]->forwardkeydown = 0;
- if (Random() % 10 == 0)
- Person::players[i]->forwardkeydown = 1;
- if (Random() % 100 == 0) {
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- }
- }
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- //attack!!!
- if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
- Person::players[i]->attackkeydown = 1;
- else
- Person::players[i]->attackkeydown = 0;
- if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
- Person::players[i]->attackkeydown = 0;
-
- //TODO: wat
- if (Person::players[i]->aitype != playercontrolled &&
- (Person::players[i]->isIdle() ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->isRun())) {
- int target = -2;
- for (unsigned j = 0; j < Person::players.size(); j++)
- if (j != i && !Person::players[j]->skeleton.free &&
- Person::players[j]->hasvictim &&
- (tutoriallevel == 1 && reversaltrain ||
- Random() % 2 == 0 && difficulty == 2 ||
- Random() % 4 == 0 && difficulty == 1 ||
- Random() % 8 == 0 && difficulty == 0 ||
- Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
- Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
- (Random() % 2 == 0 || difficulty == 2) ||
- (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
- Person::players[j]->weaponactive != -1 ||
- Person::players[j]->animTarget == swordslashanim &&
- Person::players[i]->weaponactive != -1 ||
- Person::players[j]->animTarget == staffhitanim ||
- Person::players[j]->animTarget == staffspinhitanim))
- if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
- Person::players[j]->victim == Person::players[i] &&
- (Person::players[j]->animTarget == sweepanim ||
- Person::players[j]->animTarget == spinkickanim ||
- Person::players[j]->animTarget == staffhitanim ||
- Person::players[j]->animTarget == staffspinhitanim ||
- Person::players[j]->animTarget == winduppunchanim ||
- Person::players[j]->animTarget == upunchanim ||
- Person::players[j]->animTarget == wolfslapanim ||
- Person::players[j]->animTarget == knifeslashstartanim ||
- Person::players[j]->animTarget == swordslashanim &&
- (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
- Person::players[i]->weaponactive != -1))) {
- if (target >= 0)
- target = -1;
- else
- target = j;
- }
- if (target >= 0)
- Person::players[target]->Reverse();
- }
-
- if (Person::players[i]->collided < 1)
- Person::players[i]->jumpkeydown = 0;
- if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
- Person::players[i]->onterrain &&
- Person::players[i]->creature == rabbittype)
- Person::players[i]->jumpkeydown = 1;
- //TODO: why are we controlling the human?
- if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
- Person::players[0]->jumpkeydown = 0;
- if (Person::players[0]->animTarget == jumpdownanim &&
- distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
- Person::players[i]->crouchkeydown = 1;
- if (Person::players[i]->jumpkeydown)
- Person::players[i]->attackkeydown = 0;
-
- if (tutoriallevel == 1)
- if (!canattack)
- Person::players[i]->attackkeydown = 0;
-
-
- XYZ facing = Person::players[i]->coords;
- XYZ flatfacing = Person::players[0]->coords;
- facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
- flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
- if (Person::players[i]->occluded >= 2)
- if (-1 != checkcollide(facing, flatfacing)) {
- if (!Person::players[i]->pause)
- Person::players[i]->lastseentime -= .2;
- if (Person::players[i]->lastseentime <= 0 &&
- (Person::players[i]->creature != wolftype ||
- Person::players[i]->weaponstuck == -1)) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastchecktime = 12;
- Person::players[i]->lastseen = Person::players[0]->coords;
- Person::players[i]->lastseentime = 12;
- }
- } else
- Person::players[i]->lastseentime = 1;
- }
- }
- if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
- (Person::players[i]->aitype == attacktypecutoff ||
- Person::players[i]->aitype == searchtype))
- if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
- XYZ test = Person::players[0]->coords;
- test.y -= 40;
- if (-1 == checkcollide(Person::players[0]->coords, test))
- Person::players[i]->stunned = 1;
- }
- //stunned
- if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
- Person::players[i]->stunned > 0 ||
- Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
- if (Person::players[i]->pause)
- Person::players[i]->lastseentime = 1;
- Person::players[i]->targetyaw = Person::players[i]->yaw;
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->jumpkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->throwkeydown = 0;
- }
-
-
- XYZ facing;
- facing = 0;
- facing.z = -1;
-
- XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
- facing = flatfacing;
-
- if (Person::players[i]->aitype == attacktypecutoff) {
- Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
- Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
- } else if (Person::players[i]->howactive >= typesleeping) {
- Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
- Person::players[i]->targetheadpitch = 0;
- } else {
- if (Person::players[i]->interestdelay <= 0) {
- Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
- Person::players[i]->headtarget = Person::players[i]->coords;
- Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
- Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
- Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
- Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
}
- Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
- Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
}
}
}
@@ -4494,46 +2945,8 @@ void Game::Tick()
static XYZ facing, flatfacing;
static int target;
- for (int i = 0; i < 15; i++) {
- displaytime[i] += multiplier;
- }
-
- Input::Tick();
-
- if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
- if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
- stereoreverse = true;
- else
- stereoreverse = false;
-
- if (stereoreverse)
- printf("Stereo reversed\n");
- else
- printf("Stereo unreversed\n");
- }
-
- if (Input::isKeyDown(SDL_SCANCODE_F7)) {
- if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
- stereoseparation -= 0.001;
- else
- stereoseparation -= 0.010;
- printf("Stereo decreased increased to %f\n", stereoseparation);
- }
-
- if (Input::isKeyDown(SDL_SCANCODE_F8)) {
- if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
- stereoseparation += 0.001;
- else
- stereoseparation += 0.010;
- printf("Stereo separation increased to %f\n", stereoseparation);
- }
-
-
- if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
- if (tutorialstage != 51)
- tutorialstagetime = tutorialmaxtime;
- emit_sound_np(consolefailsound, 128.);
- }
+ /* Pump SDL input events and process non-gameplay related ones */
+ ProcessInput();
/*
Values of mainmenu :
@@ -4553,8 +2966,9 @@ void Game::Tick()
if (!console) {
//campaign over?
- if (mainmenu && endgame == 1)
+ 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;
@@ -4569,27 +2983,6 @@ void Game::Tick()
}
Menu::Load();
}
- //escape key pressed
- 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);
- }
- }
}
if (mainmenu) {
@@ -4597,34 +2990,18 @@ void Game::Tick()
}
if (!mainmenu) {
- if (hostile == 1)
+ if (hostile == 1) {
hostiletime += multiplier;
- else
+ } else {
hostiletime = 0;
- if (!winfreeze)
- leveltime += multiplier;
-
- //keys
- if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
- freeze = !freeze;
- if (freeze) {
- OPENAL_SetFrequency(OPENAL_ALL);
- }
}
-
- if (Input::isKeyPressed(consolekey) && devtools) {
- console = !console;
- if (console) {
- OPENAL_SetFrequency(OPENAL_ALL);
- } else {
- freeze = 0;
- waiting = false;
- }
+ if (!winfreeze) {
+ leveltime += multiplier;
}
- if (console)
+ if (console) {
freeze = 1;
- if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+
inputText(consoletext[0], &consoleselected);
if (!waiting) {
if (!consoletext[0].empty()) {
@@ -4649,54 +3026,43 @@ void Game::Tick()
OPENAL_SetFrequency(OPENAL_ALL);
emit_sound_np(consolesuccesssound);
}
- if (winfreeze == 0)
+ if (winfreeze == 0) {
oldwinfreeze = winfreeze;
- else
+ } else {
oldwinfreeze++;
-
- if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
- if (winfreeze)
- winfreeze = 0;
- if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
- if (console) {
- console = false;
- freeze = 0;
- } else if (winfreeze) {
- mainmenu = 9;
- gameon = 0;
- }
}
-
-
if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
//dialogues
static float talkdelay = 0;
- if (Dialog::inDialog())
+ if (Dialog::inDialog()) {
talkdelay = 1;
+ }
talkdelay -= multiplier;
if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
- for (int i = 0; i < Dialog::dialogs.size(); i++) {
+ for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
Dialog::dialogs[i].tick(i);
}
}
windvar += multiplier;
smoketex += multiplier;
- tutorialstagetime += multiplier;
+ Tutorial::stagetime += multiplier;
//hotspots
static float hotspotvisual[40];
if (Hotspot::hotspots.size()) {
XYZ hotspotsprite;
- if (editorenabled)
- for (int i = 0; i < Hotspot::hotspots.size(); i++)
+ if (editorenabled) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
hotspotvisual[i] -= multiplier / 320;
+ }
+ }
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
while (hotspotvisual[i] < 0) {
hotspotsprite = 0;
hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
@@ -4708,7 +3074,7 @@ void Game::Tick()
}
}
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
}
@@ -4716,18 +3082,18 @@ void Game::Tick()
}
//Tutorial
- if (tutoriallevel) {
- doTutorial();
+ if (Tutorial::active) {
+ Tutorial::Do(multiplier);
}
//bonuses
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (bonustime == 0 &&
- bonus != solidhit &&
- bonus != spinecrusher &&
- bonus != tracheotomy &&
- bonus != backstab &&
- bonusvalue > 10) {
+ bonus != solidhit &&
+ bonus != spinecrusher &&
+ bonus != tracheotomy &&
+ bonus != backstab &&
+ bonusvalue > 10) {
emit_sound_np(consolesuccesssound);
}
} else if (bonustime == 0) {
@@ -4735,16 +3101,23 @@ void Game::Tick()
}
if (bonustime == 0) {
if (bonus != solidhit &&
- bonus != twoxcombo &&
- bonus != threexcombo &&
- bonus != fourxcombo &&
- bonus != megacombo)
+ bonus != twoxcombo &&
+ bonus != threexcombo &&
+ bonus != fourxcombo &&
+ bonus != megacombo) {
bonusnum[bonus]++;
- else
+ } else {
bonusnum[bonus] += 0.15;
- if (tutoriallevel)
+ }
+ if (Tutorial::active) {
bonusvalue = 0;
- bonusvalue /= bonusnum[bonus];
+ }
+ if (bonusvalue > 0) {
+ bonusvalue /= bonusnum[bonus];
+ if (bonusvalue <= 0) {
+ bonusvalue = 0;
+ }
+ }
bonustotal += bonusvalue;
}
bonustime += multiplier;
@@ -4754,8 +3127,9 @@ void Game::Tick()
precipdelay -= multiplier;
while (precipdelay < 0) {
precipdelay += .04;
- if (!detail)
+ if (!detail) {
precipdelay += .04;
+ }
XYZ footvel, footpoint;
footvel = 0;
@@ -4767,10 +3141,8 @@ void Game::Tick()
}
}
-
doAerialAcrobatics();
-
static XYZ oldviewer;
//control keys
@@ -4794,9 +3166,9 @@ void Game::Tick()
Person::players[0]->throwkeydown = 0;
}
- if (!Person::players[0]->jumpkeydown)
+ if (!Person::players[0]->jumpkeydown) {
Person::players[0]->jumpclimb = 0;
-
+ }
if (Dialog::inDialog()) {
cameramode = 1;
@@ -4812,42 +3184,69 @@ void Game::Tick()
flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
- if (Input::isKeyDown(forwardkey))
+ if (Input::isKeyDown(forwardkey)) {
viewer += facing * multiplier * 4;
- if (Input::isKeyDown(backkey))
+ }
+ if (Input::isKeyDown(backkey)) {
viewer -= facing * multiplier * 4;
- if (Input::isKeyDown(leftkey))
+ }
+ if (Input::isKeyDown(leftkey)) {
viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
- if (Input::isKeyDown(rightkey))
+ }
+ if (Input::isKeyDown(rightkey)) {
viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
- if (Input::isKeyDown(jumpkey))
+ }
+ if (Input::isKeyDown(jumpkey)) {
viewer.y += multiplier * 4;
- if (Input::isKeyDown(crouchkey))
+ }
+ 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)) {
+ }
+ 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(SDL_SCANCODE_1)) whichend = 1;
- if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
- if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
- if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
- if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
- if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
- if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
- if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
- if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
- if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
- if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+ if (Input::isKeyPressed(SDL_SCANCODE_1)) {
+ whichend = 1;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_2)) {
+ whichend = 2;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_3)) {
+ whichend = 3;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_4)) {
+ whichend = 4;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_5)) {
+ whichend = 5;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_6)) {
+ whichend = 6;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_7)) {
+ whichend = 7;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_8)) {
+ whichend = 8;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_9)) {
+ whichend = 9;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_0)) {
+ whichend = 0;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
whichend = -1;
+ }
if (whichend != -1) {
Dialog::currentScene().participantfocus = whichend;
Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
@@ -4866,7 +3265,7 @@ void Game::Tick()
Dialog::currentScene().camerayaw = yaw;
Dialog::currentScene().camerapitch = pitch;
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
}
@@ -4877,30 +3276,50 @@ void Game::Tick()
}
}
//TODO: should these be KeyDown or KeyPressed?
- if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
- Input::isKeyDown(SDL_SCANCODE_KP_2) ||
- Input::isKeyDown(SDL_SCANCODE_KP_3) ||
- Input::isKeyDown(SDL_SCANCODE_KP_4) ||
- Input::isKeyDown(SDL_SCANCODE_KP_5) ||
- Input::isKeyDown(SDL_SCANCODE_KP_6) ||
- Input::isKeyDown(SDL_SCANCODE_KP_7) ||
- Input::isKeyDown(SDL_SCANCODE_KP_8) ||
- Input::isKeyDown(SDL_SCANCODE_KP_9) ||
- Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+ if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_0)) {
int whichend;
- if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
- if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
- if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
- if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
- if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
- if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
- if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
- if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
- if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
- if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
+ whichend = 1;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
+ whichend = 2;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
+ whichend = 3;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
+ whichend = 4;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
+ whichend = 5;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
+ whichend = 6;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
+ whichend = 7;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
+ whichend = 8;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
+ whichend = 9;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+ whichend = 0;
+ }
Dialog::currentScene().participantfacing[whichend] = facing;
}
- if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
@@ -4915,7 +3334,7 @@ void Game::Tick()
if (Dialog::dialoguetime > 0.5) {
if (Input::isKeyPressed(attackkey)) {
Dialog::indialogue++;
- if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
if (Dialog::currentScene().sound != 0) {
playdialoguescenesound();
if (Dialog::currentScene().sound == -5) {
@@ -4925,7 +3344,7 @@ void Game::Tick()
hostile = 1;
}
- if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+ if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
@@ -4934,7 +3353,7 @@ void Game::Tick()
}
}
}
- if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+ if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
Dialog::indialogue = -1;
Dialog::directing = false;
cameramode = 0;
@@ -4958,11 +3377,11 @@ void Game::Tick()
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]->animTarget != jumpupanim &&
+ Person::players[0]->animTarget != jumpdownanim &&
+ !Person::players[0]->isFlip()) {
Person::players[0]->jumptogglekeydown = 1;
-
+ }
Dialog::dialoguetime += multiplier;
hawkyaw += multiplier * 25;
@@ -4977,17 +3396,17 @@ void Game::Tick()
hawkcalldelay = 16 + abs(Random() % 8);
}
- doDevKeys();
-
doAttacks();
doPlayerCollisions();
doJumpReversals();
- for (unsigned k = 0; k < Person::players.size(); k++)
- if (k != 0 && Person::players[k]->immobile)
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (k != 0 && Person::players[k]->immobile) {
Person::players[k]->coords = Person::players[k]->realoldcoords;
+ }
+ }
for (unsigned k = 0; k < Person::players.size(); k++) {
if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
@@ -5000,21 +3419,20 @@ void Game::Tick()
//respawn
static bool respawnkeydown;
if (!editorenabled &&
- (whichlevel != -2 &&
- (Input::isKeyDown(SDL_SCANCODE_Z) &&
- Input::isKeyDown(SDL_SCANCODE_LGUI) &&
+ (whichlevel != -2 &&
+ (Input::isKeyDown(SDL_SCANCODE_K) &&
+ Input::isKeyDown(SDL_SCANCODE_LALT) &&
devtools) ||
- (Input::isKeyDown(jumpkey) &&
- !respawnkeydown &&
- !oldattackkey &&
- Person::players[0]->dead))) {
+ (Input::isKeyDown(jumpkey) &&
+ !respawnkeydown &&
+ !oldattackkey &&
+ Person::players[0]->dead))) {
targetlevel = whichlevel;
loading = 1;
leveltime = 5;
}
respawnkeydown = Input::isKeyDown(jumpkey);
-
static bool movekey;
//?
@@ -5025,18 +3443,19 @@ void Game::Tick()
if (i == 0 && !Dialog::inDialog()) {
//TODO: refactor repetitive code
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]->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
+ } else {
Person::players[0]->targetyaw = -yaw + 180;
+ }
}
facing = 0;
@@ -5057,14 +3476,14 @@ void Game::Tick()
}
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]->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;
}
@@ -5084,47 +3503,55 @@ void Game::Tick()
Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
}
- if (leveltime < .5)
+ if (leveltime < .5) {
numenvsounds = 0;
+ }
Person::players[i]->avoidsomething = 0;
//avoid flaming things
- for (int j = 0; j < objects.numobjects; j++)
- if (objects.onfire[j])
- if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
- if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
- distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ for (unsigned int j = 0; j < Object::objects.size(); j++) {
+ if (Object::objects[j]->onfire) {
+ if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
+ if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
Person::players[i]->collided = 0;
Person::players[i]->avoidcollided = 1;
if (Person::players[i]->avoidsomething == 0 ||
- distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
- Person::players[i]->avoidwhere = objects.position[j];
+ Person::players[i]->avoidwhere = Object::objects[j]->position;
Person::players[i]->avoidsomething = 1;
}
}
+ }
+ }
+ }
//avoid flaming players
- for (unsigned j = 0; j < Person::players.size(); j++)
- if (Person::players[j]->onfire)
- if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
- if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
- distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (Person::players[j]->onfire) {
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
Person::players[i]->collided = 0;
Person::players[i]->avoidcollided = 1;
if (Person::players[i]->avoidsomething == 0 ||
- distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[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)
+ if (Person::players[i]->collided > .8) {
Person::players[i]->avoidcollided = 0;
+ }
- doAI(i);
+ Person::players[i]->doAI();
if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
//Person::players[i]->targetyaw=Person::players[i]->yaw;
@@ -5149,10 +3576,12 @@ void Game::Tick()
Person::players[i]->throwkeydown = 0;
}
- if (Person::players[i]->collided < -.3)
+ if (Person::players[i]->collided < -.3) {
Person::players[i]->collided = -.3;
- if (Person::players[i]->collided > 1)
+ }
+ if (Person::players[i]->collided > 1) {
Person::players[i]->collided = 1;
+ }
Person::players[i]->collided -= multiplier * 4;
Person::players[i]->whichdirectiondelay -= multiplier;
if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
@@ -5160,48 +3589,51 @@ void Game::Tick()
Person::players[i]->whichdirection = abs(Random() % 2);
Person::players[i]->whichdirectiondelay = .4;
}
- if (Person::players[i]->avoidcollided > 1)
+ 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)
+ 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 (!Person::players[i]->throwkeydown)
+ if (!Person::players[i]->throwkeydown) {
Person::players[i]->throwtogglekeydown = 0;
+ }
//pick up weapon
if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
if (Person::players[i]->weaponactive == -1 &&
- Person::players[i]->num_weapons < 2 &&
- (Person::players[i]->isIdle() ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim ||
- Person::players[i]->animTarget == rollanim ||
- Person::players[i]->animTarget == backhandspringanim ||
- Person::players[i]->isFlip() ||
- Person::players[i]->aitype != playercontrolled)) {
+ 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)
+ 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]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() ||
+ Person::players[i]->aitype != playercontrolled) {
Person::players[i]->throwtogglekeydown = 1;
- Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
Person::players[i]->hasvictim = 0;
}
@@ -5210,17 +3642,20 @@ void Game::Tick()
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) &&
+ 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)
+ 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)
+ if (weapons[j].getType() != staff) {
emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+ }
Person::players[i]->takeWeapon(j);
}
+ }
+ }
}
} else if ((Person::players[i]->isIdle() ||
Person::players[i]->isFlip() ||
@@ -5229,7 +3664,7 @@ void Game::Tick()
Person::players[i]->coords.y < weapons[j].position.y) {
if (!Person::players[i]->isFlip()) {
Person::players[i]->throwtogglekeydown = 1;
- Person::players[i]->setAnimation(removeknifeanim);
+ Person::players[i]->setTargetAnimation(removeknifeanim);
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
}
if (Person::players[i]->isFlip()) {
@@ -5237,47 +3672,51 @@ void Game::Tick()
Person::players[i]->hasvictim = 0;
for (unsigned k = 0; k < weapons.size(); k++) {
- if (Person::players[i]->weaponactive == -1)
+ 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) &&
+ Person::players[i]->aitype == playercontrolled) &&
weapons[k].owner == -1 ||
- Person::players[i]->victim &&
- weapons[k].owner == int(Person::players[i]->victim->id))
+ 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)
+ 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 (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)
+ 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[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)) {
+ Person::players[j]->skeleton.free &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
+ (((Person::players[j]->skeleton.forward.y < 0 &&
+ Person::players[j]->weaponstuckwhere == 0) ||
+ (Person::players[j]->skeleton.forward.y > 0 &&
+ Person::players[j]->weaponstuckwhere == 1)) ||
+ Person::players[j]->weaponstuck == -1 ||
+ Person::players[j]->num_weapons > 1)) {
if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
Person::players[i]->throwtogglekeydown = 1;
Person::players[i]->victim = Person::players[j];
Person::players[i]->hasvictim = 1;
- Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
}
if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
@@ -5294,23 +3733,26 @@ void Game::Tick()
}
}
if (!fleshstuck) {
- if (weapons[k].getType() != staff)
+ if (weapons[k].getType() != staff) {
emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+ }
}
- if (fleshstuck)
+ if (fleshstuck) {
emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
+ }
if (weapons[k].owner != -1) {
- if (Person::players[i]->victim->num_weapons == 1)
+ if (Person::players[i]->victim->num_weapons == 1) {
Person::players[i]->victim->num_weapons = 0;
- else
+ } else {
Person::players[i]->victim->num_weapons = 1;
+ }
Person::players[i]->victim->skeleton.longdead = 0;
Person::players[i]->victim->skeleton.free = 1;
Person::players[i]->victim->skeleton.broken = 0;
- for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
+ for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
Person::players[i]->victim->skeleton.joints[l].velchange = 0;
Person::players[i]->victim->skeleton.joints[l].locked = 0;
}
@@ -5324,8 +3766,9 @@ void Game::Tick()
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)
+ 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;
@@ -5334,10 +3777,12 @@ void Game::Tick()
}
}
if (Person::players[i]->victim->num_weapons > 0) {
- if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
+ 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)
+ }
+ 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];
+ }
}
Person::players[i]->victim->weaponactive = -1;
@@ -5351,30 +3796,33 @@ void Game::Tick()
}
}
}
+ }
+ }
}
+ }
}
}
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)
+ Person::players[i]->isRun() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isFlip()) {
+ if (Person::players.size() > 1) {
for (unsigned j = 0; j < Person::players.size(); j++) {
- if (i != j)
- if (tutoriallevel != 1 || tutorialstage == 49)
- if (hostile)
+ if (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 == 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)) {
+ 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]->setAnimation(knifethrowanim);
+ Person::players[i]->setTargetAnimation(knifethrowanim);
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
}
@@ -5397,21 +3845,28 @@ void Game::Tick()
}
}
}
+ }
+ }
+ }
}
+ }
+ }
}
}
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)
+ 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)
+ if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
Person::players[i]->weaponstuck = 0;
+ }
}
Person::players[i]->weaponactive = -1;
@@ -5420,38 +3875,39 @@ void Game::Tick()
}
}
}
-
}
//draw weapon
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]->num_weapons == 2) &&
(Person::players[i]->weaponactive == -1) &&
Person::players[i]->isIdle() ||
- Person::players[0]->dead &&
+ 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)
+ if (Person::players[i]->weaponactive != -1) {
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
isgood = false;
+ }
+ }
if (isgood && Person::players[i]->creature != wolftype) {
if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
- Person::players[i]->setAnimation(drawrightanim);
+ Person::players[i]->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]->setAnimation(drawleftanim);
+ (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 (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
- Person::players[i]->setAnimation(crouchdrawrightanim);
+ Person::players[i]->setTargetAnimation(crouchdrawrightanim);
Person::players[i]->drawtogglekeydown = 1;
}
}
@@ -5461,22 +3917,25 @@ void Game::Tick()
//clean weapon
if (Person::players[i]->weaponactive != -1) {
if (Person::players[i]->isCrouch() &&
- weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
- bloodtoggle &&
- Person::players[i]->onterrain &&
- Person::players[i]->num_weapons &&
- Person::players[i]->attackkeydown &&
- musictype != stream_fighttheme) {
- if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
- Person::players[i]->setAnimation(crouchstabanim);
- if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
- Person::players[i]->setAnimation(swordgroundstabanim);
+ 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 (!Person::players[i]->drawkeydown)
+ if (!Person::players[i]->drawkeydown) {
Person::players[i]->drawtogglekeydown = 0;
+ }
XYZ absflatfacing;
if (i == 0) {
@@ -5484,8 +3943,9 @@ void Game::Tick()
absflatfacing.z = -1;
absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
- } else
+ } else {
absflatfacing = flatfacing;
+ }
if (Dialog::inDialog()) {
Person::players[i]->forwardkeydown = 0;
@@ -5500,87 +3960,99 @@ void Game::Tick()
movekey = 0;
//Do controls
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]->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) {
Person::players[i]->superruntoggle = 1;
- if (Person::players.size() > 1)
- for (unsigned j = 0; j < Person::players.size(); j++)
- if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
- if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
+ 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 (Person::players.size() > 1)
+ if (Person::players.size() > 1) {
for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
- Person::players[j]->victim == Person::players[i] &&
- (Person::players[j]->animTarget == sweepanim ||
- Person::players[j]->animTarget == upunchanim ||
- Person::players[j]->animTarget == wolfslapanim ||
- ((Person::players[j]->animTarget == swordslashanim ||
- Person::players[j]->animTarget == knifeslashstartanim ||
- Person::players[j]->animTarget == staffhitanim ||
- Person::players[j]->animTarget == staffspinhitanim) &&
- distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
- if (target >= 0)
+ 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
+ } else {
target = j;
+ }
}
}
}
- if (target >= 0)
+ }
+ if (target >= 0) {
Person::players[target]->Reverse();
+ }
Person::players[i]->lowreversaldelay = .5;
if (Person::players[i]->isIdle()) {
- Person::players[i]->setAnimation(Person::players[i]->getCrouch());
+ Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
Person::players[i]->transspeed = 10;
}
if (Person::players[i]->isRun() ||
- (Person::players[i]->isStop() &&
- (Person::players[i]->leftkeydown ||
- Person::players[i]->rightkeydown ||
- Person::players[i]->forwardkeydown ||
- Person::players[i]->backkeydown))) {
- Person::players[i]->setAnimation(rollanim);
+ (Person::players[i]->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 (!Person::players[i]->crouchkeydown) {
//Uncrouch
- if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
+ 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)
+ 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) {
+ !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)
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == spinkickanim) &&
+ Person::players[i]->isCrouch()) {
+ if (target >= 0) {
target = -1;
- else
+ } else {
target = j;
+ }
}
}
}
- if (target >= 0)
+ }
+ if (target >= 0) {
Person::players[target]->Reverse();
+ }
Person::players[i]->highreversaldelay = .5;
if (Person::players[i]->isCrouch()) {
@@ -5588,39 +4060,41 @@ void Game::Tick()
Person::players[i]->animCurrent = Person::players[i]->getCrouch();
Person::players[i]->frameCurrent = 0;
}
- Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
Person::players[i]->transspeed = 10;
}
}
if (Person::players[i]->animTarget == sneakanim) {
- Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
Person::players[i]->transspeed = 10;
}
}
if (Person::players[i]->forwardkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- if (Person::players[i]->aitype == passivetype)
- Person::players[i]->setAnimation(walkanim);
- else
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (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 (Person::players[i]->isCrouch()) {
Person::players[i]->animTarget = sneakanim;
- if (Person::players[i]->wasCrouch())
+ if (Person::players[i]->wasCrouch()) {
Person::players[i]->target = 0;
+ }
Person::players[i]->frameTarget = 0;
}
- if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
- Person::players[i]->setAnimation(climbanim);
+ 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;
}
@@ -5632,79 +4106,86 @@ void Game::Tick()
}
if (Person::players[i]->rightkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (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())
+ 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);
}
Person::players[i]->targetyaw -= 90;
- if (Person::players[i]->forwardkeydown)
+ if (Person::players[i]->forwardkeydown) {
Person::players[i]->targetyaw += 45;
- if (Person::players[i]->backkeydown)
+ }
+ if (Person::players[i]->backkeydown) {
Person::players[i]->targetyaw -= 45;
+ }
movekey = 1;
}
- if ( Person::players[i]->leftkeydown) {
+ if (Person::players[i]->leftkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (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())
+ 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);
}
Person::players[i]->targetyaw += 90;
- if (Person::players[i]->forwardkeydown)
+ if (Person::players[i]->forwardkeydown) {
Person::players[i]->targetyaw -= 45;
- if (Person::players[i]->backkeydown)
+ }
+ if (Person::players[i]->backkeydown) {
Person::players[i]->targetyaw += 45;
+ }
movekey = 1;
}
if (Person::players[i]->backkeydown) {
if (Person::players[i]->isIdle() ||
- (Person::players[i]->isStop() &&
- Person::players[i]->targetyaw == Person::players[i]->yaw) ||
- (Person::players[i]->isLanding() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown) ||
- (Person::players[i]->isLandhard() &&
- Person::players[i]->frameTarget > 0 &&
- !Person::players[i]->jumpkeydown &&
- Person::players[i]->crouchkeydown)) {
- Person::players[i]->setAnimation(Person::players[i]->getRun());
+ (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())
+ 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()) {
@@ -5721,21 +4202,23 @@ void Game::Tick()
Person::players[i]->coords.y -= 1.4;
Person::players[i]->grabdelay = 1;
}
- if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+ if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
Person::players[i]->targetyaw += 180;
+ }
movekey = 1;
}
if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
- Person::players[i]->isRun() ||
- Person::players[i]->animTarget == walkanim ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->animTarget == sneakanim) &&
- Person::players[i]->jumppower > 1) &&
- ((Person::players[i]->animTarget != rabbitrunninganim &&
- Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+ Person::players[i]->isRun() ||
+ Person::players[i]->animTarget == walkanim ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim) &&
+ Person::players[i]->jumppower > 1) &&
+ ((Person::players[i]->animTarget != rabbitrunninganim &&
+ Person::players[i]->animTarget != wolfrunninganim) ||
+ i != 0)) {
Person::players[i]->jumpstart = 0;
- Person::players[i]->setAnimation(jumpupanim);
+ Person::players[i]->setTargetAnimation(jumpupanim);
Person::players[i]->yaw = Person::players[i]->targetyaw;
Person::players[i]->transspeed = 20;
Person::players[i]->FootLand(leftfoot, 1);
@@ -5745,61 +4228,69 @@ void Game::Tick()
facing.z = -1;
flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
- if (movekey)
+ if (movekey) {
Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
- if (!movekey)
+ }
+ if (!movekey) {
Person::players[i]->velocity = 0;
+ }
//Dodge sweep?
target = -2;
- if (Person::players.size() > 1)
+ if (Person::players.size() > 1) {
for (unsigned j = 0; j < Person::players.size(); j++) {
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
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)
+ (Person::players[j]->victim == Person::players[i]) &&
+ (Person::players[j]->animTarget == sweepanim)) {
+ if (target >= 0) {
target = -1;
- else
+ } else {
target = j;
+ }
}
}
}
- if (target >= 0)
+ }
+ if (target >= 0) {
Person::players[i]->velocity.y = 1;
- else
- if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+ } 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;
+ } else {
+ Person::players[i]->velocity.y = 5;
+ }
if (mousejump && i == 0 && devtools) {
- if (!Person::players[i]->isLanding())
+ if (!Person::players[i]->isLanding()) {
Person::players[i]->tempdeltav = deltav;
- if (Person::players[i]->tempdeltav < 0)
+ }
+ if (Person::players[i]->tempdeltav < 0) {
Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
+ }
}
Person::players[i]->coords.y += .2;
Person::players[i]->jumppower -= 1;
- if (!i)
+ if (!i) {
emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
+ }
emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
}
if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
- Person::players[i]->setAnimation(Person::players[i]->getLanding());
+ Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
Person::players[i]->frameTarget = 2;
Person::players[i]->landhard = 0;
Person::players[i]->jumpstart = 1;
Person::players[i]->tempdeltav = deltav;
}
if (Person::players[i]->animTarget == jumpupanim &&
- (((!floatjump &&
- !editorenabled) ||
- !devtools) ||
- Person::players[i]->aitype != playercontrolled)) {
+ (((!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;
@@ -5809,66 +4300,79 @@ void Game::Tick()
Person::players[i]->jumppower = 0;
}
}
- if (((floatjump || editorenabled) && devtools) && i == 0)
+ if (((floatjump || editorenabled) && devtools) && i == 0) {
Person::players[i]->velocity.y += multiplier * 30;
+ }
}
if (!movekey) {
- if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
- Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
+ Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
+ }
if (Person::players[i]->animTarget == sneakanim) {
Person::players[i]->animTarget = Person::players[i]->getCrouch();
- if (Person::players[i]->animCurrent == sneakanim)
+ if (Person::players[i]->animCurrent == sneakanim) {
Person::players[i]->target = 0;
+ }
Person::players[i]->frameTarget = 0;
}
}
if (Person::players[i]->animTarget == walkanim &&
- (Person::players[i]->aitype == attacktypecutoff ||
- Person::players[i]->aitype == searchtype ||
- (Person::players[i]->aitype == passivetype &&
- Person::players[i]->numwaypoints <= 1)))
- Person::players[i]->setAnimation(Person::players[i]->getStop());
- if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
- Person::players[i]->setAnimation(Person::players[i]->getStop());
+ (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 (Person::players[i]->animTarget == rollanim)
+ if (Person::players[i]->animTarget == rollanim) {
Person::players[i]->targetyaw = oldtargetyaw;
+ }
}
//Rotation
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)
+ if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
Person::players[k]->yaw -= 360;
- else
+ } else {
Person::players[k]->yaw += 360;
+ }
}
//stop to turn in right direction
- if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
- Person::players[k]->setAnimation(Person::players[k]->getStop());
+ 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)
+ 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]->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)
+ 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())
+ if (Person::players[k]->isCrouch()) {
Person::players[k]->jumppower += multiplier * 7;
- if (Person::players[k]->jumppower > 5)
+ }
+ if (Person::players[k]->jumppower > 5) {
Person::players[k]->jumppower = 5;
+ }
}
- if (Person::players[k]->isRun())
+ if (Person::players[k]->isRun()) {
Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
+ }
Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
Person::players[k]->grabdelay -= multiplier;
@@ -5882,7 +4386,7 @@ void Game::Tick()
}
//do stuff
- objects.DoStuff();
+ Object::DoStuff();
for (int j = numenvsounds - 1; j >= 0; j--) {
envsoundlife[j] -= multiplier;
@@ -5894,82 +4398,10 @@ void Game::Tick()
}
OPENAL_SetFrequency(OPENAL_ALL, slomo);
- if (tutoriallevel == 1) {
- XYZ temp;
- XYZ temp2;
- XYZ temp3;
- XYZ oldtemp;
- XYZ oldtemp2;
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
- temp3.x = 1038;
- temp3.y = 76;
- temp3.z = 453;
- oldtemp = temp;
- oldtemp2 = temp2;
- if (tutorialstage >= 51)
- if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
- OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
- OPENAL_SetFrequency(OPENAL_ALL);
-
- emit_stream_np(stream_menutheme);
-
- gameon = 0;
- mainmenu = 5;
-
- fireSound();
-
- flash();
- }
- if (tutorialstage < 51)
- if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
- emit_sound_at(fireendsound, Person::players[0]->coords);
-
- Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
-
- flash();
- }
- if (tutorialstage >= 14 && tutorialstage < 50)
- if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
-
- Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
- for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- Person::players[1]->skeleton.joints[i].velocity = 0;
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
- }
+ if (Tutorial::active) {
+ Tutorial::DoStuff(multiplier);
}
-
//3d sound
static float gLoc[3];
gLoc[0] = viewer.x;
@@ -5994,7 +4426,6 @@ void Game::Tick()
facing = DoRotation(facing, -pitch, 0, 0);
facing = DoRotation(facing, 0, 0 - yaw, 0);
-
static float ori[6];
ori[0] = -facing.x;
ori[1] = facing.y;
@@ -6009,9 +4440,6 @@ void Game::Tick()
oldviewer = viewer;
}
}
-
- if (Input::isKeyPressed(SDL_SCANCODE_F1))
- Screenshot();
}
void Game::TickOnce()
@@ -6025,10 +4453,12 @@ void Game::TickOnce()
} else {
pitch += deltav * .7;
}
- if (pitch > 90)
+ if (pitch > 90) {
pitch = 90;
- if (pitch < -70)
+ }
+ if (pitch < -70) {
pitch = -70;
+ }
}
}
@@ -6047,43 +4477,47 @@ void Game::TickOnceAfter()
if (!mainmenu) {
static int oldmusictype = musictype;
- if (environment == snowyenvironment)
+ if (environment == snowyenvironment) {
leveltheme = stream_snowtheme;
- if (environment == grassyenvironment)
+ }
+ if (environment == grassyenvironment) {
leveltheme = stream_grasstheme;
- if (environment == desertenvironment)
+ }
+ if (environment == desertenvironment) {
leveltheme = stream_deserttheme;
+ }
realthreat = 0;
musictype = leveltheme;
for (unsigned i = 0; i < Person::players.size(); i++) {
if ((Person::players[i]->aitype == attacktypecutoff ||
- Person::players[i]->aitype == getweapontype ||
- Person::players[i]->aitype == gethelptype ||
- Person::players[i]->aitype == searchtype) &&
- !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
- (Person::players[i]->animTarget != sneakattackedanim &&
- Person::players[i]->animTarget != knifesneakattackedanim &&
- Person::players[i]->animTarget != swordsneakattackedanim)) {
+ 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)
+ if (Person::players[0]->dead) {
musictype = stream_menutheme;
+ }
-
- if (musictype == stream_fighttheme)
+ if (musictype == stream_fighttheme) {
unseendelay = 1;
+ }
if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
unseendelay -= multiplier;
- if (unseendelay > 0)
+ if (unseendelay > 0) {
musictype = stream_fighttheme;
+ }
}
-
if (loading == 2) {
musictype = stream_menutheme;
musicvolume[2] = 512;
@@ -6092,57 +4526,75 @@ void Game::TickOnceAfter()
musicvolume[3] = 0;
}
- if (musictoggle)
- if (musictype != oldmusictype && musictype == stream_fighttheme)
+ if (musictoggle) {
+ if (musictype != oldmusictype && musictype == stream_fighttheme) {
emit_sound_np(alarmsound);
+ }
+ }
musicselected = musictype;
- if (musicselected == leveltheme)
+ if (musicselected == leveltheme) {
musicvolume[0] += multiplier * 450;
- else
+ } else {
musicvolume[0] -= multiplier * 450;
- if (musicselected == stream_fighttheme)
+ }
+ if (musicselected == stream_fighttheme) {
musicvolume[1] += multiplier * 450;
- else
+ } else {
musicvolume[1] -= multiplier * 450;
- if (musicselected == stream_menutheme)
+ }
+ if (musicselected == stream_menutheme) {
musicvolume[2] += multiplier * 450;
- else
+ } else {
musicvolume[2] -= multiplier * 450;
+ }
for (int i = 0; i < 3; i++) {
- if (musicvolume[i] < 0)
+ if (musicvolume[i] < 0) {
musicvolume[i] = 0;
- if (musicvolume[i] > 512)
+ }
+ if (musicvolume[i] > 512) {
musicvolume[i] = 512;
+ }
}
- if (musicvolume[2] > 128 && !loading && !mainmenu)
+ if (musicvolume[2] > 128 && !loading && !mainmenu) {
musicvolume[2] = 128;
+ }
if (musictoggle) {
- if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
+ if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
emit_stream_np(leveltheme, musicvolume[0]);
- if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
+ }
+ if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
emit_stream_np(stream_fighttheme, musicvolume[1]);
- if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
+ }
+ if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
emit_stream_np(stream_menutheme, musicvolume[2]);
- if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
+ }
+ if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
pause_sound(leveltheme);
- if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
+ }
+ if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
pause_sound(stream_fighttheme);
- if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
+ }
+ if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
pause_sound(stream_menutheme);
+ }
- if (musicvolume[0] != oldmusicvolume[0])
+ if (musicvolume[0] != oldmusicvolume[0]) {
OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
- if (musicvolume[1] != oldmusicvolume[1])
+ }
+ if (musicvolume[1] != oldmusicvolume[1]) {
OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
- if (musicvolume[2] != oldmusicvolume[2])
+ }
+ if (musicvolume[2] != oldmusicvolume[2]) {
OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
+ }
- for (int i = 0; i < 3; i++)
+ for (int i = 0; i < 3; i++) {
oldmusicvolume[i] = musicvolume[i];
+ }
} else {
pause_sound(leveltheme);
pause_sound(stream_fighttheme);
@@ -6155,33 +4607,40 @@ void Game::TickOnceAfter()
}
Hotspot::killhotspot = 2;
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
- if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
+ if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
Hotspot::killhotspot = 0;
- else if (Hotspot::killhotspot == 2)
+ } else if (Hotspot::killhotspot == 2) {
Hotspot::killhotspot = 1;
+ }
}
}
- if (Hotspot::killhotspot == 2)
+ if (Hotspot::killhotspot == 2) {
Hotspot::killhotspot = 0;
-
+ }
winhotspot = false;
- for (int i = 0; i < Hotspot::hotspots.size(); i++)
- if (Hotspot::hotspots[i].type == -1)
- if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ if (Hotspot::hotspots[i].type == -1) {
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
winhotspot = true;
+ }
+ }
+ }
int numalarmed = 0;
- for (unsigned i = 1; i < Person::players.size(); i++)
- if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
numalarmed++;
- if (numalarmed > maxalarmed)
+ }
+ }
+ if (numalarmed > maxalarmed) {
maxalarmed = numalarmed;
+ }
- if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
- if (Person::players[0]->dead && changedelay <= 0) {
+ if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
+ if (Person::players[0]->dead) {
changedelay = 1;
targetlevel = whichlevel;
}
@@ -6193,26 +4652,27 @@ void Game::TickOnceAfter()
}
}
-
if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
changedelay = 1;
targetlevel = whichlevel + 1;
- if (targetlevel > numchallengelevels - 1)
+ if (targetlevel > numchallengelevels - 1) {
targetlevel = 0;
+ }
}
if (winhotspot || windialogue) {
changedelay = 0.1;
targetlevel = whichlevel + 1;
- if (targetlevel > numchallengelevels - 1)
+ if (targetlevel > numchallengelevels - 1) {
targetlevel = 0;
+ }
}
-
if (Hotspot::killhotspot) {
changedelay = 1;
targetlevel = whichlevel + 1;
- if (targetlevel > numchallengelevels - 1)
+ if (targetlevel > numchallengelevels - 1) {
targetlevel = 0;
+ }
}
if (changedelay > 0 && !Person::players[0]->dead && !won) {
@@ -6225,6 +4685,7 @@ void Game::TickOnceAfter()
Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
}
won = 1;
+ Account::saveFile(Folders::getUserSavePath());
}
}
@@ -6239,22 +4700,22 @@ void Game::TickOnceAfter()
}
if (!editorenabled && gameon && !mainmenu) {
- if (changedelay != -999)
+ if (changedelay != -999) {
changedelay -= multiplier / 7;
- if (Person::players[0]->dead)
+ }
+ if (Person::players[0]->dead) {
targetlevel = whichlevel;
+ }
if (loading == 2 && !campaign) {
flash();
fireSound(firestartsound);
- if (!Person::players[0]->dead && targetlevel != whichlevel)
+ if (!Person::players[0]->dead && targetlevel != whichlevel) {
startbonustotal = bonustotal;
- if (Person::players[0]->dead)
- Loadlevel(whichlevel);
- else
- Loadlevel(targetlevel);
+ }
+ LoadLevel(targetlevel);
fireSound();
loading = 3;
@@ -6265,32 +4726,34 @@ void Game::TickOnceAfter()
fireSound(firestartsound);
- Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
+ 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)))
+ 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) {
+ (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)
+ if (Person::players[0]->dead) {
loading = 1;
+ }
}
}
@@ -6300,8 +4763,9 @@ void Game::TickOnceAfter()
// 1 = go back to level select screen
// 2 = stealthload next level
if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
- if (campaignlevels[actuallevel].nextlevel.empty())
+ if (campaignlevels[actuallevel].nextlevel.empty()) {
endgame = 1;
+ }
} else if (mainmenu == 0 && winfreeze) {
stealthloading = (campaignlevels[actuallevel].choosenext == 2);
@@ -6318,13 +4782,14 @@ void Game::TickOnceAfter()
loading = 2;
loadtime = 0;
targetlevel = 7;
- if (!firstload)
+ if (!firstLoadDone) {
LoadStuff();
+ }
whichchoice = 0;
actuallevel = campaignlevels[actuallevel].nextlevel.front();
- visibleloading = 1;
+ visibleloading = true;
stillloading = 1;
- Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+ LoadLevel(campaignlevels[actuallevel].mapname.c_str());
campaign = 1;
mainmenu = 0;
gameon = 1;
@@ -6334,9 +4799,9 @@ void Game::TickOnceAfter()
}
}
- if (loading == 3)
+ if (loading == 3) {
loading = 0;
-
+ }
}
oldmusictype = musictype;
@@ -6350,15 +4815,17 @@ void Game::TickOnceAfter()
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)
+ 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
+ } 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.joints.size(); i++) {
- if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
+ 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;
}
@@ -6367,62 +4834,70 @@ void Game::TickOnceAfter()
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)
+ 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)
+ if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
cameraloc = target;
- else {
+ } 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)
+ 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
+ } else {
cameraloc = cameraloc + coltarget * multiplier * 8;
+ }
}
- if (editorenabled)
+ if (editorenabled) {
cameraloc = target;
+ }
cameradist += multiplier * 5;
- if (cameradist > 2.3)
+ if (cameradist > 2.3) {
cameradist = 2.3;
+ }
viewer = cameraloc - facing * cameradist;
colviewer = viewer;
coltarget = cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
- if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
- for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
- int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
- colviewer = viewer;
- coltarget = cameraloc;
- if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
- viewer = col;
+ 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;
}
- if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
- for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
- int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
- colviewer = viewer;
- if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
- viewer = colviewer;
- }
+ }
+ 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)
+ if (camerashake > .8) {
camerashake = .8;
+ }
woozy += multiplier;
- if (Person::players[0]->dead)
+ if (Person::players[0]->dead) {
camerashake = 0;
- if (Person::players[0]->dead)
+ }
+ if (Person::players[0]->dead) {
woozy = 0;
+ }
camerashake -= multiplier * 2;
blackout -= multiplier * 2;
- if (camerashake < 0)
+ if (camerashake < 0) {
camerashake = 0;
- if (blackout < 0)
+ }
+ if (blackout < 0) {
blackout = 0;
+ }
if (camerashake) {
viewer.x += (float)(Random() % 100) * .0005 * camerashake;
viewer.y += (float)(Random() % 100) * .0005 * camerashake;
@@ -6430,4 +4905,3 @@ void Game::TickOnceAfter()
}
}
}
-