X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=c688a5f28a019055ec75cebf56e4899d6f36d1dc;hb=e7b76642d8998c250272a8313ad8aa7c7efff319;hp=8b519880e7da4f483bddcfe830334cc7db30cd72;hpb=42bf932baf8cecf12b4daba00c4453093aa4971a;p=lugaru.git
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp
index 8b51988..c688a5f 100644
--- a/Source/GameTick.cpp
+++ b/Source/GameTick.cpp
@@ -1,24 +1,26 @@
/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see .
*/
+// Enable full math definitions
+#define _USE_MATH_DEFINES
+
#if PLATFORM_UNIX
#include
#include
@@ -27,23 +29,31 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include
#endif
+
#include
#include
+#include
+#include
#include "Game.h"
#include "openal_wrapper.h"
#include "Settings.h"
#include "Input.h"
#include "Animation.h"
#include "Awards.h"
+#include "Menu.h"
+#include "ConsoleCmds.h"
+#include "Dialog.h"
#include
+#include
using namespace std;
+using namespace Game;
// Added more evilness needed for MSVC
#ifdef _MSC_VER
- #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
- #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
+#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
+#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
#endif
@@ -51,7 +61,7 @@ extern float multiplier;
extern XYZ viewer;
extern int environment;
extern Terrain terrain;
-extern float screenwidth,screenheight;
+extern float screenwidth, screenheight;
extern float gravity;
extern int detail;
extern float texdetail;
@@ -76,12 +86,11 @@ extern bool ambientsound;
extern bool mousejump;
extern float viewdistance;
extern bool freeze;
-extern bool keyboardfrozen;
-extern bool loadingstuff;
extern XYZ windvector;
extern bool debugmode;
static int leveltheme;
extern int mainmenu;
+extern int oldmainmenu;
extern bool visibleloading;
extern XYZ envsound[30];
extern float envsoundvol[30];
@@ -91,7 +100,6 @@ extern float usermousesensitivity;
extern bool ismotionblur;
extern bool showdamagebar; // (des)activate the damage bar
extern bool decals;
-extern float tintr,tintg,tintb;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
@@ -136,1746 +144,971 @@ extern bool winfreeze;
extern bool campaign;
-static const char *rabbitskin[] = {
-":Data:Textures:Fur3.jpg",
-":Data:Textures:Fur.jpg",
-":Data:Textures:Fur2.jpg",
-":Data:Textures:Lynx.jpg",
-":Data:Textures:Otter.jpg",
-":Data:Textures:Opal.jpg",
-":Data:Textures:Sable.jpg",
-":Data:Textures:Chocolate.jpg",
-":Data:Textures:BW2.jpg",
-":Data:Textures:WB2.jpg"
-};
-
-static const char *wolfskin[] = {
-":Data:Textures:Wolf.jpg",
-":Data:Textures:Darkwolf.jpg",
-":Data:Textures:Snowwolf.jpg"
-};
-
-#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+extern void toggleFullscreen();
-static const char **creatureskin[] = {rabbitskin, wolfskin};
-
-/* Return true if PFX is a prefix of STR (case-insensitive). */
-static bool stripfx(const char *str, const char *pfx)
+class CampaignLevel
{
- return !strncasecmp(str, pfx, strlen(pfx));
-}
-
-static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd,
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
+private:
+ int width;
+ struct Position {
+ int x, y;
+ };
+public:
+ std::string mapname;
+ std::string description;
+ int choosenext;
+ /*
+ 0 = Immediately load next level at the end of this one.
+ 1 = Go back to the world map.
+ 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
+ */
+ //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
+ std::vector nextlevel;
+ Position location;
+ CampaignLevel() : width(10) {
+ choosenext = 1;
+ location.x = 0;
+ location.y = 0;
+ }
+ int getStartX() {
+ return 30 + 120 + location.x * 400 / 512;
+ }
+ int getStartY() {
+ return 30 + 30 + (512 - location.y) * 400 / 512;
+ }
+ int getEndX() {
+ return getStartX() + width;
+ }
+ int getEndY() {
+ return getStartY() + width;
+ }
+ XYZ getCenter() {
+ XYZ center;
+ center.x = getStartX() + width / 2;
+ center.y = getStartY() + width / 2;
+ return center;
+ }
+ int getWidth() {
+ return width;
+ }
+ istream& operator<< (istream& is) {
+ is.ignore(256, ':');
+ is.ignore(256, ':');
+ is.ignore(256, ' ');
+ is >> mapname;
+ is.ignore(256, ':');
+ is >> description;
+ for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
+ description.replace(pos, 1, 1, ' ');
+ }
+ is.ignore(256, ':');
+ is >> choosenext;
+ is.ignore(256, ':');
+ int numnext, next;
+ is >> numnext;
+ for (int j = 0; j < numnext; j++) {
+ is.ignore(256, ':');
+ is >> next;
+ nextlevel.push_back(next - 1);
+ }
+ is.ignore(256, ':');
+ is >> location.x;
+ is.ignore(256, ':');
+ is >> location.y;
+ return is;
+ }
+ friend istream& operator>> (istream& is, CampaignLevel& cl) {
+ return cl << is;
+ }
};
-typedef void (*console_handler)(Game *game, const char *args);
-
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
+bool won = false;
+int entername = 0;
+vector campaignlevels;
+int whichchoice = 0;
+int actuallevel = 0;
+bool winhotspot = false;
+bool windialogue = false;
+bool realthreat = 0;
+XYZ cameraloc;
+float cameradist = 0;
+bool oldattackkey = 0;
+int whichlevel = 0;
+float musicvolume[4] = {};
+float oldmusicvolume[4] = {};
+int musicselected = 0;
+
+const char *rabbitskin[] = {
+ ":Data:Textures:Fur3.jpg",
+ ":Data:Textures:Fur.jpg",
+ ":Data:Textures:Fur2.jpg",
+ ":Data:Textures:Lynx.jpg",
+ ":Data:Textures:Otter.jpg",
+ ":Data:Textures:Opal.jpg",
+ ":Data:Textures:Sable.jpg",
+ ":Data:Textures:Chocolate.jpg",
+ ":Data:Textures:BW2.jpg",
+ ":Data:Textures:WB2.jpg"
+};
-static console_handler cmd_handlers[] = {
-#define DECLARE_COMMAND(cmd) ch_##cmd,
-#include "ConsoleCmds.h"
-#undef DECLARE_COMMAND
+const char *wolfskin[] = {
+ ":Data:Textures:Wolf.jpg",
+ ":Data:Textures:Darkwolf.jpg",
+ ":Data: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)
-// added utility functions -sf17k =============================================================
+// utility functions
-//TODO: this is incorrect but I'm afraid to change it and break something,
-//probably causes quirky behavior that I might want to preserve
-inline float roughDirection(XYZ vec){
+// TODO: this is slightly incorrect
+inline float roughDirection(XYZ vec)
+{
Normalise(&vec);
- float angle=-asin(-vec.x)*180/M_PI;
- if(vec.z<0)
- angle=180-angle;
+ float angle = -asin(-vec.x) * 180 / M_PI;
+ if (vec.z < 0)
+ angle = 180 - angle;
return angle;
}
-inline float roughDirectionTo(XYZ start, XYZ end){
- return roughDirection(end-start);
-}
-
-//TODO: gotta be a better way
-inline float pitch(XYZ vec){
- Normalise(&vec);
- return -asin(vec.y)*180/M_PI;
-}
-inline float pitchTo(XYZ start, XYZ end){
- return pitch(end-start);
-}
-
-inline float sq(float n) { return n*n; }
-
-inline float stepTowardf(float from, float to, float by){
- if(fabs(from-to)to) return from-by;
- else return from+by;
-}
-
-void playdialogueboxsound(){
- XYZ temppos;
- temppos=player[participantfocus[whichdialogue][indialogue]].coords;
- temppos=temppos-viewer;
- Normalise(&temppos);
- temppos+=viewer;
-
- int sound=-1;
- switch(dialogueboxsound[whichdialogue][indialogue]){
- case -6: sound=alarmsound; break;
- case -4: sound=consolefailsound; break;
- case -3: sound=consolesuccesssound; break;
- case -2: sound=firestartsound; break;
- case -1: sound=fireendsound; break;
- case 1: sound=rabbitchitter; break;
- case 2: sound=rabbitchitter2; break;
- case 3: sound=rabbitpainsound; break;
- case 4: sound=rabbitpain1sound; break;
- case 5: sound=rabbitattacksound; break;
- case 6: sound=rabbitattack2sound; break;
- case 7: sound=rabbitattack3sound; break;
- case 8: sound=rabbitattack4sound; break;
- case 9: sound=growlsound; break;
- case 10: sound=growl2sound; break;
- case 11: sound=snarlsound; break;
- case 12: sound=snarl2sound; break;
- case 13: sound=barksound; break;
- case 14: sound=bark2sound; break;
- case 15: sound=bark3sound; break;
- case 16: sound=barkgrowlsound; break;
- default: break;
- }
- if(sound!=-1)
- emit_sound_at(sound, temppos);
-}
-
-// end added utility functions ================================================================
-
-
-
-static void ch_quit(Game *game, const char *args)
+inline float roughDirectionTo(XYZ start, XYZ end)
{
- game->tryquit = 1;
+ return roughDirection(end - start);
}
-
-static void ch_map(Game *game, const char *args)
+inline float pitchOf(XYZ vec)
{
- game->Loadlevel(args);
- game->whichlevel = -2;
- campaign = 0;
-}
-
-static void ch_save(Game *game, const char *args){
- char buf[64];
- snprintf(buf, 63, ":Data:Maps:%s", args);
-
- int mapvers = 12;
-
- FILE *tfile;
- tfile=fopen( ConvertFileName(buf), "wb" );
- fpackf(tfile, "Bi", mapvers);
- fpackf(tfile, "Bi", maptype);
- fpackf(tfile, "Bi", hostile);
- fpackf(tfile, "Bf Bf", viewdistance, fadestart);
- fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
- fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
- fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
- player[0].rotation, player[0].targetrotation, player[0].num_weapons);
- if(player[0].num_weapons>0&&player[0].num_weapons<5)
- for(int j=0;jnumpathpoints);
- for(int j=0;jnumpathpoints;j++){
- fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
- for(int k=0;knumpathpointconnect[j];k++)
- fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
- }
-
- fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
-
- fclose(tfile);
-}
-
-static void ch_cellar(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
-
-static void ch_tint(Game *game, const char *args)
-{
- sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
-}
-
-static void ch_tintr(Game *game, const char *args)
-{
- tintr = atof(args);
-}
-
-static void ch_tintg(Game *game, const char *args)
-{
- tintg = atof(args);
+ Normalise(&vec);
+ return -asin(vec.y) * 180 / M_PI;
}
-
-static void ch_tintb(Game *game, const char *args)
+inline float pitchTo(XYZ start, XYZ end)
{
- tintb = atof(args);
+ return pitchOf(end - start);
}
-
-static void ch_speed(Game *game, const char *args)
+inline float sq(float n)
{
- player[0].speedmult = atof(args);
+ return n * n;
}
-
-static void ch_strength(Game *game, const char *args)
+inline float stepTowardf(float from, float to, float by)
{
- player[0].power = atof(args);
+ if (fabs(from - to) < by)
+ return to;
+ else if (from > to)
+ return from - by;
+ else
+ return from + by;
}
-static void ch_power(Game *game, const char *args)
+void Game::playdialogueboxsound()
{
- player[0].power = atof(args);
+ XYZ temppos;
+ temppos = Person::players[Dialog::currentBox().participantfocus]->coords;
+ temppos = temppos - viewer;
+ Normalise(&temppos);
+ temppos += viewer;
+
+ int sound = -1;
+ switch (Dialog::currentBox().sound) {
+ case -6:
+ sound = alarmsound;
+ break;
+ case -4:
+ sound = consolefailsound;
+ break;
+ case -3:
+ sound = consolesuccesssound;
+ break;
+ case -2:
+ sound = firestartsound;
+ break;
+ case -1:
+ sound = fireendsound;
+ break;
+ case 1:
+ sound = rabbitchitter;
+ break;
+ case 2:
+ sound = rabbitchitter2;
+ break;
+ case 3:
+ sound = rabbitpainsound;
+ break;
+ case 4:
+ sound = rabbitpain1sound;
+ break;
+ case 5:
+ sound = rabbitattacksound;
+ break;
+ case 6:
+ sound = rabbitattack2sound;
+ break;
+ case 7:
+ sound = rabbitattack3sound;
+ break;
+ case 8:
+ sound = rabbitattack4sound;
+ break;
+ case 9:
+ sound = growlsound;
+ break;
+ case 10:
+ sound = growl2sound;
+ break;
+ case 11:
+ sound = snarlsound;
+ break;
+ case 12:
+ sound = snarl2sound;
+ break;
+ case 13:
+ sound = barksound;
+ break;
+ case 14:
+ sound = bark2sound;
+ break;
+ case 15:
+ sound = bark3sound;
+ break;
+ case 16:
+ sound = barkgrowlsound;
+ break;
+ default:
+ break;
+ }
+ if (sound != -1)
+ emit_sound_at(sound, temppos);
}
-static void ch_size(Game *game, const char *args)
-{
- player[0].scale = atof(args) * .2;
-}
+// ================================================================
-static int find_closest()
+int Game::findClosestPlayer()
{
- int closest = 0;
- float closestdist = std::numeric_limits::max();
-
- for (int i = 1; i < numplayers; i++) {
- float distance;
- distance = findDistancefast(&player[i].coords,&player[0].coords);
- if (distance < closestdist) {
- closestdist = distance;
- closest = i;
+ int closest = -1;
+ float closestdist = std::numeric_limits::max();
+
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
}
- }
- return closest;
-}
-
-static void ch_sizenear(Game *game, const char *args)
-{
- int closest = find_closest();
-
- if (closest)
- player[closest].scale = atof(args) * .2;
+ return closest;
}
-static void set_proportion(int pnum, const char *args)
+static int findClosestObject()
{
- float headprop,bodyprop,armprop,legprop;
-
- sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
-
- if(player[pnum].creature==wolftype){
- player[pnum].proportionhead=1.1*headprop;
- player[pnum].proportionbody=1.1*bodyprop;
- player[pnum].proportionarms=1.1*armprop;
- player[pnum].proportionlegs=1.1*legprop;
- } else if(player[pnum].creature==rabbittype){
- player[pnum].proportionhead=1.2*headprop;
- player[pnum].proportionbody=1.05*bodyprop;
- player[pnum].proportionarms=1.00*armprop;
- player[pnum].proportionlegs=1.1*legprop;
- player[pnum].proportionlegs.y=1.05*legprop;
- }
+ int closest = -1;
+ float closestdist = std::numeric_limits::max();
+
+ for (int i = 0; i < objects.numobjects; i++) {
+ float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
+ }
+ return closest;
}
-static void ch_proportion(Game *game, const char *args)
+static void cmd_dispatch(const string cmd)
{
- set_proportion(0, args);
-}
+ int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
-static void ch_proportionnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_proportion(closest, args);
+ for (i = 0; i < n_cmds; i++)
+ if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
+ cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
+ cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
+ break;
+ }
+ emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
}
-static void set_protection(int pnum, const char *args)
+/********************> Tick() <*****/
+extern bool save_screenshot(const char * fname);
+void Screenshot (void)
{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
+ char filename[1024];
+ time_t t = time(NULL);
+ struct tm *tme = localtime(&t);
+ sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+ tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
+
+#if defined(_WIN32)
+ mkdir("Screenshots");
+#endif
- player[pnum].protectionhead = head;
- player[pnum].protectionhigh = high;
- player[pnum].protectionlow = low;
+ save_screenshot(filename);
}
-static void ch_protection(Game *game, const char *args)
+void Game::SetUpLighting()
{
- set_protection(0, args);
+ if (environment == snowyenvironment)
+ light.setColors(.65, .65, .7, .4, .4, .44);
+ if (environment == desertenvironment)
+ light.setColors(.95, .95, .95, .4, .35, .3);
+ if (environment == grassyenvironment)
+ light.setColors(.95, .95, 1, .4, .4, .44);
+ if (!skyboxtexture)
+ light.setColors(1, 1, 1, .4, .4, .4);
+ float average;
+ average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
+ light.color[0] *= (skyboxlightr + average) / 2;
+ light.color[1] *= (skyboxlightg + average) / 2;
+ light.color[2] *= (skyboxlightb + average) / 2;
+ light.ambient[0] *= (skyboxlightr + average) / 2;
+ light.ambient[1] *= (skyboxlightg + average) / 2;
+ light.ambient[2] *= (skyboxlightb + average) / 2;
}
-static void ch_protectionnear(Game *game, const char *args)
+int findPathDist(int start, int end)
{
- int closest = find_closest();
- if (closest)
- set_protection(closest, args);
+ int smallestcount, count, connected;
+ int last, last2, last3, last4;
+ int closest;
+
+ smallestcount = 1000;
+ for (int i = 0; i < 50; i++) {
+ count = 0;
+ last = start;
+ last2 = -1;
+ last3 = -1;
+ last4 = -1;
+ while (last != end && count < 30) {
+ closest = -1;
+ for (int j = 0; j < numpathpoints; j++) {
+ if (j != last && j != last2 && j != last3 && j != last4) {
+ connected = 0;
+ if (numpathpointconnect[j])
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ if (pathpointconnect[j][k] == last)connected = 1;
+ }
+ if (!connected)
+ if (numpathpointconnect[last])
+ for (int k = 0; k < numpathpointconnect[last]; k++) {
+ if (pathpointconnect[last][k] == j)connected = 1;
+ }
+ if (connected)
+ if (closest == -1 || Random() % 2 == 0) {
+ closest = j;
+ }
+ }
+ }
+ last4 = last3;
+ last3 = last2;
+ last2 = last;
+ last = closest;
+ count++;
+ }
+ if (count < smallestcount)
+ smallestcount = count;
+ }
+ return smallestcount;
}
-static void set_armor(int pnum, const char *args)
+int Game::checkcollide(XYZ startpoint, XYZ endpoint)
{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
+ static XYZ colpoint, colviewer, coltarget;
+ static float minx, minz, maxx, maxz, miny, maxy;
+
+ minx = min(startpoint.x, endpoint.x) - 1;
+ miny = min(startpoint.y, endpoint.y) - 1;
+ minz = min(startpoint.z, endpoint.z) - 1;
+ maxx = max(startpoint.x, endpoint.x) + 1;
+ maxy = max(startpoint.y, endpoint.y) + 1;
+ maxz = max(startpoint.z, endpoint.z) + 1;
+
+ for (int i = 0; i < objects.numobjects; i++) {
+ if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
+ objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
+ objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
+ objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
+ objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
+ objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
+ if ( objects.type[i] != treeleavestype &&
+ objects.type[i] != bushtype &&
+ objects.type[i] != firetype) {
+ colviewer = startpoint;
+ coltarget = endpoint;
+ if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ return i;
+ }
+ }
+ }
- player[pnum].armorhead = head;
- player[pnum].armorhigh = high;
- player[pnum].armorlow = low;
+ return -1;
}
-static void ch_armor(Game *game, const char *args)
+int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
{
- set_armor(0, args);
-}
+ static XYZ colpoint, colviewer, coltarget;
+ static float minx, minz, maxx, maxz, miny, maxy;
+ static int i; //FIXME: see below
+
+ minx = min(startpoint.x, endpoint.x) - 1;
+ miny = min(startpoint.y, endpoint.y) - 1;
+ minz = min(startpoint.z, endpoint.z) - 1;
+ maxx = max(startpoint.x, endpoint.x) + 1;
+ maxy = max(startpoint.y, endpoint.y) + 1;
+ maxz = max(startpoint.z, endpoint.z) + 1;
+
+ if (what != 1000) {
+ if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
+ objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
+ objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
+ objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
+ objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
+ objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
+ if ( objects.type[what] != treeleavestype &&
+ objects.type[what] != bushtype &&
+ objects.type[what] != firetype) {
+ colviewer = startpoint;
+ coltarget = endpoint;
+ //FIXME: i/what
+ if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
+ return i;
+ }
+ }
+ }
-static void ch_armornear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_armor(closest, args);
-}
+ if (what == 1000)
+ if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
+ return 1000;
-static void ch_protectionreset(Game *game, const char *args)
-{
- set_protection(0, "1 1 1");
- set_armor(0, "1 1 1");
+ return -1;
}
-static void set_metal(int pnum, const char *args)
+void Setenvironment(int which)
{
- float head, high, low;
- sscanf(args, "%f%f%f", &head, &high, &low);
-
- player[pnum].metalhead = head;
- player[pnum].metalhigh = high;
- player[pnum].metallow = low;
-}
+ LOGFUNC;
-static void ch_metal(Game *game, const char *args)
-{
- set_metal(0, args);
-}
+ LOG(" Setting environment...");
-static void set_noclothes(int pnum, Game *game, const char *args)
-{
- player[pnum].numclothes = 0;
- game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
- &player[pnum].skeleton.drawmodel.textureptr,1,
- &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
-}
+ float temptexdetail;
+ environment = which;
-static void ch_noclothes(Game *game, const char *args)
-{
- set_noclothes(0, game, args);
-}
+ pause_sound(stream_snowtheme);
+ pause_sound(stream_grasstheme);
+ pause_sound(stream_deserttheme);
+ pause_sound(stream_wind);
+ pause_sound(stream_desertambient);
-static void ch_noclothesnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_noclothes(closest, game, args);
-}
+ if (environment == snowyenvironment) {
+ windvector = 0;
+ windvector.z = 3;
+ if (ambientsound)
+ emit_stream_np(stream_wind);
-static void set_clothes(int pnum, Game *game, const char *args)
-{
- char buf[64];
- snprintf(buf, 63, ":Data:Textures:%s.png", args);
-
- if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
- return;
-
- player[pnum].DoMipmaps();
- strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
- player[pnum].clothestintr[player[pnum].numclothes]=tintr;
- player[pnum].clothestintg[player[pnum].numclothes]=tintg;
- player[pnum].clothestintb[player[pnum].numclothes]=tintb;
- player[pnum].numclothes++;
-}
+ objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
+ objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
+ objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
+ objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
-static void ch_clothes(Game *game, const char *args)
-{
- set_clothes(0, game, args);
-}
+ footstepsound = footstepsn1;
+ footstepsound2 = footstepsn2;
+ footstepsound3 = footstepst1;
+ footstepsound4 = footstepst2;
-static void ch_clothesnear(Game *game, const char *args)
-{
- int closest = find_closest();
- if (closest)
- set_clothes(closest, game, args);
-}
+ terraintexture.load(":Data:Textures:snow.jpg", 1);
+ terraintexture2.load(":Data:Textures:rock.jpg", 1);
-static void ch_belt(Game *game, const char *args)
-{
- player[0].skeleton.clothes = !player[0].skeleton.clothes;
-}
+ temptexdetail = texdetail;
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
+ ":Data:Textures:Skybox(snow):Left.jpg",
+ ":Data:Textures:Skybox(snow):Back.jpg",
+ ":Data:Textures:Skybox(snow):Right.jpg",
+ ":Data:Textures:Skybox(snow):Up.jpg",
+ ":Data:Textures:Skybox(snow):Down.jpg");
-static void ch_cellophane(Game *game, const char *args)
-{
- cellophane = !cellophane;
- float mul = cellophane ? 0 : 1;
-
- for (int i = 0; i < numplayers; i++) {
- player[i].proportionhead.z = player[i].proportionhead.x * mul;
- player[i].proportionbody.z = player[i].proportionbody.x * mul;
- player[i].proportionarms.z = player[i].proportionarms.x * mul;
- player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
- }
-}
-static void ch_funnybunny(Game *game, const char *args)
-{
- player[0].skeleton.id=0;
- player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
- ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
- ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
- ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
- ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
- ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
- player[0].creature=rabbittype;
- player[0].scale=.2;
- player[0].headless=0;
- player[0].damagetolerance=200;
- set_proportion(0, "1 1 1 1");
-}
-static void ch_wolfie(Game *game, const char *args)
-{
- player[0].skeleton.id=0;
- player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
- ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
- ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
- ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
- ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
- ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
- player[0].creature=wolftype;
- player[0].damagetolerance=300;
- set_proportion(0, "1 1 1 1");
-}
-static void ch_wolfieisgod(Game *game, const char *args)
-{
- ch_wolfie(game, args);
-}
+ texdetail = temptexdetail;
+ } else if (environment == desertenvironment) {
+ windvector = 0;
+ windvector.z = 2;
+ objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
+ objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
+ objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
+ objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
-static void ch_wolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
-static void ch_snowwolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ if (ambientsound)
+ emit_stream_np(stream_desertambient);
-static void ch_darkwolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ footstepsound = footstepsn1;
+ footstepsound2 = footstepsn2;
+ footstepsound3 = footstepsn1;
+ footstepsound4 = footstepsn2;
-static void ch_lizardwolf(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ terraintexture.load(":Data:Textures:sand.jpg", 1);
+ terraintexture2.load(":Data:Textures:sandslope.jpg", 1);
-static void ch_white(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
-static void ch_brown(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+ temptexdetail = texdetail;
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
+ ":Data:Textures:Skybox(sand):Left.jpg",
+ ":Data:Textures:Skybox(sand):Back.jpg",
+ ":Data:Textures:Skybox(sand):Right.jpg",
+ ":Data:Textures:Skybox(sand):Up.jpg",
+ ":Data:Textures:Skybox(sand):Down.jpg");
-static void ch_black(Game *game, const char *args)
-{
- game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
-static void ch_sizemin(Game *game, const char *args)
-{
- for (int i = 1; i < numplayers; i++)
- if (player[i].scale < 0.8 * 0.2)
- player[i].scale = 0.8 * 0.2;
-}
-static void ch_tutorial(Game *game, const char *args)
-{
- tutoriallevel = atoi(args);
-}
-static void ch_hostile(Game *game, const char *args)
-{
- hostile = atoi(args);
-}
+ texdetail = temptexdetail;
+ } else if (environment == grassyenvironment) {
+ windvector = 0;
+ windvector.z = 2;
+ objects.treetextureptr.load(":Data:Textures:tree.png", 0);
+ objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
+ objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
+ objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
-static void ch_indemo(Game *game, const char *args)
-{
- game->indemo=1;
- hotspot[numhotspots]=player[0].coords;
- hotspotsize[numhotspots]=0;
- hotspottype[numhotspots]=-111;
- strcpy(hotspottext[numhotspots],"mapname");
- numhotspots++;
-}
+ if (ambientsound)
+ emit_stream_np(stream_wind, 100.);
-static void ch_notindemo(Game *game, const char *args)
-{
- game->indemo=0;
- numhotspots--;
-}
+ footstepsound = footstepgr1;
+ footstepsound2 = footstepgr2;
+ footstepsound3 = footstepst1;
+ footstepsound4 = footstepst2;
-static void ch_type(Game *game, const char *args)
-{
- int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
- for (int i = 0; i < n; i++)
- if (stripfx(args, editortypenames[i])) {
- editoractive = i;
- break;
- }
-}
+ terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
+ terraintexture2.load(":Data:Textures:mossrock.jpg", 1);
-static void ch_path(Game *game, const char *args)
-{
- int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
- for (int i = 0; i < n; i++)
- if (stripfx(args, pathtypenames[i])) {
- editorpathtype = i;
- break;
- }
-}
-static void ch_hs(Game *game, const char *args)
-{
- hotspot[numhotspots]=player[0].coords;
+ temptexdetail = texdetail;
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
+ ":Data:Textures:Skybox(grass):Left.jpg",
+ ":Data:Textures:Skybox(grass):Back.jpg",
+ ":Data:Textures:Skybox(grass):Right.jpg",
+ ":Data:Textures:Skybox(grass):Up.jpg",
+ ":Data:Textures:Skybox(grass):Down.jpg");
- float size;
- int type, shift;
- sscanf(args, "%f%d %n", &size, &type, &shift);
- hotspotsize[numhotspots] = size;
- hotspottype[numhotspots] = type;
- strcpy(hotspottext[numhotspots], args + shift);
- strcat(hotspottext[numhotspots], "\n");
+ texdetail = temptexdetail;
+ }
+ temptexdetail = texdetail;
+ texdetail = 1;
+ terrain.load(":Data:Textures:heightmap.png");
- numhotspots++;
+ texdetail = temptexdetail;
}
-static void ch_dialogue(Game *game, const char *args)
+void LoadCampaign()
{
- int dlg;
- char buf1[32], buf2[64];
-
- sscanf(args, "%d %31s", &dlg, buf1);
- snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
- dialoguetype[numdialogues] = dlg;
-
- memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
- memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
-
- ifstream ipstream(ConvertFileName(buf2));
- ipstream.ignore(256,':');
- ipstream >> numdialogueboxes[numdialogues];
- for(int i=0;i> dialogueboxlocation[numdialogues][i];
- ipstream.ignore(256,':');
- ipstream >> dialogueboxcolor[numdialogues][i][0];
- ipstream >> dialogueboxcolor[numdialogues][i][1];
- ipstream >> dialogueboxcolor[numdialogues][i][2];
- ipstream.ignore(256,':');
- ipstream.getline(dialoguename[numdialogues][i],64);
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream.getline(dialoguetext[numdialogues][i],128);
- for(int j=0;j<128;j++){
- if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
+ if (!accountactive)
+ return;
+ ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
+ if (!ipstream.good()) {
+ if (accountactive->getCurrentCampaign() == "main") {
+ cerr << "Could not found main campaign!" << endl;
+ return;
+ }
+ cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
+ accountactive->setCurrentCampaign("main");
+ return LoadCampaign();
}
- ipstream.ignore(256,':');
- ipstream >> dialogueboxsound[numdialogues][i];
- }
-
- for(int i=0;i> numlevels;
+ campaignlevels.clear();
+ for (int i = 0; i < numlevels; i++) {
+ CampaignLevel cl;
+ ipstream >> cl;
+ campaignlevels.push_back(cl);
}
- }
- ipstream.close();
-
- directing=1;
- indialogue=0;
- whichdialogue=numdialogues;
+ ipstream.close();
- numdialogues++;
-}
-
-static void ch_fixdialogue(Game *game, const char *args)
-{
- char buf1[32], buf2[64];
- int whichdi;
-
- sscanf(args, "%d %31s", &whichdi, buf1);
- snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
- memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
- memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
-
- ifstream ipstream(ConvertFileName(buf2));
- ipstream.ignore(256,':');
- ipstream >> numdialogueboxes[whichdi];
- for(int i=0;i> dialogueboxlocation[whichdi][i];
- ipstream.ignore(256,':');
- ipstream >> dialogueboxcolor[whichdi][i][0];
- ipstream >> dialogueboxcolor[whichdi][i][1];
- ipstream >> dialogueboxcolor[whichdi][i][2];
- ipstream.ignore(256,':');
- ipstream.getline(dialoguename[whichdi][i],64);
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream.getline(dialoguetext[whichdi][i],128);
- for(int j=0;j<128;j++){
- if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
+ ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
+ if (test.good()) {
+ Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0);
+ } else {
+ Mainmenuitems[7].load(":Data:Textures:World.png", 0);
}
- ipstream.ignore(256,':');
- ipstream >> dialogueboxsound[whichdi][i];
- }
- ipstream.close();
-}
-
-static void ch_fixtype(Game *game, const char *args)
-{
- int dlg;
- sscanf(args, "%d", &dlg);
- dialoguetype[0] = dlg;
-}
-
-static void ch_fixrotation(Game *game, const char *args)
-{
- participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
-}
-
-static void ch_ddialogue(Game *game, const char *args)
-{
- if (numdialogues)
- numdialogues--;
-}
-
-static void ch_dhs(Game *game, const char *args)
-{
- if (numhotspots)
- numhotspots--;
-}
-
-static void ch_immobile(Game *game, const char *args)
-{
- player[0].immobile = 1;
-}
-
-static void ch_allimmobile(Game *game, const char *args)
-{
- for (int i = 1; i < numplayers; i++)
- player[i].immobile = 1;
-}
-
-static void ch_mobile(Game *game, const char *args)
-{
- player[0].immobile = 0;
-}
-
-static void ch_default(Game *game, const char *args)
-{
- player[0].armorhead=1;
- player[0].armorhigh=1;
- player[0].armorlow=1;
- player[0].protectionhead=1;
- player[0].protectionhigh=1;
- player[0].protectionlow=1;
- player[0].metalhead=1;
- player[0].metalhigh=1;
- player[0].metallow=1;
- player[0].power=1;
- player[0].speedmult=1;
- player[0].scale=1;
-
- if(player[0].creature==wolftype){
- player[0].proportionhead=1.1;
- player[0].proportionbody=1.1;
- player[0].proportionarms=1.1;
- player[0].proportionlegs=1.1;
- } else if(player[0].creature==rabbittype){
- player[0].proportionhead=1.2;
- player[0].proportionbody=1.05;
- player[0].proportionarms=1.00;
- player[0].proportionlegs=1.1;
- player[0].proportionlegs.y=1.05;
- }
-
- player[0].numclothes=0;
- game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
- &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
- &player[0].skeleton.skinsize);
-
- editoractive=typeactive;
- player[0].immobile=0;
-}
-
-static void ch_play(Game *game, const char *args)
-{
- int dlg;
- sscanf(args, "%d", &dlg);
- whichdialogue = dlg;
-
- if (whichdialogue >= numdialogues)
- return;
-
- for(int i=0;iSetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
-}
-
-static void ch_skylight(Game *game, const char *args)
-{
- sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-
- game->SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
+ if (accountactive->getCampaignChoicesMade() == 0) {
+ accountactive->setCampaignScore(0);
+ accountactive->resetFasttime();
+ }
}
-static void ch_skybox(Game *game, const char *args)
+vector ListCampaigns()
{
- skyboxtexture = !skyboxtexture;
-
- game->SetUpLighting();
-
- terrain.DoShadows();
- objects.DoShadows();
+ DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
+ struct dirent *campaign = NULL;
+ if (!campaigns) {
+ perror("Problem while loading campaigns");
+ cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
+ exit(EXIT_FAILURE);
+ }
+ vector campaignNames;
+ while ((campaign = readdir(campaigns)) != NULL) {
+ string name(campaign->d_name);
+ if (name.length() < 5)
+ continue;
+ if (!name.compare(name.length() - 4, 4, ".txt")) {
+ campaignNames.push_back(name.substr(0, name.length() - 4));
+ }
+ }
+ closedir(campaigns);
+ return campaignNames;
}
-static void cmd_dispatch(Game *game, const string cmd)
+void Game::Loadlevel(int which)
{
- int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
-
- 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](game, cmd.substr(cmd.find(' ')+1).c_str());
- break;
- }
- emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
+ stealthloading = 0;
+ whichlevel = which;
+
+ if (which == -1) {
+ tutoriallevel = -1;
+ Loadlevel("tutorial");
+ } else if (which >= 0 && which <= 15) {
+ char buf[32];
+ snprintf(buf, 32, "map%d", which + 1); // challenges
+ Loadlevel(buf);
+ } else
+ Loadlevel("mapsave");
}
-/********************> Tick() <*****/
-extern bool save_image(const char * fname);
-void Screenshot (void)
+void Game::Loadlevel(const char *name)
{
- char temp[1024];
- time_t t = time(NULL);
- struct tm *tme = localtime(&t);
- sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
-
- #if defined(_WIN32)
- mkdir("Screenshots");
- #else
- mkdir("Screenshots", S_IRWXU);
- #endif
-
- save_image(temp);
-}
-
-void Game::SetUpLighting(){
- if(environment==snowyenvironment)
- light.setColors(.65,.65,.7,.4,.4,.44);
- if(environment==desertenvironment)
- light.setColors(.95,.95,.95,.4,.35,.3);
- if(environment==grassyenvironment)
- light.setColors(.95,.95,1,.4,.4,.44);
- if(!skyboxtexture)
- light.setColors(1,1,1,.4,.4,.4);
- float average;
- average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
- light.color[0]*=(skyboxlightr+average)/2;
- light.color[1]*=(skyboxlightg+average)/2;
- light.color[2]*=(skyboxlightb+average)/2;
- light.ambient[0]*=(skyboxlightr+average)/2;
- light.ambient[1]*=(skyboxlightg+average)/2;
- light.ambient[2]*=(skyboxlightb+average)/2;
-}
-
-int Game::findPathDist(int start,int end){
- int smallestcount,count,connected;
- int last,last2,last3,last4;
- int closest;
-
- smallestcount=1000;
- for(int i=0;i<50;i++){
- count=0;
- last=start;
- last2=-1;
- last3=-1;
- last4=-1;
- while(last!=end&&count<30){
- closest=-1;
- for(int j=0;jminx-objects.model[i].boundingsphereradius&&
- objects.position[i].xminy-objects.model[i].boundingsphereradius&&
- objects.position[i].yminz-objects.model[i].boundingsphereradius&&
- objects.position[i].zminx-objects.model[what].boundingsphereradius&&
- objects.position[what].xminy-objects.model[what].boundingsphereradius&&
- objects.position[what].yminz-objects.model[what].boundingsphereradius&&
- objects.position[what].z1)texdetail=4;
- skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
- ":Data:Textures:Skybox(snow):Left.jpg",
- ":Data:Textures:Skybox(snow):Back.jpg",
- ":Data:Textures:Skybox(snow):Right.jpg",
- ":Data:Textures:Skybox(snow):Up.jpg",
- ":Data:Textures:Skybox(snow):Down.jpg");
-
-
-
-
- texdetail=temptexdetail;
- } else if(environment==desertenvironment){
- windvector=0;
- windvector.z=2;
- LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
-
-
- if(ambientsound)
- emit_stream_np(stream_desertambient);
-
- footstepsound = footstepsn1;
- footstepsound2 = footstepsn2;
- footstepsound3 = footstepsn1;
- footstepsound4 = footstepsn2;
-
- LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
-
- //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
-
- temptexdetail=texdetail;
- if(texdetail>1)texdetail=4;
- skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
- ":Data:Textures:Skybox(sand):Left.jpg",
- ":Data:Textures:Skybox(sand):Back.jpg",
- ":Data:Textures:Skybox(sand):Right.jpg",
- ":Data:Textures:Skybox(sand):Up.jpg",
- ":Data:Textures:Skybox(sand):Down.jpg");
-
-
-
-
- texdetail=temptexdetail;
- } else if(environment==grassyenvironment){
- windvector=0;
- windvector.z=2;
- LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
-
- if(ambientsound)
- emit_stream_np(stream_wind, 100.);
-
- footstepsound = footstepgr1;
- footstepsound2 = footstepgr2;
- footstepsound3 = footstepst1;
- footstepsound4 = footstepst2;
-
- LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
-
- //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-
-
-
- temptexdetail=texdetail;
- if(texdetail>1)texdetail=4;
- skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
- ":Data:Textures:Skybox(grass):Left.jpg",
- ":Data:Textures:Skybox(grass):Back.jpg",
- ":Data:Textures:Skybox(grass):Right.jpg",
- ":Data:Textures:Skybox(grass):Up.jpg",
- ":Data:Textures:Skybox(grass):Down.jpg");
-
-
+ int indemo; // FIXME this should be removed
+ int templength;
+ float lamefloat;
+ static const char *pfx = ":Data:Maps:";
+ char *buf;
+
+ LOGFUNC;
+
+ LOG(std::string("Loading level...") + name);
+
+ if (!gameon)
+ visibleloading = 1;
+ if (stealthloading)
+ visibleloading = 0;
+ if (!stillloading)
+ loadtime = 0;
+ gamestarted = 1;
+
+ numenvsounds = 0;
+
+ if (tutoriallevel != -1)
+ tutoriallevel = 0;
+ else
+ tutoriallevel = 1;
+
+ if (tutoriallevel == 1)
+ tutorialstage = 0;
+ if (tutorialstage == 0) {
+ tutorialstagetime = 0;
+ tutorialmaxtime = 1;
+ }
+ pause_sound(whooshsound);
+ pause_sound(stream_firesound);
- texdetail=temptexdetail;
- }
- temptexdetail=texdetail;
- texdetail=1;
- terrain.load(":Data:Textures:heightmap.png");
+ // Change the map filename into something that is os specific
+ buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
+ sprintf(buf, "%s%s", pfx, name);
+ const char *FixedFN = ConvertFileName(buf);
- texdetail=temptexdetail;
-}
+ int mapvers;
+ FILE *tfile;
+ tfile = fopen( FixedFN, "rb" );
+ if (tfile) {
+ pause_sound(stream_firesound);
+ scoreadded = 0;
+ windialogue = false;
+ hostiletime = 0;
+ won = 0;
+
+ animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
+
+ Dialog::dialogs.clear();
+
+ Dialog::indialogue = -1;
+ cameramode = 0;
+
+ damagedealt = 0;
+ damagetaken = 0;
+
+ if (accountactive)
+ difficulty = accountactive->getDifficulty();
+
+ numhotspots = 0;
+ currenthotspot = -1;
+ bonustime = 1;
+
+ skyboxtexture = 1;
+ skyboxr = 1;
+ skyboxg = 1;
+ skyboxb = 1;
+
+ freeze = 0;
+ winfreeze = 0;
+
+ for (int i = 0; i < 100; i++)
+ bonusnum[i] = 0;
+
+ numfalls = 0;
+ numflipfail = 0;
+ numseen = 0;
+ numstaffattack = 0;
+ numswordattack = 0;
+ numknifeattack = 0;
+ numunarmedattack = 0;
+ numescaped = 0;
+ numflipped = 0;
+ numwallflipped = 0;
+ numthrowkill = 0;
+ numafterkill = 0;
+ numreversals = 0;
+ numattacks = 0;
+ maxalarmed = 0;
+ numresponded = 0;
+
+ bonustotal = startbonustotal;
+ bonus = 0;
+ gameon = 1;
+ changedelay = 0;
+ if (console) {
+ emit_sound_np(consolesuccesssound);
+ freeze = 0;
+ console = false;
+ }
-void Game::Loadlevel(int which) {
- stealthloading=0;
- whichlevel=which;
-
- if(which == -1) {
- tutoriallevel = -1;
- Loadlevel("tutorial");
- } else if(which >= 0 && which <= 15) {
- char buf[32];
- snprintf(buf, 32, "map%d", which + 1); // challenges
- Loadlevel(buf);
- } else
- Loadlevel("mapsave");
-}
+ if (!stealthloading) {
+ terrain.numdecals = 0;
+ Sprite::deleteSprites();
+ for (int i = 0; i < objects.numobjects; i++)
+ objects.model[i].numdecals = 0;
-void Game::Loadlevel(const char *name) {
- int templength;
- float lamefloat;
- static const char *pfx = ":Data:Maps:";
- char *buf;
-
- float headprop,legprop,armprop,bodyprop;
-
- LOGFUNC;
-
- LOG(std::string("Loading level...") + name);
-
- if(!gameon)
- visibleloading=1;
- if(stealthloading)
- visibleloading=0;
- if(!stillloading)
- loadtime=0;
- gamestarted=1;
-
- numenvsounds=0;
-
- if(tutoriallevel!=-1)
- tutoriallevel=0;
- else
- tutoriallevel=1;
-
- if(tutoriallevel==1)
- tutorialstage=0;
- if(tutorialstage==0) {
- tutorialstagetime=0;
- tutorialmaxtime=1;
- }
- loadingstuff=1;
- pause_sound(whooshsound);
- pause_sound(stream_firesound);
-
- // Change the map filename into something that is os specific
- buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
- sprintf(buf, "%s%s", pfx, name);
- const char *FixedFN = ConvertFileName(buf);
-
- int mapvers;
- FILE *tfile;
- //~ char* buff=getcwd(NULL,0);
- //~ cout << buff << " " << FixedFN << endl;
- //~ free(buff);
- tfile=fopen( FixedFN, "rb" );
- if(tfile) {
- pause_sound(stream_firesound);
- scoreadded=0;
- windialogue=false;
- hostiletime=0;
- won=0;
-
- animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
-
- numdialogues=0;
-
- for(int i=0;i<20;i++)
- dialoguegonethrough[i]=0;
-
- indialogue=-1;
- cameramode=0;
-
- damagedealt=0;
- damagetaken=0;
-
- if(accountactive)
- difficulty=accountactive->getDifficulty();
-
- if(difficulty!=2)
- minimap=1;
- else
- minimap=0;
-
- numhotspots=0;
- currenthotspot=-1;
- bonustime=1;
-
- skyboxtexture=1;
- skyboxr=1;
- skyboxg=1;
- skyboxb=1;
-
- freeze=0;
- winfreeze=0;
-
- for(int i=0;i<100;i++)
- bonusnum[i]=0;
-
- numfalls=0;
- numflipfail=0;
- numseen=0;
- numstaffattack=0;
- numswordattack=0;
- numknifeattack=0;
- numunarmedattack=0;
- numescaped=0;
- numflipped=0;
- numwallflipped=0;
- numthrowkill=0;
- numafterkill=0;
- numreversals=0;
- numattacks=0;
- maxalarmed=0;
- numresponded=0;
-
- bonustotal=startbonustotal;
- bonus=0;
- gameon=1;
- changedelay=0;
- if(console){
- emit_sound_np(consolesuccesssound);
- freeze=0;
- console=false;
- }
-
- if(!stealthloading){
- terrain.numdecals=0;
- Sprite::deleteSprites();
- for(int i=0;i=15)
+ funpackf(tfile, "Bi", &mapvers);
+ if (mapvers >= 15)
funpackf(tfile, "Bi", &indemo);
- else
- indemo=0;
- if(mapvers>=5)
+ else
+ indemo = 0;
+ if (mapvers >= 5)
funpackf(tfile, "Bi", &maptype);
- else
- maptype=mapkilleveryone;
- if(mapvers>=6)
+ else
+ maptype = mapkilleveryone;
+ if (mapvers >= 6)
funpackf(tfile, "Bi", &hostile);
- else
- hostile=1;
- if(mapvers>=4)
+ else
+ hostile = 1;
+ if (mapvers >= 4)
funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
- else{
- viewdistance=100;
- fadestart=.6;
- }
- if(mapvers>=2)
+ else {
+ viewdistance = 100;
+ fadestart = .6;
+ }
+ if (mapvers >= 2)
funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
- else{
- skyboxtexture=1;
- skyboxr=1;
- skyboxg=1;
- skyboxb=1;
- }
- if(mapvers>=10)
+ else {
+ skyboxtexture = 1;
+ skyboxr = 1;
+ skyboxg = 1;
+ skyboxb = 1;
+ }
+ if (mapvers >= 10)
funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- else{
- skyboxlightr=skyboxr;
- skyboxlightg=skyboxg;
- skyboxlightb=skyboxb;
- }
- if(!stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
- if(stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
- player[0].originalcoords=player[0].coords;
- if(player[0].num_weapons>0&&player[0].num_weapons<5)
- for(int j=0;jcoords.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 (stealthloading)
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+ for (int j = 0; j < Person::players[0]->num_weapons; j++) {
+ Person::players[0]->weaponids[j] = weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type, 0));
+ }
+
+ if (visibleloading)
LoadingScreen();
- funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
- funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
- funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
- funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
- funpackf(tfile, "Bi", &player[0].numclothes);
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
- if(mapvers>=9)
- funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
- else{
- player[0].whichskin=0;
- player[0].creature=rabbittype;
- }
+ if (mapvers >= 9)
+ funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
+ else {
+ Person::players[0]->whichskin = 0;
+ Person::players[0]->creature = rabbittype;
+ }
- player[0].lastattack=-1;
- player[0].lastattack2=-1;
- player[0].lastattack3=-1;
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -1;
//dialogues
- if(mapvers>=8){
- funpackf(tfile, "Bi", &numdialogues);
- for(int k=0;k128||templength<=0)
- templength=128;
- int m;
- for(m=0;m64||templength<=0)templength=64;
- for(m=0;m= 8) {
+ Dialog::loadDialogs(tfile);
+ }
- for(int k=0;knumclothes; k++) {
funpackf(tfile, "Bi", &templength);
- for(int l=0;lclothes[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", &environment);
- funpackf(tfile, "Bi", &objects.numobjects);
- for(int i=0;i=7){
- funpackf(tfile, "Bi", &numhotspots);
- for(int i=0;i= 7) {
+ funpackf(tfile, "Bi", &numhotspots);
+ for (int i = 0; i < numhotspots; i++) {
+ funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
funpackf(tfile, "Bi", &templength);
- if(templength)
- for(int l=0;lmaxdistance){
- //~ whichclosest=i;
- maxdistance=tempdist;
- }
- }
- objects.radius=fast_sqrt(maxdistance);
- }
-
- if(visibleloading)
+ 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);
+ }
+
+ if (visibleloading)
LoadingScreen();
- //mapcenter=objects.center;
- //mapradius=objects.radius;
-
- funpackf(tfile, "Bi", &numplayers);
- int howmanyremoved=0;
- bool removeanother=0;
- if(numplayers>1&&numplayers=5)
- funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
- else
- player[i-howmanyremoved].howactive=typeactive;
- if(mapvers>=3)
- funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
- else
- player[i-howmanyremoved].scale=-1;
- if(mapvers>=11)
- funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
- else
- player[i-howmanyremoved].immobile=0;
- if(mapvers>=12)
- funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
- else
- player[i-howmanyremoved].rotation=0;
- player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
- if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
- removeanother=1;
- howmanyremoved++;
- }
- if(!removeanother){
- if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
- for(int j=0;j=5)
- funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
- else
- player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
- }
-
- funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
- if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
- player[i-howmanyremoved].waypoint=0;
-
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
- funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
- funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
-
- if(mapvers>=4)
- funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
- else{
- headprop=1;
- bodyprop=1;
- armprop=1;
- legprop=1;
- }
- if(player[i-howmanyremoved].creature==wolftype){
- player[i-howmanyremoved].proportionhead=1.1*headprop;
- player[i-howmanyremoved].proportionbody=1.1*bodyprop;
- player[i-howmanyremoved].proportionarms=1.1*armprop;
- player[i-howmanyremoved].proportionlegs=1.1*legprop;
- }
-
- if(player[i-howmanyremoved].creature==rabbittype){
- player[i-howmanyremoved].proportionhead=1.2*headprop;
- player[i-howmanyremoved].proportionbody=1.05*bodyprop;
- player[i-howmanyremoved].proportionarms=1.00*armprop;
- player[i-howmanyremoved].proportionlegs=1.1*legprop;
- player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
- }
-
- funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
- if(player[i-howmanyremoved].numclothes){
- for(int k=0;k maxplayers) {
+ cout << "Warning: this level contains more players than allowed" << endl;
+ }
+ for (int i = 1; i < numplayers; i++) {
+ unsigned j = 1;
+ try {
+ Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j)));
+ j++;
+ } catch (InvalidPersonException e) {
+ }
+ }
+ if (visibleloading)
LoadingScreen();
- numplayers-=howmanyremoved;
- funpackf(tfile, "Bi", &numpathpoints);
- if(numpathpoints>30||numpathpoints<0)
- numpathpoints=0;
- for(int j=0;j 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)
+ if (visibleloading)
LoadingScreen();
- funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
+ funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
- SetUpLighting();
- if(environment!=oldenvironment)
+ SetUpLighting();
+ if (environment != oldenvironment)
Setenvironment(environment);
- oldenvironment=environment;
-
- if(!stealthloading){
- int j=objects.numobjects;
- objects.numobjects=0;
- for(int i=0;imaxplayers-1)
- numplayers=maxplayers-1;
- for(int i=0;iburnt = 0;
+ Person::players[i]->bled = 0;
+ Person::players[i]->onfire = 0;
+ if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->scale = .2;
+ Person::players[i]->skeleton.free = 0;
+ Person::players[i]->skeleton.id = i;
+ if (i == 0 && mapvers < 9)
+ Person::players[i]->creature = rabbittype;
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->skeleton.Load(
(char *)":Data:Skeleton:Basic Figure",
(char *)":Data:Skeleton:Basic Figurelow",
(char *)":Data:Skeleton:Rabbitbelt",
@@ -1887,1758 +1120,1806 @@ void Game::Loadlevel(const char *name) {
(char *)":Data:Models:Body6.solid",
(char *)":Data:Models:Body7.solid",
(char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid",0);
- }else{
- if(player[i].creature!=wolftype){
- player[i].skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure",
- (char *)":Data:Skeleton:Basic Figurelow",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Body.solid",
- (char *)":Data:Models:Body2.solid",
- (char *)":Data:Models:Body3.solid",
- (char *)":Data:Models:Body4.solid",
- (char *)":Data:Models:Body5.solid",
- (char *)":Data:Models:Body6.solid",
- (char *)":Data:Models:Body7.solid",
- (char *)":Data:Models:Bodylow.solid",
- (char *)":Data:Models:Belt.solid",1);
- LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
- }
- if(player[i].creature==wolftype){
- player[i].skeleton.Load(
- (char *)":Data:Skeleton:Basic Figure Wolf",
- (char *)":Data:Skeleton:Basic Figure Wolf Low",
- (char *)":Data:Skeleton:Rabbitbelt",
- (char *)":Data:Models:Wolf.solid",
- (char *)":Data:Models:Wolf2.solid",
- (char *)":Data:Models:Wolf3.solid",
- (char *)":Data:Models:Wolf4.solid",
- (char *)":Data:Models:Wolf5.solid",
- (char *)":Data:Models:Wolf6.solid",
- (char *)":Data:Models:Wolf7.solid",
- (char *)":Data:Models:Wolflow.solid",
- (char *)":Data:Models:Belt.solid",0);
- }
- }
-
-
- //~ int texsize;
- //~ texsize=512*512*3/texdetail/texdetail;
-
- LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
-
- if(player[i].numclothes){
- for(int j=0;jcreature != wolftype) {
+ Person::players[i]->skeleton.Load(
+ (char *)":Data:Skeleton:Basic Figure",
+ (char *)":Data:Skeleton:Basic Figurelow",
+ (char *)":Data:Skeleton:Rabbitbelt",
+ (char *)":Data:Models:Body.solid",
+ (char *)":Data:Models:Body2.solid",
+ (char *)":Data:Models:Body3.solid",
+ (char *)":Data:Models:Body4.solid",
+ (char *)":Data:Models:Body5.solid",
+ (char *)":Data:Models:Body6.solid",
+ (char *)":Data:Models:Body7.solid",
+ (char *)":Data:Models:Bodylow.solid",
+ (char *)":Data:Models:Belt.solid", 1);
+ Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
+ }
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[i]->skeleton.Load(
+ (char *)":Data:Skeleton:Basic Figure Wolf",
+ (char *)":Data:Skeleton:Basic Figure Wolf Low",
+ (char *)":Data:Skeleton:Rabbitbelt",
+ (char *)":Data:Models:Wolf.solid",
+ (char *)":Data:Models:Wolf2.solid",
+ (char *)":Data:Models:Wolf3.solid",
+ (char *)":Data:Models:Wolf4.solid",
+ (char *)":Data:Models:Wolf5.solid",
+ (char *)":Data:Models:Wolf6.solid",
+ (char *)":Data:Models:Wolf7.solid",
+ (char *)":Data:Models:Wolflow.solid",
+ (char *)":Data:Models:Belt.solid", 0);
+ }
+ }
+
+ Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
+
+ Person::players[i]->addClothes();
+
+ Person::players[i]->animCurrent = bounceidleanim;
+ Person::players[i]->animTarget = bounceidleanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->target = 0;
+ Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
+ if (difficulty == 0)
+ Person::players[i]->speed -= .2;
+ if (difficulty == 1)
+ Person::players[i]->speed -= .1;
+
+ Person::players[i]->velocity = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->realoldcoords = Person::players[i]->coords;
+
+ Person::players[i]->id = i;
+ Person::players[i]->skeleton.id = i;
+ Person::players[i]->updatedelay = 0;
+ Person::players[i]->normalsupdatedelay = 0;
+
+ Person::players[i]->aitype = passivetype;
+
+ if (i == 0) {
+ Person::players[i]->proportionhead = 1.2;
+ Person::players[i]->proportionbody = 1.05;
+ Person::players[i]->proportionarms = 1.00;
+ Person::players[i]->proportionlegs = 1.1;
+ Person::players[i]->proportionlegs.y = 1.05;
+ }
+ Person::players[i]->headless = 0;
+ Person::players[i]->currentoffset = 0;
+ Person::players[i]->targetoffset = 0;
+
+ Person::players[i]->damagetolerance = 200;
+
+ if (Person::players[i]->creature == wolftype) {
+ if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->scale = .23;
+ Person::players[i]->damagetolerance = 300;
+ }
+
+ if (visibleloading)
LoadingScreen();
- if(cellophane){
- player[i].proportionhead.z=0;
- player[i].proportionbody.z=0;
- player[i].proportionarms.z=0;
- player[i].proportionlegs.z=0;
- }
-
- player[i].tempanimation.Load((char *)"Tempanim",0,0);
-
- player[i].headmorphness=0;
- player[i].targetheadmorphness=1;
- player[i].headmorphstart=0;
- player[i].headmorphend=0;
-
- player[i].pausetime=0;
-
- player[i].dead=0;
- player[i].jumppower=5;
- player[i].damage=0;
- player[i].permanentdamage=0;
- player[i].superpermanentdamage=0;
-
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
-
- player[i].collided=-10;
- player[i].loaded=1;
- player[i].bloodloss=0;
- player[i].weaponactive=-1;
- player[i].weaponstuck=-1;
- player[i].bleeding=0;
- player[i].deathbleeding=0;
- player[i].stunned=0;
- player[i].hasvictim=0;
- player[i].wentforweapon=0;
- }
-
- player[0].aitype=playercontrolled;
- player[0].weaponactive=-1;
-
- if(difficulty==1)
- player[0].power=1/.9;
-
- if(difficulty==0)
- player[0].power=1/.8;
-
- if(difficulty==1)
- player[0].damagetolerance=250;
- if(difficulty==0)
- player[0].damagetolerance=300;
- if(difficulty==0)
- player[0].armorhead*=1.5;
- if(difficulty==0)
- player[0].armorhigh*=1.5;
- if(difficulty==0)
- player[0].armorlow*=1.5;
- cameraloc=player[0].coords;
- cameraloc.y+=5;
- rotation=player[0].rotation;
-
- hawkcoords=player[0].coords;
- hawkcoords.y+=30;
-
- if(visibleloading)
+ 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;
+ }
+
+ Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+ Person::players[i]->headmorphness = 0;
+ Person::players[i]->targetheadmorphness = 1;
+ Person::players[i]->headmorphstart = 0;
+ Person::players[i]->headmorphend = 0;
+
+ Person::players[i]->pausetime = 0;
+
+ Person::players[i]->dead = 0;
+ Person::players[i]->jumppower = 5;
+ Person::players[i]->damage = 0;
+ Person::players[i]->permanentdamage = 0;
+ Person::players[i]->superpermanentdamage = 0;
+
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ Person::players[i]->collided = -10;
+ Person::players[i]->loaded = 1;
+ Person::players[i]->bloodloss = 0;
+ Person::players[i]->weaponactive = -1;
+ Person::players[i]->weaponstuck = -1;
+ Person::players[i]->bleeding = 0;
+ Person::players[i]->deathbleeding = 0;
+ Person::players[i]->stunned = 0;
+ Person::players[i]->hasvictim = 0;
+ Person::players[i]->wentforweapon = 0;
+ }
+
+ Person::players[0]->aitype = playercontrolled;
+ Person::players[0]->weaponactive = -1;
+
+ if (difficulty == 1) {
+ Person::players[0]->power = 1 / .9;
+ Person::players[0]->damagetolerance = 250;
+ } else if (difficulty == 0) {
+ Person::players[0]->power = 1 / .8;
+ Person::players[0]->damagetolerance = 300;
+ Person::players[0]->armorhead *= 1.5;
+ Person::players[0]->armorhigh *= 1.5;
+ Person::players[0]->armorlow *= 1.5;
+ }
+
+ cameraloc = Person::players[0]->coords;
+ cameraloc.y += 5;
+ yaw = Person::players[0]->yaw;
+
+ hawkcoords = Person::players[0]->coords;
+ hawkcoords.y += 30;
+
+ if (visibleloading)
LoadingScreen();
- //~ for(int i=0;itutorialmaxtime){
+void doTutorial()
+{
+ if (tutorialstagetime > tutorialmaxtime) {
tutorialstage++;
- tutorialsuccess=0;
- if(tutorialstage<=1){
- canattack=0;
- cananger=0;
- reversaltrain=0;
+ tutorialsuccess = 0;
+ if (tutorialstage <= 1) {
+ canattack = 0;
+ cananger = 0;
+ reversaltrain = 0;
}
- switch(tutorialstage){
- case 1:
- tutorialmaxtime=5;
- break; case 2:
- tutorialmaxtime=2;
- break; case 3:
- tutorialmaxtime=600;
- break; case 4:
- tutorialmaxtime=1000;
- break; case 5:
- tutorialmaxtime=600;
- break; case 6:
- tutorialmaxtime=600;
- break; case 7:
- tutorialmaxtime=600;
- break; case 8:
- tutorialmaxtime=600;
- break; case 9:
- tutorialmaxtime=600;
- break; case 10:
- tutorialmaxtime=2;
- break; case 11:
- tutorialmaxtime=1000;
- break; case 12:
- tutorialmaxtime=1000;
- break; case 13:
- tutorialmaxtime=2;
- break; case 14: {
- tutorialmaxtime=3;
-
- XYZ temp,temp2;
-
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
-
- player[1].coords=(temp+temp2)/2;
-
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;icoords = (temp + temp2) / 2;
+
+ emit_sound_at(fireendsound, Person::players[1]->coords);
+
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
- break; case 15:
- tutorialmaxtime=500;
- break; case 16:
- tutorialmaxtime=500;
- break; case 17:
- tutorialmaxtime=500;
- break; case 18:
- tutorialmaxtime=500;
- break; case 19:
- tutorialstage=20;
- //tutorialmaxtime=500;
- break; case 20:
- tutorialmaxtime=500;
- break; case 21:
- tutorialmaxtime=500;
- if(bonus==cannon){
- bonus=Slicebonus;
- againbonus=1;
- }
- else againbonus=0;
- break; case 22:
- tutorialmaxtime=500;
- break; case 23:
- tutorialmaxtime=500;
- break; case 24:
- tutorialmaxtime=500;
- break; case 25:
- tutorialmaxtime=500;
- break; case 26:
- tutorialmaxtime=2;
- break; case 27:
- tutorialmaxtime=4;
- reversaltrain=1;
- cananger=1;
- player[1].aitype=attacktypecutoff;
- break; case 28:
- tutorialmaxtime=400;
- break; case 29:
- tutorialmaxtime=400;
- player[0].escapednum=0;
- break; case 30:
- tutorialmaxtime=4;
- reversaltrain=0;
- cananger=0;
- player[1].aitype=passivetype;
- break; case 31:
- tutorialmaxtime=13;
- break; case 32:
- tutorialmaxtime=8;
- break; case 33:
- tutorialmaxtime=400;
- cananger=1;
- canattack=1;
- player[1].aitype=attacktypecutoff;
- break; case 34:
- tutorialmaxtime=400;
- break; case 35:
- tutorialmaxtime=400;
- break; case 36:
- tutorialmaxtime=2;
- reversaltrain=0;
- cananger=0;
- player[1].aitype=passivetype;
- break; case 37:
- damagedealt=0;
- damagetaken=0;
- tutorialmaxtime=50;
- cananger=1;
- canattack=1;
- player[1].aitype=attacktypecutoff;
- break; case 38:
- tutorialmaxtime=4;
- canattack=0;
- cananger=0;
- player[1].aitype=passivetype;
- break; case 39: {
- XYZ temp,temp2;
-
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
-
- Weapon w(knife,-1);
- w.position=(temp+temp2)/2;
- w.tippoint=(temp+temp2)/2;
-
- w.velocity=0.1;
- w.tipvelocity=0.1;
- w.missed=1;
- w.hitsomething=0;
- w.freetime=0;
- w.firstfree=1;
- w.physics=1;
-
- weapons.push_back(w);
- }
- break; case 40:
- tutorialmaxtime=300;
- break; case 41:
- tutorialmaxtime=300;
- break; case 42:
- tutorialmaxtime=8;
- break; case 43:
- tutorialmaxtime=300;
- break; case 44:
- weapons[0].owner=1;
- player[0].weaponactive=-1;
- player[0].num_weapons=0;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- cananger=1;
- canattack=1;
- player[1].aitype=attacktypecutoff;
-
- tutorialmaxtime=300;
- break; case 45:
- weapons[0].owner=1;
- player[0].weaponactive=-1;
- player[0].num_weapons=0;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- tutorialmaxtime=300;
- break; case 46:
- weapons[0].owner=1;
- player[0].weaponactive=-1;
- player[0].num_weapons=0;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- weapons[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;
- player[0].weaponactive=0;
- player[0].num_weapons=1;
- player[0].weaponids[0]=1;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- }
- break; case 48:
- canattack=0;
- cananger=0;
- player[1].aitype=passivetype;
-
- tutorialmaxtime=15;
-
- weapons[0].owner=1;
- weapons[1].owner=0;
- player[0].weaponactive=0;
- player[0].num_weapons=1;
- player[0].weaponids[0]=1;
- player[1].weaponactive=0;
- player[1].num_weapons=1;
- player[1].weaponids[0]=0;
-
- if(player[0].weaponactive!=-1)
- weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
- else
- weapons[0].setType(staff);
- break; case 49:
- canattack=0;
- cananger=0;
- player[1].aitype=passivetype;
-
- tutorialmaxtime=200;
-
- weapons[1].position=1000;
- weapons[1].tippoint=1000;
-
- weapons[0].setType(knife);
-
- weapons[0].owner=0;
- player[1].weaponactive=-1;
- player[1].num_weapons=0;
- player[0].weaponactive=0;
- player[0].num_weapons=1;
- player[0].weaponids[0]=0;
-
- break; case 50: {
- tutorialmaxtime=8;
-
- XYZ temp,temp2;
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;iaitype = attacktypecutoff;
+ break;
+ case 28:
+ tutorialmaxtime = 400;
+ break;
+ case 29:
+ tutorialmaxtime = 400;
+ Person::players[0]->escapednum = 0;
+ break;
+ case 30:
+ tutorialmaxtime = 4;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ break;
+ case 31:
+ tutorialmaxtime = 13;
+ break;
+ case 32:
+ tutorialmaxtime = 8;
+ break;
+ case 33:
+ tutorialmaxtime = 400;
+ cananger = 1;
+ canattack = 1;
+ Person::players[1]->aitype = attacktypecutoff;
+ break;
+ case 34:
+ tutorialmaxtime = 400;
+ break;
+ case 35:
+ tutorialmaxtime = 400;
+ break;
+ case 36:
+ tutorialmaxtime = 2;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ break;
+ case 37:
+ damagedealt = 0;
+ damagetaken = 0;
+ tutorialmaxtime = 50;
+ cananger = 1;
+ canattack = 1;
+ Person::players[1]->aitype = attacktypecutoff;
+ break;
+ case 38:
+ tutorialmaxtime = 4;
+ canattack = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ break;
+ case 39: {
+ XYZ temp, temp2;
+
+ temp.x = 1011;
+ temp.y = 84;
+ temp.z = 491;
+ temp2.x = 1025;
+ temp2.y = 75;
+ temp2.z = 447;
+
+ Weapon w(knife, -1);
+ w.position = (temp + temp2) / 2;
+ w.tippoint = (temp + temp2) / 2;
+
+ w.velocity = 0.1;
+ w.tipvelocity = 0.1;
+ w.missed = 1;
+ w.hitsomething = 0;
+ w.freetime = 0;
+ w.firstfree = 1;
+ w.physics = 1;
+
+ weapons.push_back(w);
+ }
+ break;
+ case 40:
+ tutorialmaxtime = 300;
+ break;
+ case 41:
+ tutorialmaxtime = 300;
+ break;
+ case 42:
+ tutorialmaxtime = 8;
+ break;
+ case 43:
+ tutorialmaxtime = 300;
+ break;
+ case 44:
+ weapons[0].owner = 1;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ cananger = 1;
+ canattack = 1;
+ Person::players[1]->aitype = attacktypecutoff;
+
+ tutorialmaxtime = 300;
+ break;
+ case 45:
+ weapons[0].owner = 1;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ tutorialmaxtime = 300;
+ break;
+ case 46:
+ weapons[0].owner = 1;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ weapons[0].setType(sword);
+
+ tutorialmaxtime = 300;
+ break;
+ case 47: {
+ tutorialmaxtime = 10;
+
+ XYZ temp, temp2;
+
+ temp.x = 1011;
+ temp.y = 84;
+ temp.z = 491;
+ temp2.x = 1025;
+ temp2.y = 75;
+ temp2.z = 447;
+
+ Weapon w(sword, -1);
+ w.position = (temp + temp2) / 2;
+ w.tippoint = (temp + temp2) / 2;
+
+ w.velocity = 0.1;
+ w.tipvelocity = 0.1;
+ w.missed = 1;
+ w.hitsomething = 0;
+ w.freetime = 0;
+ w.firstfree = 1;
+ w.physics = 1;
+
+ weapons.push_back(w);
+
+ weapons[0].owner = 1;
+ weapons[1].owner = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 1;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ }
+ break;
+ case 48:
+ canattack = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+
+ tutorialmaxtime = 15;
+
+ weapons[0].owner = 1;
+ weapons[1].owner = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 1;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ if (Person::players[0]->weaponactive != -1)
+ weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
+ else
+ weapons[0].setType(staff);
+ break;
+ case 49:
+ canattack = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+
+ tutorialmaxtime = 200;
+
+ weapons[1].position = 1000;
+ weapons[1].tippoint = 1000;
+
+ weapons[0].setType(knife);
+
+ weapons[0].owner = 0;
+ Person::players[1]->weaponactive = -1;
+ Person::players[1]->num_weapons = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 0;
+
+ break;
+ case 50: {
+ tutorialmaxtime = 8;
+
+ XYZ temp, temp2;
+ emit_sound_at(fireendsound, Person::players[1]->coords);
+
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
+ }
- player[1].num_weapons=0;
- player[1].weaponstuck=-1;
- player[1].weaponactive=-1;
+ Person::players[1]->num_weapons = 0;
+ Person::players[1]->weaponstuck = -1;
+ Person::players[1]->weaponactive = -1;
- weapons.clear();
- }
- break; case 51:
- tutorialmaxtime=80000;
- break; default: break;
+ weapons.clear();
+ }
+ break;
+ case 51:
+ tutorialmaxtime = 80000;
+ break;
+ default:
+ break;
}
- if(tutorialstage<=51)tutorialstagetime=0;
+ if (tutorialstage <= 51)
+ tutorialstagetime = 0;
}
//Tutorial success
- if(tutorialstagetime0)tutorialsuccess=1;
- break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
- break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
- break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
- break; default: break;
+ if (tutorialstagetime < tutorialmaxtime - 3) {
+ switch (tutorialstage) {
+ case 3:
+ if (deltah || deltav)
+ tutorialsuccess += multiplier;
+ break;
+ case 4:
+ if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
+ tutorialsuccess += multiplier;
+ break;
+ case 5:
+ if (Person::players[0]->jumpkeydown)
+ tutorialsuccess = 1;
+ break;
+ case 6:
+ if (Person::players[0]->isCrouch())
+ tutorialsuccess = 1;
+ break;
+ case 7:
+ if (Person::players[0]->animTarget == rollanim)
+ tutorialsuccess = 1;
+ break;
+ case 8:
+ if (Person::players[0]->animTarget == sneakanim)
+ tutorialsuccess += multiplier;
+ break;
+ case 9:
+ if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
+ tutorialsuccess += multiplier;
+ break;
+ case 11:
+ if (Person::players[0]->isWallJump())
+ tutorialsuccess = 1;
+ break;
+ case 12:
+ if (Person::players[0]->animTarget == flipanim)
+ tutorialsuccess = 1;
+ break;
+ case 15:
+ if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
+ tutorialsuccess = 1;
+ break;
+ case 16:
+ if (Person::players[0]->animTarget == winduppunchanim)
+ tutorialsuccess = 1;
+ break;
+ case 17:
+ if (Person::players[0]->animTarget == spinkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 18:
+ if (Person::players[0]->animTarget == sweepanim)
+ tutorialsuccess = 1;
+ break;
+ case 19:
+ if (Person::players[0]->animTarget == dropkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 20:
+ if (Person::players[0]->animTarget == rabbitkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 21:
+ if (bonus == cannon)
+ tutorialsuccess = 1;
+ break;
+ case 22:
+ if (bonus == spinecrusher)
+ tutorialsuccess = 1;
+ break;
+ case 23:
+ if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 24:
+ if (Person::players[0]->animTarget == rabbittacklinganim)
+ tutorialsuccess = 1;
+ break;
+ case 25:
+ if (Person::players[0]->animTarget == backhandspringanim)
+ tutorialsuccess = 1;
+ break;
+ case 28:
+ if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+ tutorialsuccess = 1;
+ break;
+ case 29:
+ if (Person::players[0]->escapednum == 2) {
+ tutorialsuccess = 1;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ }
+ break;
+ case 33:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 34:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 35:
+ if (animation[Person::players[0]->animTarget].attack == reversal) {
+ tutorialsuccess = 1;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ }
+ break;
+ case 40:
+ if (Person::players[0]->num_weapons > 0)
+ tutorialsuccess = 1;
+ break;
+ case 41:
+ if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
+ tutorialsuccess = 1;
+ break;
+ case 43:
+ if (Person::players[0]->animTarget == knifeslashstartanim)
+ tutorialsuccess = 1;
+ break;
+ case 44:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 45:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 46:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 49:
+ if (Person::players[1]->weaponstuck != -1)
+ tutorialsuccess = 1;
+ break;
+ default:
+ break;
}
- if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
+ if (tutorialsuccess >= 1)
+ tutorialstagetime = tutorialmaxtime - 3;
- if(tutorialstagetime==tutorialmaxtime-3){
+ if (tutorialstagetime == tutorialmaxtime - 3) {
emit_sound_np(consolesuccesssound);
}
- if(tutorialsuccess>=1){
- if(tutorialstage==34||tutorialstage==35)
- tutorialstagetime=tutorialmaxtime-1;
+ if (tutorialsuccess >= 1) {
+ if (tutorialstage == 34 || tutorialstage == 35)
+ tutorialstagetime = tutorialmaxtime - 1;
}
}
- if(tutorialstage<14||tutorialstage>=50){
- player[1].coords.y=300;
- player[1].velocity=0;
+ if (tutorialstage < 14 || tutorialstage >= 50) {
+ Person::players[1]->coords.y = 300;
+ Person::players[1]->velocity = 0;
}
}
-void Game::doDebugKeys(){
- float headprop,bodyprop,armprop,legprop;
- if(debugmode){
- if(Input::isKeyPressed(SDLK_h)){
- player[0].damagetolerance=200000;
- player[0].damage=0;
- player[0].burnt=0;
- player[0].permanentdamage=0;
- player[0].superpermanentdamage=0;
+void doDebugKeys()
+{
+ float headprop, bodyprop, armprop, legprop;
+ if (debugmode) {
+ if (Input::isKeyPressed(SDL_SCANCODE_H)) {
+ Person::players[0]->damagetolerance = 200000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
}
- if(Input::isKeyPressed(SDLK_j)){
+ if (Input::isKeyPressed(SDL_SCANCODE_J)) {
environment++;
- if(environment>2)
- environment=0;
+ if (environment > 2)
+ environment = 0;
Setenvironment(environment);
}
- if(Input::isKeyPressed(SDLK_c)){
- cameramode=1-cameramode;
+ if (Input::isKeyPressed(SDL_SCANCODE_C)) {
+ cameramode = !cameramode;
}
- if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
- if(player[0].num_weapons>0){
- if(weapons[player[0].weaponids[0]].getType()==sword)
- weapons[player[0].weaponids[0]].setType(staff);
- else if(weapons[player[0].weaponids[0]].getType()==staff)
- weapons[player[0].weaponids[0]].setType(knife);
+ if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players[0]->num_weapons > 0) {
+ if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
+ weapons[Person::players[0]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
+ weapons[Person::players[0]->weaponids[0]].setType(knife);
else
- weapons[player[0].weaponids[0]].setType(sword);
+ weapons[Person::players[0]->weaponids[0]].setType(sword);
}
}
- if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i= 0) {
+ if (Person::players[closest]->num_weapons) {
+ if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+ weapons[Person::players[closest]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+ weapons[Person::players[closest]->weaponids[0]].setType(knife);
else
- weapons[player[closest].weaponids[0]].setType(sword);
+ weapons[Person::players[closest]->weaponids[0]].setType(sword);
}
- if(!player[closest].num_weapons){
- player[closest].weaponids[0]=weapons.size();
-
- weapons.push_back(Weapon(knife,closest));
-
- player[closest].num_weapons=1;
+ if (!Person::players[closest]->num_weapons) {
+ Person::players[closest]->weaponids[0] = weapons.size();
+
+ weapons.push_back(Weapon(knife, closest));
+
+ Person::players[closest]->num_weapons = 1;
}
}
}
- if(Input::isKeyDown(SDLK_u)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i= 0) {
+ Person::players[closest]->yaw += multiplier * 50;
+ Person::players[closest]->targetyaw = Person::players[closest]->yaw;
+ }
}
- if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i9)
- player[closest].whichskin=0;
- if(player[closest].whichskin>2&&player[closest].creature==wolftype)
- player[closest].whichskin=0;
+ if (closest >= 0) {
+ Person::players[closest]->whichskin++;
+ if (Person::players[closest]->whichskin > 9)
+ Person::players[closest]->whichskin = 0;
+ if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+ Person::players[closest]->whichskin = 0;
- LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
- &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+ &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
}
- if(player[closest].numclothes){
- for(int i=0;iaddClothes();
}
- if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i= 0) {
+ if (Person::players[closest]->creature == wolftype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.1;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+ armprop = Person::players[closest]->proportionarms.x / 1.1;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
}
- if(player[closest].creature==rabbittype){
- headprop=player[closest].proportionhead.x/1.2;
- bodyprop=player[closest].proportionbody.x/1.05;
- armprop=player[closest].proportionarms.x/1.00;
- legprop=player[closest].proportionlegs.x/1.1;
+ if (Person::players[closest]->creature == rabbittype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.2;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+ armprop = Person::players[closest]->proportionarms.x / 1.00;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
}
- if(player[closest].creature==rabbittype){
- player[closest].skeleton.id=closest;
- player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
- LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
- player[closest].whichskin=0;
- player[closest].creature=wolftype;
-
- player[closest].proportionhead=1.1;
- player[closest].proportionbody=1.1;
- player[closest].proportionarms=1.1;
- player[closest].proportionlegs=1.1;
- player[closest].proportionlegs.y=1.1;
- player[closest].scale=.23*5*player[0].scale;
-
- player[closest].damagetolerance=300;
- }
- else
- {
- player[closest].skeleton.id=closest;
- player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
- LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
- player[closest].whichskin=0;
- player[closest].creature=rabbittype;
-
- player[closest].proportionhead=1.2;
- player[closest].proportionbody=1.05;
- player[closest].proportionarms=1.00;
- player[closest].proportionlegs=1.1;
- player[closest].proportionlegs.y=1.05;
- player[closest].scale=.2*5*player[0].scale;
-
- player[closest].damagetolerance=200;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->skeleton.id = closest;
+ Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->creature = wolftype;
+
+ Person::players[closest]->proportionhead = 1.1;
+ Person::players[closest]->proportionbody = 1.1;
+ Person::players[closest]->proportionarms = 1.1;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.1;
+ Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 300;
+ } else {
+ Person::players[closest]->skeleton.id = closest;
+ Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->creature = rabbittype;
+
+ Person::players[closest]->proportionhead = 1.2;
+ Person::players[closest]->proportionbody = 1.05;
+ Person::players[closest]->proportionarms = 1.00;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.05;
+ Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 200;
}
- if(player[closest].creature==wolftype){
- player[closest].proportionhead=1.1*headprop;
- player[closest].proportionbody=1.1*bodyprop;
- player[closest].proportionarms=1.1*armprop;
- player[closest].proportionlegs=1.1*legprop;
+ if (Person::players[closest]->creature == wolftype) {
+ Person::players[closest]->proportionhead = 1.1 * headprop;
+ Person::players[closest]->proportionbody = 1.1 * bodyprop;
+ Person::players[closest]->proportionarms = 1.1 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
}
- if(player[closest].creature==rabbittype){
- player[closest].proportionhead=1.2*headprop;
- player[closest].proportionbody=1.05*bodyprop;
- player[closest].proportionarms=1.00*armprop;
- player[closest].proportionlegs=1.1*legprop;
- player[closest].proportionlegs.y=1.05*legprop;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->proportionhead = 1.2 * headprop;
+ Person::players[closest]->proportionbody = 1.05 * bodyprop;
+ Person::players[closest]->proportionarms = 1.00 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ Person::players[closest]->proportionlegs.y = 1.05 * legprop;
}
}
}
- if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
- slomo=1-slomo;
- slomodelay=1000;
+ if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ slomo = 1 - slomo;
+ slomodelay = 1000;
}
- if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
- int closest=-1;
- float closestdist=-1;
- float distance;
- XYZ flatfacing2,flatvelocity2;
- XYZ blah;
- if(numplayers>1)
- for(int i=1;i::max();
+
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (!Person::players[i]->headless)
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
+ }
- if(closest!=-1){
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
XYZ headspurtdirection;
- //int i = player[closest].skeleton.jointlabels[head];
- Joint& headjoint= player[closest].getJointFor(head);
- for(int k=0;kskeleton.jointlabels[head];
+ Joint& headjoint = Person::players[closest]->joint(head);
+ for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = headjoint.velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
Normalise(&headspurtdirection);
- Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
- flatvelocity2+=headspurtdirection*8;
- Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
+ flatvelocity2 += headspurtdirection * 8;
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
}
- Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah, 100.);
- if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
- player[closest].RagDoll(0);
- player[closest].dead=2;
- player[closest].headless=1;
- player[closest].DoBloodBig(3,165);
+ if (Person::players[closest]->skeleton.free == 2)
+ Person::players[closest]->skeleton.free = 0;
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->headless = 1;
+ Person::players[closest]->DoBloodBig(3, 165);
- camerashake+=.3;
+ camerashake += .3;
}
}
- if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
- int closest=-1;
- float closestdist=-1;
- float distance;
- XYZ flatfacing2,flatvelocity2;
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = findClosestPlayer();
+ XYZ flatfacing2, flatvelocity2;
XYZ blah;
- if(numplayers>1)
- for(int i=1;i= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
emit_sound_at(splattersound, blah);
-
emit_sound_at(breaksound2, blah);
- for(int i=0;iskeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
}
- for(int i=0;iskeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
}
- for(int i=0;iskeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- for(int i=0;iskeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
XYZ temppos;
- for(int j=0;jcoords, &Person::players[closest]->coords) < 25) {
+ Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+ if (Person::players[j]->skeleton.free == 2)
+ Person::players[j]->skeleton.free = 1;
+ Person::players[j]->skeleton.longdead = 0;
+ Person::players[j]->RagDoll(0);
+ for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
+ temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+ if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+ flatvelocity2 = temppos - Person::players[closest]->coords;
Normalise(&flatvelocity2);
- player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
+ Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
}
}
}
}
}
- player[closest].DoDamage(10000);
- player[closest].RagDoll(0);
- player[closest].dead=2;
- player[closest].coords=20;
- player[closest].skeleton.free=2;
+ Person::players[closest]->DoDamage(10000);
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->coords = 20;
+ Person::players[closest]->skeleton.free = 2;
- camerashake+=.6;
+ camerashake += .6;
}
}
- if(Input::isKeyPressed(SDLK_f)){
- player[0].onfire=1-player[0].onfire;
- if(player[0].onfire){
- player[0].CatchFire();
+ if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+ Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+ if (Person::players[0]->onfire) {
+ Person::players[0]->CatchFire();
}
- if(!player[0].onfire){
- emit_sound_at(fireendsound, player[0].coords);
+ if (!Person::players[0]->onfire) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
pause_sound(stream_firesound);
}
}
- if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
- //if(!player[0].skeleton.free)player[0].damage+=500;
- player[0].RagDoll(0);
- //player[0].spurt=1;
- //player[0].DoDamage(1000);
+ if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ Person::players[0]->RagDoll(0);
- emit_sound_at(whooshsound, player[0].coords, 128.);
+ emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
}
- if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
- for(int i=0;idamagetolerance = 100000;
} else {
- player[0].damagetolerance=200;
+ Person::players[0]->damagetolerance = 200;
}
- player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
- player[0].permanentdamage=0;
- player[0].superpermanentdamage=0;
- player[0].bloodloss=0;
- player[0].deathbleeding=0;
+ Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
}
//skip level
- if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
+ if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
targetlevel++;
- if(targetlevel>numchallengelevels-1)
- targetlevel=0;
- loading=1;
- leveltime=5;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ loading = 1;
+ leveltime = 5;
}
- if(editorenabled){
- if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i0&&closest>=0){
- //player[closest]=player[numplayers-1];
- //player[closest].skeleton=player[numplayers-1].skeleton;
- numplayers--;
+ if (editorenabled) {
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players.erase(Person::players.begin()+closest);
}
}
- if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(max_objects>1)
- for(int i=1;i0&&closest>=0){
- objects.position[closest].y-=500;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ int closest = findClosestObject();
+ if (closest >= 0)
+ objects.position[closest].y -= 500;
}
- if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
- //drawmode++;
- //if(drawmode>2)drawmode=0;
- if(objects.numobjectscoords.x;
+ boxcoords.z = Person::players[0]->coords.z;
+ boxcoords.y = Person::players[0]->coords.y - 3;
+ if (editortype == bushtype)
+ boxcoords.y = Person::players[0]->coords.y - .5;
+ if (editortype == firetype)
+ boxcoords.y = Person::players[0]->coords.y - .5;
//objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
- float temprotat,temprotat2;
- temprotat=editorrotation;
- temprotat2=editorrotation2;
- if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
- if(temprotat2<0)temprotat2=Random()%360;
-
- objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
- if(editortype==treetrunktype)
- objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
+ float temprotat, temprotat2;
+ temprotat = editoryaw;
+ temprotat2 = editorpitch;
+ if (temprotat < 0 || editortype == bushtype)
+ temprotat = Random() % 360;
+ if (temprotat2 < 0)
+ temprotat2 = Random() % 360;
+
+ objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ if (editortype == treetrunktype)
+ objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
}
}
- if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- if(numplayers(new Person()));
+
+ Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
+ Person::players.back()->creature = rabbittype;
+ Person::players.back()->howactive = editoractive;
+ Person::players.back()->skeleton.id = Person::players.size()-1;
+ Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+
+ int k = abs(Random() % 2) + 1;
+ if (k == 0) {
+ Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+ Person::players.back()->whichskin = 0;
+ } else if (k == 1) {
+ Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+ Person::players.back()->whichskin = 1;
+ } else {
+ Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+ Person::players.back()->whichskin = 2;
+ }
- //texsize=512*512*3/texdetail/texdetail;
- //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
- //player[numplayers].skeleton.skinText.resize(texsize);
+ Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
+ Person::players.back()->power = 1;
+ Person::players.back()->speedmult = 1;
+ Person::players.back()->animCurrent = bounceidleanim;
+ Person::players.back()->animTarget = bounceidleanim;
+ Person::players.back()->frameCurrent = 0;
+ Person::players.back()->frameTarget = 1;
+ Person::players.back()->target = 0;
+ Person::players.back()->bled = 0;
+ Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+
+ Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+ Person::players.back()->yaw = Person::players[0]->yaw;
+
+ Person::players.back()->velocity = 0;
+ Person::players.back()->coords = Person::players[0]->coords;
+ Person::players.back()->oldcoords = Person::players.back()->coords;
+ Person::players.back()->realoldcoords = Person::players.back()->coords;
+
+ Person::players.back()->id = Person::players.size()-1;
+ Person::players.back()->updatedelay = 0;
+ Person::players.back()->normalsupdatedelay = 0;
+
+ Person::players.back()->aitype = passivetype;
+
+ if (Person::players[0]->creature == wolftype) {
+ headprop = Person::players[0]->proportionhead.x / 1.1;
+ bodyprop = Person::players[0]->proportionbody.x / 1.1;
+ armprop = Person::players[0]->proportionarms.x / 1.1;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ }
- int k=abs(Random()%2)+1;
- if(k==0){
- LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin=0;
- }
- else if(k==1){
- LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin=1;
- }
- else {
- LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin=2;
- }
+ 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;
+ }
- LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
- player[numplayers].power=1;
- player[numplayers].speedmult=1;
- player[numplayers].currentanimation=bounceidleanim;
- player[numplayers].targetanimation=bounceidleanim;
- player[numplayers].currentframe=0;
- player[numplayers].targetframe=1;
- player[numplayers].target=0;
- player[numplayers].bled=0;
- player[numplayers].speed=1+(float)(Random()%100)/1000;
-
- player[numplayers].targetrotation=player[0].targetrotation;
- player[numplayers].rotation=player[0].rotation;
-
- player[numplayers].velocity=0;
- player[numplayers].coords=player[0].coords;
- player[numplayers].oldcoords=player[numplayers].coords;
- player[numplayers].realoldcoords=player[numplayers].coords;
-
- player[numplayers].id=numplayers;
- player[numplayers].skeleton.id=numplayers;
- player[numplayers].updatedelay=0;
- player[numplayers].normalsupdatedelay=0;
-
- player[numplayers].aitype=passivetype;
-
- if(player[0].creature==wolftype){
- headprop=player[0].proportionhead.x/1.1;
- bodyprop=player[0].proportionbody.x/1.1;
- armprop=player[0].proportionarms.x/1.1;
- legprop=player[0].proportionlegs.x/1.1;
- }
+ if (Person::players.back()->creature == wolftype) {
+ Person::players.back()->proportionhead = 1.1 * headprop;
+ Person::players.back()->proportionbody = 1.1 * bodyprop;
+ Person::players.back()->proportionarms = 1.1 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ }
- if(player[0].creature==rabbittype){
- headprop=player[0].proportionhead.x/1.2;
- bodyprop=player[0].proportionbody.x/1.05;
- armprop=player[0].proportionarms.x/1.00;
- legprop=player[0].proportionlegs.x/1.1;
- }
+ if (Person::players.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(player[numplayers].creature==wolftype){
- player[numplayers].proportionhead=1.1*headprop;
- player[numplayers].proportionbody=1.1*bodyprop;
- player[numplayers].proportionarms=1.1*armprop;
- player[numplayers].proportionlegs=1.1*legprop;
- }
+ Person::players.back()->headless = 0;
+ Person::players.back()->onfire = 0;
- if(player[numplayers].creature==rabbittype){
- player[numplayers].proportionhead=1.2*headprop;
- player[numplayers].proportionbody=1.05*bodyprop;
- player[numplayers].proportionarms=1.00*armprop;
- player[numplayers].proportionlegs=1.1*legprop;
- player[numplayers].proportionlegs.y=1.05*legprop;
- }
+ if (cellophane) {
+ Person::players.back()->proportionhead.z = 0;
+ Person::players.back()->proportionbody.z = 0;
+ Person::players.back()->proportionarms.z = 0;
+ Person::players.back()->proportionlegs.z = 0;
+ }
- player[numplayers].headless=0;
- player[numplayers].onfire=0;
+ Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
- if(cellophane){
- player[numplayers].proportionhead.z=0;
- player[numplayers].proportionbody.z=0;
- player[numplayers].proportionarms.z=0;
- player[numplayers].proportionlegs.z=0;
- }
+ Person::players.back()->damagetolerance = 200;
- player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
-
- player[numplayers].damagetolerance=200;
-
- player[numplayers].protectionhead=player[0].protectionhead;
- player[numplayers].protectionhigh=player[0].protectionhigh;
- player[numplayers].protectionlow=player[0].protectionlow;
- player[numplayers].armorhead=player[0].armorhead;
- player[numplayers].armorhigh=player[0].armorhigh;
- player[numplayers].armorlow=player[0].armorlow;
- player[numplayers].metalhead=player[0].metalhead;
- player[numplayers].metalhigh=player[0].metalhigh;
- player[numplayers].metallow=player[0].metallow;
-
- player[numplayers].immobile=player[0].immobile;
-
- player[numplayers].numclothes=player[0].numclothes;
- if(player[numplayers].numclothes)
- for(int i=0;iprotectionhead = Person::players[0]->protectionhead;
+ Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+ Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+ Person::players.back()->armorhead = Person::players[0]->armorhead;
+ Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+ Person::players.back()->armorlow = Person::players[0]->armorlow;
+ Person::players.back()->metalhead = Person::players[0]->metalhead;
+ Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+ Person::players.back()->metallow = Person::players[0]->metallow;
- player[numplayers].power=player[0].power;
- player[numplayers].speedmult=player[0].speedmult;
-
- player[numplayers].damage=0;
- player[numplayers].permanentdamage=0;
- player[numplayers].superpermanentdamage=0;
- player[numplayers].deathbleeding=0;
- player[numplayers].bleeding=0;
- player[numplayers].numwaypoints=0;
- player[numplayers].waypoint=0;
- player[numplayers].jumppath=0;
- player[numplayers].weaponstuck=-1;
- player[numplayers].weaponactive=-1;
- player[numplayers].num_weapons=0;
- player[numplayers].bloodloss=0;
- player[numplayers].dead=0;
-
- player[numplayers].loaded=1;
-
- numplayers++;
+ Person::players.back()->immobile = Person::players[0]->immobile;
+
+ Person::players.back()->numclothes = Person::players[0]->numclothes;
+ for (int i = 0; i < Person::players.back()->numclothes; i++) {
+ strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+ Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+ Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+ Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
}
+ Person::players.back()->addClothes();
+
+ Person::players.back()->power = Person::players[0]->power;
+ Person::players.back()->speedmult = Person::players[0]->speedmult;
+
+ Person::players.back()->damage = 0;
+ Person::players.back()->permanentdamage = 0;
+ Person::players.back()->superpermanentdamage = 0;
+ Person::players.back()->deathbleeding = 0;
+ Person::players.back()->bleeding = 0;
+ Person::players.back()->numwaypoints = 0;
+ Person::players.back()->waypoint = 0;
+ Person::players.back()->weaponstuck = -1;
+ Person::players.back()->weaponactive = -1;
+ Person::players.back()->num_weapons = 0;
+ Person::players.back()->bloodloss = 0;
+ Person::players.back()->dead = 0;
+
+ Person::players.back()->loaded = 1;
}
- if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
- if(player[numplayers-1].numwaypoints<90){
- player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
- player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
- player[numplayers-1].numwaypoints++;
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players.back()->numwaypoints < 90) {
+ Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+ Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+ Person::players.back()->numwaypoints++;
}
}
- if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
- if(numpathpoints<30){
- bool connected,alreadyconnected;
- connected=0;
- if(numpathpoints>1)
- for(int i=0;i 1)
+ for (int i = 0; i < numpathpoints; i++) {
+ if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
+ alreadyconnected = 0;
+ for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
+ if (pathpointconnect[pathpointselected][j] == i)
+ alreadyconnected = 1;
}
- if(!alreadyconnected){
+ if (!alreadyconnected) {
numpathpointconnect[pathpointselected]++;
- connected=1;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
+ connected = 1;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
}
}
}
- if(!connected){
+ if (!connected) {
numpathpoints++;
- pathpoint[numpathpoints-1]=player[0].coords;
- numpathpointconnect[numpathpoints-1]=0;
- if(numpathpoints>1&&pathpointselected!=-1){
+ pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+ numpathpointconnect[numpathpoints - 1] = 0;
+ if (numpathpoints > 1 && pathpointselected != -1) {
numpathpointconnect[pathpointselected]++;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
}
- pathpointselected=numpathpoints-1;
+ pathpointselected = numpathpoints - 1;
}
}
}
- if(Input::isKeyPressed(SDLK_PERIOD)){
+ if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
pathpointselected++;
- if(pathpointselected>=numpathpoints)
- pathpointselected=-1;
+ if (pathpointselected >= numpathpoints)
+ pathpointselected = -1;
}
- if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
pathpointselected--;
- if(pathpointselected<=-2)
- pathpointselected=numpathpoints-1;
+ if (pathpointselected <= -2)
+ pathpointselected = numpathpoints - 1;
}
- if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
- if(pathpointselected!=-1){
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (pathpointselected != -1) {
numpathpoints--;
- pathpoint[pathpointselected]=pathpoint[numpathpoints];
- numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
- for(int i=0;ifiretype)editortype=0;
+ if (editortype == treeleavestype || editortype == 10)
+ editortype++;
+ if (editortype > firetype)
+ editortype = 0;
}
- if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorrotation-=multiplier*100;
- if(editorrotation<-.01)editorrotation=-.01;
+ if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw -= multiplier * 100;
+ if (editoryaw < -.01)
+ editoryaw = -.01;
}
- if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorrotation+=multiplier*100;
+ if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw += multiplier * 100;
}
- if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorsize+=multiplier;
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize += multiplier;
}
- if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorsize-=multiplier;
- if(editorsize<.1)editorsize=.1;
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize -= multiplier;
+ if (editorsize < .1)
+ editorsize = .1;
}
- if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
- mapradius-=multiplier*10;
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius -= multiplier * 10;
}
- if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
- mapradius+=multiplier*10;
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius += multiplier * 10;
}
- if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
- editorrotation2+=multiplier*100;
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch += multiplier * 100;
}
- if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
- editorrotation2-=multiplier*100;
- if(editorrotation2<-.01)editorrotation2=-.01;
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch -= multiplier * 100;
+ if (editorpitch < -.01)
+ editorpitch = -.01;
}
- if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- for(int i=0;i0&&closest>=0)objects.DeleteObject(closest);
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestObject();
+ if (closest >= 0)
+ objects.DeleteObject(closest);
}
}
}
}
-void Game::doJumpReversals(){
- for(int k=0;kskeleton.free == 0 &&
+ Person::players[i]->skeleton.oldfree == 0 &&
+ (Person::players[i]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpupanim) &&
+ (Person::players[i]->aitype == playercontrolled ||
+ Person::players[k]->aitype == playercontrolled) &&
+ ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+ (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
+ if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+ distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
//TODO: refactor two huge similar ifs
- if(player[i].targetanimation==jumpupanim&&
- player[k].targetanimation!=getupfrombackanim&&
- player[k].targetanimation!=getupfromfrontanim&&
- animation[player[k].targetanimation].height==middleheight&&
- normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
- (player[k].aitype==playercontrolled&&player[k].attackkeydown||
- player[k].aitype!=playercontrolled)){
- player[i].victim=&player[k];
- player[i].velocity=0;
- player[i].currentanimation=jumpreversedanim;
- player[i].targetanimation=jumpreversedanim;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].targettilt2=0;
- player[k].victim=&player[i];
- player[k].velocity=0;
- player[k].currentanimation=jumpreversalanim;
- player[k].targetanimation=jumpreversalanim;
- player[k].currentframe=0;
- player[k].targetframe=1;
- player[k].targettilt2=0;
- if(player[i].coords.yanimTarget == jumpupanim &&
+ Person::players[k]->animTarget != getupfrombackanim &&
+ Person::players[k]->animTarget != getupfromfrontanim &&
+ animation[Person::players[k]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+ ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
+ Person::players[k]->aitype != playercontrolled)) {
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversedanim;
+ Person::players[i]->animTarget = jumpreversedanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversalanim;
+ Person::players[k]->animTarget = jumpreversalanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
+ Person::players[i]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animTarget = rabbitkickreversedanim;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
+ Person::players[k]->animCurrent = rabbitkickreversalanim;
+ Person::players[k]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
}
- player[i].target=0;
- player[k].oldcoords=player[k].coords;
- player[i].coords=player[k].coords;
- player[k].targetrotation=player[i].targetrotation;
- player[k].rotation=player[i].targetrotation;
- if(player[k].aitype==attacktypecutoff)
- player[k].stunned=.5;
+ Person::players[i]->target = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[k]->targetyaw = Person::players[i]->targetyaw;
+ Person::players[k]->yaw = Person::players[i]->targetyaw;
+ if (Person::players[k]->aitype == attacktypecutoff)
+ Person::players[k]->stunned = .5;
}
- if(player[k].targetanimation==jumpupanim&&
- player[i].targetanimation!=getupfrombackanim&&
- player[i].targetanimation!=getupfromfrontanim&&
- animation[player[i].targetanimation].height==middleheight&&
- normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
- ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
- player[i].aitype!=playercontrolled)){
- player[k].victim=&player[i];
- player[k].velocity=0;
- player[k].currentanimation=jumpreversedanim;
- player[k].targetanimation=jumpreversedanim;
- player[k].currentframe=0;
- player[k].targetframe=1;
- player[k].targettilt2=0;
- player[i].victim=&player[k];
- player[i].velocity=0;
- player[i].currentanimation=jumpreversalanim;
- player[i].targetanimation=jumpreversalanim;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].targettilt2=0;
- if(player[k].coords.yanimTarget == jumpupanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ animation[Person::players[i]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+ ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+ Person::players[i]->aitype != playercontrolled)) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversedanim;
+ Person::players[k]->animTarget = jumpreversedanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversalanim;
+ Person::players[i]->animTarget = jumpreversalanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
+ Person::players[k]->animTarget = rabbitkickreversedanim;
+ Person::players[k]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animCurrent = rabbitkickreversalanim;
+ Person::players[i]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
}
- player[k].target=0;
- player[i].oldcoords=player[i].coords;
- player[k].coords=player[i].coords;
- player[i].targetrotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
- if(player[i].aitype==attacktypecutoff)
- player[i].stunned=.5;
+ Person::players[k]->target = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ if (Person::players[i]->aitype == attacktypecutoff)
+ Person::players[i]->stunned = .5;
}
}
}
}
}
-void Game::doAerialAcrobatics(){
- static XYZ facing,flatfacing;
- for(int k=0;kturnspeed = 500;
+
+ if ((Person::players[k]->isRun() &&
+ ((Person::players[k]->targetyaw != rabbitrunninganim &&
+ Person::players[k]->targetyaw != wolfrunninganim) ||
+ Person::players[k]->frameTarget == 4)) ||
+ Person::players[k]->animTarget == removeknifeanim ||
+ Person::players[k]->animTarget == crouchremoveknifeanim ||
+ Person::players[k]->animTarget == flipanim ||
+ Person::players[k]->animTarget == fightsidestep ||
+ Person::players[k]->animTarget == walkanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
}
- if(player[k].isStop()||
- player[k].isLanding()||
- player[k].targetanimation==staggerbackhighanim||
- (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
- player[k].targetanimation==staggerbackhardanim||
- player[k].targetanimation==backhandspringanim||
- player[k].targetanimation==dodgebackanim||
- player[k].targetanimation==rollanim||
- (animation[player[k].targetanimation].attack&&
- player[k].targetanimation!=rabbitkickanim&&
- (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
- (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
- player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
+ if (Person::players[k]->isStop() ||
+ Person::players[k]->isLanding() ||
+ Person::players[k]->animTarget == staggerbackhighanim ||
+ (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+ Person::players[k]->animTarget == staggerbackhardanim ||
+ Person::players[k]->animTarget == backhandspringanim ||
+ Person::players[k]->animTarget == dodgebackanim ||
+ Person::players[k]->animTarget == rollanim ||
+ (animation[Person::players[k]->animTarget].attack &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+ (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
}
- if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
- player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
+ if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
}
- /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)DoStuff();
+ if (Person::players[k]->immobile && k != 0)
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
//if player's position has changed (?)
- if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
- !player[k].skeleton.free&&
- player[k].targetanimation!=climbanim&&
- player[k].targetanimation!=hanganim){
- XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
+ if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim) {
+ XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
int whichhit;
- bool tempcollide=0;
+ bool tempcollide = 0;
- if(player[k].collide<-.3)
- player[k].collide=-.3;
- if(player[k].collide>1)
- player[k].collide=1;
- player[k].collide-=multiplier*30;
+ if (Person::players[k]->collide < -.3)
+ Person::players[k]->collide = -.3;
+ if (Person::players[k]->collide > 1)
+ Person::players[k]->collide = 1;
+ Person::players[k]->collide -= multiplier * 30;
//clip to terrain
- player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
-
- for(int l=0;l.5&&player[k].aitype==playercontrolled||
- objects.position[i].y>player[k].coords.y){
- lowpoint=player[k].coords;
- if(player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=jumpdownanim&&
- !player[k].isFlip())
- lowpoint.y+=1.25;
+ Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
+
+ for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.type[i] != rocktype ||
+ objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
+ objects.position[i].y > Person::players[k]->coords.y) {
+ lowpoint = Person::players[k]->coords;
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip())
+ lowpoint.y += 1.25;
else
- lowpoint.y+=1.3;
- if( player[k].coords.yterrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
- player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
- if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
- flatfacing=lowpoint-player[k].coords;
- player[k].coords=lowpoint;
- player[k].coords.y-=1.3;
- player[k].collide=1;
- tempcollide=1;
+ lowpoint.y += 1.3;
+ if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
+ Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
+ Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ flatfacing = lowpoint - Person::players[k]->coords;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.3;
+ Person::players[k]->collide = 1;
+ tempcollide = 1;
//wall jumps
//TODO: refactor four similar blocks
- if(player[k].aitype==playercontrolled&&
- (player[k].targetanimation==jumpupanim||
- player[k].targetanimation==jumpdownanim||
- player[k].isFlip())&&
- !player[k].jumptogglekeydown&&
- player[k].jumpkeydown){
- lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
- XYZ tempcoords1=lowpoint;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- player[k].setAnimation(walljumpleftanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)
+ if (Person::players[k]->aitype == playercontrolled &&
+ (Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim ||
+ Person::players[k]->isFlip()) &&
+ !Person::players[k]->jumptogglekeydown &&
+ Person::players[k]->jumpkeydown) {
+ lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
+ XYZ tempcoords1 = lowpoint;
+ whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ Person::players[k]->setAnimation(walljumpleftanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
pause_sound(whooshsound);
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)
- player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
numwallflipped++;
- }
- else
- {
- lowpoint=tempcoords1;
- lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- player[k].setAnimation(walljumprightanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)pause_sound(whooshsound);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)numwallflipped++;
- }
- else
- {
- lowpoint=tempcoords1;
- lowpointtarget=lowpoint+player[k].facing*2;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- player[k].setAnimation(walljumpbackanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)pause_sound(whooshsound);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)numwallflipped++;
- }
- else
- {
- lowpoint=tempcoords1;
- lowpointtarget=lowpoint-player[k].facing*2;
- whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
- if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
- player[k].setAnimation(walljumpfrontanim);
- emit_sound_at(movewhooshsound, player[k].coords);
- if(k==0)pause_sound(whooshsound);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].rotation+=180;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
- if(k==0)numwallflipped++;
+ } else {
+ lowpoint = tempcoords1;
+ lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
+ whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ Person::players[k]->setAnimation(walljumprightanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
+ } else {
+ lowpoint = tempcoords1;
+ lowpointtarget = lowpoint + Person::players[k]->facing * 2;
+ whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ Person::players[k]->setAnimation(walljumpbackanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
+ } else {
+ lowpoint = tempcoords1;
+ lowpointtarget = lowpoint - Person::players[k]->facing * 2;
+ whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+ Person::players[k]->setAnimation(walljumpfrontanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->yaw += 180;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
}
}
}
}
}
}
- }
- else if(objects.type[i]==rocktype){
- lowpoint2=player[k].coords;
- lowpoint=player[k].coords;
- lowpoint.y+=2;
- if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
- player[k].coords=colpoint;
- player[k].collide=1;
- tempcollide=1;
-
- if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
+ } else if (objects.type[i] == rocktype) {
+ lowpoint2 = Person::players[k]->coords;
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += 2;
+ if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+ Person::players[k]->coords = colpoint;
+ Person::players[k]->collide = 1;
+ tempcollide = 1;
+
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
//flipped into a rock
- if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
- player[k].RagDoll(0);
+ if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
+ Person::players[k]->RagDoll(0);
- if(player[k].targetanimation==jumpupanim){
- player[k].jumppower=-4;
- player[k].targetanimation=player[k].getIdle();
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getIdle();
}
- player[k].target=0;
- player[k].targetframe=0;
- player[k].onterrain=1;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->onterrain = 1;
- if(player[k].id==0){
+ if (Person::players[k]->id == 0) {
pause_sound(whooshsound);
OPENAL_SetVolume(channels[whooshsound], 0);
}
//landing
- if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
- if(player[k].isFlip())
- player[k].jumppower=-4;
- player[k].targetanimation=player[k].getLanding();
- emit_sound_at(landsound, player[k].coords, 128.);
- if(k==0){
- envsound[numenvsounds]=player[k].coords;
- envsoundvol[numenvsounds]=16;
- envsoundlife[numenvsounds]=.4;
- numenvsounds++;
+ if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
+ if (Person::players[k]->isFlip())
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getLanding();
+ emit_sound_at(landsound, Person::players[k]->coords, 128.);
+ if (k == 0) {
+ addEnvSound(Person::players[k]->coords);
}
-
}
}
}
}
}
- if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
- for(int l=0;l.5)
- if(whichhit!=-1){
- if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
- player[k].collided=1;
- if(checkcollide(lowpoint7,lowpointtarget7)==-1)
- if(checkcollide(lowpoint6,lowpointtarget6)==-1)
- if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
- objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
- objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
- objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
- &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
- for(int j=0;j<45;j++){
- lowpoint=player[k].coords;
- lowpoint.y+=(float)j/13;
- lowpointtarget=lowpoint+facing*1.4;
- if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
- &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
- if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
+ if (tempcollide)
+ for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += 1.35;
+ if (objects.type[i] != rocktype)
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->onterrain)
+ Person::players[k]->avoidcollided = 1;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.35;
+ Person::players[k]->collide = 1;
+
+ if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
+ (Person::players[k]->animCurrent != climbanim &&
+ Person::players[k]->animCurrent != hanganim &&
+ !Person::players[k]->isWallJump() ||
+ Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim)) {
+ lowpoint = Person::players[k]->coords;
+ objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += .05;
+ facing = 0;
+ facing.z = -1;
+ facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
+ lowpointtarget = lowpoint + facing * 1.4;
+ whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ if (whichhit != -1) {
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += .1;
+ lowpointtarget = lowpoint + facing * 1.4;
+ lowpoint2 = lowpoint;
+ lowpointtarget2 = lowpointtarget;
+ lowpoint3 = lowpoint;
+ lowpointtarget3 = lowpointtarget;
+ lowpoint4 = lowpoint;
+ lowpointtarget4 = lowpointtarget;
+ lowpoint5 = lowpoint;
+ lowpointtarget5 = lowpointtarget;
+ lowpoint6 = lowpoint;
+ lowpointtarget6 = lowpointtarget;
+ lowpoint7 = lowpoint;
+ lowpointtarget7 = lowpoint;
+ lowpoint2.x += .1;
+ lowpointtarget2.x += .1;
+ lowpoint3.z += .1;
+ lowpointtarget3.z += .1;
+ lowpoint4.x -= .1;
+ lowpointtarget4.x -= .1;
+ lowpoint5.z -= .1;
+ lowpointtarget5.z -= .1;
+ lowpoint6.y += 45 / 13;
+ lowpointtarget6.y += 45 / 13;
+ lowpointtarget6 += facing * .6;
+ lowpointtarget7.y += 90 / 13;
+ whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+ if (objects.friction[i] > .5)
+ if (whichhit != -1) {
+ if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+ Person::players[k]->collided = 1;
+ if (checkcollide(lowpoint7, lowpointtarget7) == -1)
+ if (checkcollide(lowpoint6, lowpointtarget6) == -1)
+ if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
+ &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
+ objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
+ &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
+ objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
+ &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
+ objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
+ &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ for (int j = 0; j < 45; j++) {
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += (float)j / 13;
+ lowpointtarget = lowpoint + facing * 1.4;
+ if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
+ &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
+ if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
break;
- if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
- lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
- lowpoint=player[k].coords;
- lowpoint.y+=(float)j/13;
- lowpointtarget=lowpoint+facing*1.3;
- flatfacing=player[k].coords;
- player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
- player[k].coords.y=lowpointtarget.y-.07;
- player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
-
- if(j>10||!player[k].isRun()){
- if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
- if(k==0)
+ if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += (float)j / 13;
+ lowpointtarget = lowpoint + facing * 1.3;
+ flatfacing = Person::players[k]->coords;
+ Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+ Person::players[k]->coords.y = lowpointtarget.y - .07;
+ Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
+
+ if (j > 10 || !Person::players[k]->isRun()) {
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
+ if (k == 0)
pause_sound(whooshsound);
}
- emit_sound_at(jumpsound, player[k].coords, 128.);
+ emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
- if(lowpointtarget.z<0)
- player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
- //player[k].velocity=lowpointtarget*.03;
- player[k].velocity=0;
+ //Person::players[k]->velocity=lowpointtarget*.03;
+ Person::players[k]->velocity = 0;
//climb ledge (?)
- if(player[k].targetanimation==jumpupanim){
- player[k].targetanimation=climbanim;
- player[k].jumppower=0;
- player[k].jumpclimb=1;
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->animTarget = climbanim;
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumpclimb = 1;
}
- player[k].transspeed=6;
- player[k].target=0;
- player[k].targetframe=1;
+ Person::players[k]->transspeed = 6;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 1;
//hang ledge (?)
- if(j>25){
- player[k].setAnimation(hanganim);
- player[k].jumppower=0;
+ if (j > 25) {
+ Person::players[k]->setAnimation(hanganim);
+ Person::players[k]->jumppower = 0;
}
}
break;
@@ -3650,564 +2931,578 @@ void Game::doAerialAcrobatics(){
}
}
}
- if(player[k].collide<=0){
+ if (Person::players[k]->collide <= 0) {
//in the air
- if(!player[k].onterrain&&
- player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=jumpdownanim&&
- player[k].targetanimation!=climbanim&&
- player[k].targetanimation!=hanganim&&
- !player[k].isWallJump()&&
- !player[k].isFlip()){
- if(player[k].currentanimation!=climbanim&&
- player[k].currentanimation!=tempanim&&
- player[k].targetanimation!=backhandspringanim&&
- (player[k].targetanimation!=rollanim||
- player[k].targetframe<2||
- player[k].targetframe>6)){
+ if (!Person::players[k]->onterrain &&
+ Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim &&
+ !Person::players[k]->isWallJump() &&
+ !Person::players[k]->isFlip()) {
+ if (Person::players[k]->animCurrent != climbanim &&
+ Person::players[k]->animCurrent != tempanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->animTarget != rollanim ||
+ Person::players[k]->frameTarget < 2 ||
+ Person::players[k]->frameTarget > 6)) {
//stagger off ledge (?)
- if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
- player[k].RagDoll(0);
- player[k].setAnimation(jumpdownanim);
+ if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+ Person::players[k]->RagDoll(0);
+ Person::players[k]->setAnimation(jumpdownanim);
- if(!k)
- emit_sound_at(whooshsound, player[k].coords, 128.);
+ if (!k)
+ emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
}
//gravity
- player[k].velocity.y+=gravity;
+ Person::players[k]->velocity.y += gravity;
}
}
}
- player[k].realoldcoords=player[k].coords;
+ Person::players[k]->realoldcoords = Person::players[k]->coords;
}
}
-void Game::doAttacks(){
- static XYZ relative;
+void doAttacks()
+{
static int randattack;
- static bool playerrealattackkeydown=0;
-
- if(!Input::isKeyDown(attackkey))
- oldattackkey=0;
- if(oldattackkey)
- player[0].attackkeydown=0;
- if(oldattackkey)
- playerrealattackkeydown=0;
- if(!oldattackkey)
- playerrealattackkeydown=Input::isKeyDown(attackkey);
- if((player[0].parriedrecently<=0||
- player[0].weaponactive==-1)&&
- (!oldattackkey||
- (realthreat&&
- player[0].lastattack!=swordslashanim&&
- player[0].lastattack!=knifeslashstartanim&&
- player[0].lastattack!=staffhitanim&&
- player[0].lastattack!=staffspinhitanim)))
- player[0].attackkeydown=Input::isKeyDown(attackkey);
- if(Input::isKeyDown(attackkey)&&
- !oldattackkey&&
- !player[0].backkeydown){
- for(int k=0;kattackkeydown = 0;
+ if (oldattackkey)
+ playerrealattackkeydown = 0;
+ if (!oldattackkey)
+ playerrealattackkeydown = Input::isKeyDown(attackkey);
+ if ((Person::players[0]->parriedrecently <= 0 ||
+ Person::players[0]->weaponactive == -1) &&
+ (!oldattackkey ||
+ (realthreat &&
+ Person::players[0]->lastattack != swordslashanim &&
+ Person::players[0]->lastattack != knifeslashstartanim &&
+ Person::players[0]->lastattack != staffhitanim &&
+ Person::players[0]->lastattack != staffspinhitanim)))
+ Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
+ if (Input::isKeyDown(attackkey) &&
+ !oldattackkey &&
+ !Person::players[0]->backkeydown) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if ((Person::players[k]->animTarget == swordslashanim ||
+ Person::players[k]->animTarget == staffhitanim ||
+ Person::players[k]->animTarget == staffspinhitanim) &&
+ Person::players[0]->animCurrent != dodgebackanim &&
+ !Person::players[k]->skeleton.free)
+ Person::players[k]->Reverse();
}
}
- if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
+ if (!hostile || Dialog::inDialog())
+ Person::players[0]->attackkeydown = 0;
- for(int k=0;kattackkeydown = 0;
+ if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
+ if (Person::players[k]->aitype != playercontrolled)
+ Person::players[k]->victim = Person::players[0];
//attack key pressed
- if(player[k].attackkeydown){
+ if (Person::players[k]->attackkeydown) {
//dodge backward
- if(player[k].backkeydown&&
- player[k].targetanimation!=backhandspringanim&&
- (player[k].isIdle()||
- player[k].isStop()||
- player[k].isRun()||
- player[k].targetanimation==walkanim)){
- if(player[k].jumppower<=1){
- player[k].jumppower-=2;
- }else{
- for(int i=0;ibackkeydown &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isStop() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim)) {
+ if (Person::players[k]->jumppower <= 1) {
+ Person::players[k]->jumppower -= 2;
+ } else {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k)
+ continue;
+ if (Person::players[i]->animTarget == swordslashanim ||
+ Person::players[i]->animTarget == knifeslashstartanim ||
+ Person::players[i]->animTarget == staffhitanim ||
+ Person::players[i]->animTarget == staffspinhitanim)
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
+ Person::players[k]->setAnimation(dodgebackanim);
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
}
}
- if(player[k].targetanimation!=dodgebackanim){
- if(k==0)numflipped++;
- player[k].setAnimation(backhandspringanim);
- player[k].targetrotation=-rotation+180;
- if(player[k].leftkeydown)
- player[k].targetrotation-=45;
- if(player[k].rightkeydown)
- player[k].targetrotation+=45;
- player[k].rotation=player[k].targetrotation;
- player[k].jumppower-=2;
+ if (Person::players[k]->animTarget != dodgebackanim) {
+ if (k == 0)
+ numflipped++;
+ Person::players[k]->setAnimation(backhandspringanim);
+ Person::players[k]->targetyaw = -yaw + 180;
+ if (Person::players[k]->leftkeydown)
+ Person::players[k]->targetyaw -= 45;
+ if (Person::players[k]->rightkeydown)
+ Person::players[k]->targetyaw += 45;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->jumppower -= 2;
}
}
}
//attack
- if(!animation[player[k].targetanimation].attack&&
- !player[k].backkeydown&&
- (player[k].isIdle()||
- player[k].isRun()||
- player[k].targetanimation==walkanim||
- player[k].targetanimation==sneakanim||
- player[k].isCrouch())){
- const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
+ if (!animation[Person::players[k]->animTarget].attack &&
+ !Person::players[k]->backkeydown &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim ||
+ Person::players[k]->animTarget == sneakanim ||
+ Person::players[k]->isCrouch())) {
+ const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
//normal attacks (?)
- player[k].hasvictim=0;
- if(numplayers>1)
- for(int i=0;ihasvictim = 0;
+ if (Person::players.size() > 1)
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k || !(k == 0 || i == 0))
+ continue;
+ if (!Person::players[k]->hasvictim)
+ if (animation[Person::players[k]->animTarget].attack != reversal) {
//choose an attack
- const float distance=findDistancefast(&player[k].coords,&player[i].coords);
- if(distance<4.5&&
- !player[i].skeleton.free&&
- player[i].howactivecoords, &Person::players[i]->coords);
+ if (distance < 4.5 &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->howactive < typedead1 &&
+ Person::players[i]->animTarget != jumpreversedanim &&
+ Person::players[i]->animTarget != rabbitkickreversedanim &&
+ Person::players[i]->animTarget != rabbitkickanim &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ (Person::players[i]->animTarget != staggerbackhighanim &&
+ (Person::players[i]->animTarget != staggerbackhardanim ||
+ animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
+ Person::players[i]->animTarget != jumpdownanim &&
+ Person::players[i]->animTarget != jumpupanim &&
+ Person::players[i]->animTarget != getupfromfrontanim) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (Person::players[k]->aitype == playercontrolled) { //human player
//sweep
- if(distance<2.5*sq(player[k].scale*5)&&
- player[k].crouchkeydown&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=sweepanim;
+ if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[k]->crouchkeydown &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
//winduppunch
- else if(distance<1.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].forwardkeydown&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].crouchkeydown&&
- !attackweapon&&
- !reversaltrain)
- player[k].targetanimation=winduppunchanim;
+ else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ !attackweapon &&
+ !reversaltrain)
+ Person::players[k]->animTarget = winduppunchanim;
//upunch
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].forwardkeydown&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].crouchkeydown&&
- !attackweapon)
- player[k].targetanimation=upunchanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ !attackweapon)
+ Person::players[k]->animTarget = upunchanim;
//knifefollow
- else if(distance<2.5*sq(player[k].scale*5)&&
- player[i].staggerdelay>0&&
- attackweapon==knife&&
- player[i].bloodloss>player[i].damagetolerance/2)
- player[k].targetanimation=knifefollowanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[i]->staggerdelay > 0 &&
+ attackweapon == knife &&
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
+ Person::players[k]->animTarget = knifefollowanim;
//knifeslashstart
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].forwardkeydown&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].crouchkeydown&&
- attackweapon==knife&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=knifeslashstartanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == knife &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = knifeslashstartanim;
//swordslash
- else if(distance<4.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].crouchkeydown&&
- attackweapon==sword&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=swordslashanim;
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == sword &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = swordslashanim;
//staffhit
- else if(distance<4.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].crouchkeydown&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0&&
- !player[k].leftkeydown&&
- !player[k].rightkeydown&&
- !player[k].forwardkeydown)
- player[k].targetanimation=staffhitanim;
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->forwardkeydown)
+ Person::players[k]->animTarget = staffhitanim;
//staffspinhit
- else if(distance<4.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight&&
- !player[k].crouchkeydown&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=staffspinhitanim;
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = staffspinhitanim;
//spinkick
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=spinkickanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height==lowheight&&
- animation[player[k].targetanimation].attack!=normalattack)
- player[k].targetanimation=lowkickanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height == lowheight &&
+ animation[Person::players[k]->animTarget].attack != normalattack)
+ Person::players[k]->animTarget = lowkickanim;
} else { //AI player
- if(distance<4.5*sq(player[k].scale*5)){
- randattack=abs(Random()%5);
- if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
+ if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
+ randattack = abs(Random() % 5);
+ if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
//sweep
- if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=sweepanim;
+ if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
//upunch
- else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
- !attackweapon)
- player[k].targetanimation=upunchanim;
+ else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
+ !attackweapon)
+ Person::players[k]->animTarget = upunchanim;
//spinkick
- else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=spinkickanim;
+ else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if(animation[player[i].targetanimation].height==lowheight)
- player[k].targetanimation=lowkickanim;
+ else if (animation[Person::players[i]->animTarget].height == lowheight)
+ Person::players[k]->animTarget = lowkickanim;
}
- if(attackweapon){
+ if (attackweapon) {
//sweep
- if((tutoriallevel!=1||!attackweapon)&&
- distance<2.5*sq(player[k].scale*5)&&
- randattack==0&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=sweepanim;
+ if ((tutoriallevel != 1 || !attackweapon) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ randattack == 0 &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
//knifeslashstart
- else if(distance<2.5*sq(player[k].scale*5)&&
- attackweapon==knife&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=knifeslashstartanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ attackweapon == knife &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = knifeslashstartanim;
//swordslash
- else if(!(player[0].victim==&player[i]&&
- player[0].hasvictim&&
- player[0].targetanimation==swordslashanim)&&
- attackweapon==sword&&
- player[k].weaponmissdelay<=0)
- player[k].targetanimation=swordslashanim;
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == sword &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = swordslashanim;
//staffhit
- else if(!(player[0].victim==&player[i]&&
- player[0].hasvictim&&
- player[0].targetanimation==swordslashanim)&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0&&
- randattack<3)
- player[k].targetanimation=staffhitanim;
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ randattack < 3)
+ Person::players[k]->animTarget = staffhitanim;
//staffspinhit
- else if(!(player[0].victim==&player[i]&&
- player[0].hasvictim&&
- player[0].targetanimation==swordslashanim)&&
- attackweapon==staff&&
- player[k].weaponmissdelay<=0&&
- randattack>=3)
- player[k].targetanimation=staffspinhitanim;
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ randattack >= 3)
+ Person::players[k]->animTarget = staffspinhitanim;
//spinkick
- else if((tutoriallevel!=1||!attackweapon)&&
- distance<2.5*sq(player[k].scale*5)&&
- randattack==1&&
- animation[player[i].targetanimation].height!=lowheight)
- player[k].targetanimation=spinkickanim;
+ else if ((tutoriallevel != 1 || !attackweapon) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ randattack == 1 &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if(distance<2.5*sq(player[k].scale*5)&&
- animation[player[i].targetanimation].height==lowheight&&
- animation[player[k].targetanimation].attack!=normalattack)
- player[k].targetanimation=lowkickanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height == lowheight &&
+ animation[Person::players[k]->animTarget].attack != normalattack)
+ Person::players[k]->animTarget = lowkickanim;
}
}
}
//upunch becomes wolfslap
- if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
- player[k].targetanimation=wolfslapanim;
+ if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+ Person::players[k]->animTarget = wolfslapanim;
}
//sneak attacks
- if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
- player[i].howactive0&&player[k].madskills||
- player[i].surprised>0||
- player[i].aitype==passivetype||
- attackweapon&&player[i].stunned>0)&&
- normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
+ if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+ Person::players[i]->howactive < typedead1 &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ (Person::players[i]->surprised > 0 ||
+ Person::players[i]->aitype == passivetype ||
+ attackweapon && Person::players[i]->stunned > 0) &&
+ normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
//sneakattack
- if(!attackweapon){
- player[k].currentanimation=sneakattackanim;
- player[k].targetanimation=sneakattackanim;
- player[i].currentanimation=sneakattackedanim;
- player[i].targetanimation=sneakattackedanim;
- player[k].oldcoords=player[k].coords;
- player[k].coords=player[i].coords;
+ if (!attackweapon) {
+ Person::players[k]->animCurrent = sneakattackanim;
+ Person::players[k]->animTarget = sneakattackanim;
+ Person::players[i]->animCurrent = sneakattackedanim;
+ Person::players[i]->animTarget = sneakattackedanim;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
}
//knifesneakattack
- if(attackweapon==knife){
- player[k].currentanimation=knifesneakattackanim;
- player[k].targetanimation=knifesneakattackanim;
- player[i].currentanimation=knifesneakattackedanim;
- player[i].targetanimation=knifesneakattackedanim;
- player[i].oldcoords=player[i].coords;
- player[i].coords=player[k].coords;
+ if (attackweapon == knife) {
+ Person::players[k]->animCurrent = knifesneakattackanim;
+ Person::players[k]->animTarget = knifesneakattackanim;
+ Person::players[i]->animCurrent = knifesneakattackedanim;
+ Person::players[i]->animTarget = knifesneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
}
//swordsneakattack
- if(attackweapon==sword){
- player[k].currentanimation=swordsneakattackanim;
- player[k].targetanimation=swordsneakattackanim;
- player[i].currentanimation=swordsneakattackedanim;
- player[i].targetanimation=swordsneakattackedanim;
- player[i].oldcoords=player[i].coords;
- player[i].coords=player[k].coords;
+ if (attackweapon == sword) {
+ Person::players[k]->animCurrent = swordsneakattackanim;
+ Person::players[k]->animTarget = swordsneakattackanim;
+ Person::players[i]->animCurrent = swordsneakattackedanim;
+ Person::players[i]->animTarget = swordsneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
}
- if(attackweapon!=staff){
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- player[i].targettilt2=0;
- player[i].targetframe=1;
- player[i].currentframe=0;
- player[i].target=0;
- player[i].velocity=0;
- player[k].targettilt2=player[i].targettilt2;
- player[k].currentframe=player[i].currentframe;
- player[k].targetframe=player[i].targetframe;
- player[k].target=player[i].target;
- player[k].velocity=0;
- player[k].targetrotation=player[i].rotation;
- player[k].rotation=player[i].rotation;
- player[i].targetrotation=player[i].rotation;
+ if (attackweapon != staff) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->targetyaw = Person::players[i]->yaw;
+ Person::players[k]->yaw = Person::players[i]->yaw;
+ Person::players[i]->targetyaw = Person::players[i]->yaw;
}
}
- if(animation[player[k].targetanimation].attack==normalattack&&
- player[k].victim==&player[i]&&
- (!player[i].skeleton.free)){
- oldattackkey=1;
- player[k].targetframe=0;
- player[k].target=0;
-
- player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
- player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
- player[k].lastattack3=player[k].lastattack2;
- player[k].lastattack2=player[k].lastattack;
- player[k].lastattack=player[k].targetanimation;
+ if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free)) {
+ oldattackkey = 1;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->target = 0;
+
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
}
- if(player[k].targetanimation==knifefollowanim&&
- player[k].victim==&player[i]){
- oldattackkey=1;
- player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
- player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- player[i].targetanimation=knifefollowedanim;
- player[i].currentanimation=knifefollowedanim;
- player[i].targettilt2=0;
- player[i].targettilt2=player[k].targettilt2;
- player[i].targetframe=1;
- player[i].currentframe=0;
- player[i].target=0;
- player[i].velocity=0;
- player[k].currentanimation=knifefollowanim;
- player[k].targetanimation=knifefollowanim;
- player[k].targettilt2=player[i].targettilt2;
- player[k].currentframe=player[i].currentframe;
- player[k].targetframe=player[i].targetframe;
- player[k].target=player[i].target;
- player[k].velocity=0;
- player[k].oldcoords=player[k].coords;
- player[i].coords=player[k].coords;
- player[i].targetrotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
- player[k].rotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
+ if (Person::players[k]->animTarget == knifefollowanim &&
+ Person::players[k]->victim == Person::players[i]) {
+ oldattackkey = 1;
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->animTarget = knifefollowedanim;
+ Person::players[i]->animCurrent = knifefollowedanim;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->animCurrent = knifefollowanim;
+ Person::players[k]->animTarget = knifefollowanim;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
}
}
}
- const bool hasstaff=attackweapon==staff;
- if(k==0&&numplayers>1)
- for(int i=0;i1000||
- player[k].isRun()||
- hasstaff||
- (attackweapon&&
- (player[i].skeleton.longdead>2000||
- player[i].damage>player[i].damagetolerance/8||
- player[i].bloodloss>player[i].damagetolerance/2)&&
- distance<1.5*sq(player[k].scale*5)))){
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- if(attackweapon&&tutoriallevel!=1){
+ const bool hasstaff = attackweapon == staff;
+ if (k == 0 && Person::players.size() > 1)
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k)
+ continue;
+ if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
+ animation[Person::players[k]->animTarget].attack == neutral) {
+ const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
+ if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
+ if (Person::players[i]->skeleton.free)
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead > 1000 ||
+ Person::players[k]->isRun() ||
+ hasstaff ||
+ (attackweapon &&
+ (Person::players[i]->skeleton.longdead > 2000 ||
+ Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (attackweapon && tutoriallevel != 1) {
//crouchstab
- if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
- player[k].targetanimation=crouchstabanim;
+ if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
+ Person::players[k]->animTarget = crouchstabanim;
//swordgroundstab
- if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
- player[k].targetanimation=swordgroundstabanim;
+ if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
+ Person::players[k]->animTarget = swordgroundstabanim;
//staffgroundsmash
- if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
- player[k].targetanimation=staffgroundsmashanim;
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
+ Person::players[k]->animTarget = staffgroundsmashanim;
}
- if(distance<2.5&&
- player[k].crouchkeydown&&
- player[k].targetanimation!=crouchstabanim&&
- !attackweapon&&
- player[i].dead&&
- player[i].skeleton.free&&
- player[i].skeleton.longdead>1000){
- player[k].targetanimation=killanim;
+ if (distance < 2.5 &&
+ Person::players[k]->crouchkeydown &&
+ Person::players[k]->animTarget != crouchstabanim &&
+ !attackweapon &&
+ Person::players[i]->dead &&
+ Person::players[i]->skeleton.free &&
+ Person::players[i]->skeleton.longdead > 1000) {
+ Person::players[k]->animTarget = killanim;
//TODO: refactor this out, what does it do?
- for(int j=0;jdead || musictype != 2)
+ if (distance < 3.5 &&
+ (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+ Person::players[k]->staggerdelay <= 0 &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead < 300 &&
+ Person::players[k]->lastattack != spinkickanim &&
+ Person::players[i]->skeleton.free) &&
+ (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+ Person::players[k]->animTarget = dropkickanim;
+ for (int j = 0; j < terrain.numdecals; j++) {
+ if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
+ terrain.decalalivetime[j] < 2) {
terrain.DeleteDecal(j);
}
}
- for(int l=0;lanimTarget].attack == normalattack &&
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free ||
+ Person::players[k]->animTarget == killanim ||
+ Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim ||
+ Person::players[k]->animTarget == dropkickanim)) {
+ oldattackkey = 1;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->target = 0;
+
+ XYZ targetpoint = Person::players[i]->coords;
+ if (Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim) {
+ targetpoint += (Person::players[i]->jointPos(abdomen) +
+ Person::players[i]->jointPos(neck)) / 2 *
+ Person::players[i]->scale;
}
- player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
- player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
- if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
- player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
+ if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
}
- if(player[k].targetanimation==staffgroundsmashanim)
- player[k].targettilt2+=10;
+ if (Person::players[k]->animTarget == staffgroundsmashanim)
+ Person::players[k]->targettilt2 += 10;
- player[k].lastattack3=player[k].lastattack2;
- player[k].lastattack2=player[k].lastattack;
- player[k].lastattack=player[k].targetanimation;
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
- if(player[k].targetanimation==swordgroundstabanim){
- player[k].targetrotation+=30;
+ if (Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += 30;
}
}
}
}
- if(!player[k].hasvictim){
+ if (!Person::players[k]->hasvictim) {
//find victim
- for(int i=0;icoords))
- player[k].victim=&player[i];
- }else{
- player[k].victim=&player[i];
- player[k].hasvictim=1;
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k || !(i == 0 || k == 0))
+ continue;
+ if (!Person::players[i]->skeleton.free) {
+ if (Person::players[k]->hasvictim) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+ Person::players[k]->victim = Person::players[i];
+ } else {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
}
}
}
}
- if(player[k].aitype==playercontrolled)
+ if (Person::players[k]->aitype == playercontrolled)
//rabbit kick
- if(player[k].attackkeydown&&
- player[k].isRun()&&
- player[k].wasRun()&&
- ((player[k].hasvictim&&
- findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
- findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
- !player[k].victim->skeleton.free&&
- player[k].victim->targetanimation!=getupfrombackanim&&
- player[k].victim->targetanimation!=getupfromfrontanim&&
- animation[player[k].victim->targetanimation].height!=lowheight&&
- player[k].aitype!=playercontrolled&& //wat???
- normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
- player[k].rabbitkickenabled)||
- player[k].jumpkeydown)){
- oldattackkey=1;
- player[k].setAnimation(rabbitkickanim);
+ if (Person::players[k]->attackkeydown &&
+ Person::players[k]->isRun() &&
+ Person::players[k]->wasRun() &&
+ ((Person::players[k]->hasvictim &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[k]->victim->skeleton.free &&
+ Person::players[k]->victim->animTarget != getupfrombackanim &&
+ Person::players[k]->victim->animTarget != getupfromfrontanim &&
+ animation[Person::players[k]->victim->animTarget].height != lowheight &&
+ Person::players[k]->aitype != playercontrolled && //wat???
+ normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
+ Person::players[k]->rabbitkickenabled) ||
+ Person::players[k]->jumpkeydown)) {
+ oldattackkey = 1;
+ Person::players[k]->setAnimation(rabbitkickanim);
}
//update counts
- if(animation[player[k].targetanimation].attack&&k==0){
+ if (animation[Person::players[k]->animTarget].attack && k == 0) {
numattacks++;
- switch(attackweapon){
- case 0: numunarmedattack++; break;
- case knife: numknifeattack++; break;
- case sword: numswordattack++; break;
- case staff: numstaffattack++; break;
+ switch (attackweapon) {
+ case 0:
+ numunarmedattack++;
+ break;
+ case knife:
+ numknifeattack++;
+ break;
+ case sword:
+ numswordattack++;
+ break;
+ case staff:
+ numstaffattack++;
+ break;
}
}
}
@@ -4216,550 +3511,552 @@ void Game::doAttacks(){
}
}
-void Game::doPlayerCollisions(){
- static XYZ rotatetarget;
+void doPlayerCollisions()
+{
+ static XYZ rotatetarget;
static float collisionradius;
- if(numplayers>1)
- for(int k=0;k 1)
+ for (unsigned k = 0; k < Person::players.size(); k++)
+ for (unsigned i = k + 1; i < Person::players.size(); i++) {
//neither player is part of a reversal
- if((animation[player[i].targetanimation].attack!=reversed&&
- animation[player[i].targetanimation].attack!=reversal&&
- animation[player[k].targetanimation].attack!=reversed&&
- animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
- if((animation[player[i].currentanimation].attack!=reversed&&
- animation[player[i].currentanimation].attack!=reversal&&
- animation[player[k].currentanimation].attack!=reversed&&
- animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
- //neither is sleeping
- if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
- if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
- //in same patch, neither is climbing
- if(player[i].whichpatchx==player[k].whichpatchx&&
- player[i].whichpatchz==player[k].whichpatchz&&
- player[k].skeleton.oldfree==player[k].skeleton.free&&
- player[i].skeleton.oldfree==player[i].skeleton.free&&
- player[i].targetanimation!=climbanim&&
- player[i].targetanimation!=hanganim&&
- player[k].targetanimation!=climbanim&&
- player[k].targetanimation!=hanganim)
- //players are close (bounding box test)
- if(player[i].coords.y>player[k].coords.y-3)
- if(player[i].coords.yplayer[k].coords.x-3)
- if(player[i].coords.xplayer[k].coords.z-3)
- if(player[i].coords.zskeleton.free)
- collisionradius=3;
- if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
- (findDistancefast(&tempcoords1,&tempcoords2)1)||
- (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
- (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
- rotatetarget=player[k].velocity-player[i].velocity;
- if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
- player[i].skeleton.free)&&
- (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
- player[k].skeleton.free))
- if((((k!=0&&findLengthfast(&rotatetarget)>150||
- k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
- normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
- (k==0||
- k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
- /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
- (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
- (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
- k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
- //If hit by body
- if( (i!=0||player[i].skeleton.free)&&
- (k!=0||player[k].skeleton.free)||
- (animation[player[i].targetanimation].height==highheight&&
- animation[player[k].targetanimation].height==highheight)){
- if(tutoriallevel!=1){
- emit_sound_at(heavyimpactsound, player[i].coords);
- }
-
- player[i].RagDoll(0);
- if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
- award_bonus(0, aimbonus);
- }
- player[i].DoDamage(findLengthfast(&rotatetarget)/4);
- player[k].RagDoll(0);
- if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
- award_bonus(0, aimbonus); // Huh, again?
- }
- player[k].DoDamage(findLengthfast(&rotatetarget)/4);
+ if ((animation[Person::players[i]->animTarget].attack != reversed &&
+ animation[Person::players[i]->animTarget].attack != reversal &&
+ animation[Person::players[k]->animTarget].attack != reversed &&
+ animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+ if ((animation[Person::players[i]->animCurrent].attack != reversed &&
+ animation[Person::players[i]->animCurrent].attack != reversal &&
+ animation[Person::players[k]->animCurrent].attack != reversed &&
+ animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+ //neither is sleeping
+ if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
+ if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
+ //in same patch, neither is climbing
+ if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
+ Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+ Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+ Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != climbanim &&
+ Person::players[i]->animTarget != hanganim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim)
+ //players are close (bounding box test)
+ if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
+ if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
+ if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
+ if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
+ if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
+ //spread fire from player to player
+ if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
+ < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ if (Person::players[i]->onfire || Person::players[k]->onfire) {
+ if (!Person::players[i]->onfire)
+ Person::players[i]->CatchFire();
+ if (!Person::players[k]->onfire)
+ Person::players[k]->CatchFire();
+ }
+ }
- for(int j=0;jcoords;
+ XYZ tempcoords2 = Person::players[k]->coords;
+ if (!Person::players[i]->skeleton.oldfree)
+ tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
+ if (!Person::players[k]->skeleton.oldfree)
+ tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+ collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[0]->hasvictim)
+ if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
+ collisionradius = 3;
+ if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
+ (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
+ distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
+ //jump down on a dead body
+ if (k == 0 || i == 0) {
+ int l = i ? i : k;
+ if (Person::players[0]->animTarget == jumpdownanim &&
+ !Person::players[0]->skeleton.oldfree &&
+ !Person::players[0]->skeleton.free &&
+ Person::players[l]->skeleton.oldfree &&
+ Person::players[l]->skeleton.free &&
+ Person::players[l]->dead &&
+ Person::players[0]->lastcollide <= 0 &&
+ fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+ distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+ Person::players[0]->coords.y = Person::players[l]->coords.y;
+ Person::players[l]->velocity = Person::players[0]->velocity;
+ Person::players[l]->skeleton.free = 0;
+ Person::players[l]->yaw = 0;
+ Person::players[l]->RagDoll(0);
+ Person::players[l]->DoDamage(20);
+ camerashake += .3;
+ Person::players[l]->skeleton.longdead = 0;
+ Person::players[0]->lastcollide = 1;
+ }
+ }
- }
- }
- if( (animation[player[i].targetanimation].attack==neutral||
- animation[player[i].targetanimation].attack==normalattack)&&
- (animation[player[k].targetanimation].attack==neutral||
- animation[player[k].targetanimation].attack==normalattack)){
- //If bumped
- if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
- if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
- rotatetarget=player[k].coords-player[i].coords;
- Normalise(&rotatetarget);
- player[k].coords=(player[k].coords+player[i].coords)/2;
- player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
- *sq((player[i].scale+player[k].scale)*2.5);
- player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
- if(player[k].howactive==typeactive||hostile)
- if(player[k].isIdle()){
- if(player[k].howactiveskeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+ (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+ (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+ rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
+ if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
+ Person::players[i]->skeleton.free) &&
+ (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+ Person::players[k]->skeleton.free))
+ if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
+ k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+ normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
+ (k == 0 ||
+ k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
+ /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
+ (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+ (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
+ k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
+ //If hit by body
+ if ( (i != 0 || Person::players[i]->skeleton.free) &&
+ (k != 0 || Person::players[k]->skeleton.free) ||
+ (animation[Person::players[i]->animTarget].height == highheight &&
+ animation[Person::players[k]->animTarget].height == highheight)) {
+ if (tutoriallevel != 1) {
+ emit_sound_at(heavyimpactsound, Person::players[i]->coords);
+ }
+
+ Person::players[i]->RagDoll(0);
+ if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
+ award_bonus(0, aimbonus);
+ }
+ Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
+ Person::players[k]->RagDoll(0);
+ if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
+ award_bonus(0, aimbonus); // Huh, again?
+ }
+ Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
+
+ for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
+ Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
+ }
+ for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
+ Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
+ }
+
+ }
+ }
+ if ( (animation[Person::players[i]->animTarget].attack == neutral ||
+ animation[Person::players[i]->animTarget].attack == normalattack) &&
+ (animation[Person::players[k]->animTarget].attack == neutral ||
+ animation[Person::players[k]->animTarget].attack == normalattack)) {
+ //If bumped
+ if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
+ Normalise(&rotatetarget);
+ Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
+ Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
+ * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[k]->howactive == typeactive || hostile)
+ if (Person::players[k]->isIdle()) {
+ if (Person::players[k]->howactive < typesleeping)
+ Person::players[k]->setAnimation(Person::players[k]->getStop());
+ else if (Person::players[k]->howactive == typesleeping)
+ Person::players[k]->setAnimation(getupfromfrontanim);
+ if (!editorenabled)
+ Person::players[k]->howactive = typeactive;
+ }
+ if (Person::players[i]->howactive == typeactive || hostile)
+ if (Person::players[i]->isIdle()) {
+ if (Person::players[i]->howactive < typesleeping)
+ Person::players[i]->setAnimation(Person::players[k]->getStop());
+ else
+ Person::players[i]->setAnimation(getupfromfrontanim);
+ if (!editorenabled)
+ Person::players[i]->howactive = typeactive;
+ }
+ }
+ //jump down on player
+ if (hostile) {
+ if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
+ !Person::players[i]->isCrouch() &&
+ Person::players[i]->animTarget != rollanim &&
+ !Person::players[k]->skeleton.oldfree && !
+ Person::players[k]->skeleton.free &&
+ Person::players[k]->lastcollide <= 0 &&
+ Person::players[k]->velocity.y < -10) {
+ Person::players[i]->velocity = Person::players[k]->velocity;
+ Person::players[k]->velocity = Person::players[k]->velocity * -.5;
+ Person::players[k]->velocity.y = Person::players[i]->velocity.y;
+ Person::players[i]->DoDamage(20);
+ Person::players[i]->RagDoll(0);
+ Person::players[k]->lastcollide = 1;
+ award_bonus(k, AboveBonus);
+ }
+ if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
+ !Person::players[k]->isCrouch() &&
+ Person::players[k]->animTarget != rollanim &&
+ !Person::players[i]->skeleton.oldfree &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->lastcollide <= 0 &&
+ Person::players[i]->velocity.y < -10) {
+ Person::players[k]->velocity = Person::players[i]->velocity;
+ Person::players[i]->velocity = Person::players[i]->velocity * -.3;
+ Person::players[i]->velocity.y = Person::players[k]->velocity.y;
+ Person::players[k]->DoDamage(20);
+ Person::players[k]->RagDoll(0);
+ Person::players[i]->lastcollide = 1;
+ award_bonus(i, AboveBonus);
+ }
+ }
+ }
+ }
+ }
+ Person::players[i]->CheckKick();
+ Person::players[k]->CheckKick();
+ }
+ }
}
}
-void Game::doAI(int i){
+void doAI(unsigned i)
+{
static bool connected;
- if(player[i].aitype!=playercontrolled&&indialogue==-1){
- player[i].jumpclimb=0;
+ if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
+ Person::players[i]->jumpclimb = 0;
//disable movement in editor
- if(editorenabled)
- player[i].stunned=1;
+ if (editorenabled)
+ Person::players[i]->stunned = 1;
- player[i].pause=0;
- if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
- player[0].coords.y>player[i].coords.y+2&&
- !player[0].onterrain)
- player[i].pause=1;
+ Person::players[i]->pause = 0;
+ if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
+ Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
+ !Person::players[0]->onterrain)
+ Person::players[i]->pause = 1;
//pathfinding
- if(player[i].aitype==pathfindtype){
- if(player[i].finalpathfindpoint==-1){
+ if (Person::players[i]->aitype == pathfindtype) {
+ if (Person::players[i]->finalpathfindpoint == -1) {
float closestdistance;
float tempdist;
int closest;
XYZ colpoint;
- closest=-1;
- closestdistance=-1;
- for(int j=0;jfinalfinaltarget, &pathpoint[j]) < closestdistance) {
+ closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
+ closest = j;
+ Person::players[i]->finaltarget = pathpoint[j];
}
- player[i].finalpathfindpoint=closest;
- for(int j=0;jfinalpathfindpoint = closest;
+ for (int j = 0; j < numpathpoints; j++)
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ if (sq(tempdist) < closestdistance)
+ if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
+ findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
+ closestdistance = sq(tempdist);
+ closest = j;
+ Person::players[i]->finaltarget = colpoint;
}
}
- player[i].finalpathfindpoint=closest;
+ Person::players[i]->finalpathfindpoint = closest;
}
- if(player[i].targetpathfindpoint==-1){
+ if (Person::players[i]->targetpathfindpoint == -1) {
float closestdistance;
float tempdist;
int closest;
XYZ colpoint;
- closest=-1;
- closestdistance=-1;
- if(player[i].lastpathfindpoint==-1){
- for(int j=0;jlastpathfindpoint == -1) {
+ for (int j = 0; j < numpathpoints; j++) {
+ if (j != Person::players[i]->lastpathfindpoint)
+ if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
+ closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
+ closest = j;
}
}
- player[i].targetpathfindpoint=closest;
- for(int j=0;jtargetpathfindpoint = closest;
+ for (int j = 0; j < numpathpoints; j++)
+ if (j != Person::players[i]->lastpathfindpoint)
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ if (sq(tempdist) < closestdistance) {
+ if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
+ findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
+ closestdistance = sq(tempdist);
+ closest = j;
}
}
}
- player[i].targetpathfindpoint=closest;
- }
- else
- {
- for(int j=0;jtargetpathfindpoint = closest;
+ } else {
+ for (int j = 0; j < numpathpoints; j++)
+ if (j != Person::players[i]->lastpathfindpoint &&
+ j != Person::players[i]->lastpathfindpoint2 &&
+ j != Person::players[i]->lastpathfindpoint3 &&
+ j != Person::players[i]->lastpathfindpoint4) {
+ connected = 0;
+ if (numpathpointconnect[j])
+ for (int k = 0; k < numpathpointconnect[j]; k++)
+ if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
+ connected = 1;
+ if (!connected)
+ if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
+ for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
+ if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
+ connected = 1;
+ if (connected) {
+ tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
+ if (closest == -1 || tempdist < closestdistance) {
+ closestdistance = tempdist;
+ closest = j;
}
}
}
- player[i].targetpathfindpoint=closest;
+ Person::players[i]->targetpathfindpoint = closest;
}
}
- player[i].losupdatedelay-=multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
- player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
- player[i].lookrotation=player[i].targetrotation;
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
//reached target point
- if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
- player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
- player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
- player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
- player[i].lastpathfindpoint=player[i].targetpathfindpoint;
- if(player[i].lastpathfindpoint2==-1)
- player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
- if(player[i].lastpathfindpoint3==-1)
- player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
- if(player[i].lastpathfindpoint4==-1)
- player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
- player[i].targetpathfindpoint=-1;
- }
- if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
- findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
- findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
- player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
- player[i].aitype=passivetype;
- }
-
- player[i].forwardkeydown=1;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
-
- if((tutoriallevel!=1||cananger)&&
- hostile&&
- !player[0].dead&&
- findDistancefast(&player[i].coords,&player[0].coords)<400&&
- player[i].occluded<25){
- if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
- animation[player[0].targetanimation].height!=lowheight&&
- !editorenabled&&
- (player[0].coords.ycoords, &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[Person::players[0]->animTarget].height != lowheight &&
+ !editorenabled &&
+ (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
+ Person::players[i]->aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+ animation[Person::players[0]->animTarget].height == highheight &&
!editorenabled)
- player[i].aitype=attacktypecutoff;
-
- if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
- player[i].losupdatedelay=.2;
- for(int j=0;j0)
- if(player[j].coords.yaitype = attacktypecutoff;
+
+ if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+ Person::players[i]->losupdatedelay = .2;
+ for (unsigned j = 0; j < Person::players.size(); j++)
+ if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
+ if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+ if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
+ if (!Person::players[j]->isWallJump() && -1 == checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
+ *Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
+ *Person::players[j]->scale + Person::players[j]->coords) ||
+ (Person::players[j]->animTarget == hanganim &&
+ normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[j]->coords;
+ Person::players[i]->lastseentime = 12;
}
}
}
- if(player[i].aitype==attacktypecutoff&&musictype!=2)
- if(player[i].creature!=wolftype){
- player[i].stunned=.6;
- player[i].surprised=.6;
+ if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->stunned = .6;
+ Person::players[i]->surprised = .6;
}
}
- if(player[i].aitype!=passivetype&&leveltime>.5)
- player[i].howactive=typeactive;
-
- if(player[i].aitype==passivetype){
- player[i].aiupdatedelay-=multiplier;
- player[i].losupdatedelay-=multiplier;
- player[i].lastseentime+=multiplier;
- player[i].pausetime-=multiplier;
- if(player[i].lastseentime>1)
- player[i].lastseentime=1;
-
- if(player[i].aiupdatedelay<0){
- if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
-
- if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
- if(player[i].waypointtype[player[i].waypoint]==wppause)
- player[i].pausetime=4;
- player[i].waypoint++;
- if(player[i].waypoint>player[i].numwaypoints-1)
- player[i].waypoint=0;
+ if (Person::players[i]->aitype != passivetype && leveltime > .5)
+ Person::players[i]->howactive = typeactive;
+
+ if (Person::players[i]->aitype == passivetype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
+ Person::players[i]->lastseentime += multiplier;
+ Person::players[i]->pausetime -= multiplier;
+ if (Person::players[i]->lastseentime > 1)
+ Person::players[i]->lastseentime = 1;
+
+ if (Person::players[i]->aiupdatedelay < 0) {
+ if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
+ if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
+ Person::players[i]->pausetime = 4;
+ Person::players[i]->waypoint++;
+ if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
+ Person::players[i]->waypoint = 0;
}
}
- if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
- player[i].forwardkeydown=1;
+ if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
+ Person::players[i]->forwardkeydown = 1;
else
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdistforwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
else
- player[i].targetrotation-=90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
//hearing sounds
- if(!editorenabled){
- if(player[i].howactive<=typesleeping)
- if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
- for(int j=0;j0&&findDistancefast(&player[i].coords,&envsound[j])<
- 2*(vol+vol*(player[i].creature==rabbittype)*3))
- player[i].aitype=attacktypecutoff;
+ if (!editorenabled) {
+ if (Person::players[i]->howactive <= typesleeping)
+ if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
+ for (int j = 0; j < numenvsounds; j++) {
+ float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
+ if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
+ 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
+ Person::players[i]->aitype = attacktypecutoff;
}
- if(player[i].aitype!=passivetype){
- if(player[i].howactive==typesleeping)
- player[i].setAnimation(getupfromfrontanim);
- player[i].howactive=typeactive;
+ if (Person::players[i]->aitype != passivetype) {
+ if (Person::players[i]->howactive == typesleeping)
+ Person::players[i]->setAnimation(getupfromfrontanim);
+ Person::players[i]->howactive = typeactive;
}
}
- if(player[i].howactivehowactive < typesleeping &&
+ ((tutoriallevel != 1 || cananger) && hostile) &&
+ !Person::players[0]->dead &&
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+ Person::players[i]->occluded < 25) {
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+ animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+ animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
//wolf smell
- if(player[i].creature==wolftype){
+ if (Person::players[i]->creature == wolftype) {
XYZ windsmell;
- for(int j=0;j0)){
- float smelldistance=50;
- if(j==0&&player[j].num_weapons>0){
- if(weapons[player[j].weaponids[0]].bloody)
- smelldistance=100;
- if(player[j].num_weapons==2)
- if(weapons[player[j].weaponids[1]].bloody)
- smelldistance=100;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
+ float smelldistance = 50;
+ if (j == 0 && Person::players[j]->num_weapons > 0) {
+ if (weapons[Person::players[j]->weaponids[0]].bloody)
+ smelldistance = 100;
+ if (Person::players[j]->num_weapons == 2)
+ if (weapons[Person::players[j]->weaponids[1]].bloody)
+ smelldistance = 100;
}
- if(j!=0)
- smelldistance=100;
- windsmell=windvector;
+ if (j != 0)
+ smelldistance = 100;
+ windsmell = windvector;
Normalise(&windsmell);
- windsmell=windsmell*2+player[j].coords;
- if(findDistancefast(&player[i].coords,&windsmell)coords;
+ if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
}
}
}
- if(player[i].howactive0)
- if((-1==checkcollide(
- DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
- player[i].scale+player[i].coords,
- DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*
- player[j].scale+player[j].coords)&&
- !player[j].isWallJump())||
- (player[j].targetanimation==hanganim&&
- normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
- player[i].lastseentime-=.2;
- if(j==0&&animation[player[j].targetanimation].height==lowheight)
- player[i].lastseentime-=.4;
+ if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+ Person::players[i]->losupdatedelay = .2;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
+ if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+ if ((-1 == checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+ Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
+ Person::players[j]->scale + Person::players[j]->coords) &&
+ !Person::players[j]->isWallJump()) ||
+ (Person::players[j]->animTarget == hanganim &&
+ normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+ Person::players[i]->lastseentime -= .2;
+ if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
+ Person::players[i]->lastseentime -= .4;
else
- player[i].lastseentime-=.6;
+ Person::players[i]->lastseentime -= .6;
}
- if(player[i].lastseentime<=0){
- player[i].aitype=searchtype;
- player[i].lastchecktime=12;
- player[i].lastseen=player[j].coords;
- player[i].lastseentime=12;
+ if (Person::players[i]->lastseentime <= 0) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[j]->coords;
+ Person::players[i]->lastseentime = 12;
}
}
}
}
}
//alerted surprise
- if(player[i].aitype==attacktypecutoff&&musictype!=2){
- if(player[i].creature!=wolftype){
- player[i].stunned=.6;
- player[i].surprised=.6;
+ if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->stunned = .6;
+ Person::players[i]->surprised = .6;
}
- if(player[i].creature==wolftype){
- player[i].stunned=.47;
- player[i].surprised=.47;
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[i]->stunned = .47;
+ Person::players[i]->surprised = .47;
}
numseen++;
}
@@ -4767,631 +4064,696 @@ void Game::doAI(int i){
//search for player
int j;
- if(player[i].aitype==searchtype){
- player[i].aiupdatedelay-=multiplier;
- player[i].losupdatedelay-=multiplier;
- if(!player[i].pause)
- player[i].lastseentime-=multiplier;
- player[i].lastchecktime-=multiplier;
-
- if(player[i].isRun()&&!player[i].onground){
- if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
- XYZ test2=player[i].coords+player[i].facing;
- test2.y+=5;
- XYZ test=player[i].coords+player[i].facing;
- test.y-=10;
- j=checkcollide(test2,test,player[i].laststanding);
- if(j==-1)
- j=checkcollide(test2,test);
- if(j==-1){
- player[i].velocity=0;
- player[i].setAnimation(player[i].getStop());
- player[i].targetrotation+=180;
- player[i].stunned=.5;
- //player[i].aitype=passivetype;
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
- }
- else player[i].laststanding=j;
+ if (Person::players[i]->aitype == searchtype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
+ if (!Person::players[i]->pause)
+ Person::players[i]->lastseentime -= multiplier;
+ Person::players[i]->lastchecktime -= multiplier;
+
+ if (Person::players[i]->isRun() && !Person::players[i]->onground) {
+ if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+ XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
+ test2.y += 5;
+ XYZ test = Person::players[i]->coords + Person::players[i]->facing;
+ test.y -= 10;
+ j = checkcollide(test2, test, Person::players[i]->laststanding);
+ if (j == -1)
+ j = checkcollide(test2, test);
+ if (j == -1) {
+ Person::players[i]->velocity = 0;
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ Person::players[i]->targetyaw += 180;
+ Person::players[i]->stunned = .5;
+ //Person::players[i]->aitype=passivetype;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
+ } else
+ Person::players[i]->laststanding = j;
}
}
//check out last seen location
- if(player[i].aiupdatedelay<0){
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
- if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
- player[i].forwardkeydown=0;
- player[i].aiupdatedelay=1;
- player[i].lastseen.x+=(float(Random()%100)-50)/25;
- player[i].lastseen.z+=(float(Random()%100)-50)/25;
- player[i].lastchecktime=3;
+ if (Person::players[i]->aiupdatedelay < 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->aiupdatedelay = 1;
+ Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
+ Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
+ Person::players[i]->lastchecktime = 3;
}
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdistleftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
+ else
+ Person::players[i]->targetyaw -= 90;
}
}
}
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
-
- if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
- for(int k=0;kcollided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
+
+ if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
+ for (int k = 0; k < numenvsounds; k++) {
+ if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
+ Person::players[i]->aitype = attacktypecutoff;
}
}
- if(!player[0].dead&&
- player[i].losupdatedelay<0&&
- !editorenabled&&
- player[i].occluded<2&&
- ((tutoriallevel!=1||cananger)&&hostile)){
- player[i].losupdatedelay=.2;
- if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
+ if (!Person::players[0]->dead &&
+ Person::players[i]->losupdatedelay < 0 &&
+ !editorenabled &&
+ Person::players[i]->occluded < 2 &&
+ ((tutoriallevel != 1 || cananger) && hostile)) {
+ Person::players[i]->losupdatedelay = .2;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
}
- if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
+ if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
//TODO: factor out canSeePlayer()
- if(findDistancefast(&player[i].coords,&player[0].coords)<400)
- if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
- if((checkcollide(
- DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
- player[i].scale+player[i].coords,
- DoRotation(player[0].getJointFor(head).position,0,player[0].rotation,0)*
- player[0].scale+player[0].coords)==-1)||
- (player[0].targetanimation==hanganim&&normaldotproduct(
- player[0].facing,player[i].coords-player[0].coords)<0)){
- /* //TODO: changed j to 0 on a whim, make sure this is correct
- (player[j].targetanimation==hanganim&&normaldotproduct(
- player[j].facing,player[i].coords-player[j].coords)<0)
- */
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
+ if ((checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+ Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
+ Person::players[0]->scale + Person::players[0]->coords) == -1) ||
+ (Person::players[0]->animTarget == hanganim && normaldotproduct(
+ Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
+ /* //TODO: changed j to 0 on a whim, make sure this is correct
+ (Person::players[j]->animTarget==hanganim&&normaldotproduct(
+ Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
+ */
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
}
}
//player escaped
- if(player[i].lastseentime<0){
- //player[i].aitype=passivetype;
+ if (Person::players[i]->lastseentime < 0) {
+ //Person::players[i]->aitype=passivetype;
numescaped++;
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
}
}
- if(player[i].aitype!=gethelptype)
- player[i].runninghowlong=0;
+ if (Person::players[i]->aitype != gethelptype)
+ Person::players[i]->runninghowlong = 0;
//get help from buddies
- if(player[i].aitype==gethelptype) {
- player[i].runninghowlong+=multiplier;
- player[i].aiupdatedelay-=multiplier;
+ if (Person::players[i]->aitype == gethelptype) {
+ Person::players[i]->runninghowlong += multiplier;
+ Person::players[i]->aiupdatedelay -= multiplier;
- if(player[i].aiupdatedelay<0||player[i].ally==0) {
- player[i].aiupdatedelay=.2;
+ if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
+ Person::players[i]->aiupdatedelay = .2;
//find closest ally
//TODO: factor out closest search somehow
- if(!player[i].ally) {
- int closest=-1;
- float closestdist=-1;
- for(int k=0;kally) {
+ int closest = -1;
+ float closestdist = -1;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (k != i && k != 0 && !Person::players[k]->dead &&
+ Person::players[k]->howactive < typedead1 &&
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->aitype == passivetype) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
+ if (closestdist == -1 || distance < closestdist) {
+ closestdist = distance;
+ closest = k;
}
- closest=k;
+ closest = k;
}
}
- if(closest!=-1)
- player[i].ally=closest;
+ if (closest != -1)
+ Person::players[i]->ally = closest;
else
- player[i].ally=0;
- player[i].lastseen=player[0].coords;
- player[i].lastseentime=12;
+ Person::players[i]->ally = 0;
+ Person::players[i]->lastseen = Person::players[0]->coords;
+ Person::players[i]->lastseentime = 12;
}
- player[i].lastchecktime=12;
+ Person::players[i]->lastchecktime = 12;
- XYZ facing=player[i].coords;
- XYZ flatfacing=player[player[i].ally].coords;
- facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
- flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
- if(-1!=checkcollide(facing,flatfacing))
- player[i].lastseentime-=.1;
+ XYZ facing = Person::players[i]->coords;
+ XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
+ facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+ flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
+ if (-1 != checkcollide(facing, flatfacing))
+ Person::players[i]->lastseentime -= .1;
//no available ally, run back to player
- if(player[i].ally<=0||
- player[player[i].ally].skeleton.free||
- player[player[i].ally].aitype!=passivetype||
- player[i].lastseentime<=0){
- player[i].aitype=searchtype;
- player[i].lastseentime=12;
+ if (Person::players[i]->ally <= 0 ||
+ Person::players[Person::players[i]->ally]->skeleton.free ||
+ Person::players[Person::players[i]->ally]->aitype != passivetype ||
+ Person::players[i]->lastseentime <= 0) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastseentime = 12;
}
//seek out ally
- if(player[i].ally>0){
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
- if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
- player[i].aitype=searchtype;
- player[i].lastseentime=12;
- player[player[i].ally].aitype=searchtype;
- if(player[player[i].ally].lastseentimeally > 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastseentime = 12;
+ Person::players[Person::players[i]->ally]->aitype = searchtype;
+ if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
+ Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
+ Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
+ Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
}
}
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdistavoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
else
- player[i].targetrotation-=90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].attackkeydown=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;
}
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if(player[i].collided>.8&&player[i].jumppower>=5)
- player[i].jumpkeydown=1;
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
+ Person::players[i]->jumpkeydown = 1;
}
//retreiving a weapon on the ground
- if(player[i].aitype==getweapontype){
- player[i].aiupdatedelay-=multiplier;
- player[i].lastchecktime-=multiplier;
+ if (Person::players[i]->aitype == getweapontype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->lastchecktime -= multiplier;
- if(player[i].aiupdatedelay<0){
- player[i].aiupdatedelay=.2;
+ if (Person::players[i]->aiupdatedelay < 0) {
+ Person::players[i]->aiupdatedelay = .2;
//ALLY IS WEPON
- if(player[i].ally<0){
- int closest=-1;
- float closestdist=-1;
- for(int k=0;kally < 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;
+ closest = k;
}
- if(closest!=-1)
- player[i].ally=closest;
+ if (closest != -1)
+ Person::players[i]->ally = closest;
else
- player[i].ally=-1;
+ Person::players[i]->ally = -1;
}
- player[i].lastseentime=12;
+ Person::players[i]->lastseentime = 12;
- if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
- if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
+ if (!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(!player[0].dead)
- if(player[i].ally>=0){
- if(weapons[player[i].ally].owner!=-1||
- findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
- player[i].aitype=attacktypecutoff;
- player[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()
- player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
- else{
- XYZ leftpos,rightpos;
- float leftdist,rightdist;
- leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
- rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdisttargetyaw = 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
- player[i].targetrotation-=90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].attackkeydown=0;
- player[i].throwkeydown=1;
- player[i].crouchkeydown=0;
- if(player[i].targetanimation!=crouchremoveknifeanim&&
- player[i].targetanimation!=removeknifeanim)
- player[i].throwtogglekeydown=0;
- player[i].drawkeydown=0;
- }
- if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
- player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5))
- player[i].jumpkeydown=1;
+ 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(player[i].aitype==attacktypecutoff){
- player[i].aiupdatedelay-=multiplier;
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->aiupdatedelay -= multiplier;
//dodge or reverse rabbit kicks, knife throws, flips
- if(player[i].damagedamage < 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
- player[i].setAnimation(rollanim);
- player[i].targetrotation+=90*(abs(Random()%2)*2-1);
- player[i].wentforweapon=0;
+ Person::players[i]->setAnimation(rollanim);
+ Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
+ Person::players[i]->wentforweapon = 0;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
- player[i].setAnimation(flipanim);
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
+ Person::players[i]->setAnimation(flipanim);
}
}
- player[i].forwardkeydown=0;
- player[i].aiupdatedelay=.02;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->aiupdatedelay = .02;
}
//get confused by flips
- if(player[0].isFlip()&&
- !player[0].skeleton.free&&
- player[0].targetanimation!=walljumprightkickanim&&
- player[0].targetanimation!=walljumpleftkickanim){
- if(findDistancefast(&player[0].coords,&player[i].coords)<25)
- if((1-player[i].damage/player[i].damagetolerance)>.5)
- player[i].stunned=1;
+ 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(player[i].wentforweapon<3)
- for(int k=0;kwentforweapon < 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(player[i].damagedamage < Person::players[i]->damagetolerance / 2)
+ if (animation[Person::players[i]->animTarget].height != highheight)
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
+ ((Person::players[0]->animTarget == walljumprightkickanim ||
+ Person::players[0]->animTarget == walljumpleftkickanim) &&
+ ((Person::players[i]->aiupdatedelay < .15 &&
+ difficulty == 2) ||
+ (Person::players[i]->aiupdatedelay < .08 &&
+ difficulty != 2)))) {
+ Person::players[i]->crouchkeydown = 1;
}
//walked off a ledge (?)
- if(player[i].isRun()&&!player[i].onground)
- if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
- XYZ test2=player[i].coords+player[i].facing;
- test2.y+=5;
- XYZ test=player[i].coords+player[i].facing;
- test.y-=10;
- j=checkcollide(test2,test,player[i].laststanding);
- if(j==-1)
- j=checkcollide(test2,test);
- if(j==-1) {
- player[i].velocity=0;
- player[i].setAnimation(player[i].getStop());
- player[i].targetrotation+=180;
- player[i].stunned=.5;
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
+ 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
- player[i].laststanding=j;
+ Person::players[i]->laststanding = j;
}
//lose sight of player in the air (?)
- if(player[0].coords.y>player[i].coords.y+5&&
- animation[player[0].targetanimation].height!=highheight&&
- !player[0].onterrain){
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
+ if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
+ animation[Person::players[0]->animTarget].height != highheight &&
+ !Person::players[0]->onterrain) {
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
}
//it's time to think (?)
- if(player[i].aiupdatedelay<0&&
- !animation[player[i].targetanimation].attack&&
- player[i].targetanimation!=staggerbackhighanim&&
- player[i].targetanimation!=staggerbackhardanim&&
- player[i].targetanimation!=backhandspringanim&&
- player[i].targetanimation!=dodgebackanim){
+ if (Person::players[i]->aiupdatedelay < 0 &&
+ !animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
//draw weapon
- if(player[i].weaponactive==-1&&player[i].num_weapons>0)
- player[i].drawkeydown=Random()%2;
+ if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
+ Person::players[i]->drawkeydown = Random() % 2;
else
- player[i].drawkeydown=0;
- player[i].rabbitkickenabled=Random()%2;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->rabbitkickenabled = Random() % 2;
//chase player
- XYZ rotatetarget=player[0].coords+player[0].velocity;
- XYZ targetpoint=player[0].coords;
- if(findDistancefast(&player[0].coords,&player[i].coords)<
- findDistancefast(&rotatetarget,&player[i].coords))
- targetpoint+=player[0].velocity*
- findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
- player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
-
- if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
- player[i].forwardkeydown=1;
- else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
- findDistancefast(&player[i].coords,&player[0].coords)<9)&&
- player[0].weaponactive!=-1)
- player[i].forwardkeydown=1;
- else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
- player[i].forwardkeydown=1;
+ 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
- player[i].forwardkeydown=0;
+ Person::players[i]->forwardkeydown = 0;
//chill out around the corpse
- if(player[0].dead){
- player[i].forwardkeydown=0;
- if(Random()%10==0)
- player[i].forwardkeydown=1;
- if(Random()%100==0){
- player[i].aitype=pathfindtype;
- player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint=-1;
- player[i].targetpathfindpoint=-1;
- player[i].lastpathfindpoint=-1;
- player[i].lastpathfindpoint2=-1;
- player[i].lastpathfindpoint3=-1;
- player[i].lastpathfindpoint4=-1;
+ 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;
}
}
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
-
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
- player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+ 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||player[i].weaponactive!=-1||player[i].creature==wolftype)
- player[i].attackkeydown=1;
+ if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
+ Person::players[i]->attackkeydown = 1;
else
- player[i].attackkeydown=0;
- if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
- player[i].attackkeydown=0;
+ 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(player[i].aitype!=playercontrolled&&
- (player[i].isIdle()||
- player[i].isCrouch()||
- player[i].isRun())){
- int target=-2;
- for(int j=0;jcoords)<4&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==sweepanim||
- player[j].targetanimation==spinkickanim||
- player[j].targetanimation==staffhitanim||
- player[j].targetanimation==staffspinhitanim||
- player[j].targetanimation==winduppunchanim||
- player[j].targetanimation==upunchanim||
- player[j].targetanimation==wolfslapanim||
- player[j].targetanimation==knifeslashstartanim||
- player[j].targetanimation==swordslashanim&&
- (findDistancefast(&player[j].coords,&player[i].coords)<2||
- player[i].weaponactive!=-1))){
- if(target>=0)
- target=-1;
+ 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;
+ target = j;
}
- if(target>=0)
- player[target].Reverse();
+ if (target >= 0)
+ Person::players[target]->Reverse();
}
- if(player[i].collided<1)
- player[i].jumpkeydown=0;
- if(player[i].collided>.8&&player[i].jumppower>=5||
- findDistancefast(&player[i].coords,&player[0].coords)>400&&
- player[i].onterrain&&
- player[i].creature==rabbittype)
- player[i].jumpkeydown=1;
+ 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(player[i].facing,player[0].coords-player[i].coords)>0)
- player[0].jumpkeydown=0;
- if(player[0].targetanimation==jumpdownanim&&
- findDistancefast(&player[0].coords,&player[i].coords)<40)
- player[i].crouchkeydown=1;
- if(player[i].jumpkeydown)
- player[i].attackkeydown=0;
-
- if(tutoriallevel==1)
- if(!canattack)
- player[i].attackkeydown=0;
-
-
- XYZ facing=player[i].coords;
- XYZ flatfacing=player[0].coords;
- facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
- flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
- if(player[i].occluded>=2)
- if(-1!=checkcollide(facing,flatfacing)){
- if(!player[i].pause)
- player[i].lastseentime-=.2;
- if(player[i].lastseentime<=0&&
- (player[i].creature!=wolftype||
- player[i].weaponstuck==-1)){
- player[i].aitype=searchtype;
- player[i].lastchecktime=12;
- player[i].lastseen=player[0].coords;
- player[i].lastseentime=12;
+ 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
- player[i].lastseentime=1;
+ } else
+ Person::players[i]->lastseentime = 1;
}
}
- if(animation[player[0].targetanimation].height==highheight&&
- (player[i].aitype==attacktypecutoff||
- player[i].aitype==searchtype))
- if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
- XYZ test=player[0].coords;
- test.y-=40;
- if(-1==checkcollide(player[0].coords,test))
- player[i].stunned=1;
+ if (animation[Person::players[0]->animTarget].height == highheight &&
+ (Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype))
+ if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
+ XYZ test = Person::players[0]->coords;
+ test.y -= 40;
+ if (-1 == checkcollide(Person::players[0]->coords, test))
+ Person::players[i]->stunned = 1;
}
//stunned
- if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
- player[i].stunned>0||
- player[i].pause&&player[i].damage>player[i].superpermanentdamage){
- if(player[i].pause)
- player[i].lastseentime=1;
- player[i].targetrotation=player[i].rotation;
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].attackkeydown=0;
- player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
+ 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,player[i].rotation+180,0);
- facing=flatfacing;
-
- if(player[i].aitype==attacktypecutoff){
- player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
- player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
- }else if(player[i].howactive>=typesleeping){
- player[i].targetheadrotation=player[i].targetrotation;
- player[i].targetheadrotation2=0;
- }else{
- if(player[i].interestdelay<=0){
- player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
- player[i].headtarget=player[i].coords;
- player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
- player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
- player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
- player[i].headtarget+=player[i].facing*1.5;
- }
- player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
- player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
+ facing = 0;
+ facing.z = -1;
+
+ XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+ facing = flatfacing;
+
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
+ Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
+ } else if (Person::players[i]->howactive >= typesleeping) {
+ Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
+ Person::players[i]->targetheadpitch = 0;
+ } else {
+ if (Person::players[i]->interestdelay <= 0) {
+ Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
+ Person::players[i]->headtarget = Person::players[i]->coords;
+ Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
+ Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
+ Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
+ Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
+ }
+ Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
+ Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
}
}
}
+
+
+void updateSettingsMenu()
+{
+ char sbuf[256];
+ if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
+ sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
+ else
+ sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
+ Menu::setText(0, sbuf);
+ Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
+ if (newdetail == 0) Menu::setText(1, "Detail: Low");
+ if (newdetail == 1) Menu::setText(1, "Detail: Medium");
+ if (newdetail == 2) Menu::setText(1, "Detail: High");
+ if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
+ if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
+ if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
+ if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
+ if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
+ if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
+ Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
+ Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
+ Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
+ Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
+ sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
+ Menu::setText(10, sbuf);
+ sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
+ Menu::setText(11, sbuf);
+ Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
+ if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
+ sprintf (sbuf, "Back");
+ else
+ sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
+ Menu::setText(8, sbuf);
+}
+
+void updateStereoConfigMenu()
+{
+ char sbuf[256];
+ sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+ Menu::setText(0, sbuf);
+ sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
+ Menu::setText(1, sbuf);
+ sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+ Menu::setText(2, sbuf);
+}
+
+void updateControlsMenu()
+{
+ Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
+ Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
+ Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
+ Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
+ Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
+ Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
+ Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
+ Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
+ Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
+ if (debugmode)
+ Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
+}
+
/*
Values of mainmenu :
1 Main menu
@@ -5407,433 +4769,581 @@ Values of mainmenu :
11 Same that 9 ??? => unused
18 stereo configuration
*/
-
-void Game::MenuTick(){
+
+void Game::LoadMenu()
+{
+ Menu::clearMenu();
+ switch (mainmenu) {
+ case 1:
+ case 2:
+ Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
+ Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
+ Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
+ Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
+ break;
+ case 3:
+ Menu::addButton( 0, "", 10 + 20, 440);
+ Menu::addButton(14, "", 10 + 400, 440);
+ Menu::addButton( 1, "", 10 + 60, 405);
+ Menu::addButton( 2, "", 10 + 70, 370);
+ Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
+ Menu::addButton( 4, "", 10 , 335);
+ Menu::addButton( 5, "", 10 + 60, 300);
+ Menu::addButton( 6, "", 10 + 70, 265);
+ Menu::addButton( 9, "", 10 , 230);
+ Menu::addButton(10, "", 20 , 195);
+ Menu::addButton(11, "", 10 + 60, 160);
+ Menu::addButton(13, "", 30 , 125);
+ Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
+ Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
+ Menu::addButton(8, "Back", 10, 10);
+ updateSettingsMenu();
+ break;
+ case 4:
+ Menu::addButton(0, "", 10 , 400);
+ Menu::addButton(1, "", 10 + 40, 360);
+ Menu::addButton(2, "", 10 + 40, 320);
+ Menu::addButton(3, "", 10 + 30, 280);
+ Menu::addButton(4, "", 10 + 20, 240);
+ Menu::addButton(5, "", 10 + 40, 200);
+ Menu::addButton(6, "", 10 + 40, 160);
+ Menu::addButton(7, "", 10 + 30, 120);
+ Menu::addButton(8, "", 10 + 20, 80);
+ if (debugmode)
+ Menu::addButton(9, "", 10 + 10, 40);
+ Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
+ updateControlsMenu();
+ break;
+ case 5: {
+ LoadCampaign();
+ Menu::addLabel(-1, accountactive->getName(), 5, 400);
+ Menu::addButton(1, "Tutorial", 5, 300);
+ Menu::addButton(2, "Challenge", 5, 240);
+ Menu::addButton(3, "Delete User", 400, 10);
+ Menu::addButton(4, "Main Menu", 5, 10);
+ Menu::addButton(5, "Change User", 5, 180);
+ Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
+
+ //show campaign map
+ //with (2,-5) offset from old code
+ Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
+ //show levels
+ int numlevels = accountactive->getCampaignChoicesMade();
+ numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
+ for (int i = 0; i < numlevels; i++) {
+ XYZ midpoint = campaignlevels[i].getCenter();
+ float itemsize = campaignlevels[i].getWidth();
+ const bool active = i >= accountactive->getCampaignChoicesMade();
+ if (!active)
+ itemsize /= 2;
+
+ if (i >= 1) {
+ XYZ start = campaignlevels[i - 1].getCenter();
+ Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
+ }
+ Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
+ midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
+
+ if (active) {
+ Menu::addMapLabel(-2, campaignlevels[i].description,
+ campaignlevels[i].getStartX() + 10,
+ campaignlevels[i].getStartY() - 4);
+ }
+ }
+ }
+ break;
+ case 6:
+ Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
+ Menu::addButton(1, "Yes", 10, 360);
+ Menu::addButton(2, "No", 10, 320);
+ break;
+ case 7:
+ if (Account::getNbAccounts() < 8)
+ Menu::addButton(0, "New User", 10, 400);
+ else
+ Menu::addLabel(0, "No More Users", 10, 400);
+ Menu::addLabel(-2, "", 20, 400);
+ Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
+ for (int i = 0; i < Account::getNbAccounts(); i++)
+ Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
+ break;
+ case 8:
+ Menu::addButton(0, "Easier", 10, 400);
+ Menu::addButton(1, "Difficult", 10, 360);
+ Menu::addButton(2, "Insane", 10, 320);
+ break;
+ case 9:
+ for (int i = 0; i < numchallengelevels; i++) {
+ char temp[255];
+ string name = "";
+ sprintf (temp, "Level %d", i + 1);
+ for (int j = strlen(temp); j < 17; j++)
+ strcat(temp, " ");
+ name += temp;
+ sprintf (temp, "%d", (int)accountactive->getHighScore(i));
+ for (int j = strlen(temp); j < (32 - 17); j++)
+ strcat(temp, " ");
+ name += temp;
+ sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
+ if ((int)(accountactive->getFastTime(i)) % 60 < 10)
+ strcat(temp, "0");
+ name += temp;
+ sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
+ name += temp;
+
+ Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
+ }
+
+ Menu::addButton(-1, " High Score Best Time", 10, 440);
+ Menu::addButton(numchallengelevels, "Back", 10, 10);
+ break;
+ case 10: {
+ Menu::addLabel(0, "Congratulations!", 220, 330);
+ Menu::addLabel(1, "You have avenged your family and", 140, 300);
+ Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
+ Menu::addButton(3, "Back", 10, 10);
+ char sbuf[256];
+ sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
+ Menu::addLabel(4, sbuf, 190, 200);
+ sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
+ Menu::addLabel(5, sbuf, 190, 180);
+ }
+ break;
+ case 18:
+ Menu::addButton(0, "", 70, 400);
+ Menu::addButton(1, "", 10, 360);
+ Menu::addButton(2, "", 40, 320);
+ Menu::addButton(3, "Back", 10, 10);
+ updateStereoConfigMenu();
+ break;
+ }
+}
+
+extern set> resolutions;
+
+void MenuTick()
+{
//menu buttons
-
+ selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
+
// some specific case where we do something even if the left mouse button is not pressed.
- if((mainmenu==5) && (endgame==2)) {
- accountactive->endGame();
- endgame=0;
- }
- if(mainmenu==10)
- endgame=2;
- if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
- stereoseparation-=0.001;
-
- if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
- switch(mainmenu) {
- case 1:
- case 2:
- switch(selected) {
- case 1:
- if(gameon) { //resume
- mainmenu=0;
- pause_sound(stream_menutheme);
- resume_stream(leveltheme);
- } else { //new game
- fireSound(firestartsound);
- flash();
- mainmenu=(accountactive?5:7);
- selected=-1;
- }
- break;
- case 2: //options
- fireSound();
- flash();
- mainmenu=3;
- if(newdetail>2) newdetail=detail;
- if(newdetail<0) newdetail=detail;
- if(newscreenwidth>3000) newscreenwidth=screenwidth;
- if(newscreenwidth<0) newscreenwidth=screenwidth;
- if(newscreenheight>3000) newscreenheight=screenheight;
- if(newscreenheight<0) newscreenheight=screenheight;
- break;
- case 3:
- fireSound();
- flash();
- if(gameon){ //end game
- gameon=0;
- mainmenu=1;
- } else { //quit
- tryquit=1;
- pause_sound(stream_menutheme);
- }
- break;
- }
- break;
- case 3:
- fireSound();
- bool isCustomResolution,found;
- switch(selected){
- case 0:
- extern SDL_Rect **resolutions;
- isCustomResolution = true;
- found = false;
- for(int i = 0; (!found) && (resolutions[i]); i++) {
- if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
- isCustomResolution = false;
-
- if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
- i++;
- if(resolutions[i] != NULL) {
- newscreenwidth = (int) resolutions[i]->w;
- newscreenheight = (int) resolutions[i]->h;
- } else if(isCustomResolution){
- if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- } else {
- newscreenwidth = screenwidth;
- newscreenheight = screenheight;
- }
- } else {
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- }
- found = true;
- }
- }
-
- if(!found) {
- newscreenwidth = (int) resolutions[0]->w;
- newscreenheight = (int) resolutions[0]->h;
- }
- break;
- case 1:
- newdetail++;
- if(newdetail>2) newdetail=0;
- break;
- case 2:
- bloodtoggle++;
- if(bloodtoggle>2) bloodtoggle=0;
- break;
- case 3:
- difficulty++;
- if(difficulty>2) difficulty=0;
- break;
- case 4:
- ismotionblur = !ismotionblur;
- break;
- case 5:
- decals = !decals;
- break;
- case 6:
- musictoggle = !musictoggle;
-
- if(musictoggle) {
- emit_stream_np(stream_menutheme);
- } else {
- pause_sound(leveltheme);
- pause_sound(stream_fighttheme);
- pause_sound(stream_menutheme);
-
- for(int i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
-
- break;
- case 7: // controls
- flash();
- mainmenu=4;
- selected=-1;
- keyselect=-1;
- break;
- case 8:
- flash();
-
- SaveSettings(*this);
- mainmenu=gameon?2:1;
- break;
- case 9:
- invertmouse = !invertmouse;
- break;
- case 10:
- usermousesensitivity+=.2;
- if(usermousesensitivity>2) usermousesensitivity=.2;
- break;
- case 11:
- volume+=.1f;
- if(volume>1.0001f) volume=0;
- OPENAL_SetSFXMasterVolume((int)(volume*255));
- break;
- case 12:
- flash();
-
- newstereomode = stereomode;
- mainmenu=18;
- keyselect=-1;
- break;
- case 13:
- showdamagebar = !showdamagebar;
- break;
- }
- break;
- case 4:
- if(!waiting) {
- fireSound();
- if(selected<(debugmode?10:9) && keyselect==-1)
- keyselect=selected;
- if(keyselect!=-1)
- setKeySelected();
- if(selected==(debugmode?10:9)){
- flash();
- mainmenu=3;
- }
- }
- break;
- case 5:
- fireSound();
- flash();
- if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=7;
- if(firstload)
- TickOnceAfter();
- else
- LoadStuff();
- whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
- actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
- visibleloading=1;
- stillloading=1;
- Loadlevel(campaignlevels[actuallevel].mapname.c_str());
- campaign=1;
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
- }
- switch(selected){
- case 1:
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=-1;
- if(firstload) {
- TickOnceAfter();
- } else
- LoadStuff();
- Loadlevel(-1);
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
- break;
- case 2:
- mainmenu=9;
- break;
- case 3:
- mainmenu=6;
- break;
- case 4:
- mainmenu=(gameon?2:1);
- break;
- case 5:
- mainmenu=7;
- break;
- case 6:
- vector campaigns = ListCampaigns();
- vector::iterator c;
- if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
- if(!campaigns.empty())
- accountactive->setCurrentCampaign(campaigns.front());
- } else {
- c++;
- if(c==campaigns.end())
- c=campaigns.begin();
- accountactive->setCurrentCampaign(*c);
- }
- LoadCampaign();
- break;
- }
- break;
- case 6:
- fireSound();
- if(selected==1) {
- flash();
- accountactive = Account::destroy(accountactive);
- mainmenu=7;
- } else if(selected==2) {
- flash();
- mainmenu=5;
- }
- break;
- case 7:
- fireSound();
- if(selected==0 && Account::getNbAccounts()<8){
- entername=1;
- } else if (selected < Account::getNbAccounts()+1) {
- flash();
- mainmenu=5;
- accountactive=Account::get(selected-1);
- } else if (selected == Account::getNbAccounts()+1) {
- flash();
- mainmenu=5;
- for(int j=0;j<255;j++){
- displaytext[0][j]=0;
- }
- displaychars[0]=0;
- displayselected=0;
- entername=0;
- }
- break;
- case 8:
- fireSound();
- flash();
- if(selected<=2)
- accountactive->setDifficulty(selected);
- mainmenu=5;
- break;
- case 9:
- if(selectedgetProgress()){
- fireSound();
- flash();
-
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=selected;
- if(firstload)
- TickOnceAfter();
- else
- LoadStuff();
- Loadlevel(selected);
- campaign=0;
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
- }
- if(selected==numchallengelevels){
- fireSound();
- flash();
- mainmenu=5;
- }
- break;
- case 10:
- if(selected==3){
- fireSound();
- flash();
- mainmenu=5;
- }
- break;
- case 18:
- if(selected==1)
- stereoseparation+=0.001;
- else {
- fireSound();
- if(selected==0){
- newstereomode = (StereoMode)(newstereomode + 1);
- while(!CanInitStereo(newstereomode)){
- printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
- newstereomode = (StereoMode)(newstereomode + 1);
- if(newstereomode >= stereoCount)
- newstereomode = stereoNone;
- }
- } else if(selected==2) {
- stereoreverse = !stereoreverse;
- } else if(selected==3) {
- flash();
- mainmenu=3;
-
- stereomode = newstereomode;
- InitStereo(stereomode);
- }
- }
- break;
- }
- }
-
- if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
- tryquit=1;
- if(mainmenu==3) {
- SaveSettings(*this);
+ if ((mainmenu == 5) && (endgame == 2)) {
+ accountactive->endGame();
+ endgame = 0;
+ }
+ if (mainmenu == 10)
+ endgame = 2;
+ if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
+ stereoseparation -= 0.001;
+ updateStereoConfigMenu();
+ }
+
+ static int oldmainmenu = mainmenu;
+
+ if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+ set>::iterator newscreenresolution;
+ switch (mainmenu) {
+ case 1:
+ case 2:
+ switch (selected) {
+ case 1:
+ if (gameon) { //resume
+ mainmenu = 0;
+ pause_sound(stream_menutheme);
+ resume_stream(leveltheme);
+ } else { //new game
+ fireSound(firestartsound);
+ flash();
+ mainmenu = (accountactive ? 5 : 7);
+ selected = -1;
+ }
+ break;
+ case 2: //options
+ fireSound();
+ flash();
+ mainmenu = 3;
+ if (newdetail > 2)
+ newdetail = detail;
+ if (newdetail < 0)
+ newdetail = detail;
+ if (newscreenwidth > 3000)
+ newscreenwidth = screenwidth;
+ if (newscreenwidth < 0)
+ newscreenwidth = screenwidth;
+ if (newscreenheight > 3000)
+ newscreenheight = screenheight;
+ if (newscreenheight < 0)
+ newscreenheight = screenheight;
+ break;
+ case 3:
+ fireSound();
+ flash();
+ if (gameon) { //end game
+ gameon = 0;
+ mainmenu = 1;
+ } else { //quit
+ tryquit = 1;
+ pause_sound(stream_menutheme);
+ }
+ break;
+ }
+ break;
+ case 3:
+ fireSound();
+ switch (selected) {
+ case 0:
+ newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
+ /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
+ newscreenresolution++;
+ if (newscreenresolution == resolutions.end()) {
+ /* It was the last one (or not found), go back to the beginning */
+ newscreenresolution = resolutions.begin();
+ }
+ newscreenwidth = newscreenresolution->first;
+ newscreenheight = newscreenresolution->second;
+ break;
+ case 1:
+ newdetail++;
+ if (newdetail > 2)
+ newdetail = 0;
+ break;
+ case 2:
+ bloodtoggle++;
+ if (bloodtoggle > 2)
+ bloodtoggle = 0;
+ break;
+ case 3:
+ difficulty++;
+ if (difficulty > 2)
+ difficulty = 0;
+ break;
+ case 4:
+ ismotionblur = !ismotionblur;
+ break;
+ case 5:
+ decals = !decals;
+ break;
+ case 6:
+ musictoggle = !musictoggle;
+ if (musictoggle) {
+ emit_stream_np(stream_menutheme);
+ } else {
+ pause_sound(leveltheme);
+ pause_sound(stream_fighttheme);
+ pause_sound(stream_menutheme);
+
+ for (int i = 0; i < 4; i++) {
+ oldmusicvolume[i] = 0;
+ musicvolume[i] = 0;
+ }
+ }
+ break;
+ case 7: // controls
+ flash();
+ mainmenu = 4;
+ selected = -1;
+ keyselect = -1;
+ break;
+ case 8:
+ flash();
+ SaveSettings();
+ mainmenu = gameon ? 2 : 1;
+ break;
+ case 9:
+ invertmouse = !invertmouse;
+ break;
+ case 10:
+ usermousesensitivity += .2;
+ if (usermousesensitivity > 2)
+ usermousesensitivity = .2;
+ break;
+ case 11:
+ volume += .1f;
+ if (volume > 1.0001f)
+ volume = 0;
+ OPENAL_SetSFXMasterVolume((int)(volume * 255));
+ break;
+ case 12:
+ flash();
+ newstereomode = stereomode;
+ mainmenu = 18;
+ keyselect = -1;
+ break;
+ case 13:
+ showdamagebar = !showdamagebar;
+ break;
+ case 14:
+ toggleFullscreen();
+ break;
+ }
+ updateSettingsMenu();
+ break;
+ case 4:
+ if (!waiting) {
+ fireSound();
+ if (selected < (debugmode ? 10 : 9) && keyselect == -1)
+ keyselect = selected;
+ if (keyselect != -1)
+ setKeySelected();
+ if (selected == (debugmode ? 10 : 9)) {
+ flash();
+ mainmenu = 3;
+ }
+ }
+ updateControlsMenu();
+ break;
+ case 5:
+ fireSound();
+ flash();
+ if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
+ startbonustotal = 0;
+
+ loading = 2;
+ loadtime = 0;
+ targetlevel = 7;
+ if (firstload)
+ TickOnceAfter();
+ else
+ LoadStuff();
+ whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
+ actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
+ visibleloading = 1;
+ stillloading = 1;
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+ campaign = 1;
+ mainmenu = 0;
+ gameon = 1;
+ pause_sound(stream_menutheme);
+ }
+ switch (selected) {
+ case 1:
+ startbonustotal = 0;
+
+ loading = 2;
+ loadtime = 0;
+ targetlevel = -1;
+ if (firstload) {
+ TickOnceAfter();
+ } else
+ LoadStuff();
+ Loadlevel(-1);
+
+ mainmenu = 0;
+ gameon = 1;
+ pause_sound(stream_menutheme);
+ break;
+ case 2:
+ mainmenu = 9;
+ break;
+ case 3:
+ mainmenu = 6;
+ break;
+ case 4:
+ mainmenu = (gameon ? 2 : 1);
+ break;
+ case 5:
+ mainmenu = 7;
+ break;
+ case 6:
+ vector campaigns = ListCampaigns();
+ vector::iterator c;
+ if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
+ if (!campaigns.empty())
+ accountactive->setCurrentCampaign(campaigns.front());
+ } else {
+ c++;
+ if (c == campaigns.end())
+ c = campaigns.begin();
+ accountactive->setCurrentCampaign(*c);
+ }
+ LoadMenu();
+ break;
+ }
+ break;
+ case 6:
+ fireSound();
+ if (selected == 1) {
+ flash();
+ accountactive = Account::destroy(accountactive);
+ mainmenu = 7;
+ } else if (selected == 2) {
+ flash();
+ mainmenu = 5;
+ }
+ break;
+ case 7:
+ fireSound();
+ if (selected == 0 && Account::getNbAccounts() < 8) {
+ entername = 1;
+ } else if (selected < Account::getNbAccounts() + 1) {
+ flash();
+ mainmenu = 5;
+ accountactive = Account::get(selected - 1);
+ } else if (selected == Account::getNbAccounts() + 1) {
+ flash();
+ if (accountactive)
+ mainmenu = 5;
+ else
+ mainmenu = 1;
+ displaytext[0].clear();
+ displayselected = 0;
+ entername = 0;
+ }
+ break;
+ case 8:
+ fireSound();
+ flash();
+ if (selected <= 2)
+ accountactive->setDifficulty(selected);
+ mainmenu = 5;
+ break;
+ case 9:
+ if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
+ fireSound();
+ flash();
+
+ startbonustotal = 0;
+
+ loading = 2;
+ loadtime = 0;
+ targetlevel = selected;
+ if (firstload)
+ TickOnceAfter();
+ else
+ LoadStuff();
+ Loadlevel(selected);
+ campaign = 0;
+
+ mainmenu = 0;
+ gameon = 1;
+ pause_sound(stream_menutheme);
+ }
+ if (selected == numchallengelevels) {
+ fireSound();
+ flash();
+ mainmenu = 5;
+ }
+ break;
+ case 10:
+ if (selected == 3) {
+ fireSound();
+ flash();
+ mainmenu = 5;
+ }
+ break;
+ case 18:
+ if (selected == 1)
+ stereoseparation += 0.001;
+ else {
+ fireSound();
+ if (selected == 0) {
+ newstereomode = (StereoMode)(newstereomode + 1);
+ while (!CanInitStereo(newstereomode)) {
+ printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+ newstereomode = (StereoMode)(newstereomode + 1);
+ if (newstereomode >= stereoCount)
+ newstereomode = stereoNone;
+ }
+ } else if (selected == 2) {
+ stereoreverse = !stereoreverse;
+ } else if (selected == 3) {
+ flash();
+ mainmenu = 3;
+
+ stereomode = newstereomode;
+ InitStereo(stereomode);
+ }
+ }
+ updateStereoConfigMenu();
+ break;
}
}
- OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+ OPENAL_SetFrequency(channels[stream_menutheme]);
- if(entername) {
- inputText(displaytext[0],&displayselected,&displaychars[0]);
- if(!waiting) { // the input as finished
- if(displaychars[0]){ // with enter
+ if (entername) {
+ inputText(displaytext[0], &displayselected);
+ if (!waiting) { // the input as finished
+ if (!displaytext[0].empty()) { // with enter
accountactive = Account::add(string(displaytext[0]));
- mainmenu=8;
+ mainmenu = 8;
flash();
fireSound(firestartsound);
- for(int i=0;i<255;i++){
- displaytext[0][i]=0;
- }
- displaychars[0]=0;
+ displaytext[0].clear();
- displayselected=0;
+ displayselected = 0;
}
- entername=0;
+ entername = 0;
+ LoadMenu();
}
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
+
+ displayblinkdelay -= multiplier;
+ if (displayblinkdelay <= 0) {
+ displayblinkdelay = .3;
+ displayblink = !displayblink;
}
}
+
+ if (entername) {
+ Menu::setText(0, displaytext[0], 20, 400, -1, -1);
+ Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
+ }
+
+ if (oldmainmenu != mainmenu)
+ LoadMenu();
+ oldmainmenu = mainmenu;
+
}
-void Game::Tick(){
- static XYZ facing,flatfacing;
- static int target;
+void Game::Tick()
+{
+ static XYZ facing, flatfacing;
+ static int target;
- for(int i=0;i<15;i++){
- displaytime[i]+=multiplier;
- }
+ for (int i = 0; i < 15; i++) {
+ displaytime[i] += multiplier;
+ }
- keyboardfrozen=false;
Input::Tick();
- if(Input::isKeyPressed(SDLK_F6)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoreverse=true;
- else
- stereoreverse=false;
-
- if(stereoreverse)
- printf("Stereo reversed\n");
- else
- printf("Stereo unreversed\n");
- }
-
- if(Input::isKeyDown(SDLK_F7)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoseparation -= 0.001;
- else
- stereoseparation -= 0.010;
- printf("Stereo decreased increased to %f\n", stereoseparation);
- }
-
- if(Input::isKeyDown(SDLK_F8)){
- if(Input::isKeyDown(SDLK_LSHIFT))
- stereoseparation += 0.001;
- else
- stereoseparation += 0.010;
- printf("Stereo separation increased to %f\n", stereoseparation);
- }
-
-
- if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
- if(tutorialstage!=51)
- tutorialstagetime=tutorialmaxtime;
- emit_sound_np(consolefailsound, 128.);
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+ stereoreverse = true;
+ else
+ stereoreverse = false;
+
+ if (stereoreverse)
+ printf("Stereo reversed\n");
+ else
+ printf("Stereo unreversed\n");
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_F7)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+ stereoseparation -= 0.001;
+ else
+ stereoseparation -= 0.010;
+ printf("Stereo decreased increased to %f\n", stereoseparation);
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+ stereoseparation += 0.001;
+ else
+ stereoseparation += 0.010;
+ printf("Stereo separation increased to %f\n", stereoseparation);
+ }
+
+
+ if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
+ if (tutorialstage != 51)
+ tutorialstagetime = tutorialmaxtime;
+ emit_sound_np(consolefailsound, 128.);
+ }
/*
Values of mainmenu :
@@ -5850,325 +5360,246 @@ void Game::Tick(){
11 Same that 9 ??? => unused
18 stereo configuration
*/
-
- if(!console) {
+
+ if (!console) {
//campaign over?
- if(mainmenu&&endgame==1)
- mainmenu=10;
+ if (mainmenu && endgame == 1)
+ mainmenu = 10;
//go to level select after completing a campaign level
- if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
- mainmenu=5;
- gameon=0;
- winfreeze=0;
+ if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
+ mainmenu = 5;
+ gameon = 0;
+ winfreeze = 0;
fireSound();
flash();
- if(musictoggle) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ if (musictoggle) {
+ OPENAL_SetFrequency(OPENAL_ALL);
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
}
- LoadCampaign();
+ LoadMenu();
}
//escape key pressed
- //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
- if(Input::isKeyPressed(SDLK_ESCAPE)&&
- (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) {
- selected=-1;
- if(mainmenu==0&&!winfreeze)
- mainmenu=2; //pause
- else if(mainmenu==1||mainmenu==2){
- mainmenu=0; //unpause
+ if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
+ (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
+ selected = -1;
+ if (mainmenu == 0 && !winfreeze)
+ mainmenu = 2; //pause
+ else if (mainmenu == 1 || mainmenu == 2) {
+ mainmenu = 0; //unpause
}
//play menu theme
- if(musictoggle&&(mainmenu==1||mainmenu==2)){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
+ OPENAL_SetFrequency(OPENAL_ALL);
emit_stream_np(stream_menutheme);
pause_sound(leveltheme);
}
//on resume, play level music
- if(!mainmenu){
+ if (!mainmenu) {
pause_sound(stream_menutheme);
resume_stream(leveltheme);
}
//finished with settings menu
- if(mainmenu==3){
- SaveSettings(*this);
- }
+ if (mainmenu == 3) {
+ SaveSettings();
+ }
//effects
- if(mainmenu>=3&&mainmenu!=8){
- fireSound();
- flash();
- }
+ if (mainmenu >= 3 && mainmenu != 8) {
+ fireSound();
+ flash();
+ }
//go back
- switch(mainmenu){
- case 3: case 5:
- mainmenu=gameon?2:1; break;
- case 4: case 18:
- mainmenu=3; break;
- case 6: case 7: case 9: case 10:
- mainmenu=5; break;
- }
- }
- }
-
- if(mainmenu) {
+ switch (mainmenu) {
+ case 3:
+ case 5:
+ mainmenu = gameon ? 2 : 1;
+ break;
+ case 4:
+ case 18:
+ mainmenu = 3;
+ break;
+ case 6:
+ case 7:
+ case 9:
+ case 10:
+ mainmenu = 5;
+ break;
+ }
+ }
+ }
+
+ if (mainmenu) {
MenuTick();
- }
+ }
- if(!mainmenu) {
- if(hostile==1)hostiletime+=multiplier;
- else hostiletime=0;
- if(!winfreeze)leveltime+=multiplier;
+ if (!mainmenu) {
+ if (hostile == 1)
+ hostiletime += multiplier;
+ else
+ hostiletime = 0;
+ if (!winfreeze)
+ leveltime += multiplier;
//keys
- if(Input::isKeyPressed(SDLK_v)&&debugmode){
- freeze=1-freeze;
- if(freeze){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- }
- }
-
- if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
- chatting=1;
-
- if(chatting){
- inputText(displaytext[0],&displayselected,&displaychars[0]);
- if(!waiting) {
- if(displaychars[0]){
- for(int j=0;j<255;j++)
- displaytext[0][j]=0;
- displaychars[0]=0;
- displayselected=0;
- }
- chatting=0;
- }
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
- }
- }
- if(chatting)
- keyboardfrozen=true;
-
- if(Input::isKeyPressed(consolekey)&&debugmode) {
- console=!console;
- if(console) {
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- } else {
- freeze=0;
- waiting=false;
- }
- }
-
- if(console)
- freeze=1;
- if(console&&!Input::isKeyDown(SDLK_LMETA)) {
- inputText(consoletext[0],&consoleselected,&consolechars[0]);
- if(!waiting) {
- archiveselected=0;
- if(consolechars[0]>0) {
- consoletext[0][consolechars[0]]='\0';
- cmd_dispatch(this, consoletext[0]);
- for(int k=14;k>=1;k--) {
- for(int j=0;j<255;j++)
- consoletext[k][j]=consoletext[k-1][j];
- consolechars[k]=consolechars[k-1];
- }
- for(int j=0;j<255;j++)
- consoletext[0][j]=0;
- consolechars[0]=0;
- consoleselected=0;
- }
- }
-
- consoleblinkdelay-=multiplier;
- if(consoleblinkdelay<=0) {
- consoleblinkdelay=.3;
- consoleblink=1-consoleblink;
- }
- }
-
-
-
- if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
- tryquit=1;
- if(mainmenu==3) {
- SaveSettings(*this);
- }
- }
-
- static int oldwinfreeze;
- if(winfreeze&&!oldwinfreeze){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- emit_sound_np(consolesuccesssound);
- }
- if(winfreeze==0)
- oldwinfreeze=winfreeze;
- else
+ if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+ freeze = !freeze;
+ if (freeze) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ }
+ }
+
+ if (Input::isKeyPressed(consolekey) && debugmode) {
+ console = !console;
+ if (console) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ } else {
+ freeze = 0;
+ waiting = false;
+ }
+ }
+
+ if (console)
+ freeze = 1;
+ if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+ inputText(consoletext[0], &consoleselected);
+ if (!waiting) {
+ if (!consoletext[0].empty()) {
+ cmd_dispatch(consoletext[0]);
+ for (int k = 14; k >= 1; k--) {
+ consoletext[k] = consoletext[k - 1];
+ }
+ consoletext[0].clear();
+ consoleselected = 0;
+ }
+ }
+
+ consoleblinkdelay -= multiplier;
+ if (consoleblinkdelay <= 0) {
+ consoleblinkdelay = .3;
+ consoleblink = !consoleblink;
+ }
+ }
+
+ static int oldwinfreeze;
+ if (winfreeze && !oldwinfreeze) {
+ OPENAL_SetFrequency(OPENAL_ALL);
+ emit_sound_np(consolesuccesssound);
+ }
+ if (winfreeze == 0)
+ oldwinfreeze = winfreeze;
+ else
oldwinfreeze++;
- if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
- if(winfreeze)
- winfreeze=0;
- if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
- if(console){
- console=false;
- freeze=0;
- } else if(winfreeze) {
- mainmenu=9;
- gameon=0;
- }
+ if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
+ if (winfreeze)
+ winfreeze = 0;
+ if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
+ if (console) {
+ console = false;
+ freeze = 0;
+ } else if (winfreeze) {
+ mainmenu = 9;
+ gameon = 0;
+ }
}
- //TODO: what is this test?
- if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
+ if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
//dialogues
- if(indialogue!=-1)
- talkdelay=1;
- talkdelay-=multiplier;
-
- if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
- for(int i=0;i49){
- realdialoguetype=dialoguetype[i]-50;
- special=1;
- }
- else if(dialoguetype[i]>39){
- realdialoguetype=dialoguetype[i]-40;
- special=1;
- }
- else if(dialoguetype[i]>29){
- realdialoguetype=dialoguetype[i]-30;
- special=1;
- }
- else if(dialoguetype[i]>19){
- realdialoguetype=dialoguetype[i]-20;
- special=1;
- }
- else if(dialoguetype[i]>9){
- realdialoguetype=dialoguetype[i]-10;
- special=1;
- }
- else {
- realdialoguetype=dialoguetype[i];
- special=0;
- }
- if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
- realdialoguetype0&&
- (dialoguegonethrough[i]==0||!special)&&
- (special||Input::isKeyPressed(attackkey))){
- if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
- player[realdialoguetype].howactive>=typedead1||
- dialoguetype[i]>40&&dialoguetype[i]<50){
- whichdialogue=i;
- for(int j=0;janimTarget].height != highheight) {
+ for (int i = 0; i < Dialog::dialogs.size(); i++) {
+ Dialog::dialogs[i].tick(i);
}
+ }
- windvar+=multiplier;
- smoketex+=multiplier;
- tutorialstagetime+=multiplier;
+ windvar += multiplier;
+ smoketex += multiplier;
+ tutorialstagetime += multiplier;
//hotspots
static float hotspotvisual[40];
- if(numhotspots){
+ if (numhotspots) {
XYZ hotspotsprite;
- if(editorenabled)
- for(int i=0;i0){
- hotspot[i]=player[hotspottype[i]].coords;
+ for (int i = 0; i < numhotspots; i++) {
+ if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
+ hotspot[i] = Person::players[hotspottype[i]]->coords;
}
}
}
//Tutorial
- if(tutoriallevel){
+ if (tutoriallevel) {
doTutorial();
}
//bonuses
- if(tutoriallevel!=1){
- if(bonustime==0&&
- bonus!=solidhit&&
- bonus!=spinecrusher&&
- bonus!=tracheotomy&&
- bonus!=backstab&&
- bonusvalue>10){
+ if (tutoriallevel != 1) {
+ if (bonustime == 0 &&
+ bonus != solidhit &&
+ bonus != spinecrusher &&
+ bonus != tracheotomy &&
+ bonus != backstab &&
+ bonusvalue > 10) {
emit_sound_np(consolesuccesssound);
}
- } else if(bonustime==0){
+ } else if (bonustime == 0) {
emit_sound_np(fireendsound);
}
- if(bonustime==0){
- if(bonus!=solidhit&&
- bonus!=twoxcombo&&
- bonus!=threexcombo&&
- bonus!=fourxcombo&&
- bonus!=megacombo)
+ if (bonustime == 0) {
+ if (bonus != solidhit &&
+ bonus != twoxcombo &&
+ bonus != threexcombo &&
+ bonus != fourxcombo &&
+ bonus != megacombo)
bonusnum[bonus]++;
else
- bonusnum[bonus]+=0.15;
- if(tutoriallevel)
- bonusvalue=0;
- bonusvalue/=bonusnum[bonus];
- bonustotal+=bonusvalue;
+ bonusnum[bonus] += 0.15;
+ if (tutoriallevel)
+ bonusvalue = 0;
+ bonusvalue /= bonusnum[bonus];
+ bonustotal += bonusvalue;
}
- bonustime+=multiplier;
+ bonustime += multiplier;
//snow effects
- if(environment==snowyenvironment){
- precipdelay-=multiplier;
- while(precipdelay<0){
- precipdelay+=.04;
- if(!detail)
- precipdelay+=.04;
- XYZ footvel,footpoint;
-
- footvel=0;
- footpoint=viewer+viewerfacing*6;
- footpoint.y+=((float)abs(Random()%1200))/100-6;
- footpoint.x+=((float)abs(Random()%1200))/100-6;
- footpoint.z+=((float)abs(Random()%1200))/100-6;
- Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
+ if (environment == snowyenvironment) {
+ precipdelay -= multiplier;
+ while (precipdelay < 0) {
+ precipdelay += .04;
+ if (!detail)
+ precipdelay += .04;
+ XYZ footvel, footpoint;
+
+ footvel = 0;
+ footpoint = viewer + viewerfacing * 6;
+ footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
+ footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
+ footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
+ Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
}
}
@@ -6179,222 +5610,222 @@ void Game::Tick(){
static XYZ oldviewer;
//control keys
- if(indialogue==-1){
- player[0].forwardkeydown=Input::isKeyDown(forwardkey);
- player[0].leftkeydown=Input::isKeyDown(leftkey);
- player[0].backkeydown=Input::isKeyDown(backkey);
- player[0].rightkeydown=Input::isKeyDown(rightkey);
- player[0].jumpkeydown=Input::isKeyDown(jumpkey);
- player[0].crouchkeydown=Input::isKeyDown(crouchkey);
- player[0].drawkeydown=Input::isKeyDown(drawkey);
- player[0].throwkeydown=Input::isKeyDown(throwkey);
+ if (!Dialog::inDialog()) {
+ Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
+ Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
+ Person::players[0]->backkeydown = Input::isKeyDown(backkey);
+ Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
+ Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
+ Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
+ Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
+ Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
+ } else {
+ Person::players[0]->forwardkeydown = 0;
+ Person::players[0]->leftkeydown = 0;
+ Person::players[0]->backkeydown = 0;
+ Person::players[0]->rightkeydown = 0;
+ Person::players[0]->jumpkeydown = 0;
+ Person::players[0]->crouchkeydown = 0;
+ Person::players[0]->drawkeydown = 0;
+ Person::players[0]->throwkeydown = 0;
}
- else
- {
- player[0].forwardkeydown=0;
- player[0].leftkeydown=0;
- player[0].backkeydown=0;
- player[0].rightkeydown=0;
- player[0].jumpkeydown=0;
- player[0].crouchkeydown=0;
- player[0].drawkeydown=0;
- player[0].throwkeydown=0;
- }
-
- if(!player[0].jumpkeydown)
- player[0].jumpclimb=0;
-
-
- if(indialogue!=-1){
- cameramode=1;
- if(directing){
- facing=0;
- facing.z=-1;
-
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
-
- flatfacing=0;
- flatfacing.z=-1;
-
- flatfacing=DoRotation(flatfacing,0,-rotation,0);
-
- if(Input::isKeyDown(forwardkey))
- viewer+=facing*multiplier*4;
- if(Input::isKeyDown(backkey))
- viewer-=facing*multiplier*4;
- if(Input::isKeyDown(leftkey))
- viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
- if(Input::isKeyDown(rightkey))
- viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
- if(Input::isKeyDown(jumpkey))
- viewer.y+=multiplier*4;
- if(Input::isKeyDown(crouchkey))
- viewer.y-=multiplier*4;
- if( Input::isKeyPressed(SDLK_1)||
- Input::isKeyPressed(SDLK_2)||
- Input::isKeyPressed(SDLK_3)||
- Input::isKeyPressed(SDLK_4)||
- Input::isKeyPressed(SDLK_5)||
- Input::isKeyPressed(SDLK_6)||
- Input::isKeyPressed(SDLK_7)||
- Input::isKeyPressed(SDLK_8)||
- Input::isKeyPressed(SDLK_9)||
- Input::isKeyPressed(SDLK_0)||
- Input::isKeyPressed(SDLK_MINUS)){
+
+ if (!Person::players[0]->jumpkeydown)
+ Person::players[0]->jumpclimb = 0;
+
+
+ if (Dialog::inDialog()) {
+ cameramode = 1;
+ if (Dialog::directing) {
+ facing = 0;
+ facing.z = -1;
+
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
+
+ flatfacing = 0;
+ flatfacing.z = -1;
+
+ flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
+
+ if (Input::isKeyDown(forwardkey))
+ viewer += facing * multiplier * 4;
+ if (Input::isKeyDown(backkey))
+ viewer -= facing * multiplier * 4;
+ if (Input::isKeyDown(leftkey))
+ viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
+ if (Input::isKeyDown(rightkey))
+ viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
+ if (Input::isKeyDown(jumpkey))
+ viewer.y += multiplier * 4;
+ if (Input::isKeyDown(crouchkey))
+ viewer.y -= multiplier * 4;
+ if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
+ Input::isKeyPressed(SDL_SCANCODE_2) ||
+ Input::isKeyPressed(SDL_SCANCODE_3) ||
+ Input::isKeyPressed(SDL_SCANCODE_4) ||
+ Input::isKeyPressed(SDL_SCANCODE_5) ||
+ Input::isKeyPressed(SDL_SCANCODE_6) ||
+ Input::isKeyPressed(SDL_SCANCODE_7) ||
+ Input::isKeyPressed(SDL_SCANCODE_8) ||
+ Input::isKeyPressed(SDL_SCANCODE_9) ||
+ Input::isKeyPressed(SDL_SCANCODE_0) ||
+ Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
int whichend;
- if(Input::isKeyPressed(SDLK_1))whichend=1;
- if(Input::isKeyPressed(SDLK_2))whichend=2;
- if(Input::isKeyPressed(SDLK_3))whichend=3;
- if(Input::isKeyPressed(SDLK_4))whichend=4;
- if(Input::isKeyPressed(SDLK_5))whichend=5;
- if(Input::isKeyPressed(SDLK_6))whichend=6;
- if(Input::isKeyPressed(SDLK_7))whichend=7;
- if(Input::isKeyPressed(SDLK_8))whichend=8;
- if(Input::isKeyPressed(SDLK_9))whichend=9;
- if(Input::isKeyPressed(SDLK_0))whichend=0;
- if(Input::isKeyPressed(SDLK_MINUS))
- whichend=-1;
- if(whichend!=-1){
- participantfocus[whichdialogue][indialogue]=whichend;
- participantlocation[whichdialogue][whichend]=player[whichend].coords;
- participantrotation[whichdialogue][whichend]=player[whichend].rotation;
+ if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
+ if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
+ if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
+ if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
+ if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
+ if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
+ if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
+ if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
+ if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
+ if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
+ if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+ whichend = -1;
+ if (whichend != -1) {
+ Dialog::currentBox().participantfocus = whichend;
+ Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
+ Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
}
- if(whichend==-1){
- participantfocus[whichdialogue][indialogue]=-1;
+ if (whichend == -1) {
+ Dialog::currentBox().participantfocus = -1;
}
- if(player[participantfocus[whichdialogue][indialogue]].dead){
- indialogue=-1;
- directing=0;
- cameramode=0;
+ /* FIXME: potentially accessing -1 in Person::players! */
+ if (Person::players[Dialog::currentBox().participantfocus]->dead) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
}
- dialoguecamera[whichdialogue][indialogue]=viewer;
- dialoguecamerarotation[whichdialogue][indialogue]=rotation;
- dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
- indialogue++;
- if(indialogue=numdialogueboxes[whichdialogue]){
- indialogue=-1;
- directing=0;
- cameramode=0;
+ if (Dialog::indialogue >= Dialog::currentDialog().boxes.size()) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
}
}
- if(!directing){
+ if (!Dialog::directing) {
pause_sound(whooshsound);
- viewer=dialoguecamera[whichdialogue][indialogue];
- viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
- rotation=dialoguecamerarotation[whichdialogue][indialogue];
- rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
- if(dialoguetime>0.5)
- if( Input::isKeyPressed(SDLK_1)||
- Input::isKeyPressed(SDLK_2)||
- Input::isKeyPressed(SDLK_3)||
- Input::isKeyPressed(SDLK_4)||
- Input::isKeyPressed(SDLK_5)||
- Input::isKeyPressed(SDLK_6)||
- Input::isKeyPressed(SDLK_7)||
- Input::isKeyPressed(SDLK_8)||
- Input::isKeyPressed(SDLK_9)||
- Input::isKeyPressed(SDLK_0)||
- Input::isKeyPressed(SDLK_MINUS)||
- Input::isKeyPressed(attackkey)){
- indialogue++;
- if(indialogue 0.5) {
+ if ( Input::isKeyPressed(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) ||
+ Input::isKeyPressed(attackkey)) {
+ Dialog::indialogue++;
+ if (Dialog::indialogue < Dialog::currentDialog().boxes.size()) {
+ if (Dialog::currentBox().sound != 0) {
playdialogueboxsound();
- if(dialogueboxsound[whichdialogue][indialogue]==-5){
- hotspot[numhotspots]=player[0].coords;
- hotspotsize[numhotspots]=10;
- hotspottype[numhotspots]=-1;
+ if (Dialog::currentBox().sound == -5) {
+ hotspot[numhotspots] = Person::players[0]->coords;
+ hotspotsize[numhotspots] = 10;
+ hotspottype[numhotspots] = -1;
numhotspots++;
}
- if(dialogueboxsound[whichdialogue][indialogue]==-6){
- hostile=1;
+ if (Dialog::currentBox().sound == -6) {
+ hostile = 1;
}
- if(player[participantfocus[whichdialogue][indialogue]].dead){
- indialogue=-1;
- directing=0;
- cameramode=0;
+ if (Person::players[Dialog::currentBox().participantfocus]->dead) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
}
}
}
}
- if(indialogue>=numdialogueboxes[whichdialogue]){
- indialogue=-1;
- directing=0;
- cameramode=0;
- if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
- hostile=1;
+ }
+ if (Dialog::indialogue >= Dialog::currentDialog().boxes.size()) {
+ Dialog::indialogue = -1;
+ Dialog::directing = false;
+ cameramode = 0;
+ if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
+ hostile = 1;
}
- if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
- windialogue=true;
+ if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
+ windialogue = true;
}
- if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
- hostile=1;
- for(int i=1;i 49 && Dialog::currentDialog().type < 60) {
+ hostile = 1;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ Person::players[i]->aitype = attacktypecutoff;
}
}
}
}
}
- if(!player[0].jumpkeydown){
- player[0].jumptogglekeydown=0;
+ if (!Person::players[0]->jumpkeydown) {
+ Person::players[0]->jumptogglekeydown = 0;
}
- if(player[0].jumpkeydown&&
- player[0].targetanimation!=jumpupanim&&
- player[0].targetanimation!=jumpdownanim&&
- !player[0].isFlip())
- player[0].jumptogglekeydown=1;
+ if (Person::players[0]->jumpkeydown &&
+ Person::players[0]->animTarget != jumpupanim &&
+ Person::players[0]->animTarget != jumpdownanim &&
+ !Person::players[0]->isFlip())
+ Person::players[0]->jumptogglekeydown = 1;
- dialoguetime+=multiplier;
- hawkrotation+=multiplier*25;
- realhawkcoords=0;
- realhawkcoords.x=25;
- realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
- hawkcalldelay-=multiplier/2;
+ Dialog::dialoguetime += multiplier;
+ hawkyaw += multiplier * 25;
+ realhawkcoords = 0;
+ realhawkcoords.x = 25;
+ realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
+ hawkcalldelay -= multiplier / 2;
- if(hawkcalldelay<=0){
+ if (hawkcalldelay <= 0) {
emit_sound_at(hawksound, realhawkcoords);
- hawkcalldelay=16+abs(Random()%8);
+ hawkcalldelay = 16 + abs(Random() % 8);
}
doDebugKeys();
@@ -6405,37 +5836,37 @@ void Game::Tick(){
doJumpReversals();
- for(int k=0;kimmobile)
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
- for(int k=0;kcoords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ Person::players[k]->DoDamage(1000);
}
}
}
//respawn
static bool respawnkeydown;
- if(!editorenabled&&
- (whichlevel!=-2&&
- (Input::isKeyDown(SDLK_z)&&
- Input::isKeyDown(SDLK_LMETA)&&
- debugmode)||
- (Input::isKeyDown(jumpkey)&&
- !respawnkeydown&&
- !oldattackkey&&
- player[0].dead))){
- targetlevel=whichlevel;
- loading=1;
- leveltime=5;
+ if (!editorenabled &&
+ (whichlevel != -2 &&
+ (Input::isKeyDown(SDL_SCANCODE_Z) &&
+ Input::isKeyDown(SDL_SCANCODE_LGUI) &&
+ debugmode) ||
+ (Input::isKeyDown(jumpkey) &&
+ !respawnkeydown &&
+ !oldattackkey &&
+ Person::players[0]->dead))) {
+ targetlevel = whichlevel;
+ loading = 1;
+ leveltime = 5;
}
- if(!Input::isKeyDown(jumpkey))
- respawnkeydown=0;
- if(Input::isKeyDown(jumpkey))
- respawnkeydown=1;
+ if (!Input::isKeyDown(jumpkey))
+ respawnkeydown = 0;
+ if (Input::isKeyDown(jumpkey))
+ respawnkeydown = 1;
@@ -6443,427 +5874,405 @@ void Game::Tick(){
static bool movekey;
//?
- for(int i=0;iskeleton.free) {
+ oldtargetyaw = Person::players[i]->targetyaw;
+ if (i == 0 && !Dialog::inDialog()) {
//TODO: refactor repetitive code
- if(!animation[player[0].targetanimation].attack&&
- player[0].targetanimation!=staggerbackhighanim&&
- player[0].targetanimation!=staggerbackhardanim&&
- player[0].targetanimation!=crouchremoveknifeanim&&
- player[0].targetanimation!=removeknifeanim&&
- player[0].targetanimation!=backhandspringanim&&
- player[0].targetanimation!=dodgebackanim&&
- player[0].targetanimation!=walljumprightkickanim&&
- player[0].targetanimation!=walljumpleftkickanim){
- if(cameramode)
- player[0].targetrotation=0;
+ if (!animation[Person::players[0]->animTarget].attack &&
+ Person::players[0]->animTarget != staggerbackhighanim &&
+ Person::players[0]->animTarget != staggerbackhardanim &&
+ Person::players[0]->animTarget != crouchremoveknifeanim &&
+ Person::players[0]->animTarget != removeknifeanim &&
+ Person::players[0]->animTarget != backhandspringanim &&
+ Person::players[0]->animTarget != dodgebackanim &&
+ Person::players[0]->animTarget != walljumprightkickanim &&
+ Person::players[0]->animTarget != walljumpleftkickanim) {
+ if (cameramode)
+ Person::players[0]->targetyaw = 0;
else
- player[0].targetrotation=-rotation+180;
+ Person::players[0]->targetyaw = -yaw + 180;
}
- facing=0;
- facing.z=-1;
+ facing = 0;
+ facing.z = -1;
- flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
- if(cameramode){
- facing=flatfacing;
- }else{
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+ if (cameramode) {
+ facing = flatfacing;
+ } else {
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
}
- player[0].lookrotation=-rotation;
+ Person::players[0]->lookyaw = -yaw;
- player[i].targetheadrotation=rotation;
- player[i].targetheadrotation2=rotation2;
+ Person::players[i]->targetheadyaw = yaw;
+ Person::players[i]->targetheadpitch = pitch;
}
- if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
- if(!animation[player[i].targetanimation].attack&&
- player[i].targetanimation!=staggerbackhighanim&&
- player[i].targetanimation!=staggerbackhardanim&&
- player[i].targetanimation!=crouchremoveknifeanim&&
- player[i].targetanimation!=removeknifeanim&&
- player[i].targetanimation!=backhandspringanim&&
- player[i].targetanimation!=dodgebackanim&&
- player[i].targetanimation!=walljumprightkickanim&&
- player[i].targetanimation!=walljumpleftkickanim){
- player[i].targetrotation=-player[i].lookrotation+180;
+ if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
+ if (!animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != crouchremoveknifeanim &&
+ Person::players[i]->animTarget != removeknifeanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim &&
+ Person::players[i]->animTarget != walljumprightkickanim &&
+ Person::players[i]->animTarget != walljumpleftkickanim) {
+ Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
}
- facing=0;
- facing.z=-1;
+ facing = 0;
+ facing.z = -1;
- flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
- facing=DoRotation(facing,-player[i].lookrotation2,0,0);
- facing=DoRotation(facing,0,0-player[i].lookrotation,0);
+ facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
- player[i].targetheadrotation=player[i].lookrotation;
- player[i].targetheadrotation2=player[i].lookrotation2;
+ Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
+ Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
}
- if(indialogue!=-1){
- player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
- player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
+ if (Dialog::inDialog()) {
+ Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentBox().participantfacing[i]);
+ Person::players[i]->targetheadpitch = pitchOf(Dialog::currentBox().participantfacing[i]);
}
- if(leveltime<.5)
- numenvsounds=0;
+ if (leveltime < .5)
+ numenvsounds = 0;
- player[i].avoidsomething=0;
+ Person::players[i]->avoidsomething = 0;
//avoid flaming things
- for(int j=0;jcoords, &objects.position[j]) < sq(objects.scale[j]) * 200)
+ if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ Person::players[i]->collided = 0;
+ Person::players[i]->avoidcollided = 1;
+ if (Person::players[i]->avoidsomething == 0 ||
+ distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = objects.position[j];
+ Person::players[i]->avoidsomething = 1;
}
}
//avoid flaming players
- for(int j=0;jonfire)
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
+ if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ Person::players[i]->collided = 0;
+ Person::players[i]->avoidcollided = 1;
+ if (Person::players[i]->avoidsomething == 0 ||
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = Person::players[j]->coords;
+ Person::players[i]->avoidsomething = 1;
}
}
- if(player[i].collided>.8)
- player[i].avoidcollided=0;
+ if (Person::players[i]->collided > .8)
+ Person::players[i]->avoidcollided = 0;
doAI(i);
- if(animation[player[i].targetanimation].attack==reversed){
- //player[i].targetrotation=player[i].rotation;
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].attackkeydown=0;
- //player[i].crouchkeydown=0;
- player[i].throwkeydown=0;
+ if (animation[Person::players[i]->animTarget].attack == reversed) {
+ //Person::players[i]->targetyaw=Person::players[i]->yaw;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ //Person::players[i]->crouchkeydown=0;
+ Person::players[i]->throwkeydown = 0;
}
- if(indialogue!=-1){
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].crouchkeydown=0;
- player[i].drawkeydown=0;
- player[i].throwkeydown=0;
+ if (Dialog::inDialog()) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
- if(player[i].collided<-.3)
- player[i].collided=-.3;
- if(player[i].collided>1)
- player[i].collided=1;
- player[i].collided-=multiplier*4;
- player[i].whichdirectiondelay-=multiplier;
- if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
- player[i].avoidcollided=-.3;
- player[i].whichdirection=abs(Random()%2);
- player[i].whichdirectiondelay=.4;
+ if (Person::players[i]->collided < -.3)
+ Person::players[i]->collided = -.3;
+ if (Person::players[i]->collided > 1)
+ Person::players[i]->collided = 1;
+ Person::players[i]->collided -= multiplier * 4;
+ Person::players[i]->whichdirectiondelay -= multiplier;
+ if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
+ Person::players[i]->avoidcollided = -.3;
+ Person::players[i]->whichdirection = abs(Random() % 2);
+ Person::players[i]->whichdirectiondelay = .4;
}
- if(player[i].avoidcollided>1)
- player[i].avoidcollided=1;
- player[i].avoidcollided-=multiplier/4;
- if(!player[i].skeleton.free){
- player[i].stunned-=multiplier;
- player[i].surprised-=multiplier;
+ if (Person::players[i]->avoidcollided > 1)
+ Person::players[i]->avoidcollided = 1;
+ Person::players[i]->avoidcollided -= multiplier / 4;
+ if (!Person::players[i]->skeleton.free) {
+ Person::players[i]->stunned -= multiplier;
+ Person::players[i]->surprised -= multiplier;
}
- if(i!=0&&player[i].surprised<=0&&
- player[i].aitype==attacktypecutoff&&
- !player[i].dead&&
- !player[i].skeleton.free&&
- animation[player[i].targetanimation].attack==neutral)
- numresponded=1;
+ if (i != 0 && Person::players[i]->surprised <= 0 &&
+ Person::players[i]->aitype == attacktypecutoff &&
+ !Person::players[i]->dead &&
+ !Person::players[i]->skeleton.free &&
+ animation[Person::players[i]->animTarget].attack == neutral)
+ numresponded = 1;
- if(!player[i].throwkeydown)
- player[i].throwtogglekeydown=0;
+ if (!Person::players[i]->throwkeydown)
+ Person::players[i]->throwtogglekeydown = 0;
//pick up weapon
- if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
- if(player[i].weaponactive==-1&&
- player[i].num_weapons<2&&
- (player[i].isIdle()||
- player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].targetanimation==rollanim||
- player[i].targetanimation==backhandspringanim||
- player[i].isFlip()||
- player[i].isFlip()||
- player[i].aitype!=playercontrolled)){
- for(int j=0;jthrowkeydown && !Person::players[i]->throwtogglekeydown) {
+ if (Person::players[i]->weaponactive == -1 &&
+ Person::players[i]->num_weapons < 2 &&
+ (Person::players[i]->isIdle() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled)) {
+ for (unsigned j = 0; j < weapons.size(); j++) {
+ if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[j].owner == -1 &&
+ Person::players[i]->weaponactive == -1)
+ if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
+ if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
+ if (Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() ||
+ Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
+ Person::players[i]->hasvictim = 0;
}
- if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].hasvictim=0;
-
- if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
- player[i].aitype==playercontrolled)&&
- weapons[j].owner==-1||
- player[i].victim&&
- weapons[j].owner==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
- if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
- if(weapons[j].getType()!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- weapons[j].owner=player[i].id;
- if(player[i].num_weapons>0)
- player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
- player[i].num_weapons++;
- player[i].weaponids[0]=j;
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
+
+ if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[j].owner == -1 ||
+ Person::players[i]->victim &&
+ weapons[j].owner == int(Person::players[i]->victim->id))
+ if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
+ if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
+ if (weapons[j].getType() != staff)
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->takeWeapon(j);
}
}
- }else if((player[i].isIdle()||
- player[i].isFlip()||
- player[i].aitype!=playercontrolled)&&
- findDistancefast(&player[i].coords,&weapons[j].position)<5&&
- player[i].coords.yisIdle() ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled) &&
+ distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
+ Person::players[i]->coords.y < weapons[j].position.y) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setAnimation(removeknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
}
- if(player[i].isFlip()){
- player[i].throwtogglekeydown=1;
- player[i].hasvictim=0;
-
- for(int k=0;kid)
- if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
- player[i].weaponactive==-1){
- if(weapons[k].getType()!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- weapons[k].owner=player[i].id;
- if(player[i].num_weapons>0)
- player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
- player[i].num_weapons++;
- player[i].weaponids[0]=k;
+ if (Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
+
+ for (unsigned k = 0; k < weapons.size(); k++) {
+ if (Person::players[i]->weaponactive == -1)
+ if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[k].owner == -1 ||
+ Person::players[i]->victim &&
+ weapons[k].owner == int(Person::players[i]->victim->id))
+ if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
+ Person::players[i]->weaponactive == -1) {
+ if (weapons[k].getType() != staff)
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->takeWeapon(k);
}
}
}
}
}
}
- if(player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].isRun()||
- player[i].isIdle()||player[i].targetanimation==rollanim||
- player[i].targetanimation==backhandspringanim){
- if(numplayers>1)
- for(int j=0;j0&&
- player[j].weaponstuckwhere==1))||
- player[j].weaponstuck==-1||
- player[j].num_weapons>1)){
- if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].hasvictim=1;
- player[i].setAnimation(crouchremoveknifeanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+ if (Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim) {
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (Person::players[i]->weaponactive == -1)
+ if (j != i)
+ if (Person::players[j]->num_weapons &&
+ Person::players[j]->skeleton.free &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
+ (((Person::players[j]->skeleton.forward.y < 0 &&
+ Person::players[j]->weaponstuckwhere == 0) ||
+ (Person::players[j]->skeleton.forward.y > 0 &&
+ Person::players[j]->weaponstuckwhere == 1)) ||
+ Person::players[j]->weaponstuck == -1 ||
+ Person::players[j]->num_weapons > 1)) {
+ if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->hasvictim = 1;
+ Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
}
- if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].hasvictim=1;
- int k = player[j].weaponids[0];
- if(player[i].hasvictim){
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->hasvictim = 1;
+ int k = Person::players[j]->weaponids[0];
+ if (Person::players[i]->hasvictim) {
bool fleshstuck;
- fleshstuck=0;
- if(player[i].victim->weaponstuck!=-1){
- if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
- fleshstuck=1;
+ fleshstuck = 0;
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+ fleshstuck = 1;
}
}
- if(!fleshstuck){
- if(weapons[k].getType()!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
+ if (!fleshstuck) {
+ if (weapons[k].getType() != staff)
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
}
- if(fleshstuck)
- emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- if(weapons[k].owner!=-1){
- if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
- else player[i].victim->num_weapons=1;
-
- player[i].victim->skeleton.longdead=0;
- player[i].victim->skeleton.free=1;
- player[i].victim->skeleton.broken=0;
-
- for(int l=0;lskeleton.num_joints;l++){
- player[i].victim->skeleton.joints[l].velchange=0;
- player[i].victim->skeleton.joints[l].locked=0;
+ if (fleshstuck)
+ emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
+
+ if (weapons[k].owner != -1) {
+ if (Person::players[i]->victim->num_weapons == 1)
+ Person::players[i]->victim->num_weapons = 0;
+ else
+ Person::players[i]->victim->num_weapons = 1;
+
+ Person::players[i]->victim->skeleton.longdead = 0;
+ Person::players[i]->victim->skeleton.free = 1;
+ Person::players[i]->victim->skeleton.broken = 0;
+
+ for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
+ Person::players[i]->victim->skeleton.joints[l].velchange = 0;
+ Person::players[i]->victim->skeleton.joints[l].locked = 0;
}
XYZ relative;
- relative=0;
- relative.y=10;
+ relative = 0;
+ relative.y = 10;
Normalise(&relative);
- XYZ footvel,footpoint;
- footvel=0;
- footpoint=weapons[k].position;
- if(player[i].victim->weaponstuck!=-1){
- if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
- if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
- weapons[k].bloody=2;
- weapons[k].blooddrip=5;
- player[i].victim->weaponstuck=-1;
- player[i].victim->bloodloss+=2000;
- player[i].victim->DoDamage(2000);
+ XYZ footvel, footpoint;
+ footvel = 0;
+ footpoint = weapons[k].position;
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+ if (bloodtoggle)
+ Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+ weapons[k].bloody = 2;
+ weapons[k].blooddrip = 5;
+ Person::players[i]->victim->weaponstuck = -1;
+ Person::players[i]->victim->bloodloss += 2000;
+ Person::players[i]->victim->DoDamage(2000);
}
}
- if(player[i].victim->num_weapons>0){
- if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
- if(player[i].victim->weaponids[0]==k)
- player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
+ if (Person::players[i]->victim->num_weapons > 0) {
+ if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
+ Person::players[i]->victim->weaponstuck = 0;
+ if (Person::players[i]->victim->weaponids[0] == k)
+ Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
}
- player[i].victim->weaponactive=-1;
+ Person::players[i]->victim->weaponactive = -1;
- player[i].victim->getJointFor(abdomen).velocity+=relative*6;
- player[i].victim->getJointFor(neck).velocity+=relative*6;
- player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
- player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
- }
- weapons[k].owner=i;
- if(player[i].num_weapons>0){
- player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
+ Person::players[i]->victim->jointVel(abdomen) += relative * 6;
+ Person::players[i]->victim->jointVel(neck) += relative * 6;
+ Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
+ Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
}
- player[i].num_weapons++;
- player[i].weaponids[0]=k;
+ Person::players[i]->takeWeapon(k);
}
}
}
}
}
}
- if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(weapons[player[i].weaponids[0]].getType()==knife){
- if(player[i].isIdle()||
- player[i].isRun()||
- player[i].isCrouch()||
- player[i].targetanimation==sneakanim||
- player[i].isFlip())
- if(numplayers>1)
- for(int j=0;j1.5&&
- !player[j].skeleton.free&&
- -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
- if(!player[i].isFlip()){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].setAnimation(knifethrowanim);
- player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
- player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ if (Person::players[i]->isIdle() ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isFlip())
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (i != j)
+ if (tutoriallevel != 1 || tutorialstage == 49)
+ if (hostile)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
+ !Person::players[j]->skeleton.free &&
+ -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->setAnimation(knifethrowanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
+ Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
}
- if(player[i].isFlip()){
- if(player[i].weaponactive!=-1){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
+ if (Person::players[i]->isFlip()) {
+ if (Person::players[i]->weaponactive != -1) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
XYZ aim;
- weapons[player[i].weaponids[0]].owner=-1;
- aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].rotation,0)*player[i].scale);
+ aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
Normalise(&aim);
- aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
-
- weapons[player[i].weaponids[0]].velocity=aim*50;
- weapons[player[i].weaponids[0]].tipvelocity=aim*50;
- weapons[player[i].weaponids[0]].missed=0;
- weapons[player[i].weaponids[0]].freetime=0;
- weapons[player[i].weaponids[0]].firstfree=1;
- weapons[player[i].weaponids[0]].physics=0;
- player[i].num_weapons--;
- if(player[i].num_weapons){
- player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
+ aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
+
+ weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
}
- player[i].weaponactive=-1;
+ Person::players[i]->weaponactive = -1;
}
}
}
}
}
}
- if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
- player[i].throwtogglekeydown=1;
- weapons[player[i].weaponids[0]].owner=-1;
- weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
- if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
- weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
- weapons[player[i].weaponids[0]].missed=1;
- weapons[player[i].weaponids[0]].freetime=0;
- weapons[player[i].weaponids[0]].firstfree=1;
- weapons[player[i].weaponids[0]].physics=1;
- player[i].num_weapons--;
- if(player[i].num_weapons){
- player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
- if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ XYZ tempVelocity = Person::players[i]->velocity * .2;
+ if (tempVelocity.x == 0)
+ tempVelocity.x = .1;
+ weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
+ if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
+ Person::players[i]->weaponstuck = 0;
}
- player[i].weaponactive=-1;
- for(int j=0;jweaponactive = -1;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
}
@@ -6871,528 +6280,546 @@ void Game::Tick(){
}
//draw weapon
- if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
- if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
- player[i].num_weapons==2&&
- player[i].weaponactive==-1&&
- player[i].isIdle()||
- player[0].dead&&
- player[i].weaponactive!=-1&&
- i!=0) {
- bool isgood=true;
- if(player[i].weaponactive!=-1)
- if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
- isgood=false;
- if(isgood&&player[i].creature!=wolftype){
- if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
- player[i].setAnimation(drawrightanim);
- player[i].drawtogglekeydown=1;
+ if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
+ if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
+ (Person::players[i]->num_weapons == 2) &&
+ (Person::players[i]->weaponactive == -1) &&
+ Person::players[i]->isIdle() ||
+ Person::players[0]->dead &&
+ (Person::players[i]->weaponactive != -1) &&
+ i != 0) {
+ bool isgood = true;
+ if (Person::players[i]->weaponactive != -1)
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
+ isgood = false;
+ if (isgood && Person::players[i]->creature != wolftype) {
+ if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setAnimation(drawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
- if((player[i].isIdle()||
- (player[i].aitype!=playercontrolled&&
- player[0].weaponactive!=-1&&
- player[i].isRun()))&&
- player[i].num_weapons&&
- weapons[player[i].weaponids[0]].getType()==sword){
- player[i].setAnimation(drawleftanim);
- player[i].drawtogglekeydown=1;
+ if ((Person::players[i]->isIdle() ||
+ (Person::players[i]->aitype != playercontrolled &&
+ Person::players[0]->weaponactive != -1 &&
+ Person::players[i]->isRun())) &&
+ Person::players[i]->num_weapons &&
+ weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+ Person::players[i]->setAnimation(drawleftanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
- if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
- player[i].setAnimation(crouchdrawrightanim);
- player[i].drawtogglekeydown=1;
+ if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setAnimation(crouchdrawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
}
}
}
-
+
//clean weapon
- if(player[i].weaponactive!=-1) {
- if (player[i].isCrouch()&&
- weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
- bloodtoggle&&
- player[i].onterrain&&
- player[i].num_weapons&&
- player[i].attackkeydown&&
- musictype!=stream_fighttheme) {
- if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
- player[i].setAnimation(crouchstabanim);
- if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
- player[i].setAnimation(swordgroundstabanim);
- player[i].hasvictim=0;
- }
- }
-
- if(!player[i].drawkeydown)
- player[i].drawtogglekeydown=0;
+ if (Person::players[i]->weaponactive != -1) {
+ if (Person::players[i]->isCrouch() &&
+ weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
+ bloodtoggle &&
+ Person::players[i]->onterrain &&
+ Person::players[i]->num_weapons &&
+ Person::players[i]->attackkeydown &&
+ musictype != stream_fighttheme) {
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
+ Person::players[i]->setAnimation(crouchstabanim);
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
+ Person::players[i]->setAnimation(swordgroundstabanim);
+ Person::players[i]->hasvictim = 0;
+ }
+ }
+
+ if (!Person::players[i]->drawkeydown)
+ Person::players[i]->drawtogglekeydown = 0;
XYZ absflatfacing;
- if(i==0) {
- absflatfacing=0;
- absflatfacing.z=-1;
+ if (i == 0) {
+ absflatfacing = 0;
+ absflatfacing.z = -1;
- absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
+ absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
} else
- absflatfacing=flatfacing;
-
- if(indialogue!=-1){
- player[i].forwardkeydown=0;
- player[i].leftkeydown=0;
- player[i].backkeydown=0;
- player[i].rightkeydown=0;
- player[i].jumpkeydown=0;
- player[i].crouchkeydown=0;
- player[i].drawkeydown=0;
- player[i].throwkeydown=0;
+ absflatfacing = flatfacing;
+
+ if (Dialog::inDialog()) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
- movekey=0;
+ movekey = 0;
//Do controls
- if(!animation[player[i].targetanimation].attack&&
- player[i].targetanimation!=staggerbackhighanim&&
- player[i].targetanimation!=staggerbackhardanim&&
- player[i].targetanimation!=backhandspringanim&&
- player[i].targetanimation!=dodgebackanim){
- if(!player[i].forwardkeydown)
- player[i].forwardstogglekeydown=0;
- if(player[i].crouchkeydown){
+ if (!animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
+ if (!Person::players[i]->forwardkeydown)
+ Person::players[i]->forwardstogglekeydown = 0;
+ if (Person::players[i]->crouchkeydown) {
//Crouch
- target=-2;
- if(i==0){
- player[i].superruntoggle=1;
- if(numplayers>1)
- for(int j=0;jsuperruntoggle = 1;
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++)
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
+ Person::players[i]->superruntoggle = 0;
}
- if(numplayers>1)
- for(int j=0;jcoords)<3&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==sweepanim||
- player[j].targetanimation==upunchanim||
- player[j].targetanimation==wolfslapanim||
- ((player[j].targetanimation==swordslashanim||
- player[j].targetanimation==knifeslashstartanim||
- player[j].targetanimation==staffhitanim||
- player[j].targetanimation==staffspinhitanim)&&
- findDistancefast(&player[j].coords,&player[i].coords)<2))){
- if(target>=0)
- target=-1;
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == sweepanim ||
+ Person::players[j]->animTarget == upunchanim ||
+ Person::players[j]->animTarget == wolfslapanim ||
+ ((Person::players[j]->animTarget == swordslashanim ||
+ Person::players[j]->animTarget == knifeslashstartanim ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim) &&
+ distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
+ if (target >= 0)
+ target = -1;
else
- target=j;
+ target = j;
}
}
}
- if(target>=0)
- player[target].Reverse();
- player[i].lowreversaldelay=.5;
+ if (target >= 0)
+ Person::players[target]->Reverse();
+ Person::players[i]->lowreversaldelay = .5;
- if(player[i].isIdle()){
- player[i].setAnimation(player[i].getCrouch());
- player[i].transspeed=10;
+ if (Person::players[i]->isIdle()) {
+ Person::players[i]->setAnimation(Person::players[i]->getCrouch());
+ Person::players[i]->transspeed = 10;
}
- if(player[i].isRun()||
- (player[i].isStop()&&
- (player[i].leftkeydown||
- player[i].rightkeydown||
- player[i].forwardkeydown||
- player[i].backkeydown))){
- player[i].setAnimation(rollanim);
- player[i].transspeed=20;
+ if (Person::players[i]->isRun() ||
+ (Person::players[i]->isStop() &&
+ (Person::players[i]->leftkeydown ||
+ Person::players[i]->rightkeydown ||
+ Person::players[i]->forwardkeydown ||
+ Person::players[i]->backkeydown))) {
+ Person::players[i]->setAnimation(rollanim);
+ Person::players[i]->transspeed = 20;
}
}
- if(!player[i].crouchkeydown){
+ if (!Person::players[i]->crouchkeydown) {
//Uncrouch
- if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
- target=-2;
- if(player[i].isCrouch()){
- if(numplayers>1)
- for(int j=0;jcoords)<3&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==spinkickanim)&&
- player[i].isCrouch()){
- if(target>=0)
- target=-1;
+ if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
+ Person::players[i]->superruntoggle = 0;
+ target = -2;
+ if (Person::players[i]->isCrouch()) {
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j != i &&
+ !Person::players[j]->skeleton.free &&
+ Person::players[j]->victim &&
+ Person::players[i]->highreversaldelay <= 0) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == spinkickanim) &&
+ Person::players[i]->isCrouch()) {
+ if (target >= 0)
+ target = -1;
else
- target=j;
+ target = j;
}
}
}
- if(target>=0)
- player[target].Reverse();
- player[i].highreversaldelay=.5;
-
- if(player[i].isCrouch()){
- if(!player[i].wasCrouch()){
- player[i].currentanimation=player[i].getCrouch();
- player[i].currentframe=0;
+ if (target >= 0)
+ Person::players[target]->Reverse();
+ Person::players[i]->highreversaldelay = .5;
+
+ if (Person::players[i]->isCrouch()) {
+ if (!Person::players[i]->wasCrouch()) {
+ Person::players[i]->animCurrent = Person::players[i]->getCrouch();
+ Person::players[i]->frameCurrent = 0;
}
- player[i].setAnimation(player[i].getIdle());
- player[i].transspeed=10;
+ Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
}
}
- if(player[i].targetanimation==sneakanim){
- player[i].setAnimation(player[i].getIdle());
- player[i].transspeed=10;
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
}
}
- if(player[i].forwardkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- if(player[i].aitype==passivetype)
- player[i].setAnimation(walkanim);
+ if (Person::players[i]->forwardkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ if (Person::players[i]->aitype == passivetype)
+ Person::players[i]->setAnimation(walkanim);
else
- player[i].setAnimation(player[i].getRun());
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
- player[i].setAnimation(climbanim);
- player[i].targetframe=1;
- player[i].jumpclimb=1;
+ if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+ Person::players[i]->setAnimation(climbanim);
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->jumpclimb = 1;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity+=absflatfacing*5*multiplier;
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += absflatfacing * 5 * multiplier;
}
- player[i].forwardstogglekeydown=1;
- movekey=1;
+ Person::players[i]->forwardstogglekeydown = 1;
+ movekey = 1;
}
- if (player[i].rightkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- player[i].setAnimation(player[i].getRun());
+ if (Person::players[i]->rightkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
- player[i].targetrotation-=90;
- if(player[i].forwardkeydown)player[i].targetrotation+=45;
- if(player[i].backkeydown)player[i].targetrotation-=45;
- movekey=1;
+ Person::players[i]->targetyaw -= 90;
+ if (Person::players[i]->forwardkeydown)
+ Person::players[i]->targetyaw += 45;
+ if (Person::players[i]->backkeydown)
+ Person::players[i]->targetyaw -= 45;
+ movekey = 1;
}
- if ( player[i].leftkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- player[i].setAnimation(player[i].getRun());
+ if ( Person::players[i]->leftkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
- player[i].targetrotation+=90;
- if(player[i].forwardkeydown)player[i].targetrotation-=45;
- if(player[i].backkeydown)player[i].targetrotation+=45;
- movekey=1;
+ Person::players[i]->targetyaw += 90;
+ if (Person::players[i]->forwardkeydown)
+ Person::players[i]->targetyaw -= 45;
+ if (Person::players[i]->backkeydown)
+ Person::players[i]->targetyaw += 45;
+ movekey = 1;
}
- if(player[i].backkeydown){
- if(player[i].isIdle()||
- (player[i].isStop()&&
- player[i].targetrotation==player[i].rotation)||
- (player[i].isLanding()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown)||
- (player[i].isLandhard()&&
- player[i].targetframe>0&&
- !player[i].jumpkeydown&&
- player[i].crouchkeydown)){
- player[i].setAnimation(player[i].getRun());
+ if (Person::players[i]->backkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())
- player[i].target=0;
- player[i].targetframe=0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity-=absflatfacing*5*multiplier;
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
}
- if(player[i].targetanimation==hanganim){
- player[i].currentanimation=jumpdownanim;
- player[i].targetanimation=jumpdownanim;
- player[i].target=0;
- player[i].currentframe=0;
- player[i].targetframe=1;
- player[i].velocity=0;
- player[i].velocity.y+=gravity;
- player[i].coords.y-=1.4;
- player[i].grabdelay=1;
+ if (Person::players[i]->animTarget == hanganim) {
+ Person::players[i]->animCurrent = jumpdownanim;
+ Person::players[i]->animTarget = jumpdownanim;
+ Person::players[i]->target = 0;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->velocity.y += gravity;
+ Person::players[i]->coords.y -= 1.4;
+ Person::players[i]->grabdelay = 1;
}
- if ( !player[i].leftkeydown&&!player[i].rightkeydown)
- player[i].targetrotation+=180;
- movekey=1;
+ if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+ Person::players[i]->targetyaw += 180;
+ movekey = 1;
}
- if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
- if((((player[i].isLanding()&&player[i].targetframe>=3)||
- player[i].isRun()||
- player[i].targetanimation==walkanim||
- player[i].isCrouch()||
- player[i].targetanimation==sneakanim)&&
- player[i].jumppower>1)&&
- ((player[i].targetanimation!=rabbitrunninganim&&
- player[i].targetanimation!=wolfrunninganim)||i!=0)){
- player[i].jumpstart=0;
- player[i].setAnimation(jumpupanim);
- player[i].rotation=player[i].targetrotation;
- player[i].transspeed=20;
- player[i].FootLand(0,1);
- player[i].FootLand(1,1);
-
- facing=0;
- facing.z=-1;
- flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
-
- if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
- if(!movekey)player[i].velocity=0;
+ if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
+ if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->animTarget == walkanim ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim) &&
+ Person::players[i]->jumppower > 1) &&
+ ((Person::players[i]->animTarget != rabbitrunninganim &&
+ Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+ Person::players[i]->jumpstart = 0;
+ Person::players[i]->setAnimation(jumpupanim);
+ Person::players[i]->yaw = Person::players[i]->targetyaw;
+ Person::players[i]->transspeed = 20;
+ Person::players[i]->FootLand(leftfoot, 1);
+ Person::players[i]->FootLand(rightfoot, 1);
+
+ facing = 0;
+ facing.z = -1;
+ flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
+
+ if (movekey)
+ Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
+ if (!movekey)
+ Person::players[i]->velocity = 0;
//Dodge sweep?
- target=-2;
- if(numplayers>1)
- for(int j=0;jcoords)<3&&
- player[j].victim==&player[i]&&
- (player[j].targetanimation==sweepanim)){
- if(target>=0)target=-1;
- else target=j;
+ target = -2;
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ (Person::players[j]->victim == Person::players[i]) &&
+ (Person::players[j]->animTarget == sweepanim)) {
+ if (target >= 0)
+ target = -1;
+ else
+ target = j;
}
}
}
- if(target>=0)player[i].velocity.y=1;
- else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
- player[i].velocity.y=7;
- player[i].crouchtogglekeydown=1;
- }
- else player[i].velocity.y=5;
-
- if(mousejump&&i==0&&debugmode){
- if(!player[i].isLanding())player[i].tempdeltav=deltav;
- if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
- }
+ if (target >= 0)
+ Person::players[i]->velocity.y = 1;
+ else
+ if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->velocity.y = 7;
+ Person::players[i]->crouchtogglekeydown = 1;
+ } else Person::players[i]->velocity.y = 5;
+
+ if (mousejump && i == 0 && debugmode) {
+ if (!Person::players[i]->isLanding())
+ Person::players[i]->tempdeltav = deltav;
+ if (Person::players[i]->tempdeltav < 0)
+ Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
+ }
- player[i].coords.y+=.2;
- player[i].jumppower-=1;
+ Person::players[i]->coords.y += .2;
+ Person::players[i]->jumppower -= 1;
- if (!i)
- emit_sound_at(whooshsound, player[i].coords, 128.);
+ if (!i)
+ emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
- emit_sound_at(jumpsound, player[i].coords, 128.);
+ emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
}
- if((player[i].isIdle())&&player[i].jumppower>1){
- player[i].setAnimation(player[i].getLanding());
- player[i].targetframe=2;
- player[i].landhard=0;
- player[i].jumpstart=1;
- player[i].tempdeltav=deltav;
+ if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
+ Person::players[i]->setAnimation(Person::players[i]->getLanding());
+ Person::players[i]->frameTarget = 2;
+ Person::players[i]->landhard = 0;
+ Person::players[i]->jumpstart = 1;
+ Person::players[i]->tempdeltav = deltav;
}
- if(player[i].targetanimation==jumpupanim&&
- (((!floatjump&&
- !editorenabled)||
- !debugmode)||
- player[i].aitype!=playercontrolled)){
- if(player[i].jumppower>multiplier*6){
- player[i].velocity.y+=multiplier*6;
- player[i].jumppower-=multiplier*6;
+ if (Person::players[i]->animTarget == jumpupanim &&
+ (((!floatjump &&
+ !editorenabled) ||
+ !debugmode) ||
+ Person::players[i]->aitype != playercontrolled)) {
+ if (Person::players[i]->jumppower > multiplier * 6) {
+ Person::players[i]->velocity.y += multiplier * 6;
+ Person::players[i]->jumppower -= multiplier * 6;
}
- if(player[i].jumppower<=multiplier*6){
- player[i].velocity.y+=player[i].jumppower;
- player[i].jumppower=0;
+ if (Person::players[i]->jumppower <= multiplier * 6) {
+ Person::players[i]->velocity.y += Person::players[i]->jumppower;
+ Person::players[i]->jumppower = 0;
}
}
- if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
+ if (((floatjump || editorenabled) && debugmode) && i == 0)
+ Person::players[i]->velocity.y += multiplier * 30;
}
- if(!movekey){
- if(player[i].isRun()||player[i].targetanimation==walkanim)
- player[i].setAnimation(player[i].getStop());
- if(player[i].targetanimation==sneakanim){
- player[i].targetanimation=player[i].getCrouch();
- if(player[i].currentanimation==sneakanim)
- player[i].target=0;
- player[i].targetframe=0;
+ if (!movekey) {
+ if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->animTarget = Person::players[i]->getCrouch();
+ if (Person::players[i]->animCurrent == sneakanim)
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
}
- if(player[i].targetanimation==walkanim&&
- (player[i].aitype==attacktypecutoff||
- player[i].aitype==searchtype||
- (player[i].aitype==passivetype&&
- player[i].numwaypoints<=1)))
- player[i].setAnimation(player[i].getStop());
- if(player[i].isRun()&&(player[i].aitype==passivetype))
- player[i].setAnimation(player[i].getStop());
+ if (Person::players[i]->animTarget == walkanim &&
+ (Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype ||
+ (Person::players[i]->aitype == passivetype &&
+ Person::players[i]->numwaypoints <= 1)))
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
}
}
- if(player[i].targetanimation==rollanim)
- player[i].targetrotation=oldtargetrotation;
+ if (Person::players[i]->animTarget == rollanim)
+ Person::players[i]->targetyaw = oldtargetyaw;
}
//Rotation
- for(int k=0;k180){
- if(player[k].rotation>player[k].targetrotation)
- player[k].rotation-=360;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
+ if (Person::players[k]->yaw > Person::players[k]->targetyaw)
+ Person::players[k]->yaw -= 360;
else
- player[k].rotation+=360;
+ Person::players[k]->yaw += 360;
}
//stop to turn in right direction
- if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
- player[k].setAnimation(player[k].getStop());
-
- if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
- player[k].targettilt=0;
-
- if(player[k].targetanimation!=jumpupanim&&
- player[k].targetanimation!=backhandspringanim&&
- player[k].targetanimation!=jumpdownanim&&
- !player[k].isFlip()){
- player[k].targettilt=0;
- if(player[k].jumppower<0&&!player[k].jumpkeydown)
- player[k].jumppower=0;
- player[k].jumppower+=multiplier*7;
- if(player[k].isCrouch())
- player[k].jumppower+=multiplier*7;
- if(player[k].jumppower>5)
- player[k].jumppower=5;
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
+ Person::players[k]->setAnimation(Person::players[k]->getStop());
+
+ if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
+ Person::players[k]->targettilt = 0;
+
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip()) {
+ Person::players[k]->targettilt = 0;
+ if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->isCrouch())
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->jumppower > 5)
+ Person::players[k]->jumppower = 5;
}
- if(player[k].isRun())
- player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
+ if (Person::players[k]->isRun())
+ Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
- player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
- player[k].grabdelay-=multiplier;
+ Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
+ Person::players[k]->grabdelay -= multiplier;
}
//do animations
- for(int k=0;kDoAnimations();
+ Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
+ Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
}
//do stuff
objects.DoStuff();
-
- for(int j=numenvsounds-1;j>=0;j--){
- envsoundlife[j]-=multiplier;
- if(envsoundlife[j]<0){
+
+ for (int j = numenvsounds - 1; j >= 0; j--) {
+ envsoundlife[j] -= multiplier;
+ if (envsoundlife[j] < 0) {
numenvsounds--;
- envsoundlife[j]=envsoundlife[numenvsounds];
- envsound[j]=envsound[numenvsounds];
+ envsoundlife[j] = envsoundlife[numenvsounds];
+ envsound[j] = envsound[numenvsounds];
}
}
- if(slomo)
- OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
- else
- OPENAL_SetFrequency(OPENAL_ALL, 22050);
+ OPENAL_SetFrequency(OPENAL_ALL, slomo);
- if(tutoriallevel==1){
+ if (tutoriallevel == 1) {
XYZ temp;
XYZ temp2;
XYZ temp3;
XYZ oldtemp;
XYZ oldtemp2;
- temp.x=1011;
- temp.y=84;
- temp.z=491;
- temp2.x=1025;
- temp2.y=75;
- temp2.z=447;
- temp3.x=1038;
- temp3.y=76;
- temp3.z=453;
- oldtemp=temp;
- oldtemp2=temp2;
- if(tutorialstage>=51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+ temp.x = 1011;
+ temp.y = 84;
+ temp.z = 491;
+ temp2.x = 1025;
+ temp2.y = 75;
+ temp2.z = 447;
+ temp3.x = 1038;
+ temp3.y = 76;
+ temp3.z = 453;
+ oldtemp = temp;
+ oldtemp2 = temp2;
+ if (tutorialstage >= 51)
+ if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ OPENAL_SetFrequency(OPENAL_ALL);
emit_stream_np(stream_menutheme);
- gameon=0;
- mainmenu=5;
+ gameon = 0;
+ mainmenu = 5;
fireSound();
flash();
}
- if(tutorialstage<51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
- emit_sound_at(fireendsound, player[0].coords);
+ if (tutorialstage < 51)
+ if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
- player[0].coords=(oldtemp+oldtemp2)/2;
+ Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
flash();
}
- if(tutorialstage>=14&&tutorialstage<50)
- if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;i= 14 && tutorialstage < 50)
+ if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
+ emit_sound_at(fireendsound, Person::players[1]->coords);
+
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
- player[1].coords=(oldtemp+oldtemp2)/2;
- for(int i=0;icoords = (oldtemp + oldtemp2) / 2;
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ Person::players[1]->skeleton.joints[i].velocity = 0;
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
}
@@ -7401,27 +6828,27 @@ void Game::Tick(){
//3d sound
static float gLoc[3];
- gLoc[0]=viewer.x;
- gLoc[1]=viewer.y;
- gLoc[2]=viewer.z;
+ gLoc[0] = viewer.x;
+ gLoc[1] = viewer.y;
+ gLoc[2] = viewer.z;
static float vel[3];
- vel[0]=(viewer.x-oldviewer.x)/multiplier;
- vel[1]=(viewer.y-oldviewer.y)/multiplier;
- vel[2]=(viewer.z-oldviewer.z)/multiplier;
+ vel[0] = (viewer.x - oldviewer.x) / multiplier;
+ vel[1] = (viewer.y - oldviewer.y) / multiplier;
+ vel[2] = (viewer.z - oldviewer.z) / multiplier;
//Set orientation with forward and up vectors
static XYZ upvector;
- upvector=0;
- upvector.z=-1;
+ upvector = 0;
+ upvector.z = -1;
- upvector=DoRotation(upvector,-rotation2+90,0,0);
- upvector=DoRotation(upvector,0,0-rotation,0);
+ upvector = DoRotation(upvector, -pitch + 90, 0, 0);
+ upvector = DoRotation(upvector, 0, 0 - yaw, 0);
- facing=0;
- facing.z=-1;
+ facing = 0;
+ facing.z = -1;
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
static float ori[6];
@@ -7435,453 +6862,427 @@ void Game::Tick(){
OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
OPENAL_Update();
- oldviewer=viewer;
- }
- }
+ oldviewer = viewer;
+ }
+ }
- if(Input::isKeyPressed(SDLK_F1))
- Screenshot();
+ if (Input::isKeyPressed(SDL_SCANCODE_F1))
+ Screenshot();
}
-void Game::TickOnce(){
- if(mainmenu)
- rotation+=multiplier*5;
- else
- if(directing||indialogue==-1) {
- rotation+=deltah*.7;
- if(!invertmouse)
- rotation2+=deltav*.7;
- if(invertmouse)
- rotation2-=deltav*.7;
- if(rotation2>90)
- rotation2=90;
- if(rotation2<-70)
- rotation2=-70;
- }
+void Game::TickOnce()
+{
+ if (mainmenu) {
+ yaw += multiplier * 5;
+ } else if (Dialog::directing || !Dialog::inDialog()) {
+ yaw += deltah * .7;
+ if (invertmouse) {
+ pitch -= deltav * .7;
+ } else {
+ pitch += deltav * .7;
+ }
+ if (pitch > 90)
+ pitch = 90;
+ if (pitch < -70)
+ pitch = -70;
+ }
}
-void Game::TickOnceAfter(){
- static XYZ colviewer;
- static XYZ coltarget;
- static XYZ target;
- static XYZ col;
- static XYZ facing;
- static float changedelay;
- static bool alldead;
- static float unseendelay;
- static float cameraspeed;
-
- if(!mainmenu){
-
- if(environment==snowyenvironment)
- leveltheme=stream_snowtheme;
- if(environment==grassyenvironment)
- leveltheme=stream_grasstheme;
- if(environment==desertenvironment)
- leveltheme=stream_deserttheme;
-
- realthreat=0;
-
- musictype=leveltheme;
- for(int i=0;i0)
- musictype=stream_fighttheme;
- }
-
-
- if(loading==2){
- musictype=stream_menutheme;
- musicvolume[2]=512;
- musicvolume[0]=0;
- musicvolume[1]=0;
- musicvolume[3]=0;
- }
-
- if(musictoggle)
- if(musictype!=oldmusictype&&musictype==stream_fighttheme)
- emit_sound_np(alarmsound);
- musicselected=musictype;
-
- if(musicselected==leveltheme)
- musicvolume[0]+=multiplier*450;
- else
- musicvolume[0]-=multiplier*450;
- if(musicselected==stream_fighttheme)
- musicvolume[1]+=multiplier*450;
- else
- musicvolume[1]-=multiplier*450;
- if(musicselected==stream_menutheme)
- musicvolume[2]+=multiplier*450;
- else
- musicvolume[2]-=multiplier*450;
-
- for(int i=0;i<3;i++){
- if(musicvolume[i]<0)
- musicvolume[i]=0;
- if(musicvolume[i]>512)
- musicvolume[i]=512;
- }
-
- if(musicvolume[2]>128&&!loading&&!mainmenu)
- musicvolume[2]=128;
-
- if(musictoggle){
- if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
- emit_stream_np(leveltheme, musicvolume[0]);
- if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
- emit_stream_np(stream_fighttheme, musicvolume[1]);
- if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
- emit_stream_np(stream_menutheme, musicvolume[2]);
- if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
- pause_sound(leveltheme);
- if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
- pause_sound(stream_fighttheme);
- if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
- pause_sound(stream_menutheme);
-
- if(musicvolume[0]!=oldmusicvolume[0])
- OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
- if(musicvolume[1]!=oldmusicvolume[1])
- OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
- if(musicvolume[2]!=oldmusicvolume[2])
- OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
-
- for(int i=0;i<3;i++)
- oldmusicvolume[i]=musicvolume[i];
- } else {
- pause_sound(leveltheme);
- pause_sound(stream_fighttheme);
- pause_sound(stream_menutheme);
-
- for(int i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
-
- killhotspot=2;
- for(int i=0;i10&&hotspottype[i]<20){
- if(player[hotspottype[i]-10].dead==0)
- killhotspot=0;
- else if(killhotspot==2)
- killhotspot=1;
- }
- }
- if(killhotspot==2)
- killhotspot=0;
-
-
- winhotspot=false;
- for(int i=0;iaitype == attacktypecutoff ||
+ Person::players[i]->aitype == getweapontype ||
+ Person::players[i]->aitype == gethelptype ||
+ Person::players[i]->aitype == searchtype) &&
+ !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
+ (Person::players[i]->animTarget != sneakattackedanim &&
+ Person::players[i]->animTarget != knifesneakattackedanim &&
+ Person::players[i]->animTarget != swordsneakattackedanim)) {
+ musictype = stream_fighttheme;
+ realthreat = 1;
+ }
+ }
+ if (Person::players[0]->dead)
+ musictype = stream_menutheme;
+
+
+ if (musictype == stream_fighttheme)
+ unseendelay = 1;
+
+ if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
+ unseendelay -= multiplier;
+ if (unseendelay > 0)
+ musictype = stream_fighttheme;
+ }
+
+
+ if (loading == 2) {
+ musictype = stream_menutheme;
+ musicvolume[2] = 512;
+ musicvolume[0] = 0;
+ musicvolume[1] = 0;
+ musicvolume[3] = 0;
+ }
+
+ if (musictoggle)
+ if (musictype != oldmusictype && musictype == stream_fighttheme)
+ emit_sound_np(alarmsound);
+ musicselected = musictype;
+
+ if (musicselected == leveltheme)
+ musicvolume[0] += multiplier * 450;
+ else
+ musicvolume[0] -= multiplier * 450;
+ if (musicselected == stream_fighttheme)
+ musicvolume[1] += multiplier * 450;
+ else
+ musicvolume[1] -= multiplier * 450;
+ if (musicselected == stream_menutheme)
+ musicvolume[2] += multiplier * 450;
+ else
+ musicvolume[2] -= multiplier * 450;
+
+ for (int i = 0; i < 3; i++) {
+ if (musicvolume[i] < 0)
+ musicvolume[i] = 0;
+ if (musicvolume[i] > 512)
+ musicvolume[i] = 512;
+ }
+
+ if (musicvolume[2] > 128 && !loading && !mainmenu)
+ musicvolume[2] = 128;
+
+ if (musictoggle) {
+ if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
+ emit_stream_np(leveltheme, musicvolume[0]);
+ if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
+ emit_stream_np(stream_fighttheme, musicvolume[1]);
+ if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
+ emit_stream_np(stream_menutheme, musicvolume[2]);
+ if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
+ pause_sound(leveltheme);
+ if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
+ pause_sound(stream_fighttheme);
+ if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
+ pause_sound(stream_menutheme);
+
+ if (musicvolume[0] != oldmusicvolume[0])
+ OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
+ if (musicvolume[1] != oldmusicvolume[1])
+ OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
+ if (musicvolume[2] != oldmusicvolume[2])
+ OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
+
+ for (int i = 0; i < 3; i++)
+ oldmusicvolume[i] = musicvolume[i];
+ } else {
+ pause_sound(leveltheme);
+ pause_sound(stream_fighttheme);
+ pause_sound(stream_menutheme);
+
+ for (int i = 0; i < 4; i++) {
+ oldmusicvolume[i] = 0;
+ musicvolume[i] = 0;
+ }
+ }
+
+ killhotspot = 2;
+ for (int i = 0; i < numhotspots; i++) {
+ if (hotspottype[i] > 10 && hotspottype[i] < 20) {
+ if (Person::players[hotspottype[i] - 10]->dead == 0)
+ killhotspot = 0;
+ else if (killhotspot == 2)
+ killhotspot = 1;
+ }
+ }
+ if (killhotspot == 2)
+ killhotspot = 0;
+
+
+ winhotspot = false;
+ for (int i = 0; i < numhotspots; i++)
+ if (hotspottype[i] == -1)
+ if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
+ winhotspot = true;
+
+ int numalarmed = 0;
+ for (unsigned i = 1; i < Person::players.size(); i++)
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
numalarmed++;
- if(numalarmed>maxalarmed)
- maxalarmed=numalarmed;
-
- if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
- if(player[0].dead&&changedelay<=0){
- changedelay=1;
- targetlevel=whichlevel;
- }
- alldead=true;
- for(int i=1;i maxalarmed)
+ maxalarmed = numalarmed;
+
+ if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
+ if (Person::players[0]->dead && changedelay <= 0) {
+ changedelay = 1;
+ targetlevel = whichlevel;
+ }
+ alldead = true;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
+ alldead = false;
break;
- }
- }
-
-
- if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
- changedelay=1;
- targetlevel=whichlevel+1;
- if(targetlevel>numchallengelevels-1)targetlevel=0;
- }
- if(winhotspot||windialogue) {
- changedelay=0.1;
- targetlevel=whichlevel+1;
- if(targetlevel>numchallengelevels-1)targetlevel=0;
- }
-
-
- if(killhotspot){
- changedelay=1;
- targetlevel=whichlevel+1;
- if(targetlevel>numchallengelevels-1)targetlevel=0;
- }
-
- if(changedelay>0&&!player[0].dead&&!won) {
- //high scores, awards, win
- if(campaign) {
- accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
- scoreadded=1;
- } else {
- accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
- }
- won=1;
- }
- }
-
- if(!winfreeze){
-
- if(leveltime<1){
- loading=0;
- changedelay=.1;
- alldead=false;
- winhotspot=false;
- killhotspot=0;
- }
-
- if(!editorenabled&&gameon&&!mainmenu) {
- if(changedelay!=-999)
- changedelay-=multiplier/7;
- if(player[0].dead)
- targetlevel=whichlevel;
- if(loading==2&&!campaign){
- flash();
-
- fireSound(firestartsound);
-
- if(!player[0].dead&&targetlevel!=whichlevel)
- startbonustotal=bonustotal;
- if(player[0].dead)
+ }
+ }
+
+
+ if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
+ changedelay = 1;
+ targetlevel = whichlevel + 1;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ }
+ if (winhotspot || windialogue) {
+ changedelay = 0.1;
+ targetlevel = whichlevel + 1;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ }
+
+
+ if (killhotspot) {
+ changedelay = 1;
+ targetlevel = whichlevel + 1;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ }
+
+ if (changedelay > 0 && !Person::players[0]->dead && !won) {
+ //high scores, awards, win
+ if (campaign) {
+ accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
+ scoreadded = 1;
+ } else {
+ accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+ }
+ won = 1;
+ }
+ }
+
+ if (!winfreeze) {
+
+ if (leveltime < 1) {
+ loading = 0;
+ changedelay = .1;
+ alldead = false;
+ winhotspot = false;
+ killhotspot = 0;
+ }
+
+ if (!editorenabled && gameon && !mainmenu) {
+ if (changedelay != -999)
+ changedelay -= multiplier / 7;
+ if (Person::players[0]->dead)
+ targetlevel = whichlevel;
+ if (loading == 2 && !campaign) {
+ flash();
+
+ fireSound(firestartsound);
+
+ if (!Person::players[0]->dead && targetlevel != whichlevel)
+ startbonustotal = bonustotal;
+ if (Person::players[0]->dead)
Loadlevel(whichlevel);
- else
+ else
Loadlevel(targetlevel);
- fireSound();
+ fireSound();
- loading=3;
- }
- if(loading==2&&targetlevel==whichlevel){
- flash();
- loadtime=0;
+ loading = 3;
+ }
+ if (loading == 2 && targetlevel == whichlevel) {
+ flash();
+ loadtime = 0;
- fireSound(firestartsound);
+ fireSound(firestartsound);
- Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+ Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
- fireSound();
+ fireSound();
- loading=3;
- }
- if(changedelay<=-999&&
- whichlevel!=-2&&
- !loading&&
- (player[0].dead||
- (alldead&&maptype==mapkilleveryone)||
- (winhotspot)||
+ loading = 3;
+ }
+ if (changedelay <= -999 &&
+ whichlevel != -2 &&
+ !loading &&
+ (Person::players[0]->dead ||
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
(killhotspot)))
- loading=1;
- if((player[0].dead||
- (alldead&&maptype==mapkilleveryone)||
- (winhotspot)||
- (windialogue)||
- (killhotspot))&&
- changedelay<=0) {
- if(whichlevel!=-2&&!loading&&!player[0].dead) {
- winfreeze=true;
- changedelay=-999;
+ loading = 1;
+ if ((Person::players[0]->dead ||
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
+ (windialogue) ||
+ (killhotspot)) &&
+ changedelay <= 0) {
+ if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
+ winfreeze = true;
+ changedelay = -999;
}
- if(player[0].dead)
- loading=1;
- }
- }
+ if (Person::players[0]->dead)
+ loading = 1;
+ }
+ }
- if(campaign) {
+ if (campaign) {
// campaignchoosenext determines what to do when the level is complete:
// 0 = load next level
// 1 = go back to level select screen
// 2 = stealthload next level
- if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
- if(campaignlevels[actuallevel].nextlevel.empty())
- endgame=1;
- } else if(mainmenu==0&&winfreeze) {
- stealthloading = (campaignlevels[actuallevel].choosenext==2);
-
- if(!stealthloading){
- fireSound(firestartsound);
-
- flash();
- }
+ if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
+ if (campaignlevels[actuallevel].nextlevel.empty())
+ endgame = 1;
+ } else if (mainmenu == 0 && winfreeze) {
+ stealthloading = (campaignlevels[actuallevel].choosenext == 2);
- startbonustotal=0;
+ if (!stealthloading) {
+ fireSound(firestartsound);
- LoadCampaign();
-
- loading=2;
- loadtime=0;
- targetlevel=7;
- if(!firstload)
- LoadStuff();
- whichchoice=0;
- actuallevel=campaignlevels[actuallevel].nextlevel.front();
- visibleloading=1;
- stillloading=1;
- Loadlevel(campaignlevels[actuallevel].mapname.c_str());
- campaign=1;
- mainmenu=0;
- gameon=1;
- pause_sound(stream_menutheme);
+ flash();
+ }
- stealthloading=0;
- }
+ startbonustotal = 0;
+
+ LoadCampaign();
+
+ loading = 2;
+ loadtime = 0;
+ targetlevel = 7;
+ if (!firstload)
+ LoadStuff();
+ whichchoice = 0;
+ actuallevel = campaignlevels[actuallevel].nextlevel.front();
+ visibleloading = 1;
+ stillloading = 1;
+ Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+ campaign = 1;
+ mainmenu = 0;
+ gameon = 1;
+ pause_sound(stream_menutheme);
+
+ stealthloading = 0;
+ }
}
- if(loading==3)
- loading=0;
+ if (loading == 3)
+ loading = 0;
}
- oldmusictype=musictype;
- }
-
- facing=0;
- facing.z=-1;
-
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
- viewerfacing=facing;
-
- if(!cameramode){
- if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
- else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
- target.y+=.1;
- if(player[0].skeleton.free){
- for(int i=0;itarget.y)
- target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
- }
- target.y+=.1;
- }
- if(player[0].skeleton.free!=2&&!autocam){
- cameraspeed=20;
- if(findLengthfast(&player[0].velocity)>400){
- cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
- }
- if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
- coltarget=target-cameraloc;
- if(findLengthfast(&coltarget)2.3)cameradist=2.3;
- viewer=cameraloc-facing*cameradist;
- colviewer=viewer;
- coltarget=cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;janimTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
+ target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+ else
+ target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+ target.y += .1;
+ if (Person::players[0]->skeleton.free) {
+ for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
+ target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
+ }
+ target.y += .1;
+ }
+ if (Person::players[0]->skeleton.free != 2) {
+ cameraspeed = 20;
+ if (findLengthfast(&Person::players[0]->velocity) > 400) {
+ cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
+ }
+ if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
+ target.y += 1.4;
+ coltarget = target - cameraloc;
+ if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
+ cameraloc = target;
+ else {
+ Normalise(&coltarget);
+ if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
+ cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
+ else
+ cameraloc = cameraloc + coltarget * multiplier * 8;
+ }
+ if (editorenabled)
+ cameraloc = target;
+ cameradist += multiplier * 5;
+ if (cameradist > 2.3)
+ cameradist = 2.3;
+ viewer = cameraloc - facing * cameradist;
+ colviewer = viewer;
+ coltarget = cameraloc;
+ 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;
}
- cameradist=findDistance(&viewer,&target);
- viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
- if(cameraloc.y400){
- cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
- }
- if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
- cameradist+=multiplier*5;
- if(cameradist>3.3)cameradist=3.3;
- coltarget=target-cameraloc;
- if(findLengthfast(&coltarget)1)
- {
- Normalise(&coltarget);
- if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
- else cameraloc=cameraloc+coltarget*multiplier*8;
- }
- if(editorenabled)cameraloc=target;
- viewer=cameraloc;
- colviewer=viewer;
- coltarget=cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;jwhichpatchx][Person::players[0]->whichpatchz])
+ for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+ int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+ colviewer = viewer;
+ if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
+ viewer = colviewer;
}
}
- cameradist=findDistance(&viewer,&target);
- viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
- if(cameraloc.y.8)camerashake=.8;
- //if(woozy>10)woozy=10;
- //woozy+=multiplier;
- woozy+=multiplier;
- if(player[0].dead)camerashake=0;
- if(player[0].dead)woozy=0;
- camerashake-=multiplier*2;
- blackout-=multiplier*2;
- //if(player[0].isCrouch())woozy-=multiplier*8;
- if(camerashake<0)camerashake=0;
- if(blackout<0)blackout=0;
- //if(woozy<0)woozy=0;
- if(camerashake){
- viewer.x+=(float)(Random()%100)*.0005*camerashake;
- viewer.y+=(float)(Random()%100)*.0005*camerashake;
- viewer.z+=(float)(Random()%100)*.0005*camerashake;
- }
- }
+ cameradist = findDistance(&viewer, &target);
+ viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
+ if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
+ cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
+ }
+ }
+ if (camerashake > .8)
+ camerashake = .8;
+ woozy += multiplier;
+ if (Person::players[0]->dead)
+ camerashake = 0;
+ if (Person::players[0]->dead)
+ woozy = 0;
+ camerashake -= multiplier * 2;
+ blackout -= multiplier * 2;
+ if (camerashake < 0)
+ camerashake = 0;
+ if (blackout < 0)
+ blackout = 0;
+ if (camerashake) {
+ viewer.x += (float)(Random() % 100) * .0005 * camerashake;
+ viewer.y += (float)(Random() % 100) * .0005 * camerashake;
+ viewer.z += (float)(Random() % 100) * .0005 * camerashake;
+ }
+ }
}