X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=da2291fc3e6dfe989c8534afadf8848b50174d58;hb=4d0ec1838440e55f24e8ec9501a62348cd9e2ec3;hp=df0bc200ee2a9d762ea0bd38adc287538ebb7eb7;hpb=4f4771bb67958d2e9180ba24d422141b9069e363;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index df0bc20..da2291f 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -38,7 +38,7 @@ along with Lugaru. If not, see . #include "openal_wrapper.h" #include "Settings.h" #include "Input.h" -#include "Animation.h" +#include "Animation/Animation.h" #include "Awards.h" #include "Menu.h" #include "ConsoleCmds.h" @@ -827,7 +827,7 @@ void Game::Loadlevel(const std::string& name) hostiletime = 0; won = 0; - animation[bounceidleanim].Load("Idle", middleheight, neutral); + //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral); Dialog::dialogs.clear(); @@ -1159,7 +1159,7 @@ void Game::Loadlevel(const std::string& name) Person::players[i]->proportionlegs.z = 0; } - Person::players[i]->tempanimation.Load("Tempanim", 0, 0); + Person::players[i]->tempanimation = Animation("Tempanim", 0, 0); if (i == 0) { Person::players[i]->headmorphness = 0; @@ -1694,7 +1694,7 @@ void doTutorial() tutorialsuccess = 1; break; case 28: - if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) + if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) tutorialsuccess = 1; break; case 29: @@ -1706,15 +1706,15 @@ void doTutorial() } break; case 33: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 34: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 35: - if (animation[Person::players[0]->animTarget].attack == reversal) { + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) { tutorialsuccess = 1; reversaltrain = 0; cananger = 0; @@ -1734,15 +1734,15 @@ void doTutorial() tutorialsuccess = 1; break; case 44: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 45: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 46: - if (animation[Person::players[0]->animTarget].attack == reversal) + if (Animation::animations[Person::players[0]->animTarget].attack == reversal) tutorialsuccess = 1; break; case 49: @@ -2238,7 +2238,7 @@ void doDebugKeys() Person::players.back()->proportionlegs.z = 0; } - Person::players.back()->tempanimation.Load("Tempanim", 0, 0); + Person::players.back()->tempanimation = Animation("Tempanim", 0, 0); Person::players.back()->damagetolerance = 200; @@ -2424,7 +2424,7 @@ void doJumpReversals() if (Person::players[i]->animTarget == jumpupanim && Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim && - animation[Person::players[k]->animTarget].height == middleheight && + Animation::animations[Person::players[k]->animTarget].height == middleheight && normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || Person::players[k]->aitype != playercontrolled)) { @@ -2463,7 +2463,7 @@ void doJumpReversals() if (Person::players[k]->animTarget == jumpupanim && Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim && - animation[Person::players[i]->animTarget].height == middleheight && + Animation::animations[Person::players[i]->animTarget].height == middleheight && normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || Person::players[i]->aitype != playercontrolled)) { @@ -2531,7 +2531,7 @@ void doAerialAcrobatics() Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim || Person::players[k]->animTarget == rollanim || - (animation[Person::players[k]->animTarget].attack && + (Animation::animations[Person::players[k]->animTarget].attack && Person::players[k]->animTarget != rabbitkickanim && (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { @@ -2682,7 +2682,7 @@ void doAerialAcrobatics() if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7) + if (Person::players[k]->isFlip() && Animation::animations[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7) Person::players[k]->RagDoll(0); if (Person::players[k]->animTarget == jumpupanim) { @@ -2960,7 +2960,7 @@ void doAttacks() } } //attack - if (!animation[Person::players[k]->animTarget].attack && + if (!Animation::animations[Person::players[k]->animTarget].attack && !Person::players[k]->backkeydown && (Person::players[k]->isIdle() || Person::players[k]->isRun() || @@ -2975,7 +2975,7 @@ void doAttacks() if (i == k || !(k == 0 || i == 0)) continue; if (!Person::players[k]->hasvictim) - if (animation[Person::players[k]->animTarget].attack != reversal) { + if (Animation::animations[Person::players[k]->animTarget].attack != reversal) { //choose an attack const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (distance < 4.5 && @@ -2988,7 +2988,7 @@ void doAttacks() Person::players[i]->animTarget != getupfrombackanim && (Person::players[i]->animTarget != staggerbackhighanim && (Person::players[i]->animTarget != staggerbackhardanim || - animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) && + Animation::animations[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) && Person::players[i]->animTarget != jumpdownanim && Person::players[i]->animTarget != jumpupanim && Person::players[i]->animTarget != getupfromfrontanim) { @@ -2998,11 +2998,11 @@ void doAttacks() //sweep if (distance < 2.5 * sq(Person::players[k]->scale * 5) && Person::players[k]->crouchkeydown && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //winduppunch else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -3012,7 +3012,7 @@ void doAttacks() Person::players[k]->animTarget = winduppunchanim; //upunch else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -3027,7 +3027,7 @@ void doAttacks() Person::players[k]->animTarget = knifefollowanim; //knifeslashstart else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->forwardkeydown && !Person::players[k]->leftkeydown && !Person::players[k]->rightkeydown && @@ -3037,14 +3037,14 @@ void doAttacks() Person::players[k]->animTarget = knifeslashstartanim; //swordslash else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == sword && Person::players[k]->weaponmissdelay <= 0) Person::players[k]->animTarget = swordslashanim; //staffhit else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == staff && Person::players[k]->weaponmissdelay <= 0 && @@ -3054,36 +3054,36 @@ void doAttacks() Person::players[k]->animTarget = staffhitanim; //staffspinhit else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && + Animation::animations[Person::players[i]->animTarget].height != lowheight && !Person::players[k]->crouchkeydown && attackweapon == staff && Person::players[k]->weaponmissdelay <= 0) Person::players[k]->animTarget = staffspinhitanim; //spinkick else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) Person::players[k]->animTarget = lowkickanim; } else { //AI player if (distance < 4.5 * sq(Person::players[k]->scale * 5)) { randattack = abs(Random() % 5); if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) { //sweep - if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight) + if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //upunch - else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight && + else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight && !attackweapon) Person::players[k]->animTarget = upunchanim; //spinkick - else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight) + else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick - else if (animation[Person::players[i]->animTarget].height == lowheight) + else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) Person::players[k]->animTarget = lowkickanim; } if (attackweapon) { @@ -3091,7 +3091,7 @@ void doAttacks() if ((tutoriallevel != 1 || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 0 && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = sweepanim; //knifeslashstart else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && @@ -3125,12 +3125,12 @@ void doAttacks() else if ((tutoriallevel != 1 || !attackweapon) && distance < 2.5 * sq(Person::players[k]->scale * 5) && randattack == 1 && - animation[Person::players[i]->animTarget].height != lowheight) + Animation::animations[Person::players[i]->animTarget].height != lowheight) Person::players[k]->animTarget = spinkickanim; //lowkick else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) Person::players[k]->animTarget = lowkickanim; } } @@ -3195,7 +3195,7 @@ void doAttacks() Person::players[i]->targetyaw = Person::players[i]->yaw; } } - if (animation[Person::players[k]->animTarget].attack == normalattack && + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && Person::players[k]->victim == Person::players[i] && (!Person::players[i]->skeleton.free)) { oldattackkey = 1; @@ -3245,7 +3245,7 @@ void doAttacks() if (i == k) continue; if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && - animation[Person::players[k]->animTarget].attack == neutral) { + Animation::animations[Person::players[k]->animTarget].attack == neutral) { const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) if (Person::players[i]->skeleton.free) @@ -3324,7 +3324,7 @@ void doAttacks() } } } - if (animation[Person::players[k]->animTarget].attack == normalattack && + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && Person::players[k]->victim == Person::players[i] && (!Person::players[i]->skeleton.free || Person::players[k]->animTarget == killanim || @@ -3392,7 +3392,7 @@ void doAttacks() !Person::players[k]->victim->skeleton.free && Person::players[k]->victim->animTarget != getupfrombackanim && Person::players[k]->victim->animTarget != getupfromfrontanim && - animation[Person::players[k]->victim->animTarget].height != lowheight && + Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && Person::players[k]->aitype != playercontrolled && //wat??? normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && Person::players[k]->rabbitkickenabled) || @@ -3401,7 +3401,7 @@ void doAttacks() Person::players[k]->setAnimation(rabbitkickanim); } //update counts - if (animation[Person::players[k]->animTarget].attack && k == 0) { + if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { numattacks++; switch (attackweapon) { case 0: @@ -3432,14 +3432,14 @@ void doPlayerCollisions() for (unsigned k = 0; k < Person::players.size(); k++) for (unsigned i = k + 1; i < Person::players.size(); i++) { //neither player is part of a reversal - if ((animation[Person::players[i]->animTarget].attack != reversed && - animation[Person::players[i]->animTarget].attack != reversal && - animation[Person::players[k]->animTarget].attack != reversed && - animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) - if ((animation[Person::players[i]->animCurrent].attack != reversed && - animation[Person::players[i]->animCurrent].attack != reversal && - animation[Person::players[k]->animCurrent].attack != reversed && - animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) + if ((Animation::animations[Person::players[i]->animTarget].attack != reversed && + Animation::animations[Person::players[i]->animTarget].attack != reversal && + Animation::animations[Person::players[k]->animTarget].attack != reversed && + Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) + if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed && + Animation::animations[Person::players[i]->animCurrent].attack != reversal && + Animation::animations[Person::players[k]->animCurrent].attack != reversed && + Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) //neither is sleeping if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) @@ -3519,16 +3519,16 @@ void doPlayerCollisions() k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && (k == 0 || - k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral || - /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) || + k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral || + /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) || (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) { //If hit by body if ( (i != 0 || Person::players[i]->skeleton.free) && (k != 0 || Person::players[k]->skeleton.free) || - (animation[Person::players[i]->animTarget].height == highheight && - animation[Person::players[k]->animTarget].height == highheight)) { + (Animation::animations[Person::players[i]->animTarget].height == highheight && + Animation::animations[Person::players[k]->animTarget].height == highheight)) { if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, Person::players[i]->coords); } @@ -3553,10 +3553,10 @@ void doPlayerCollisions() } } - if ( (animation[Person::players[i]->animTarget].attack == neutral || - animation[Person::players[i]->animTarget].attack == normalattack) && - (animation[Person::players[k]->animTarget].attack == neutral || - animation[Person::players[k]->animTarget].attack == normalattack)) { + if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral || + Animation::animations[Person::players[i]->animTarget].attack == normalattack) && + (Animation::animations[Person::players[k]->animTarget].attack == neutral || + Animation::animations[Person::players[k]->animTarget].attack == normalattack)) { //If bumped if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { @@ -3777,12 +3777,12 @@ void doAI(unsigned i) distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && Person::players[i]->occluded < 25) { if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && + Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled && (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain)) Person::players[i]->aitype = attacktypecutoff; if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && + Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; @@ -3790,7 +3790,7 @@ void doAI(unsigned i) Person::players[i]->losupdatedelay = .2; for (unsigned j = 0; j < Person::players.size(); j++) if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain) @@ -3900,10 +3900,10 @@ void doAI(unsigned i) distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && Person::players[i]->occluded < 25) { if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && !editorenabled) + Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && !editorenabled) + Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled) Person::players[i]->aitype = attacktypecutoff; //wolf smell @@ -3934,7 +3934,7 @@ void doAI(unsigned i) Person::players[i]->losupdatedelay = .2; for (unsigned j = 0; j < Person::players.size(); j++) { if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) { - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) + if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0) if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) if ((-1 == checkcollide( @@ -3946,7 +3946,7 @@ void doAI(unsigned i) (Person::players[j]->animTarget == hanganim && normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { Person::players[i]->lastseentime -= .2; - if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight) + if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight) Person::players[i]->lastseentime -= .4; else Person::players[i]->lastseentime -= .6; @@ -4068,11 +4068,11 @@ void doAI(unsigned i) Person::players[i]->occluded < 2 && ((tutoriallevel != 1 || cananger) && hostile)) { Person::players[i]->losupdatedelay = .2; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) { + if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[i]->aitype = attacktypecutoff; Person::players[i]->lastseentime = 1; } - if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight) + if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight) //TODO: factor out canSeePlayer() if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) @@ -4350,7 +4350,7 @@ void doAI(unsigned i) } //dodge/reverse walljump kicks if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2) - if (animation[Person::players[i]->animTarget].height != highheight) + if (Animation::animations[Person::players[i]->animTarget].height != highheight) if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 && ((Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) && @@ -4388,7 +4388,7 @@ void doAI(unsigned i) } //lose sight of player in the air (?) if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 && - animation[Person::players[0]->animTarget].height != highheight && + Animation::animations[Person::players[0]->animTarget].height != highheight && !Person::players[0]->onterrain) { Person::players[i]->aitype = pathfindtype; Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; @@ -4401,7 +4401,7 @@ void doAI(unsigned i) } //it's time to think (?) if (Person::players[i]->aiupdatedelay < 0 && - !animation[Person::players[i]->animTarget].attack && + !Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != backhandspringanim && @@ -4550,7 +4550,7 @@ void doAI(unsigned i) Person::players[i]->lastseentime = 1; } } - if (animation[Person::players[0]->animTarget].height == highheight && + if (Animation::animations[Person::players[0]->animTarget].height == highheight && (Person::players[i]->aitype == attacktypecutoff || Person::players[i]->aitype == searchtype)) if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) { @@ -5427,7 +5427,7 @@ void Game::Tick() talkdelay = 1; talkdelay -= multiplier; - if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) { + if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) { for (int i = 0; i < Dialog::dialogs.size(); i++) { Dialog::dialogs[i].tick(i); } @@ -5782,7 +5782,7 @@ void Game::Tick() oldtargetyaw = Person::players[i]->targetyaw; if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if (!animation[Person::players[0]->animTarget].attack && + if (!Animation::animations[Person::players[0]->animTarget].attack && Person::players[0]->animTarget != staggerbackhighanim && Person::players[0]->animTarget != staggerbackhardanim && Person::players[0]->animTarget != crouchremoveknifeanim && @@ -5814,7 +5814,7 @@ void Game::Tick() Person::players[i]->targetheadpitch = pitch; } if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { - if (!animation[Person::players[i]->animTarget].attack && + if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != crouchremoveknifeanim && @@ -5884,7 +5884,7 @@ void Game::Tick() doAI(i); - if (animation[Person::players[i]->animTarget].attack == reversed) { + if (Animation::animations[Person::players[i]->animTarget].attack == reversed) { //Person::players[i]->targetyaw=Person::players[i]->yaw; Person::players[i]->forwardkeydown = 0; Person::players[i]->leftkeydown = 0; @@ -5929,7 +5929,7 @@ void Game::Tick() Person::players[i]->aitype == attacktypecutoff && !Person::players[i]->dead && !Person::players[i]->skeleton.free && - animation[Person::players[i]->animTarget].attack == neutral) + Animation::animations[Person::players[i]->animTarget].attack == neutral) numresponded = 1; if (!Person::players[i]->throwkeydown) @@ -6257,7 +6257,7 @@ void Game::Tick() } movekey = 0; //Do controls - if (!animation[Person::players[i]->animTarget].attack && + if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && Person::players[i]->animTarget != backhandspringanim && @@ -7107,7 +7107,7 @@ void Game::TickOnceAfter() viewerfacing = facing; if (!cameramode) { - if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) + if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; else target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;