X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FObjects%2FPerson.cpp;h=9969e61194413125dd5b4fbaec5d5fe40af5aca5;hb=d177a567280631cd91a677debafada8cef7e0413;hp=8181e815d7e792bd6291259213b2247d100c43fd;hpb=ed3662c0852c4312a612b4fc35bd03aba8d13db7;p=lugaru.git diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index 8181e81..9969e61 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -27,6 +27,7 @@ along with Lugaru. If not, see . #include "Level/Awards.hpp" #include "Level/Dialog.hpp" #include "Utils/Folders.hpp" +#include "Tutorial.hpp" extern float multiplier; extern Terrain terrain; @@ -44,7 +45,6 @@ extern float realtexdetail; extern GLubyte bloodText[512 * 512 * 3]; extern GLubyte wolfbloodText[512 * 512 * 3]; extern int bloodtoggle; -extern Objects objects; extern bool autoslomo; extern float camerashake; extern float woozy; @@ -57,9 +57,7 @@ extern bool freeze; extern bool winfreeze; extern bool showpoints; extern bool immediate; -extern int tutoriallevel; extern float smoketex; -extern int tutorialstage; extern bool reversaltrain; extern bool canattack; extern bool cananger; @@ -480,10 +478,10 @@ void Person::CheckKick() victim->spurt = 1; DoBlood(.2, 250); - if (tutoriallevel != 1) + if (!Tutorial::active) emit_sound_at(heavyimpactsound, victim->coords); victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * 120 * damagemult; } victim->Puff(neck); @@ -531,7 +529,7 @@ void Person::CatchFire() XYZ flatfacing, flatvelocity; int howmany; for (int i = 0; i < 10; i++) { - howmany = abs(Random() % (skeleton.joints.size())); + howmany = fabs(Random() % (skeleton.joints.size())); if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity; flatfacing = skeleton.joints[howmany].position * scale + coords; @@ -681,7 +679,7 @@ void Person::DoBlood(float howmuch, int which) // FIXME: should abstract out inputs static int bleedxint, bleedyint; static XYZ bloodvel; - if (bloodtoggle && tutoriallevel != 1) { + if (bloodtoggle && !Tutorial::active) { if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { @@ -761,7 +759,7 @@ void Person::DoBloodBig(float howmuch, int which) if (howmuch && id == 0) blooddimamount = 1; - if (tutoriallevel != 1 || id == 0) + if (!Tutorial::active || id == 0) if (aitype != playercontrolled && howmuch > 0) { // play pain sounds int whichsound = -1; @@ -791,7 +789,7 @@ void Person::DoBloodBig(float howmuch, int which) Game::flash(.5, 0); } - if (bloodtoggle && decals && tutoriallevel != 1) { + if (bloodtoggle && decals && !Tutorial::active) { if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { @@ -946,7 +944,7 @@ void Person::DoBloodBig(float howmuch, int which) deathbleeding += bleeding; bloodloss += bleeding * 3; - if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { + if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; @@ -974,7 +972,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) float coordsx, coordsy; float total; - if (bloodtoggle && decals && tutoriallevel != 1) { + if (bloodtoggle && decals && !Tutorial::active) { where -= coords; if (!skeleton.free) where = DoRotation(where, 0, -yaw, 0); @@ -1159,7 +1157,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) deathbleeding += bleeding; bloodloss += bleeding * 3; - if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { + if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; @@ -1184,7 +1182,7 @@ void Person::Reverse() || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim - && (tutoriallevel != 1 || cananger) + && (!Tutorial::active || cananger) && hostile)) return; @@ -1488,7 +1486,7 @@ void Person::Reverse() void Person::DoDamage(float howmuch) { // subtract health (temporary?) - if (tutoriallevel != 1) + if (!Tutorial::active) damage += howmuch / power; // stats? if (id != 0) @@ -1500,9 +1498,9 @@ void Person::DoDamage(float howmuch) if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) bonus = 0; // subtract health - if (tutoriallevel != 1) + if (!Tutorial::active) permanentdamage += howmuch / 2 / power; - if (tutoriallevel != 1) + if (!Tutorial::active) superpermanentdamage += howmuch / 4 / power; // visual effects if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2) @@ -1518,9 +1516,9 @@ void Person::DoDamage(float howmuch) blackout = 1; // cancel attack? - if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile)) + if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile)) aitype = attacktypecutoff; - if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { + if (!Tutorial::active && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; @@ -1532,7 +1530,7 @@ void Person::DoDamage(float howmuch) if (howmuch > damagetolerance * 50 && skeleton.free != 2) { XYZ flatvelocity2; XYZ flatfacing2; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { if (skeleton.free) { flatvelocity2 = skeleton.joints[i].velocity; flatfacing2 = skeleton.joints[i].position * scale + coords; @@ -1561,7 +1559,7 @@ void Person::DoDamage(float howmuch) } // play sounds - if (tutoriallevel != 1 || id == 0) + if (!Tutorial::active || id == 0) if (speechdelay <= 0 && !dead && aitype != playercontrolled) { int whichsound = -1; @@ -1675,7 +1673,7 @@ void Person::DoHead() skeleton.specialforward[0] = facing; //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0); - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) { skeleton.FindRotationMuscle(i, animTarget); } @@ -1689,7 +1687,7 @@ void Person::DoHead() void Person::RagDoll(bool checkcollision) { static XYZ change; - static int l, i, j; + static int l, i; static float speed; if (!skeleton.free) { if (id == 0) @@ -1721,7 +1719,7 @@ void Person::RagDoll(bool checkcollision) if (!isnormal(tilt)) tilt = 0; if (!isnormal(tilt2)) tilt2 = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].delay = 0; skeleton.joints[i].locked = 0; skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); @@ -1732,7 +1730,7 @@ void Person::RagDoll(bool checkcollision) skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords; } - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velchange = 0; } @@ -1753,7 +1751,7 @@ void Person::RagDoll(bool checkcollision) speed *= speedmult; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height) skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((targetFrame().joints[i].position - currentFrame().joints[i].position) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); else @@ -1762,30 +1760,29 @@ void Person::RagDoll(bool checkcollision) change.y = (float)(Random() % 100) / 100; change.z = (float)(Random() % 100) / 100; skeleton.joints[i].velocity += change; - skeleton.joints[abs(Random() % skeleton.joints.size())].velocity -= change; + skeleton.joints[fabs(Random() % skeleton.joints.size())].velocity -= change; change.x = (float)(Random() % 100) / 100; change.y = (float)(Random() % 100) / 100; change.z = (float)(Random() % 100) / 100; skeleton.joints[i].velchange += change; - skeleton.joints[abs(Random() % skeleton.joints.size())].velchange -= change; + skeleton.joints[fabs(Random() % skeleton.joints.size())].velchange -= change; } if (checkcollision) { - XYZ average; XYZ lowpoint; XYZ colpoint; - int howmany; - average = 0; - howmany = 0; - for (j = 0; j < skeleton.joints.size(); j++) { - average += skeleton.joints[j].position; - howmany++; - } - average /= howmany; - coords += average * scale; - for (j = 0; j < skeleton.joints.size(); j++) { - skeleton.joints[j].position -= average; + if (!skeleton.joints.empty()) { + XYZ average; + average = 0; + for (unsigned j = 0; j < skeleton.joints.size(); j++) { + average += skeleton.joints[j].position; + } + average /= skeleton.joints.size(); + coords += average * scale; + for (unsigned j = 0; j < skeleton.joints.size(); j++) { + skeleton.joints[j].position -= average; + } } whichpatchx = coords.x / (terrain.size / subdivision * terrain.scale); @@ -1795,7 +1792,7 @@ void Person::RagDoll(bool checkcollision) i = terrain.patchobjects[whichpatchx][whichpatchz][l]; lowpoint = coords; lowpoint.y += 1; - if (SphereCheck(&lowpoint, 3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (SphereCheck(&lowpoint, 3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { coords.x = lowpoint.x; coords.z = lowpoint.z; } @@ -1806,7 +1803,7 @@ void Person::RagDoll(bool checkcollision) updatedelay = 0; velocity = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.joints.size(); @@ -2033,9 +2030,9 @@ void Person::DoAnimations() drawtogglekeydown = 1; } //Footstep sounds - if (tutoriallevel != 1 || id == 0) + if (!Tutorial::active || id == 0) if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) { - int whichsound; + int whichsound = -1; if (onterrain) { if (terrain.getOpacity(coords.x, coords.z) < .2) { if (targetFrame().label == 1) @@ -2075,32 +2072,38 @@ void Person::DoAnimations() if (r == 2) whichsound = highwhooshsound; } - if (Animation::animations[animTarget].attack == neutral) + if (Animation::animations[animTarget].attack == neutral) { whichsound = movewhooshsound; - } else if (targetFrame().label == 4) + } + } else if (targetFrame().label == 4) { whichsound = knifeswishsound; - if (targetFrame().label == 8 && tutoriallevel != 1) + } + if (targetFrame().label == 8 && !Tutorial::active) { whichsound = landsound2; + } - emit_sound_at(whichsound, coords, 256.); + if (whichsound != -1) { + emit_sound_at(whichsound, coords, 256.); - if (id == 0) - if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { - if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) { - addEnvSound(coords, 15); - } else { - addEnvSound(coords, 6); + if (id == 0) { + if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { + if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) { + addEnvSound(coords, 15); + } else { + addEnvSound(coords, 6); + } } } - if (targetFrame().label == 3) { - whichsound--; - emit_sound_at(whichsound, coords, 128.); + if (targetFrame().label == 3) { + whichsound--; + emit_sound_at(whichsound, coords, 128.); + } } } //Combat sounds - if (tutoriallevel != 1 || id == 0) + if (!Tutorial::active || id == 0) if (speechdelay <= 0) if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) { @@ -2194,7 +2197,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int j = 0; j < victim->skeleton.joints.size(); j++) { + for (unsigned j = 0; j < victim->skeleton.joints.size(); j++) { victim->skeleton.joints[j].velchange = 0; victim->skeleton.joints[j].locked = 0; } @@ -2342,7 +2345,7 @@ void Person::DoAnimations() if (creature == wolftype) DoBloodBig(0, 250); } - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } if (creature == wolftype) { @@ -2356,7 +2359,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2391,7 +2394,7 @@ void Person::DoAnimations() relative.y -= 1; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 100; @@ -2407,7 +2410,7 @@ void Person::DoAnimations() camerashake += .4; victim->spurt = 1; DoBlood(.2, 250); - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 160.); } if (creature == wolftype) { @@ -2421,7 +2424,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2442,7 +2445,7 @@ void Person::DoAnimations() camerashake += .4; victim->spurt = 1; DoBlood(.2, 250); - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 160.); } if (creature == wolftype) { @@ -2456,7 +2459,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2485,7 +2488,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(head) += relative * damagemult * 100; @@ -2506,7 +2509,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].delay = 0; victim->skeleton.joints[i].locked = 0; @@ -2517,7 +2520,7 @@ void Person::DoAnimations() relative = 0; relative.y = 1; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity.y = relative.y * 10; victim->skeleton.joints[i].position.y += relative.y * .3; victim->skeleton.joints[i].oldposition.y += relative.y * .3; @@ -2533,14 +2536,14 @@ void Person::DoAnimations() escapednum = 0; if (id == 0) camerashake += .4; - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, coords, 128.); } XYZ relative; relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 90; } victim->Puff(abdomen); @@ -2558,7 +2561,7 @@ void Person::DoAnimations() escapednum = 0; if (id == 0) camerashake += .4; - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(thudsound, coords); } @@ -2567,7 +2570,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; //victim->skeleton.joints[i].delay=0; victim->skeleton.joints[i].locked = 0; @@ -2577,7 +2580,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y += .3; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } if (!victim->dead) @@ -2663,7 +2666,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2753,7 +2756,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2791,7 +2794,7 @@ void Person::DoAnimations() victim->spurt = 1; DoBlood(.2, 235); } - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128); } @@ -2800,7 +2803,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * 30; } victim->jointVel(head) += relative * damagemult * 150; @@ -2826,15 +2829,15 @@ void Person::DoAnimations() if (id == 0) camerashake += .4; if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height != lowheight) { - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(thudsound, victim->coords); } } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height == lowheight) { - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(whooshhitsound, victim->coords); } } else { - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords); } } @@ -2847,7 +2850,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y = .3; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * 5; } victim->jointVel(abdomen) += relative * damagemult * 400; @@ -2916,11 +2919,11 @@ void Person::DoAnimations() if (hasvictim) if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) { escapednum = 0; - if (tutoriallevel != 1) + if (!Tutorial::active) victim->DoBloodBig(1.5 / victim->armorhigh, 225); award_bonus(id, Slicebonus); - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(knifeslicesound, victim->coords); } //victim->jointVel(abdomen)+=relative*damagemult*200; @@ -2937,10 +2940,10 @@ void Person::DoAnimations() if (aitype != playercontrolled) weaponmissdelay = .6; - if (tutoriallevel != 1) + if (!Tutorial::active) if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) weapons[weaponids[weaponactive]].bloody = 1; - if (tutoriallevel != 1) + if (!Tutorial::active) weapons[weaponids[weaponactive]].blooddrip += 3; XYZ footvel, footpoint; @@ -2950,7 +2953,7 @@ void Person::DoAnimations() } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } - if (tutoriallevel != 1) { + if (!Tutorial::active) { if (bloodtoggle) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3); footvel = DoRotation(facing, 0, 90, 0) * .8; @@ -2960,7 +2963,7 @@ void Person::DoAnimations() Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1); Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1); } - if (tutoriallevel == 1) { + if (Tutorial::active) { Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3); } victim->DoDamage(damagemult * 0); @@ -2971,7 +2974,7 @@ void Person::DoAnimations() if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) { award_bonus(id, Slashbonus); escapednum = 0; - if (tutoriallevel != 1) { + if (!Tutorial::active) { if (normaldotproduct(victim->facing, victim->coords - coords) < 0) victim->DoBloodBig(2 / victim->armorhigh, 190); else @@ -2980,14 +2983,14 @@ void Person::DoAnimations() emit_sound_at(swordslicesound, victim->coords); } //victim->jointVel(abdomen)+=relative*damagemult*200; - if (tutoriallevel != 1) { + if (!Tutorial::active) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; victim->targetyaw = targetyaw + 180; victim->target = 0; } - if (tutoriallevel != 1) { + if (!Tutorial::active) { if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; @@ -3056,7 +3059,7 @@ void Person::DoAnimations() if (animTarget == staffhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) { - if (tutoriallevel != 1) { + if (!Tutorial::active) { weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250; escapednum = 0; if (id == 0) @@ -3074,13 +3077,13 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y -= 1; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 60; } victim->jointVel(head) += relative * damagemult * 230; victim->jointVel(neck) += relative * damagemult * 230; victim->Puff(head); - if (tutoriallevel != 1) { + if (!Tutorial::active) { victim->DoDamage(damagemult * 120 / victim->protectionhigh); award_bonus(id, solidhit, 30); @@ -3090,7 +3093,7 @@ void Person::DoAnimations() if (animTarget == staffspinhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) { - if (tutoriallevel != 1) { + if (!Tutorial::active) { weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250; escapednum = 0; if (id == 0) @@ -3106,13 +3109,13 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 220; victim->jointVel(neck) += relative * damagemult * 220; victim->Puff(head); - if (tutoriallevel != 1) { + if (!Tutorial::active) { victim->DoDamage(damagemult * 350 / victim->protectionhead); award_bonus(id, solidhit, 60); @@ -3123,7 +3126,7 @@ void Person::DoAnimations() if (animTarget == staffgroundsmashanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) { escapednum = 0; - if (tutoriallevel != 1) { + if (!Tutorial::active) { if (!victim->dead) weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500; if (id == 0) @@ -3137,7 +3140,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -3149,18 +3152,18 @@ void Person::DoAnimations() relative.y = -1; Normalise(&relative); if (!victim->dead) { - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 40; } if (victim->dead) { - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); } } victim->Puff(abdomen); - if (tutoriallevel != 1) { + if (!Tutorial::active) { victim->DoDamage(damagemult * 100 / victim->protectionhigh); if (!victim->dead) { @@ -3188,11 +3191,11 @@ void Person::DoAnimations() DoBlood(.2, 250); } victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } victim->Puff(head); @@ -3207,7 +3210,7 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3215,7 +3218,7 @@ void Person::DoAnimations() victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(landsound2, victim->coords, 128.); } victim->Puff(abdomen); @@ -3237,7 +3240,7 @@ void Person::DoAnimations() escapednum = 0; if (id == 0) camerashake += .2; - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(landsound2, victim->coords, 128.); } XYZ relative; @@ -3248,12 +3251,12 @@ void Person::DoAnimations() if (Animation::animations[victim->animTarget].height == middleheight || Animation::animations[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) { victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 15; } relative = DoRotation(relative, 0, -90, 0); relative.y += .1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity = relative * 80; } @@ -3263,11 +3266,11 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity += relative * damagemult * 80; } @@ -3276,7 +3279,7 @@ void Person::DoAnimations() victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(landsound2, victim->coords, 128.); } victim->Puff(abdomen); @@ -3297,7 +3300,7 @@ void Person::DoAnimations() victim->spurt = 1; DoBlood(.2, 230); } - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } if (creature == wolftype) { @@ -3310,7 +3313,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3347,7 +3350,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3366,7 +3369,7 @@ void Person::DoAnimations() award_bonus(id, staffreversebonus); - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } victim->RagDoll(0); @@ -3376,7 +3379,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3392,7 +3395,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative.y -= .1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1; @@ -3442,7 +3445,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative.y -= .1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1 - 1; @@ -3465,7 +3468,7 @@ void Person::DoAnimations() victim->spurt = 1; DoBlood(.2, 230); } - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } victim->RagDoll(0); @@ -3474,7 +3477,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3494,7 +3497,7 @@ void Person::DoAnimations() Normalise(&relative); if (victim->id == 0) relative /= 30; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->damage = victim->damagetolerance; @@ -3569,12 +3572,12 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 6) { escapednum = 0; victim->velocity = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } if (animTarget == knifefollowanim) { victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } } @@ -3627,7 +3630,7 @@ void Person::DoAnimations() if (hasvictim && animTarget == swordsneakattackanim && Animation::animations[animTarget].frames[frameCurrent].label == 6) { escapednum = 0; victim->velocity = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } if (weaponactive != -1) { @@ -3658,7 +3661,7 @@ void Person::DoAnimations() DoBlood(.2, 240); } if (weaponactive == -1) { - if (tutoriallevel != 1) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } } @@ -3695,7 +3698,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3715,7 +3718,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3729,7 +3732,7 @@ void Person::DoAnimations() //Animation end - if (frameTarget > Animation::animations[animCurrent].frames.size() - 1) { + if (frameTarget > int(Animation::animations[animCurrent].frames.size()) - 1) { frameTarget = 0; if (wasStop()) { animTarget = getIdle(); @@ -4182,23 +4185,23 @@ void Person::DoAnimations() oldrot = 0; targetrot = 0; } - if (frameCurrent >= Animation::animations[animCurrent].frames.size()) { + if (frameCurrent >= int(Animation::animations[animCurrent].frames.size())) { frameCurrent = Animation::animations[animCurrent].frames.size() - 1; } if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) { //Old rotates - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].position = currentFrame().joints[i].position; } skeleton.FindForwards(); - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; @@ -4210,18 +4213,18 @@ void Person::DoAnimations() } //New rotates - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].position = targetFrame().joints[i].position; } skeleton.FindForwards(); - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; @@ -4244,12 +4247,12 @@ void Person::DoAnimations() oldframeTarget = frameTarget; oldframeCurrent = frameCurrent; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier; skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target); } offset = currentoffset * (1 - target) + targetoffset * target; - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target); skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target); @@ -4280,9 +4283,7 @@ void Person::DoStuff() static XYZ flatfacing; static XYZ flatvelocity; static float flatvelspeed; - static int i, j, l; - static XYZ average; - static int howmany; + static int i, l; static int bloodsize; static int startx, starty, endx, endy; static GLubyte color; @@ -4381,7 +4382,7 @@ void Person::DoStuff() } while (flamedelay < 0 && onfire) { flamedelay += .006; - howmany = abs(Random() % (skeleton.joints.size())); + int howmany = fabs(Random() % (skeleton.joints.size())); if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; flatfacing = skeleton.joints[howmany].position * scale + coords; @@ -4392,9 +4393,9 @@ void Person::DoStuff() Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } - while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { + while (flamedelay < 0 && !onfire && Tutorial::active && id != 0) { flamedelay += .05; - howmany = abs(Random() % (skeleton.joints.size())); + int howmany = fabs(Random() % (skeleton.joints.size())); if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; flatfacing = skeleton.joints[howmany].position * scale + coords; @@ -4486,7 +4487,7 @@ void Person::DoStuff() } dead = 2; if (animTarget == knifefollowedanim && !skeleton.free) { - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velocity.y = -2; } @@ -4533,7 +4534,7 @@ void Person::DoStuff() endy = starty; for (i = startx; i < endx; i++) { - for (j = starty; j < endy; j++) { + for (int j = starty; j < endy; j++) { if (Random() % 2 == 0) { color = Random() % 85 + 170; if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2) @@ -4829,12 +4830,12 @@ void Person::DoStuff() } if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { - j = terrain.patchobjects[whichpatchx][whichpatchz][l]; - XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); float size = .8; float opacity = .6; float yaw = 0; - objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); + Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); } bled = 1; } @@ -4924,7 +4925,7 @@ void Person::DoStuff() dead = 0; skeleton.free = 1; damage -= 20; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; } } @@ -4996,21 +4997,22 @@ void Person::DoStuff() award_bonus(id, deepimpact); DoDamage(damageamount / ((protectionhigh + protectionhead + protectionlow) / 3)); + XYZ average; average = 0; - howmany = 0; - for (j = 0; j < skeleton.joints.size(); j++) { - average += skeleton.joints[j].position; - howmany++; - } - average /= howmany; - coords += average * scale; - for (j = 0; j < skeleton.joints.size(); j++) { - skeleton.joints[j].position -= average; + if (!skeleton.joints.empty()) { + for (unsigned j = 0; j < skeleton.joints.size(); j++) { + average += skeleton.joints[j].position; + } + average /= skeleton.joints.size(); + coords += average * scale; + for (unsigned j = 0; j < skeleton.joints.size(); j++) { + skeleton.joints[j].position -= average; + } + average /= multiplier; } - average /= multiplier; velocity = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.joints.size(); @@ -5038,12 +5040,12 @@ void Person::DoStuff() } if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { - j = terrain.patchobjects[whichpatchx][whichpatchz][l]; - XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); float size = .2 * 1.2; float opacity = .6; float yaw = 0; - objects.model[j].MakeDecal(blooddecal, &point, &size, &opacity, &yaw); + Object::objects[j]->model.MakeDecal(blooddecal, &point, &size, &opacity, &yaw); } bled = 1; } @@ -5057,12 +5059,12 @@ void Person::DoStuff() } if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { - j = terrain.patchobjects[whichpatchx][whichpatchz][l]; - XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); float size = .8; float opacity = .6; float yaw = 0; - objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); + Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); } bled = 1; } @@ -5079,11 +5081,11 @@ void Person::DoStuff() canrecover = 0; if (velocity.y < -30) canrecover = 0; - for (i = 0; i < objects.numobjects; i++) { - if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) { + for (i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type != treeleavestype && Object::objects[i]->type != bushtype && Object::objects[i]->type != firetype) { colviewer = startpoint; coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) canrecover = 0; } } @@ -5124,7 +5126,7 @@ void Person::DoStuff() frameCurrent = 0; target = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { tempanimation.frames[0].joints[i].position = skeleton.joints[i].position; tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0); } @@ -5215,7 +5217,7 @@ void Person::DoStuff() if (middle.y > 0 && animTarget != rollanim) targetoffset.y = middle.y + 1; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { tempanimation.frames[0].joints[i].position = skeleton.joints[i].position; tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0); } @@ -5271,36 +5273,36 @@ void Person::DoStuff() if (aitype != passivetype || skeleton.free == 1) if (findLengthfast(&velocity) > .1) - for (i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == firetype) - if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) { + for (i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == firetype) + if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) { if (onfire) { - if (!objects.onfire[i]) { - emit_sound_at(firestartsound, objects.position[i]); + if (!Object::objects[i]->onfire) { + emit_sound_at(firestartsound, Object::objects[i]->position); } - objects.onfire[i] = 1; + Object::objects[i]->onfire = 1; } if (!onfire) { - if (objects.onfire[i]) { + if (Object::objects[i]->onfire) { CatchFire(); } } } - if (objects.type[i] == bushtype) - if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) { + if (Object::objects[i]->type == bushtype) + if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) { if (onfire) { - if (!objects.onfire[i]) { - emit_sound_at(firestartsound, objects.position[i]); + if (!Object::objects[i]->onfire) { + emit_sound_at(firestartsound, Object::objects[i]->position); } - objects.onfire[i] = 1; + Object::objects[i]->onfire = 1; } if (!onfire) { - if (objects.onfire[i]) { + if (Object::objects[i]->onfire) { CatchFire(); } } - if (objects.messedwith[i] <= 0) { + if (Object::objects[i]->messedwith <= 0) { XYZ tempvel; XYZ pos; @@ -5310,14 +5312,14 @@ void Person::DoStuff() addEnvSound(coords, 4 * findLength(&velocity)); } - int howmany; + int howmany = 0; if (environment == grassyenvironment) howmany = findLength(&velocity) * 4; if (environment == snowyenvironment) howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5332,7 +5334,7 @@ void Person::DoStuff() howmany = findLength(&velocity) * 4; if (detail == 2) if (environment == snowyenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5345,22 +5347,22 @@ void Person::DoStuff() Sprite::setLastSpriteSpecial(2); } } - objects.rotx[i] += velocity.x * multiplier * 6; - objects.roty[i] += velocity.z * multiplier * 6; - objects.messedwith[i] = .5; + Object::objects[i]->rotx += velocity.x * multiplier * 6; + Object::objects[i]->roty += velocity.z * multiplier * 6; + Object::objects[i]->messedwith = .5; } XYZ tempcoord; - if (objects.type[i] == treeleavestype && environment != desertenvironment) { - if (objects.pitch[i] == 0) + if (Object::objects[i]->type == treeleavestype && environment != desertenvironment) { + if (Object::objects[i]->pitch == 0) tempcoord = coords; else { - tempcoord = coords - objects.position[i]; - tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0); - tempcoord = DoRotation(tempcoord, -objects.pitch[i], 0, 0); - tempcoord += objects.position[i]; + tempcoord = coords - Object::objects[i]->position; + tempcoord = DoRotation(tempcoord, 0, -Object::objects[i]->yaw, 0); + tempcoord = DoRotation(tempcoord, -Object::objects[i]->pitch, 0, 0); + tempcoord += Object::objects[i]->position; } - if (distsqflat(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 8 && distsq(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 300 && tempcoord.y > objects.position[i].y + 3 * objects.scale[i]) { - if (objects.messedwith[i] <= 0) { + if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) { + if (Object::objects[i]->messedwith <= 0) { XYZ tempvel; XYZ pos; @@ -5370,14 +5372,14 @@ void Person::DoStuff() addEnvSound(coords, 4 * findLength(&velocity)); } - int howmany; + int howmany = 0; if (environment == grassyenvironment) howmany = findLength(&velocity) * 4; if (environment == snowyenvironment) howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5393,7 +5395,7 @@ void Person::DoStuff() howmany = findLength(&velocity) * 4; if (detail == 2) if (environment == snowyenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5407,7 +5409,7 @@ void Person::DoStuff() Sprite::setLastSpriteSpecial(2); } } - objects.messedwith[i] = .5; + Object::objects[i]->messedwith = .5; } } } @@ -5420,7 +5422,7 @@ void Person::DoStuff() if (hasvictim) if (aitype != passivetype && victim->skeleton.free && !victim->dead) play = 1; - if (tutoriallevel == 1 && id != 0) + if (Tutorial::active && id != 0) play = 0; if (play && aitype != playercontrolled) { int whichsound = -1; @@ -6050,7 +6052,7 @@ int Person::DrawSkeleton() } static XYZ mid; static float M[16]; - static int i, j, k; + static int i, k; static int weaponattachmuscle; static int weaponrotatemuscle; static XYZ weaponpoint; @@ -6102,7 +6104,7 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { // convenience renames const int p1 = skeleton.muscles[i].parent1->label; const int p2 = skeleton.muscles[i].parent2->label; @@ -6161,7 +6163,7 @@ int Person::DrawSkeleton() glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); if (playerdetail || skeleton.free == 3) { - for (j = 0; j < skeleton.muscles[i].vertices.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles[i].vertices.size(); j++) { XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]]; XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]]; glMatrixMode(GL_MODELVIEW); @@ -6190,7 +6192,7 @@ int Person::DrawSkeleton() } } if (!playerdetail || skeleton.free == 3) { - for (j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) { XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]]; glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -6240,7 +6242,7 @@ int Person::DrawSkeleton() skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3; glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); - for (j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) { XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]]; glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -6360,7 +6362,7 @@ int Person::DrawSkeleton() glEnable(GL_LIGHTING); glEnable(GL_BLEND); } - if (tutoriallevel && id != 0) { + if (Tutorial::active && id != 0) { glColor4f(.7, .7, .7, 0.6); glDepthMask(0); glEnable(GL_LIGHTING); @@ -6377,21 +6379,21 @@ int Person::DrawSkeleton() } if (playerdetail) { if (!showpoints) { - if ((tutoriallevel && id != 0)) + if (Tutorial::active && (id != 0)) skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); else skeleton.drawmodel.draw(); } } if (!playerdetail) { - if ((tutoriallevel && id != 0)) + if (Tutorial::active && (id != 0)) skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); } if (!(Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed)) - if (tutoriallevel && id != 0) { + if (Tutorial::active && id != 0) { glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_TEXTURE_2D); @@ -6410,14 +6412,14 @@ int Person::DrawSkeleton() glTranslatef(smoketex * .6, 0, 0); if (playerdetail) { if (!showpoints) { - if ((tutoriallevel && id != 0)) + if (Tutorial::active && (id != 0)) skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); else skeleton.drawmodel.draw(); } } if (!playerdetail) { - if ((tutoriallevel && id != 0)) + if (Tutorial::active && (id != 0)) skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); @@ -6425,7 +6427,7 @@ int Person::DrawSkeleton() } - if (tutoriallevel && id != 0) { + if (Tutorial::active && id != 0) { glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_TEXTURE_2D); @@ -6447,12 +6449,12 @@ int Person::DrawSkeleton() i = weaponids[k]; if (weaponactive == k) { if (weapons[i].getType() != staff) { - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponattachmuscle = j; } } - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6462,12 +6464,12 @@ int Person::DrawSkeleton() weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3); } if (weapons[i].getType() == staff) { - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponattachmuscle = j; } } - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6491,7 +6493,7 @@ int Person::DrawSkeleton() weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; if (weapons[i].getType() == staff) weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6502,7 +6504,7 @@ int Person::DrawSkeleton() weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8; else weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8; - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; }