X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=8bcf81e43f458aa76a694a8bab93c18e1efa2fc2;hb=94eac5da9db16b969a48f562554cde11fb5745f2;hp=6cee8020e15bedc95eae9ecf7dd9bae33ec2371e;hpb=38d21f685e669429419970d4bb7e7c806592e131;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index 6cee802..8bcf81e 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -1,22 +1,21 @@ /* 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 . */ /**> HEADER FILES <**/ @@ -44,7 +43,6 @@ extern GLubyte bloodText[512 * 512 * 3]; extern GLubyte wolfbloodText[512 * 512 * 3]; extern int bloodtoggle; extern Objects objects; -extern bool osx; extern bool autoslomo; extern float camerashake; extern float woozy; @@ -83,7 +81,7 @@ extern int indialogue; extern bool gamestarted; -Person player[maxplayers]; +std::vector> Person::players(1, std::shared_ptr(new Person())); /* EFFECT * @@ -95,7 +93,7 @@ void Person::CheckKick() if (!(hasvictim && (animTarget == rabbitkickanim && victim - && victim != this + && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 @@ -145,7 +143,7 @@ void Person::CheckKick() victim->oldcoords = victim->coords; coords = victim->coords; victim->targetyaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } } @@ -162,14 +160,13 @@ void Person::CatchFire() int howmany; for (int i = 0; i < 10; i++) { howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = velocity; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = velocity; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1); } @@ -191,8 +188,10 @@ int Person::getIdle() { if (indialogue != -1 && howactive == typeactive && creature == rabbittype) return talkidleanim; - if (hasvictim && victim != this/*||(id==0&&attackkeydown)*/) - if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) { + if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/) + if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && + victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && + victim->id < Person::players.size())) { if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) { if (creature == rabbittype) return fightidleanim; @@ -310,29 +309,21 @@ void Person::DoBlood(float howmuch, int which) // FIXME: should abstract out inputs static int bleedxint, bleedyint; static XYZ bloodvel; - //if(howmuch&&id==0)blooddimamount=1; if (bloodtoggle && tutoriallevel != 1) { if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { // emit blood particles bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) { Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); - } - if (!skeleton.free) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } @@ -425,7 +416,6 @@ void Person::DoBloodBig(float howmuch, int which) envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; numenvsounds++; - //if(i==2)whichsound=rabbitpain2sound; } if (whichsound != -1) @@ -448,22 +438,15 @@ void Person::DoBloodBig(float howmuch, int which) // emit blood particles // FIXME: copypaste from above bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) { Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); - } - if (!skeleton.free) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } @@ -696,22 +679,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) // emit blood particles // FIXME: more copypaste code bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) { Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); - } - if (!skeleton.free) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } @@ -721,15 +697,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) // texture manipulation follows int offsetx = 0, offsety = 0; - /*if(which==225){ - offsety=Random()%40; - offsetx=abs(Random()%120); - } - if(which==220||which==215){ - offsety=Random()%20; - offsetx=abs(Random()%80); - }*/ - //which=220; offsetx = (1 + coordsy) * 512 - 291; offsety = coordsx * 512 - 437; @@ -904,15 +871,10 @@ void Person::Reverse() if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -921,8 +883,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } @@ -934,15 +896,10 @@ void Person::Reverse() if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -951,8 +908,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } animTarget = staffspinhitreversedanim; @@ -963,15 +920,10 @@ void Person::Reverse() if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -980,8 +932,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } animTarget = swordslashreversedanim; @@ -992,15 +944,10 @@ void Person::Reverse() if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -1009,8 +956,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } animTarget = knifeslashreversedanim; @@ -1018,7 +965,7 @@ void Person::Reverse() victim->animCurrent = knifeslashreversalanim; victim->animTarget = knifeslashreversalanim; } - if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim && animTarget != swordslashanim) { + if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) { victim->targettilt2 = targettilt2; victim->frameCurrent = frameCurrent; victim->frameTarget = frameTarget; @@ -1028,14 +975,14 @@ void Person::Reverse() victim->coords = coords; victim->targetyaw = targetyaw; victim->yaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } if (animTarget == winduppunchanim) { animTarget = winduppunchblockedanim; victim->animTarget = blockhighleftanim; victim->frameTarget = 1; victim->target = .5; - victim->victim = this; + victim->victim = this->shared_from_this(); victim->targetyaw = targetyaw + 180; } if (animTarget == wolfslapanim) { @@ -1043,7 +990,7 @@ void Person::Reverse() victim->animTarget = blockhighleftanim; victim->frameTarget = 1; victim->target = .5; - victim->victim = this; + victim->victim = this->shared_from_this(); victim->targetyaw = targetyaw + 180; } if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) { @@ -1053,7 +1000,7 @@ void Person::Reverse() victim->animTarget = swordslashparryanim; victim->frameTarget = 1; victim->target = .5; - victim->victim = this; + victim->victim = this->shared_from_this(); victim->targetyaw = targetyaw + 180; if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) { @@ -1075,16 +1022,9 @@ void Person::Reverse() victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - weapons[victim->weaponids[0]].owner = -1; aim = DoRotation(facing, 0, 90, 0) * 21; aim.y += 7; - weapons[victim->weaponids[0]].velocity = aim * -.2; - weapons[victim->weaponids[0]].tipvelocity = aim; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].hitsomething = 0; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; @@ -1092,8 +1032,8 @@ void Person::Reverse() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (int i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -1118,16 +1058,9 @@ void Person::Reverse() animTarget = staggerbackhighanim; targetyaw = targetyaw + 180; target = 0; - weapons[weaponids[0]].owner = -1; aim = DoRotation(facing, 0, 90, 0) * 21; aim.y += 7; - weapons[weaponids[0]].velocity = aim * -.2; - weapons[weaponids[0]].tipvelocity = aim; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -1135,8 +1068,8 @@ void Person::Reverse() weaponstuck = 0; } weaponactive = -1; - for (int i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } @@ -1250,14 +1183,13 @@ void Person::DoDamage(float howmuch) XYZ flatvelocity2; XYZ flatfacing2; for (int i = 0; i < skeleton.num_joints; i++) { - if (!skeleton.free) - flatvelocity2 = velocity; - if (skeleton.free) + if (skeleton.free) { flatvelocity2 = skeleton.joints[i].velocity; - if (!skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing2 = skeleton.joints[i].position * scale + coords; + } else { + flatvelocity2 = velocity; + flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + 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; @@ -1271,10 +1203,6 @@ void Person::DoDamage(float howmuch) skeleton.free = 2; DoDamage(10000); RagDoll(0); - /*if(autoslomo){ - slomo=1; - slomodelay=.2; - }*/ if (!dead && creature == wolftype) { award_bonus(0, Wolfbonus); } @@ -1308,7 +1236,6 @@ void Person::DoDamage(float howmuch) envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; numenvsounds++; - //if(i==2)whichsound=rabbitpain2sound; } if (whichsound != -1) { @@ -1316,9 +1243,6 @@ void Person::DoDamage(float howmuch) } } speechdelay = .3; - - //if(permanentdamage>=damagetolerance&&howmuch<50)permanentdamage=damagetolerance-1; - //if(damage>=damagetolerance&&howmuch<30&&!dead)damage=damagetolerance-1; } /* EFFECT @@ -1408,8 +1332,7 @@ void Person::DoHead() skeleton.specialforward[0] = facing; //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0); - static int i; - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) { skeleton.FindRotationMuscle(i, animTarget); } @@ -1455,19 +1378,18 @@ void Person::RagDoll(bool checkcollision) if (!isnormal(tilt)) tilt = 0; if (!isnormal(tilt2)) tilt2 = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; 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); if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0); - if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = skeleton.joints[i].position; if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords; skeleton.joints[i].position.y += .1; skeleton.joints[i].oldposition = skeleton.joints[i].position; skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords; } - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velchange = 0; } @@ -1488,7 +1410,7 @@ void Person::RagDoll(bool checkcollision) speed *= speedmult; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height) skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); else @@ -1541,7 +1463,7 @@ void Person::RagDoll(bool checkcollision) updatedelay = 0; velocity = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.num_joints; @@ -1549,15 +1471,8 @@ void Person::RagDoll(bool checkcollision) // drop weapon if (Random() % 2 == 0) { if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].velocity = jointVel(righthand) * scale * -.3; + weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = jointVel(righthand) * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -1565,8 +1480,8 @@ void Person::RagDoll(bool checkcollision) weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } } @@ -1683,7 +1598,6 @@ void Person::setAnimation(int animation) void Person::DoAnimations() { if (!skeleton.free) { - int i = 0; static float oldtarget; if (isIdle() && animCurrent != getIdle()) @@ -1758,7 +1672,6 @@ void Person::DoAnimations() } if (animTarget == rabbittacklinganim && frameTarget == 1) { - //if(victim->aitype==attacktypecutoff&&Random()%2==0&&victim->stunned<=0&&animation[victim->animTarget].attack==neutral&&victim->id!=0)Reverse(); if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0) Reverse(); if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) { @@ -1835,12 +1748,12 @@ void Person::DoAnimations() } if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { if (animation[animTarget].attack != neutral) { - i = abs(Random() % 3); - if (i == 0) + unsigned r = abs(Random() % 3); + if (r == 0) whichsound = lowwhooshsound; - if (i == 1) + if (r == 1) whichsound = midwhooshsound; - if (i == 2) + if (r == 2) whichsound = highwhooshsound; } if (animation[animTarget].attack == neutral) @@ -1877,25 +1790,22 @@ void Person::DoAnimations() int whichsound = -1; if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) { if (animation[animTarget].attack != neutral) { - i = abs(Random() % 4); + unsigned r = abs(Random() % 4); if (creature == rabbittype) { - if (i == 0) whichsound = rabbitattacksound; - if (i == 1) whichsound = rabbitattack2sound; - if (i == 2) whichsound = rabbitattack3sound; - if (i == 3) whichsound = rabbitattack4sound; + if (r == 0) whichsound = rabbitattacksound; + if (r == 1) whichsound = rabbitattack2sound; + if (r == 2) whichsound = rabbitattack3sound; + if (r == 3) whichsound = rabbitattack4sound; } if (creature == wolftype) { - if (i == 0) whichsound = barksound; - if (i == 1) whichsound = bark2sound; - if (i == 2) whichsound = bark3sound; - if (i == 3) whichsound = barkgrowlsound; + if (r == 0) whichsound = barksound; + if (r == 1) whichsound = bark2sound; + if (r == 2) whichsound = bark3sound; + if (r == 3) whichsound = barkgrowlsound; } speechdelay = .3; } - //if(animation[animTarget].attack==neutral)whichsound=movewhooshsound; } - //else if(animation[animTarget].label[frameTarget]==4)whichsound=knifeswishsound; - //if(animation[animTarget].label[frameTarget]==8)whichsound=landsound2; if (whichsound != -1) { emit_sound_at(whichsound, coords); @@ -1916,7 +1826,7 @@ void Person::DoAnimations() frameTarget++; if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) { - for (i = 0; i < weapons.size(); i++) { + for (unsigned i = 0; i < weapons.size(); i++) { if (weapons[i].owner == -1) if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) { if (distsq(&coords, &weapons[i].position) >= 1) { @@ -1924,33 +1834,27 @@ void Person::DoAnimations() emit_sound_at(knifedrawsound, coords, 128.); } - weaponactive = 0; - weapons[i].owner = id; - if (num_weapons > 0) { - weaponids[num_weapons] = weaponids[0]; - } - num_weapons++; - weaponids[0] = i; + takeWeapon(i); } } } } if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) { - for (i = 0; i < weapons.size(); i++) { + for (unsigned i = 0; i < weapons.size(); i++) { bool willwork = true; if (weapons[i].owner != -1) - if (player[weapons[i].owner].weaponstuck != -1) - if (player[weapons[i].owner].weaponids[player[weapons[i].owner].weaponstuck] == i) - if (player[weapons[i].owner].num_weapons > 1) + if (Person::players[weapons[i].owner]->weaponstuck != -1) + if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i)) + if (Person::players[weapons[i].owner]->num_weapons > 1) willwork = 0; - if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free)) + if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free)) if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) { if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) { bool fleshstuck = false; if (weapons[i].owner != -1) if (victim->weaponstuck != -1) { - if (victim->weaponids[victim->weaponstuck] == i) { + if (victim->weaponids[victim->weaponstuck] == int(i)) { fleshstuck = true; } } @@ -1961,10 +1865,8 @@ void Person::DoAnimations() emit_sound_at(knifedrawsound, coords, 128.); } } - weaponactive = 0; if (weapons[i].owner != -1) { - - victim = &player[weapons[i].owner]; + victim = Person::players[weapons[i].owner]; if (victim->num_weapons == 1) victim->num_weapons = 0; else @@ -1988,7 +1890,7 @@ void Person::DoAnimations() footvel = 0; footpoint = weapons[i].position; if (victim->weaponstuck != -1) { - if (victim->weaponids[victim->weaponstuck] == i) { + if (victim->weaponids[victim->weaponstuck] == int(i)) { if (bloodtoggle) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); weapons[i].bloody = 2; @@ -1999,7 +1901,7 @@ void Person::DoAnimations() if (victim->num_weapons > 0) { if (victim->weaponstuck != 0 && victim->weaponstuck != -1) victim->weaponstuck = 0; - if (victim->weaponids[0] == i) + if (victim->weaponids[0] == int(i)) victim->weaponids[0] = victim->weaponids[victim->num_weapons]; } @@ -2008,12 +1910,7 @@ void Person::DoAnimations() victim->jointVel(rightshoulder) += relative * 6; victim->jointVel(leftshoulder) += relative * 6; } - weapons[i].owner = id; - if (num_weapons > 0) { - weaponids[num_weapons] = weaponids[0]; - } - num_weapons++; - weaponids[0] = i; + takeWeapon(i); } } } @@ -2059,7 +1956,7 @@ void Person::DoAnimations() if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0)) dojumpattack = 1; if (hasvictim) - if (distsq(&victim->coords, &/*player[i].*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) + if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) dojumpattack = 1; if (!hostile) dojumpattack = 0; @@ -2078,17 +1975,17 @@ void Person::DoAnimations() targetloc = velocity; Normalise(&targetloc); targetloc += coords; - for (i = 0; i < numplayers; i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { if (i != id) - if (distsq(&targetloc, &player[i].coords) < closestdist || closestdist == 0) { - closestdist = distsq(&targetloc, &player[i].coords); + if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) { + closestdist = distsq(&targetloc, &Person::players[i]->coords); closestid = i; } } if (closestid != -1) - if (closestdist < 5 && !player[closestid].dead && animation[player[closestid].animTarget].height != lowheight && player[closestid].animTarget != backhandspringanim) { + if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) { hasvictim = 1; - victim = &player[closestid]; + victim = Person::players[closestid]; coords = victim->coords; animCurrent = rabbittacklinganim; animTarget = rabbittacklinganim; @@ -2116,7 +2013,6 @@ void Person::DoAnimations() if (hasvictim) { damagemult /= victim->damagetolerance / 200; } - //if(onfire)damagemult=3; if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) { if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { @@ -2143,7 +2039,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2179,7 +2075,7 @@ void Person::DoAnimations() relative.y -= 1; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 100; @@ -2210,7 +2106,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2246,7 +2142,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2276,7 +2172,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(head) += relative * damagemult * 100; @@ -2298,7 +2194,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].delay = 0; victim->skeleton.joints[i].locked = 0; @@ -2309,7 +2205,7 @@ void Person::DoAnimations() relative = 0; relative.y = 1; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; 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; @@ -2332,7 +2228,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 90; } victim->Puff(abdomen); @@ -2359,7 +2255,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; //victim->skeleton.joints[i].delay=0; victim->skeleton.joints[i].locked = 0; @@ -2369,7 +2265,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y += .3; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } if (!victim->dead) @@ -2387,7 +2283,6 @@ void Person::DoAnimations() } if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) { - //if(id==0)camerashake+=.4; if (hasvictim) if (!victim->skeleton.free) @@ -2456,7 +2351,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2546,7 +2441,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2593,7 +2488,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * 30; } victim->jointVel(head) += relative * damagemult * 150; @@ -2640,7 +2535,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y = .3; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * 5; } victim->jointVel(abdomen) += relative * damagemult * 400; @@ -2694,19 +2589,9 @@ void Person::DoAnimations() if (weaponactive != -1) { escapednum = 0; XYZ aim; - weapons[weaponids[0]].owner = -1; aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); Normalise(&aim); - /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){ - aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0); - }*/ - weapons[weaponids[0]].velocity = aim * 50; - weapons[weaponids[0]].tipvelocity = aim * 50; - weapons[weaponids[0]].missed = 0; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 0; + weapons[weaponids[0]].thrown(aim * 50); num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -2750,8 +2635,7 @@ void Person::DoAnimations() footvel = 0; if (skeleton.free) { footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; - } - if (!skeleton.free) { + } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { @@ -2806,8 +2690,7 @@ void Person::DoAnimations() footvel = 0; if (skeleton.free) { footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; - } - if (!skeleton.free) { + } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (bloodtoggle) @@ -2841,16 +2724,9 @@ void Person::DoAnimations() victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - weapons[victim->weaponids[0]].owner = -1; aim = DoRotation(facing, 0, 90, 0) * 21; aim.y += 7; - weapons[victim->weaponids[0]].velocity = aim * -.2; - weapons[victim->weaponids[0]].tipvelocity = aim; - weapons[victim->weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; @@ -2858,8 +2734,8 @@ void Person::DoAnimations() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -2886,7 +2762,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y -= 1; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 60; } victim->jointVel(head) += relative * damagemult * 230; @@ -2919,7 +2795,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 220; @@ -2951,7 +2827,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2967,14 +2843,14 @@ void Person::DoAnimations() relative.y = -1; Normalise(&relative); if (!victim->dead) { - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * damagemult * 40; } //FootLand(1,2); victim->jointVel(abdomen) += relative * damagemult * 40; } if (victim->dead) { - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); } //FootLand(1,2); @@ -3009,7 +2885,7 @@ void Person::DoAnimations() DoBlood(.2, 250); } victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -3028,7 +2904,7 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3052,7 +2928,9 @@ void Person::DoAnimations() } if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) { - if (victim->animTarget != jumpupanim && distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim != this) { + if ((victim->animTarget != jumpupanim) && + (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) && + (victim != this->shared_from_this())) { escapednum = 0; if (id == 0) camerashake += .2; @@ -3067,12 +2945,12 @@ void Person::DoAnimations() if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) { victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 15; } relative = DoRotation(relative, 0, -90, 0); relative.y += .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; 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; } @@ -3082,11 +2960,11 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; 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; } @@ -3130,7 +3008,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3143,18 +3021,11 @@ void Person::DoAnimations() if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) { if (victim->weaponactive != -1 && victim->num_weapons > 0) { - if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) { - weapons[victim->weaponids[victim->weaponactive]].owner = id; - weaponactive = 0; - if (num_weapons > 0) { - weaponids[num_weapons] = weaponids[victim->weaponactive]; - } - num_weapons++; - weaponids[0] = victim->weaponids[victim->weaponactive]; + if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) { + takeWeapon(victim->weaponids[victim->weaponactive]); victim->num_weapons--; if (victim->num_weapons > 0) { victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons]; - //if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; } victim->weaponactive = -1; } @@ -3175,12 +3046,10 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; - //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); } @@ -3206,12 +3075,10 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; - //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); } @@ -3223,9 +3090,8 @@ void Person::DoAnimations() relative = facing; relative.y = 0; Normalise(&relative); - //relative*=-1; relative.y -= .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1; @@ -3275,9 +3141,8 @@ void Person::DoAnimations() relative = facing; relative.y = 0; Normalise(&relative); - //relative*=-1; relative.y -= .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1 - 1; @@ -3309,11 +3174,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; - //FootLand(1,2); victim->Puff(abdomen); victim->DoDamage(damagemult * 30 / victim->protectionhigh); @@ -3330,10 +3194,9 @@ void Person::DoAnimations() Normalise(&relative); if (victim->id == 0) relative /= 30; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - //victim->DoDamage(1000); victim->damage = victim->damagetolerance; victim->permanentdamage = victim->damagetolerance - 1; bool doslice; @@ -3367,14 +3230,6 @@ void Person::DoAnimations() if (animTarget == knifefollowanim) victim->DoBloodBig(200, 210); if (animTarget == knifesneakattackanim) { - /*victim->DoBloodBig(200,195); - XYZ bloodvel; - bloodvel=0; - bloodvel.z=20; - bloodvel.y=5; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,yaw+((float)(Random()%100))/4,0)*scale; - Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck),0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - */ XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; @@ -3414,12 +3269,12 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) { escapednum = 0; victim->velocity = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = 0; } if (animTarget == knifefollowanim) { victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = 0; } } @@ -3472,7 +3327,7 @@ void Person::DoAnimations() if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) { escapednum = 0; victim->velocity = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = 0; } if (weaponactive != -1) { @@ -3534,14 +3389,13 @@ void Person::DoAnimations() victim->Puff(neck); XYZ relative; - //relative=victim->coords-oldcoords; relative = facing * -1; relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3555,14 +3409,13 @@ void Person::DoAnimations() escapednum = 0; victim->RagDoll(0); XYZ relative; - //relative=victim->coords-oldcoords; relative = facing * -1; relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3675,10 +3528,10 @@ void Person::DoAnimations() int closest = -1; float closestdist = -1; float distance; - if (numplayers > 1) - for (i = 0; i < numplayers; i++) { - if (id != i && player[i].coords.y < coords.y && !player[i].skeleton.free) { - distance = distsq(&player[i].coords, &coords); + if (Person::players.size() > 1) + for (unsigned i = 0; i < Person::players.size(); i++) { + if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) { + distance = distsq(&Person::players[i]->coords, &coords); if (closestdist == -1 || distance < closestdist) { closestdist = distance; closest = i; @@ -3686,7 +3539,7 @@ void Person::DoAnimations() } } if (closestdist > 0 && closest >= 0 && closestdist < 16) { - victim = &player[closest]; + victim = Person::players[closest]; animTarget = walljumprightkickanim; frameTarget = 0; XYZ rotatetarget = victim->coords - coords; @@ -3733,10 +3586,10 @@ void Person::DoAnimations() int closest = -1; float closestdist = -1; float distance; - if (numplayers > 1) - for (i = 0; i < numplayers; i++) { - if (id != i && player[i].coords.y < coords.y && !player[i].skeleton.free) { - distance = distsq(&player[i].coords, &coords); + if (Person::players.size() > 1) + for (unsigned i = 0; i < Person::players.size(); i++) { + if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) { + distance = distsq(&Person::players[i]->coords, &coords); if (closestdist == -1 || distance < closestdist) { closestdist = distance; closest = i; @@ -3744,7 +3597,7 @@ void Person::DoAnimations() } } if (closestdist > 0 && closest >= 0 && closestdist < 16) { - victim = &player[closest]; + victim = Person::players[closest]; animTarget = walljumpleftkickanim; frameTarget = 0; XYZ rotatetarget = victim->coords - coords; @@ -4030,18 +3883,18 @@ void Person::DoAnimations() } if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) { //Old rotates - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent]; } skeleton.FindForwards(); - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; 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; @@ -4053,18 +3906,18 @@ void Person::DoAnimations() } //New rotates - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].position = animation[animTarget].position[i][frameTarget]; } skeleton.FindForwards(); - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; 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; @@ -4089,12 +3942,12 @@ void Person::DoAnimations() oldframeTarget = frameTarget; oldframeCurrent = frameCurrent; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier; skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target); } offset = currentoffset * (1 - target) + targetoffset * target; - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; 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); @@ -4113,7 +3966,6 @@ void Person::DoAnimations() transspeed = 15; } } - //skeleton.DoConstraints(); } /* EFFECT @@ -4166,7 +4018,7 @@ void Person::DoStuff() flamedelay -= multiplier; parriedrecently -= multiplier; if (!victim) { - victim = this; + victim = this->shared_from_this(); hasvictim = 0; } @@ -4185,7 +4037,7 @@ void Person::DoStuff() superruntoggle = 0; if (aitype != passivetype) { superruntoggle = 1; - if (aitype == attacktypecutoff && (player[0].isIdle() || player[0].isCrouch() || player[0].skeleton.free || player[0].animTarget == getupfrombackanim || player[0].animTarget == getupfromfrontanim || player[0].animTarget == sneakanim) && distsq(&coords, &player[0].coords) < 16) { + if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) { superruntoggle = 0; } } @@ -4204,8 +4056,6 @@ void Person::DoStuff() if (onfire) { burnt += multiplier; - /*if(aitype!=playercontrolled)*///deathbleeding=5; - /*if(aitype!=playercontrolled)*/ deathbleeding = 1; if (burnt > .6) burnt = .6; @@ -4230,28 +4080,26 @@ void Person::DoStuff() while (flamedelay < 0 && onfire) { flamedelay += .006; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + flatvelocity = (coords - oldcoords) / multiplier / 2; + } Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { flamedelay += .05; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = (coords - oldcoords) / multiplier / 2; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3); } @@ -4259,7 +4107,7 @@ void Person::DoStuff() bleeding -= multiplier * .3; if (bloodtoggle == 2) { skeleton.drawmodel.textureptr.bind(); - if (bleeding <= 0 && (detail != 2 || osx)) + if ((bleeding <= 0) && (detail != 2)) DoMipmaps(); } } @@ -4271,21 +4119,16 @@ void Person::DoStuff() if (neckspurtparticledelay < 0 && neckspurtdelay > 2) { spurt = 0; bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 5 * neckspurtamount; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; - if (skeleton.free) Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); - if (!skeleton.free) + } else { + bloodvel.z = 5 * neckspurtamount; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + } neckspurtparticledelay = .05; } if (neckspurtdelay < 0) { @@ -4303,32 +4146,23 @@ void Person::DoStuff() XYZ bloodvel; if (bloodtoggle) { bloodvel = 0; - if (skeleton.free) + if (skeleton.free) { bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1); - if (!skeleton.free) + } else { + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + } } } bloodloss += deathbleeding * multiplier * 80; deathbleeding -= multiplier * 1.6; - //if(id==0)deathbleeding-=multiplier*.2; if (deathbleeding < 0) deathbleeding = 0; if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) { if (weaponactive != -1) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].velocity = velocity * scale * -.3; + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = velocity * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -4336,8 +4170,8 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } if (id == 0) { @@ -4354,7 +4188,7 @@ void Person::DoStuff() } dead = 2; if (animTarget == knifefollowedanim && !skeleton.free) { - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velocity.y = -2; } @@ -4411,24 +4245,23 @@ void Person::DoStuff() } } } - if (!osx && detail > 1) { + if (detail > 1) { skeleton.drawmodel.textureptr.bind(); DoMipmaps(); } - if (!skeleton.free) { - bleedy -= 4 / realtexdetail; - if (detail == 2) - bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; - else - bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; - } if (skeleton.free) { bleedx += 4 * direction / realtexdetail; if (detail == 2) bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; else bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; + } else { + bleedy -= 4 / realtexdetail; + if (detail == 2) + bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; } } @@ -4523,14 +4356,13 @@ void Person::DoStuff() if (environment == snowyenvironment) { XYZ footpoint; XYZ footvel; - if (!skeleton.free) - footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; - if (skeleton.free) + if (skeleton.free) { footvel = skeleton.specialforward[0] * -1; - if (!skeleton.free) - footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; - if (skeleton.free) footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords; + } else { + footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; + footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; + } if (animTarget == sleepanim) footvel = DoRotation(footvel, 0, 90, 0); Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3); @@ -4746,15 +4578,8 @@ void Person::DoStuff() RagDoll(0); if (weaponactive != -1) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].velocity = velocity * scale * -.3; + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = velocity * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -4762,8 +4587,8 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -4777,16 +4602,13 @@ void Person::DoStuff() damage += 20; } - //if(dead)damage-=multiplier/4; if (!dead) damage -= multiplier * 13; - //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; if (!dead) permanentdamage -= multiplier * 4; if (isIdle() || isCrouch()) { if (!dead) permanentdamage -= multiplier * 4; - //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; } if (damage < 0) damage = 0; @@ -4804,7 +4626,7 @@ void Person::DoStuff() dead = 0; skeleton.free = 1; damage -= 20; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = 0; } } @@ -4812,15 +4634,8 @@ void Person::DoStuff() DoBlood(1, 255); if (weaponactive != -1) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].velocity = velocity * scale * -.3; + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = velocity * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -4828,8 +4643,8 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -4896,9 +4711,8 @@ void Person::DoStuff() } average /= multiplier; - //velocity=jointVel(groin)*scale; velocity = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.num_joints; @@ -5002,7 +4816,6 @@ void Person::DoStuff() yaw = targetyaw; frameTarget = 0; - // frameTarget=2; animTarget = flipanim; crouchtogglekeydown = 1; target = 0; @@ -5012,11 +4825,8 @@ void Person::DoStuff() animCurrent = tempanim; frameCurrent = 0; target = 0; - //tilt2=targettilt2; - - //if(middle.y>0)targetoffset.y=middle.y+1; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { tempanimation.position[i][0] = skeleton.joints[i].position; tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0); } @@ -5107,7 +4917,7 @@ void Person::DoStuff() if (middle.y > 0 && animTarget != rollanim) targetoffset.y = middle.y + 1; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { tempanimation.position[i][0] = skeleton.joints[i].position; tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0); } @@ -5313,7 +5123,7 @@ void Person::DoStuff() if (!skeleton.free) { bool play; play = 0; - if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype) + if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype) play = 1; if (hasvictim) if (aitype != passivetype && victim->skeleton.free && !victim->dead) @@ -5418,7 +5228,7 @@ void Person::DoStuff() } } - if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim || animTarget == blockhighleftanim) { + if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) { //close hands and mouth if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) { righthandmorphness = 0; @@ -5463,7 +5273,9 @@ void Person::DoStuff() bool behind; behind = 0; if (hasvictim) { - if (victim != this && !victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers && aitype != passivetype) { + if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) && + (victim->aitype != searchtype) && (aitype != passivetype) && + (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) { behind = (normaldotproduct(facing, coords - victim->coords) > 0); } } @@ -5556,7 +5368,6 @@ void Person::DoStuff() } //Running velocity - //if(!creature==wolftype||animTarget==rabbitkickanim) if (animTarget == rabbittackleanim) { velocity += facing * multiplier * speed * 700 * scale; velspeed = findLength(&velocity); @@ -5623,21 +5434,6 @@ void Person::DoStuff() velocity = flatfacing * velspeed; } - - /*if(animCurrent==rollanim&&(isCrouch()||isIdle())){ - velocity+=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*25*scale){ - velocity/=velspeed; - velspeed=speed*25*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed; - }*/ - if (animTarget == sneakanim || animTarget == walkanim) { velocity += facing * multiplier * speed * 700 * scale; velspeed = findLength(&velocity); @@ -6017,7 +5813,7 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { // convenience renames const int p1 = skeleton.muscles[i].parent1->label; const int p2 = skeleton.muscles[i].parent2->label; @@ -6098,12 +5894,9 @@ int Person::DrawSkeleton() (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y, (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); - //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0; - //if(!isnormal(scale))test=1; skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale; skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale; skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].z = M[14] * scale; - //test=2; glPopMatrix(); } } @@ -6220,14 +6013,11 @@ int Person::DrawSkeleton() glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (!skeleton.free) - glTranslatef(coords.x, coords.y - .02, coords.z); - if (skeleton.free) - glTranslatef(coords.x, coords.y - .02, coords.z); - if (!skeleton.free) + glTranslatef(coords.x, coords.y - .02, coords.z); + if (!skeleton.free) { glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale); - if (!skeleton.free) glRotatef(yaw, 0, 1, 0); + } if (showpoints) { glPointSize(5); glColor4f(.4, 1, .4, 1); @@ -6283,7 +6073,6 @@ int Person::DrawSkeleton() glEnable(GL_BLEND); } if (tutoriallevel && id != 0) { - //glDisable(GL_TEXTURE_2D); glColor4f(.7, .7, .7, 0.6); glDepthMask(0); glEnable(GL_LIGHTING); @@ -6594,7 +6383,6 @@ int Person::DrawSkeleton() calcrot = 1; if (animCurrent != animTarget) calcrot = 1; - //if(id==0)calcrot=1; if (skeleton.free == 2) calcrot = 0; @@ -6745,3 +6533,14 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, return firstintersecting; } +void Person::takeWeapon(int weaponId) +{ + weaponactive = 0; + weapons[weaponId].owner = id; + if (num_weapons > 0) { + weaponids[num_weapons] = weaponids[0]; + } + num_weapons++; + weaponids[0] = weaponId; +} +