is >> mapname;
is.ignore(256, ':');
is >> description;
- for (int pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
+ for (unsigned pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
description.replace(pos, 1, 1, ' ');
}
is.ignore(256, ':');
void playdialogueboxsound()
{
XYZ temppos;
- temppos = player[participantfocus[whichdialogue][indialogue]].coords;
+ temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
temppos = temppos - viewer;
Normalise(&temppos);
temppos += viewer;
fpackf(tfile, "Bf Bf", viewdistance, fadestart);
fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
- fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
- player[0].yaw, player[0].targetyaw, player[0].num_weapons);
- if (player[0].num_weapons > 0 && player[0].num_weapons < 5)
- for (int j = 0; j < player[0].num_weapons; j++)
- fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType());
+ fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
+ Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+ for (int j = 0; j < Person::players[0]->num_weapons; j++)
+ fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
- fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
- fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
- fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
- fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
+ fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
- fpackf(tfile, "Bi", player[0].numclothes);
+ fpackf(tfile, "Bi", Person::players[0]->numclothes);
- fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
+ fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
fpackf(tfile, "Bi", numdialogues);
}
}
- for (int k = 0; k < player[0].numclothes; k++) {
- int templength = strlen(player[0].clothes[k]);
+ for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ int templength = strlen(Person::players[0]->clothes[k]);
fpackf(tfile, "Bi", templength);
for (int l = 0; l < templength; l++)
- fpackf(tfile, "Bb", player[0].clothes[k][l]);
- fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
+ fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
}
fpackf(tfile, "Bi", environment);
fpackf(tfile, "Bi", numplayers);
if (numplayers < maxplayers)
for (int j = 1; j < numplayers; j++) {
- fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
- player[j].coords.x, player[j].coords.y, player[j].coords.z,
- player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].yaw);
- if (player[j].num_weapons < 5)
- for (int k = 0; k < player[j].num_weapons; k++)
- fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
- if (player[j].numwaypoints < 30) {
- fpackf(tfile, "Bi", player[j].numwaypoints);
- for (int k = 0; k < player[j].numwaypoints; k++) {
- fpackf(tfile, "Bf", player[j].waypoints[k].x);
- fpackf(tfile, "Bf", player[j].waypoints[k].y);
- fpackf(tfile, "Bf", player[j].waypoints[k].z);
- fpackf(tfile, "Bi", player[j].waypointtype[k]);
+ fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
+ Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
+ Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
+ if (Person::players[j]->num_weapons < 5)
+ for (int k = 0; k < Person::players[j]->num_weapons; k++)
+ fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
+ if (Person::players[j]->numwaypoints < 30) {
+ fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
+ for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
+ fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
+ fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
+ fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
+ fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
}
- fpackf(tfile, "Bi", player[j].waypoint);
+ fpackf(tfile, "Bi", Person::players[j]->waypoint);
} else {
- player[j].numwaypoints = 0;
- player[j].waypoint = 0;
- fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
+ Person::players[j]->numwaypoints = 0;
+ Person::players[j]->waypoint = 0;
+ fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
}
- fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
- fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
- fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
- fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
+ fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
float headprop, bodyprop, armprop, legprop;
- if (player[j].creature == wolftype) {
- headprop = player[j].proportionhead.x / 1.1;
- bodyprop = player[j].proportionbody.x / 1.1;
- armprop = player[j].proportionarms.x / 1.1;
- legprop = player[j].proportionlegs.x / 1.1;
- } else if (player[j].creature == rabbittype) {
- headprop = player[j].proportionhead.x / 1.2;
- bodyprop = player[j].proportionbody.x / 1.05;
- armprop = player[j].proportionarms.x / 1.00;
- legprop = player[j].proportionlegs.x / 1.1;
+ if (Person::players[j]->creature == wolftype) {
+ headprop = Person::players[j]->proportionhead.x / 1.1;
+ bodyprop = Person::players[j]->proportionbody.x / 1.1;
+ armprop = Person::players[j]->proportionarms.x / 1.1;
+ legprop = Person::players[j]->proportionlegs.x / 1.1;
+ } else if (Person::players[j]->creature == rabbittype) {
+ headprop = Person::players[j]->proportionhead.x / 1.2;
+ bodyprop = Person::players[j]->proportionbody.x / 1.05;
+ armprop = Person::players[j]->proportionarms.x / 1.00;
+ legprop = Person::players[j]->proportionlegs.x / 1.1;
}
fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
- fpackf(tfile, "Bi", player[j].numclothes);
- if (player[j].numclothes)
- for (int k = 0; k < player[j].numclothes; k++) {
+ fpackf(tfile, "Bi", Person::players[j]->numclothes);
+ if (Person::players[j]->numclothes)
+ for (int k = 0; k < Person::players[j]->numclothes; k++) {
int templength;
- templength = strlen(player[j].clothes[k]);
+ templength = strlen(Person::players[j]->clothes[k]);
fpackf(tfile, "Bi", templength);
for (int l = 0; l < templength; l++)
- fpackf(tfile, "Bb", player[j].clothes[k][l]);
- fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
+ fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
}
}
static void ch_cellar(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_tint(const char *args)
static void ch_speed(const char *args)
{
- player[0].speedmult = atof(args);
+ Person::players[0]->speedmult = atof(args);
}
static void ch_strength(const char *args)
{
- player[0].power = atof(args);
+ Person::players[0]->power = atof(args);
}
static void ch_power(const char *args)
{
- player[0].power = atof(args);
+ Person::players[0]->power = atof(args);
}
static void ch_size(const char *args)
{
- player[0].scale = atof(args) * .2;
+ Person::players[0]->scale = atof(args) * .2;
}
static int findClosestPlayer()
float closestdist = std::numeric_limits<float>::max();
for (int i = 1; i < numplayers; i++) {
- float distance = distsq(&player[i].coords, &player[0].coords);
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
closest = i;
float closestdist = std::numeric_limits<float>::max();
for (int i = 0; i < objects.numobjects; i++) {
- float distance = distsq(&objects.position[i], &player[0].coords);
+ float distance = distsq(&objects.position[i], &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
closest = i;
{
int closest = findClosestPlayer();
if (closest >= 0)
- player[closest].scale = atof(args) * .2;
+ Person::players[closest]->scale = atof(args) * .2;
}
static void set_proportion(int pnum, const char *args)
sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
- if (player[pnum].creature == wolftype) {
- player[pnum].proportionhead = 1.1 * headprop;
- player[pnum].proportionbody = 1.1 * bodyprop;
- player[pnum].proportionarms = 1.1 * armprop;
- player[pnum].proportionlegs = 1.1 * legprop;
- } else if (player[pnum].creature == rabbittype) {
- player[pnum].proportionhead = 1.2 * headprop;
- player[pnum].proportionbody = 1.05 * bodyprop;
- player[pnum].proportionarms = 1.00 * armprop;
- player[pnum].proportionlegs = 1.1 * legprop;
- player[pnum].proportionlegs.y = 1.05 * legprop;
+ if (Person::players[pnum]->creature == wolftype) {
+ Person::players[pnum]->proportionhead = 1.1 * headprop;
+ Person::players[pnum]->proportionbody = 1.1 * bodyprop;
+ Person::players[pnum]->proportionarms = 1.1 * armprop;
+ Person::players[pnum]->proportionlegs = 1.1 * legprop;
+ } else if (Person::players[pnum]->creature == rabbittype) {
+ Person::players[pnum]->proportionhead = 1.2 * headprop;
+ Person::players[pnum]->proportionbody = 1.05 * bodyprop;
+ Person::players[pnum]->proportionarms = 1.00 * armprop;
+ Person::players[pnum]->proportionlegs = 1.1 * legprop;
+ Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
}
}
float head, high, low;
sscanf(args, "%f%f%f", &head, &high, &low);
- player[pnum].protectionhead = head;
- player[pnum].protectionhigh = high;
- player[pnum].protectionlow = low;
+ Person::players[pnum]->protectionhead = head;
+ Person::players[pnum]->protectionhigh = high;
+ Person::players[pnum]->protectionlow = low;
}
static void ch_protection(const char *args)
float head, high, low;
sscanf(args, "%f%f%f", &head, &high, &low);
- player[pnum].armorhead = head;
- player[pnum].armorhigh = high;
- player[pnum].armorlow = low;
+ Person::players[pnum]->armorhead = head;
+ Person::players[pnum]->armorhigh = high;
+ Person::players[pnum]->armorlow = low;
}
static void ch_armor(const char *args)
float head, high, low;
sscanf(args, "%f%f%f", &head, &high, &low);
- player[pnum].metalhead = head;
- player[pnum].metalhigh = high;
- player[pnum].metallow = low;
+ Person::players[pnum]->metalhead = head;
+ Person::players[pnum]->metalhigh = high;
+ Person::players[pnum]->metallow = low;
}
static void ch_metal(const char *args)
static void set_noclothes(int pnum, const char *args)
{
- player[pnum].numclothes = 0;
- player[pnum].skeleton.drawmodel.textureptr.load(
- creatureskin[player[pnum].creature][player[pnum].whichskin], 1,
- &player[pnum].skeleton.skinText[0], &player[pnum].skeleton.skinsize);
+ Person::players[pnum]->numclothes = 0;
+ Person::players[pnum]->skeleton.drawmodel.textureptr.load(
+ creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
+ &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
}
static void ch_noclothes(const char *args)
char buf[64];
snprintf(buf, 63, ":Data:Textures:%s.png", args);
- if (!AddClothes(buf, &player[pnum].skeleton.skinText[pnum]))
+ if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
return;
- player[pnum].DoMipmaps();
- strcpy(player[pnum].clothes[player[pnum].numclothes], buf);
- player[pnum].clothestintr[player[pnum].numclothes] = tintr;
- player[pnum].clothestintg[player[pnum].numclothes] = tintg;
- player[pnum].clothestintb[player[pnum].numclothes] = tintb;
- player[pnum].numclothes++;
+ Person::players[pnum]->DoMipmaps();
+ strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
+ Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
+ Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
+ Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
+ Person::players[pnum]->numclothes++;
}
static void ch_clothes(const char *args)
static void ch_belt(const char *args)
{
- player[0].skeleton.clothes = !player[0].skeleton.clothes;
+ Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
}
float mul = cellophane ? 0 : 1;
for (int i = 0; i < numplayers; i++) {
- player[i].proportionhead.z = player[i].proportionhead.x * mul;
- player[i].proportionbody.z = player[i].proportionbody.x * mul;
- player[i].proportionarms.z = player[i].proportionarms.x * mul;
- player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
+ Person::players[i]->proportionhead.z = Person::players[i]->proportionhead.x * mul;
+ Person::players[i]->proportionbody.z = Person::players[i]->proportionbody.x * mul;
+ Person::players[i]->proportionarms.z = Person::players[i]->proportionarms.x * mul;
+ Person::players[i]->proportionlegs.z = Person::players[i]->proportionlegs.x * mul;
}
}
static void ch_funnybunny(const char *args)
{
- player[0].skeleton.id = 0;
- player[0].skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
+ Person::players[0]->skeleton.id = 0;
+ Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
- player[0].creature = rabbittype;
- player[0].scale = .2;
- player[0].headless = 0;
- player[0].damagetolerance = 200;
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
+ Person::players[0]->creature = rabbittype;
+ Person::players[0]->scale = .2;
+ Person::players[0]->headless = 0;
+ Person::players[0]->damagetolerance = 200;
set_proportion(0, "1 1 1 1");
}
static void ch_wolfie(const char *args)
{
- player[0].skeleton.id = 0;
- player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
+ Person::players[0]->skeleton.id = 0;
+ Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
- player[0].creature = wolftype;
- player[0].damagetolerance = 300;
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
+ Person::players[0]->creature = wolftype;
+ Person::players[0]->damagetolerance = 300;
set_proportion(0, "1 1 1 1");
}
static void ch_wolf(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_snowwolf(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_darkwolf(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_lizardwolf(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_white(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_brown(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_black(const char *args)
{
- player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
static void ch_sizemin(const char *args)
{
for (int i = 1; i < numplayers; i++)
- if (player[i].scale < 0.8 * 0.2)
- player[i].scale = 0.8 * 0.2;
+ if (Person::players[i]->scale < 0.8 * 0.2)
+ Person::players[i]->scale = 0.8 * 0.2;
}
static void ch_tutorial(const char *args)
static void ch_indemo(const char *args)
{
indemo = 1;
- hotspot[numhotspots] = player[0].coords;
+ hotspot[numhotspots] = Person::players[0]->coords;
hotspotsize[numhotspots] = 0;
hotspottype[numhotspots] = -111;
strcpy(hotspottext[numhotspots], "mapname");
static void ch_hs(const char *args)
{
- hotspot[numhotspots] = player[0].coords;
+ hotspot[numhotspots] = Person::players[0]->coords;
float size;
int type, shift;
for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
for (int j = 0; j < numplayers; j++) {
- participantfacing[numdialogues][i][j] = player[j].facing;
+ participantfacing[numdialogues][i][j] = Person::players[j]->facing;
}
}
ipstream.close();
static void ch_fixrotation(const char *args)
{
- participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = player[participantfocus[whichdialogue][indialogue]].yaw;
+ participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
}
static void ch_ddialogue(const char *args)
static void ch_immobile(const char *args)
{
- player[0].immobile = 1;
+ Person::players[0]->immobile = 1;
}
static void ch_allimmobile(const char *args)
{
for (int i = 1; i < numplayers; i++)
- player[i].immobile = 1;
+ Person::players[i]->immobile = 1;
}
static void ch_mobile(const char *args)
{
- player[0].immobile = 0;
+ Person::players[0]->immobile = 0;
}
static void ch_default(const char *args)
{
- player[0].armorhead = 1;
- player[0].armorhigh = 1;
- player[0].armorlow = 1;
- player[0].protectionhead = 1;
- player[0].protectionhigh = 1;
- player[0].protectionlow = 1;
- player[0].metalhead = 1;
- player[0].metalhigh = 1;
- player[0].metallow = 1;
- player[0].power = 1;
- player[0].speedmult = 1;
- player[0].scale = 1;
-
- if (player[0].creature == wolftype) {
- player[0].proportionhead = 1.1;
- player[0].proportionbody = 1.1;
- player[0].proportionarms = 1.1;
- player[0].proportionlegs = 1.1;
- } else if (player[0].creature == rabbittype) {
- player[0].proportionhead = 1.2;
- player[0].proportionbody = 1.05;
- player[0].proportionarms = 1.00;
- player[0].proportionlegs = 1.1;
- player[0].proportionlegs.y = 1.05;
+ Person::players[0]->armorhead = 1;
+ Person::players[0]->armorhigh = 1;
+ Person::players[0]->armorlow = 1;
+ Person::players[0]->protectionhead = 1;
+ Person::players[0]->protectionhigh = 1;
+ Person::players[0]->protectionlow = 1;
+ Person::players[0]->metalhead = 1;
+ Person::players[0]->metalhigh = 1;
+ Person::players[0]->metallow = 1;
+ Person::players[0]->power = 1;
+ Person::players[0]->speedmult = 1;
+ Person::players[0]->scale = 1;
+
+ if (Person::players[0]->creature == wolftype) {
+ Person::players[0]->proportionhead = 1.1;
+ Person::players[0]->proportionbody = 1.1;
+ Person::players[0]->proportionarms = 1.1;
+ Person::players[0]->proportionlegs = 1.1;
+ } else if (Person::players[0]->creature == rabbittype) {
+ Person::players[0]->proportionhead = 1.2;
+ Person::players[0]->proportionbody = 1.05;
+ Person::players[0]->proportionarms = 1.00;
+ Person::players[0]->proportionlegs = 1.1;
+ Person::players[0]->proportionlegs.y = 1.05;
}
- player[0].numclothes = 0;
- player[0].skeleton.drawmodel.textureptr.load(
- creatureskin[player[0].creature][player[0].whichskin], 1,
- &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize);
+ Person::players[0]->numclothes = 0;
+ Person::players[0]->skeleton.drawmodel.textureptr.load(
+ creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
+ &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
editoractive = typeactive;
- player[0].immobile = 0;
+ Person::players[0]->immobile = 0;
}
static void ch_play(const char *args)
return;
for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
- player[participantfocus[whichdialogue][i]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
- player[participantfocus[whichdialogue][i]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
- player[participantfocus[whichdialogue][i]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
- player[participantfocus[whichdialogue][i]].velocity = 0;
- player[participantfocus[whichdialogue][i]].animTarget = player[participantfocus[whichdialogue][i]].getIdle();
- player[participantfocus[whichdialogue][i]].frameTarget = 0;
+ Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
+ Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
+ Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
+ Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
+ Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
+ Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
}
directing = 0;
skyboxlightb = skyboxb;
}
if (!stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x, &player[0].coords.y, &player[0].coords.z, &player[0].yaw, &player[0].targetyaw, &player[0].num_weapons);
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
if (stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &player[0].num_weapons);
- player[0].originalcoords = player[0].coords;
- if (player[0].num_weapons > 0 && player[0].num_weapons < 5)
- for (int j = 0; j < player[0].num_weapons; j++) {
- player[0].weaponids[j] = weapons.size();
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+ Person::players[0]->originalcoords = Person::players[0]->coords;
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+ for (int j = 0; j < Person::players[0]->num_weapons; j++) {
+ Person::players[0]->weaponids[j] = weapons.size();
int type;
funpackf(tfile, "Bi", &type);
weapons.push_back(Weapon(type, 0));
if (visibleloading)
LoadingScreen();
- funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
- funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
- funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
- funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
- funpackf(tfile, "Bi", &player[0].numclothes);
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
if (mapvers >= 9)
- funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
+ funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
else {
- player[0].whichskin = 0;
- player[0].creature = rabbittype;
+ Person::players[0]->whichskin = 0;
+ Person::players[0]->creature = rabbittype;
}
- player[0].lastattack = -1;
- player[0].lastattack2 = -1;
- player[0].lastattack3 = -1;
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -1;
//dialogues
if (mapvers >= 8) {
} else
numdialogues = 0;
- for (int k = 0; k < player[0].numclothes; k++) {
+ for (int k = 0; k < Person::players[0]->numclothes; k++) {
funpackf(tfile, "Bi", &templength);
for (int l = 0; l < templength; l++)
- funpackf(tfile, "Bb", &player[0].clothes[k][l]);
- player[0].clothes[k][templength] = '\0';
- funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
+ funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
+ Person::players[0]->clothes[k][templength] = '\0';
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
}
funpackf(tfile, "Bi", &environment);
bool removeanother = 0;
if (numplayers > 1 && numplayers < maxplayers) {
for (int i = 1; i < numplayers; i++) {
+ Person::players.push_back(shared_ptr<Person>(new Person()));
if (visibleloading)
LoadingScreen();
removeanother = 0;
- funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &player[i - howmanyremoved].whichskin, &player[i - howmanyremoved].creature, &player[i - howmanyremoved].coords.x, &player[i - howmanyremoved].coords.y, &player[i - howmanyremoved].coords.z, &player[i - howmanyremoved].num_weapons);
+ funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
if (mapvers >= 5)
- funpackf(tfile, "Bi", &player[i - howmanyremoved].howactive);
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
else
- player[i - howmanyremoved].howactive = typeactive;
+ Person::players[i - howmanyremoved]->howactive = typeactive;
if (mapvers >= 3)
- funpackf(tfile, "Bf", &player[i - howmanyremoved].scale);
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
else
- player[i - howmanyremoved].scale = -1;
+ Person::players[i - howmanyremoved]->scale = -1;
if (mapvers >= 11)
- funpackf(tfile, "Bb", &player[i - howmanyremoved].immobile);
+ funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
else
- player[i - howmanyremoved].immobile = 0;
+ Person::players[i - howmanyremoved]->immobile = 0;
if (mapvers >= 12)
- funpackf(tfile, "Bf", &player[i - howmanyremoved].yaw);
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
else
- player[i - howmanyremoved].yaw = 0;
- player[i - howmanyremoved].targetyaw = player[i - howmanyremoved].yaw;
- if (player[i - howmanyremoved].num_weapons < 0 || player[i - howmanyremoved].num_weapons > 5) {
+ Person::players[i - howmanyremoved]->yaw = 0;
+ Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
+ if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
removeanother = 1;
howmanyremoved++;
}
if (!removeanother) {
- if (player[i - howmanyremoved].num_weapons > 0 && player[i - howmanyremoved].num_weapons < 5) {
- for (int j = 0; j < player[i - howmanyremoved].num_weapons; j++) {
- player[i - howmanyremoved].weaponids[j] = weapons.size();
+ if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
+ for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
+ Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
int type;
funpackf(tfile, "Bi", &type);
weapons.push_back(Weapon(type, i));
}
}
- funpackf(tfile, "Bi", &player[i - howmanyremoved].numwaypoints);
- //player[i-howmanyremoved].numwaypoints=10;
- for (int j = 0; j < player[i - howmanyremoved].numwaypoints; j++) {
- funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].x);
- funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].y);
- funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].z);
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
+ //Person::players[i-howmanyremoved]->numwaypoints=10;
+ for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
if (mapvers >= 5)
- funpackf(tfile, "Bi", &player[i - howmanyremoved].waypointtype[j]);
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
else
- player[i - howmanyremoved].waypointtype[j] = wpkeepwalking;
+ Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
}
- funpackf(tfile, "Bi", &player[i - howmanyremoved].waypoint);
- if (player[i - howmanyremoved].waypoint > player[i - howmanyremoved].numwaypoints - 1)
- player[i - howmanyremoved].waypoint = 0;
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
+ if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
+ Person::players[i - howmanyremoved]->waypoint = 0;
- funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].armorhead, &player[i - howmanyremoved].armorhigh, &player[i - howmanyremoved].armorlow);
- funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].protectionhead, &player[i - howmanyremoved].protectionhigh, &player[i - howmanyremoved].protectionlow);
- funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].metalhead, &player[i - howmanyremoved].metalhigh, &player[i - howmanyremoved].metallow);
- funpackf(tfile, "Bf Bf", &player[i - howmanyremoved].power, &player[i - howmanyremoved].speedmult);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
if (mapvers >= 4)
funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
armprop = 1;
legprop = 1;
}
- if (player[i - howmanyremoved].creature == wolftype) {
- player[i - howmanyremoved].proportionhead = 1.1 * headprop;
- player[i - howmanyremoved].proportionbody = 1.1 * bodyprop;
- player[i - howmanyremoved].proportionarms = 1.1 * armprop;
- player[i - howmanyremoved].proportionlegs = 1.1 * legprop;
+ if (Person::players[i - howmanyremoved]->creature == wolftype) {
+ Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
+ Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
+ Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
+ Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
}
- if (player[i - howmanyremoved].creature == rabbittype) {
- player[i - howmanyremoved].proportionhead = 1.2 * headprop;
- player[i - howmanyremoved].proportionbody = 1.05 * bodyprop;
- player[i - howmanyremoved].proportionarms = 1.00 * armprop;
- player[i - howmanyremoved].proportionlegs = 1.1 * legprop;
- player[i - howmanyremoved].proportionlegs.y = 1.05 * legprop;
+ if (Person::players[i - howmanyremoved]->creature == rabbittype) {
+ Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
+ Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
+ Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
+ Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
+ Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
}
- funpackf(tfile, "Bi", &player[i - howmanyremoved].numclothes);
- if (player[i - howmanyremoved].numclothes) {
- for (int k = 0; k < player[i - howmanyremoved].numclothes; k++) {
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
+ if (Person::players[i - howmanyremoved]->numclothes) {
+ for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
int templength;
funpackf(tfile, "Bi", &templength);
for (int l = 0; l < templength; l++)
- funpackf(tfile, "Bb", &player[i - howmanyremoved].clothes[k][l]);
- player[i - howmanyremoved].clothes[k][templength] = '\0';
- funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].clothestintr[k], &player[i - howmanyremoved].clothestintg[k], &player[i - howmanyremoved].clothestintb[k]);
+ funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
+ Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
}
}
}
for (int i = 0; i < numplayers; i++) {
if (visibleloading)
LoadingScreen();
- player[i].burnt = 0;
- player[i].bled = 0;
- player[i].onfire = 0;
- if (i == 0 || player[i].scale < 0)
- player[i].scale = .2;
- player[i].skeleton.free = 0;
- player[i].skeleton.id = i;
+ Person::players[i]->burnt = 0;
+ Person::players[i]->bled = 0;
+ Person::players[i]->onfire = 0;
+ if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->scale = .2;
+ Person::players[i]->skeleton.free = 0;
+ Person::players[i]->skeleton.id = i;
if (i == 0 && mapvers < 9)
- player[i].creature = rabbittype;
- if (player[i].creature != wolftype) {
- player[i].skeleton.Load(
+ Person::players[i]->creature = rabbittype;
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->skeleton.Load(
(char *)":Data:Skeleton:Basic Figure",
(char *)":Data:Skeleton:Basic Figurelow",
(char *)":Data:Skeleton:Rabbitbelt",
(char *)":Data:Models:Bodylow.solid",
(char *)":Data:Models:Belt.solid", 0);
} else {
- if (player[i].creature != wolftype) {
- player[i].skeleton.Load(
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->skeleton.Load(
(char *)":Data:Skeleton:Basic Figure",
(char *)":Data:Skeleton:Basic Figurelow",
(char *)":Data:Skeleton:Rabbitbelt",
(char *)":Data:Models:Body7.solid",
(char *)":Data:Models:Bodylow.solid",
(char *)":Data:Models:Belt.solid", 1);
- player[i].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+ Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
}
- if (player[i].creature == wolftype) {
- player[i].skeleton.Load(
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[i]->skeleton.Load(
(char *)":Data:Skeleton:Basic Figure Wolf",
(char *)":Data:Skeleton:Basic Figure Wolf Low",
(char *)":Data:Skeleton:Rabbitbelt",
}
}
+ Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
- //~ int texsize;
- //~ texsize=512*512*3/texdetail/texdetail;
-
- player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin], 1, &player[i].skeleton.skinText[0], &player[i].skeleton.skinsize);
-
- if (player[i].numclothes) {
- for (int j = 0; j < player[i].numclothes; j++) {
- tintr = player[i].clothestintr[j];
- tintg = player[i].clothestintg[j];
- tintb = player[i].clothestintb[j];
- AddClothes((char *)player[i].clothes[j], &player[i].skeleton.skinText[0]);
+ if (Person::players[i]->numclothes) {
+ for (int j = 0; j < Person::players[i]->numclothes; j++) {
+ tintr = Person::players[i]->clothestintr[j];
+ tintg = Person::players[i]->clothestintg[j];
+ tintb = Person::players[i]->clothestintb[j];
+ AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
}
- player[i].DoMipmaps();
+ Person::players[i]->DoMipmaps();
}
- player[i].animCurrent = bounceidleanim;
- player[i].animTarget = bounceidleanim;
- player[i].frameCurrent = 0;
- player[i].frameTarget = 1;
- player[i].target = 0;
- player[i].speed = 1 + (float)(Random() % 100) / 1000;
+ Person::players[i]->animCurrent = bounceidleanim;
+ Person::players[i]->animTarget = bounceidleanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->target = 0;
+ Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
if (difficulty == 0)
- player[i].speed -= .2;
+ Person::players[i]->speed -= .2;
if (difficulty == 1)
- player[i].speed -= .1;
+ Person::players[i]->speed -= .1;
- player[i].velocity = 0;
- player[i].oldcoords = player[i].coords;
- player[i].realoldcoords = player[i].coords;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->realoldcoords = Person::players[i]->coords;
- player[i].id = i;
- player[i].skeleton.id = i;
- player[i].updatedelay = 0;
- player[i].normalsupdatedelay = 0;
+ Person::players[i]->id = i;
+ Person::players[i]->skeleton.id = i;
+ Person::players[i]->updatedelay = 0;
+ Person::players[i]->normalsupdatedelay = 0;
- player[i].aitype = passivetype;
- player[i].madskills = 0;
+ Person::players[i]->aitype = passivetype;
+ Person::players[i]->madskills = 0;
if (i == 0) {
- player[i].proportionhead = 1.2;
- player[i].proportionbody = 1.05;
- player[i].proportionarms = 1.00;
- player[i].proportionlegs = 1.1;
- player[i].proportionlegs.y = 1.05;
+ Person::players[i]->proportionhead = 1.2;
+ Person::players[i]->proportionbody = 1.05;
+ Person::players[i]->proportionarms = 1.00;
+ Person::players[i]->proportionlegs = 1.1;
+ Person::players[i]->proportionlegs.y = 1.05;
}
- player[i].headless = 0;
- player[i].currentoffset = 0;
- player[i].targetoffset = 0;
+ Person::players[i]->headless = 0;
+ Person::players[i]->currentoffset = 0;
+ Person::players[i]->targetoffset = 0;
- player[i].damagetolerance = 200;
+ Person::players[i]->damagetolerance = 200;
- if (player[i].creature == wolftype) {
- if (i == 0 || player[i].scale < 0)
- player[i].scale = .23;
- player[i].damagetolerance = 300;
+ if (Person::players[i]->creature == wolftype) {
+ if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->scale = .23;
+ Person::players[i]->damagetolerance = 300;
}
if (visibleloading)
LoadingScreen();
if (cellophane) {
- player[i].proportionhead.z = 0;
- player[i].proportionbody.z = 0;
- player[i].proportionarms.z = 0;
- player[i].proportionlegs.z = 0;
- }
-
- player[i].tempanimation.Load((char *)"Tempanim", 0, 0);
-
- player[i].headmorphness = 0;
- player[i].targetheadmorphness = 1;
- player[i].headmorphstart = 0;
- player[i].headmorphend = 0;
-
- player[i].pausetime = 0;
-
- player[i].dead = 0;
- player[i].jumppower = 5;
- player[i].damage = 0;
- player[i].permanentdamage = 0;
- player[i].superpermanentdamage = 0;
-
- player[i].forwardkeydown = 0;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].jumpkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].throwkeydown = 0;
-
- player[i].collided = -10;
- player[i].loaded = 1;
- player[i].bloodloss = 0;
- player[i].weaponactive = -1;
- player[i].weaponstuck = -1;
- player[i].bleeding = 0;
- player[i].deathbleeding = 0;
- player[i].stunned = 0;
- player[i].hasvictim = 0;
- player[i].wentforweapon = 0;
+ Person::players[i]->proportionhead.z = 0;
+ Person::players[i]->proportionbody.z = 0;
+ Person::players[i]->proportionarms.z = 0;
+ Person::players[i]->proportionlegs.z = 0;
+ }
+
+ Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+ Person::players[i]->headmorphness = 0;
+ Person::players[i]->targetheadmorphness = 1;
+ Person::players[i]->headmorphstart = 0;
+ Person::players[i]->headmorphend = 0;
+
+ Person::players[i]->pausetime = 0;
+
+ Person::players[i]->dead = 0;
+ Person::players[i]->jumppower = 5;
+ Person::players[i]->damage = 0;
+ Person::players[i]->permanentdamage = 0;
+ Person::players[i]->superpermanentdamage = 0;
+
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ Person::players[i]->collided = -10;
+ Person::players[i]->loaded = 1;
+ Person::players[i]->bloodloss = 0;
+ Person::players[i]->weaponactive = -1;
+ Person::players[i]->weaponstuck = -1;
+ Person::players[i]->bleeding = 0;
+ Person::players[i]->deathbleeding = 0;
+ Person::players[i]->stunned = 0;
+ Person::players[i]->hasvictim = 0;
+ Person::players[i]->wentforweapon = 0;
}
- player[0].aitype = playercontrolled;
- player[0].weaponactive = -1;
+ Person::players[0]->aitype = playercontrolled;
+ Person::players[0]->weaponactive = -1;
if (difficulty == 1)
- player[0].power = 1 / .9;
+ Person::players[0]->power = 1 / .9;
if (difficulty == 0)
- player[0].power = 1 / .8;
+ Person::players[0]->power = 1 / .8;
if (difficulty == 1)
- player[0].damagetolerance = 250;
+ Person::players[0]->damagetolerance = 250;
if (difficulty == 0)
- player[0].damagetolerance = 300;
+ Person::players[0]->damagetolerance = 300;
if (difficulty == 0)
- player[0].armorhead *= 1.5;
+ Person::players[0]->armorhead *= 1.5;
if (difficulty == 0)
- player[0].armorhigh *= 1.5;
+ Person::players[0]->armorhigh *= 1.5;
if (difficulty == 0)
- player[0].armorlow *= 1.5;
- cameraloc = player[0].coords;
+ Person::players[0]->armorlow *= 1.5;
+ cameraloc = Person::players[0]->coords;
cameraloc.y += 5;
- yaw = player[0].yaw;
+ yaw = Person::players[0]->yaw;
- hawkcoords = player[0].coords;
+ hawkcoords = Person::players[0]->coords;
hawkcoords.y += 30;
if (visibleloading)
LoadingScreen();
- //~ for(int i=0;i<weapons.size();i++){
- //~ }
LOG("Starting background music...");
temp2.y = 75;
temp2.z = 447;
- player[1].coords = (temp + temp2) / 2;
+ Person::players[1]->coords = (temp + temp2) / 2;
- emit_sound_at(fireendsound, player[1].coords);
+ emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < player[1].skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)
- temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)
- temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)
- temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
tutorialmaxtime = 4;
reversaltrain = 1;
cananger = 1;
- player[1].aitype = attacktypecutoff;
+ Person::players[1]->aitype = attacktypecutoff;
break;
case 28:
tutorialmaxtime = 400;
break;
case 29:
tutorialmaxtime = 400;
- player[0].escapednum = 0;
+ Person::players[0]->escapednum = 0;
break;
case 30:
tutorialmaxtime = 4;
reversaltrain = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
break;
case 31:
tutorialmaxtime = 13;
tutorialmaxtime = 400;
cananger = 1;
canattack = 1;
- player[1].aitype = attacktypecutoff;
+ Person::players[1]->aitype = attacktypecutoff;
break;
case 34:
tutorialmaxtime = 400;
tutorialmaxtime = 2;
reversaltrain = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
break;
case 37:
damagedealt = 0;
tutorialmaxtime = 50;
cananger = 1;
canattack = 1;
- player[1].aitype = attacktypecutoff;
+ Person::players[1]->aitype = attacktypecutoff;
break;
case 38:
tutorialmaxtime = 4;
canattack = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
break;
case 39: {
XYZ temp, temp2;
break;
case 44:
weapons[0].owner = 1;
- player[0].weaponactive = -1;
- player[0].num_weapons = 0;
- player[1].weaponactive = 0;
- player[1].num_weapons = 1;
- player[1].weaponids[0] = 0;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
cananger = 1;
canattack = 1;
- player[1].aitype = attacktypecutoff;
+ Person::players[1]->aitype = attacktypecutoff;
tutorialmaxtime = 300;
break;
case 45:
weapons[0].owner = 1;
- player[0].weaponactive = -1;
- player[0].num_weapons = 0;
- player[1].weaponactive = 0;
- player[1].num_weapons = 1;
- player[1].weaponids[0] = 0;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
tutorialmaxtime = 300;
break;
case 46:
weapons[0].owner = 1;
- player[0].weaponactive = -1;
- player[0].num_weapons = 0;
- player[1].weaponactive = 0;
- player[1].num_weapons = 1;
- player[1].weaponids[0] = 0;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
weapons[0].setType(sword);
weapons[0].owner = 1;
weapons[1].owner = 0;
- player[0].weaponactive = 0;
- player[0].num_weapons = 1;
- player[0].weaponids[0] = 1;
- player[1].weaponactive = 0;
- player[1].num_weapons = 1;
- player[1].weaponids[0] = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 1;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
}
break;
case 48:
canattack = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
tutorialmaxtime = 15;
weapons[0].owner = 1;
weapons[1].owner = 0;
- player[0].weaponactive = 0;
- player[0].num_weapons = 1;
- player[0].weaponids[0] = 1;
- player[1].weaponactive = 0;
- player[1].num_weapons = 1;
- player[1].weaponids[0] = 0;
-
- if (player[0].weaponactive != -1)
- weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 1;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ if (Person::players[0]->weaponactive != -1)
+ weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
else
weapons[0].setType(staff);
break;
case 49:
canattack = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
tutorialmaxtime = 200;
weapons[0].setType(knife);
weapons[0].owner = 0;
- player[1].weaponactive = -1;
- player[1].num_weapons = 0;
- player[0].weaponactive = 0;
- player[0].num_weapons = 1;
- player[0].weaponids[0] = 0;
+ Person::players[1]->weaponactive = -1;
+ Person::players[1]->num_weapons = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 0;
break;
case 50: {
tutorialmaxtime = 8;
XYZ temp, temp2;
- emit_sound_at(fireendsound, player[1].coords);
+ emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < player[1].skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)
- temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)
- temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)
- temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
- player[1].num_weapons = 0;
- player[1].weaponstuck = -1;
- player[1].weaponactive = -1;
+ Person::players[1]->num_weapons = 0;
+ Person::players[1]->weaponstuck = -1;
+ Person::players[1]->weaponactive = -1;
weapons.clear();
}
tutorialsuccess += multiplier;
break;
case 4:
- if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown)
+ if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
tutorialsuccess += multiplier;
break;
case 5:
- if (player[0].jumpkeydown)
+ if (Person::players[0]->jumpkeydown)
tutorialsuccess = 1;
break;
case 6:
- if (player[0].isCrouch())
+ if (Person::players[0]->isCrouch())
tutorialsuccess = 1;
break;
case 7:
- if (player[0].animTarget == rollanim)
+ if (Person::players[0]->animTarget == rollanim)
tutorialsuccess = 1;
break;
case 8:
- if (player[0].animTarget == sneakanim)
+ if (Person::players[0]->animTarget == sneakanim)
tutorialsuccess += multiplier;
break;
case 9:
- if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim)
+ if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
tutorialsuccess += multiplier;
break;
case 11:
- if (player[0].isWallJump())
+ if (Person::players[0]->isWallJump())
tutorialsuccess = 1;
break;
case 12:
- if (player[0].animTarget == flipanim)
+ if (Person::players[0]->animTarget == flipanim)
tutorialsuccess = 1;
break;
case 15:
- if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim)
+ if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
tutorialsuccess = 1;
break;
case 16:
- if (player[0].animTarget == winduppunchanim)
+ if (Person::players[0]->animTarget == winduppunchanim)
tutorialsuccess = 1;
break;
case 17:
- if (player[0].animTarget == spinkickanim)
+ if (Person::players[0]->animTarget == spinkickanim)
tutorialsuccess = 1;
break;
case 18:
- if (player[0].animTarget == sweepanim)
+ if (Person::players[0]->animTarget == sweepanim)
tutorialsuccess = 1;
break;
case 19:
- if (player[0].animTarget == dropkickanim)
+ if (Person::players[0]->animTarget == dropkickanim)
tutorialsuccess = 1;
break;
case 20:
- if (player[0].animTarget == rabbitkickanim)
+ if (Person::players[0]->animTarget == rabbitkickanim)
tutorialsuccess = 1;
break;
case 21:
tutorialsuccess = 1;
break;
case 23:
- if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim)
+ if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
tutorialsuccess = 1;
break;
case 24:
- if (player[0].animTarget == rabbittacklinganim)
+ if (Person::players[0]->animTarget == rabbittacklinganim)
tutorialsuccess = 1;
break;
case 25:
- if (player[0].animTarget == backhandspringanim)
+ if (Person::players[0]->animTarget == backhandspringanim)
tutorialsuccess = 1;
break;
case 28:
- if (animation[player[0].animTarget].attack == reversed && player[0].feint)
+ if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
tutorialsuccess = 1;
break;
case 29:
- if (player[0].escapednum == 2) {
+ if (Person::players[0]->escapednum == 2) {
tutorialsuccess = 1;
reversaltrain = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
}
break;
case 33:
- if (animation[player[0].animTarget].attack == reversal)
+ if (animation[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 34:
- if (animation[player[0].animTarget].attack == reversal)
+ if (animation[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 35:
- if (animation[player[0].animTarget].attack == reversal) {
+ if (animation[Person::players[0]->animTarget].attack == reversal) {
tutorialsuccess = 1;
reversaltrain = 0;
cananger = 0;
- player[1].aitype = passivetype;
+ Person::players[1]->aitype = passivetype;
}
break;
case 40:
- if (player[0].num_weapons > 0)
+ if (Person::players[0]->num_weapons > 0)
tutorialsuccess = 1;
break;
case 41:
- if (player[0].weaponactive == -1 && player[0].num_weapons > 0)
+ if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
tutorialsuccess = 1;
break;
case 43:
- if (player[0].animTarget == knifeslashstartanim)
+ if (Person::players[0]->animTarget == knifeslashstartanim)
tutorialsuccess = 1;
break;
case 44:
- if (animation[player[0].animTarget].attack == reversal)
+ if (animation[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 45:
- if (animation[player[0].animTarget].attack == reversal)
+ if (animation[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 46:
- if (animation[player[0].animTarget].attack == reversal)
+ if (animation[Person::players[0]->animTarget].attack == reversal)
tutorialsuccess = 1;
break;
case 49:
- if (player[1].weaponstuck != -1)
+ if (Person::players[1]->weaponstuck != -1)
tutorialsuccess = 1;
break;
default:
}
if (tutorialstage < 14 || tutorialstage >= 50) {
- player[1].coords.y = 300;
- player[1].velocity = 0;
+ Person::players[1]->coords.y = 300;
+ Person::players[1]->velocity = 0;
}
}
float headprop, bodyprop, armprop, legprop;
if (debugmode) {
if (Input::isKeyPressed(SDLK_h)) {
- player[0].damagetolerance = 200000;
- player[0].damage = 0;
- player[0].burnt = 0;
- player[0].permanentdamage = 0;
- player[0].superpermanentdamage = 0;
+ Person::players[0]->damagetolerance = 200000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
}
if (Input::isKeyPressed(SDLK_j)) {
}
if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) {
- if (player[0].num_weapons > 0) {
- if (weapons[player[0].weaponids[0]].getType() == sword)
- weapons[player[0].weaponids[0]].setType(staff);
- else if (weapons[player[0].weaponids[0]].getType() == staff)
- weapons[player[0].weaponids[0]].setType(knife);
+ if (Person::players[0]->num_weapons > 0) {
+ if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
+ weapons[Person::players[0]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
+ weapons[Person::players[0]->weaponids[0]].setType(knife);
else
- weapons[player[0].weaponids[0]].setType(sword);
+ weapons[Person::players[0]->weaponids[0]].setType(sword);
}
}
if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) {
int closest = findClosestPlayer();
if (closest >= 0) {
- if (player[closest].num_weapons) {
- if (weapons[player[closest].weaponids[0]].getType() == sword)
- weapons[player[closest].weaponids[0]].setType(staff);
- else if (weapons[player[closest].weaponids[0]].getType() == staff)
- weapons[player[closest].weaponids[0]].setType(knife);
+ if (Person::players[closest]->num_weapons) {
+ if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+ weapons[Person::players[closest]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+ weapons[Person::players[closest]->weaponids[0]].setType(knife);
else
- weapons[player[closest].weaponids[0]].setType(sword);
+ weapons[Person::players[closest]->weaponids[0]].setType(sword);
}
- if (!player[closest].num_weapons) {
- player[closest].weaponids[0] = weapons.size();
+ if (!Person::players[closest]->num_weapons) {
+ Person::players[closest]->weaponids[0] = weapons.size();
weapons.push_back(Weapon(knife, closest));
- player[closest].num_weapons = 1;
+ Person::players[closest]->num_weapons = 1;
}
}
}
if (Input::isKeyDown(SDLK_u)) {
int closest = findClosestPlayer();
if (closest >= 0) {
- player[closest].yaw += multiplier * 50;
- player[closest].targetyaw = player[closest].yaw;
+ Person::players[closest]->yaw += multiplier * 50;
+ Person::players[closest]->targetyaw = Person::players[closest]->yaw;
}
}
closest = 0;
if (closest >= 0) {
- player[closest].whichskin++;
- if (player[closest].whichskin > 9)
- player[closest].whichskin = 0;
- if (player[closest].whichskin > 2 && player[closest].creature == wolftype)
- player[closest].whichskin = 0;
-
- player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin], 1,
- &player[closest].skeleton.skinText[0], &player[closest].skeleton.skinsize);
- }
-
- if (player[closest].numclothes) {
- for (int i = 0; i < player[closest].numclothes; i++) {
- tintr = player[closest].clothestintr[i];
- tintg = player[closest].clothestintg[i];
- tintb = player[closest].clothestintb[i];
- AddClothes((char *)player[closest].clothes[i], &player[closest].skeleton.skinText[0]);
+ Person::players[closest]->whichskin++;
+ if (Person::players[closest]->whichskin > 9)
+ Person::players[closest]->whichskin = 0;
+ if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+ Person::players[closest]->whichskin = 0;
+
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+ &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ }
+
+ if (Person::players[closest]->numclothes) {
+ for (int i = 0; i < Person::players[closest]->numclothes; i++) {
+ tintr = Person::players[closest]->clothestintr[i];
+ tintg = Person::players[closest]->clothestintg[i];
+ tintb = Person::players[closest]->clothestintb[i];
+ AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
}
- player[closest].DoMipmaps();
+ Person::players[closest]->DoMipmaps();
}
}
if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) {
int closest = findClosestPlayer();
if (closest >= 0) {
- if (player[closest].creature == wolftype) {
- headprop = player[closest].proportionhead.x / 1.1;
- bodyprop = player[closest].proportionbody.x / 1.1;
- armprop = player[closest].proportionarms.x / 1.1;
- legprop = player[closest].proportionlegs.x / 1.1;
+ if (Person::players[closest]->creature == wolftype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.1;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+ armprop = Person::players[closest]->proportionarms.x / 1.1;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
}
- if (player[closest].creature == rabbittype) {
- headprop = player[closest].proportionhead.x / 1.2;
- bodyprop = player[closest].proportionbody.x / 1.05;
- armprop = player[closest].proportionarms.x / 1.00;
- legprop = player[closest].proportionlegs.x / 1.1;
+ if (Person::players[closest]->creature == rabbittype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.2;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+ armprop = Person::players[closest]->proportionarms.x / 1.00;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
}
- if (player[closest].creature == rabbittype) {
- player[closest].skeleton.id = closest;
- player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
- player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[closest].skeleton.skinText[closest], &player[closest].skeleton.skinsize);
- player[closest].whichskin = 0;
- player[closest].creature = wolftype;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->skeleton.id = closest;
+ Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->creature = wolftype;
- player[closest].proportionhead = 1.1;
- player[closest].proportionbody = 1.1;
- player[closest].proportionarms = 1.1;
- player[closest].proportionlegs = 1.1;
- player[closest].proportionlegs.y = 1.1;
- player[closest].scale = .23 * 5 * player[0].scale;
+ Person::players[closest]->proportionhead = 1.1;
+ Person::players[closest]->proportionbody = 1.1;
+ Person::players[closest]->proportionarms = 1.1;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.1;
+ Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
- player[closest].damagetolerance = 300;
+ Person::players[closest]->damagetolerance = 300;
} else {
- player[closest].skeleton.id = closest;
- player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
- player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &player[closest].skeleton.skinText[0], &player[closest].skeleton.skinsize);
- player[closest].whichskin = 0;
- player[closest].creature = rabbittype;
-
- player[closest].proportionhead = 1.2;
- player[closest].proportionbody = 1.05;
- player[closest].proportionarms = 1.00;
- player[closest].proportionlegs = 1.1;
- player[closest].proportionlegs.y = 1.05;
- player[closest].scale = .2 * 5 * player[0].scale;
-
- player[closest].damagetolerance = 200;
+ Person::players[closest]->skeleton.id = closest;
+ Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->creature = rabbittype;
+
+ Person::players[closest]->proportionhead = 1.2;
+ Person::players[closest]->proportionbody = 1.05;
+ Person::players[closest]->proportionarms = 1.00;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.05;
+ Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 200;
}
- if (player[closest].creature == wolftype) {
- player[closest].proportionhead = 1.1 * headprop;
- player[closest].proportionbody = 1.1 * bodyprop;
- player[closest].proportionarms = 1.1 * armprop;
- player[closest].proportionlegs = 1.1 * legprop;
+ if (Person::players[closest]->creature == wolftype) {
+ Person::players[closest]->proportionhead = 1.1 * headprop;
+ Person::players[closest]->proportionbody = 1.1 * bodyprop;
+ Person::players[closest]->proportionarms = 1.1 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
}
- if (player[closest].creature == rabbittype) {
- player[closest].proportionhead = 1.2 * headprop;
- player[closest].proportionbody = 1.05 * bodyprop;
- player[closest].proportionarms = 1.00 * armprop;
- player[closest].proportionlegs = 1.1 * legprop;
- player[closest].proportionlegs.y = 1.05 * legprop;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->proportionhead = 1.2 * headprop;
+ Person::players[closest]->proportionbody = 1.05 * bodyprop;
+ Person::players[closest]->proportionarms = 1.00 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ Person::players[closest]->proportionlegs.y = 1.05 * legprop;
}
}
float closestdist = std::numeric_limits<float>::max();
for (int i = 1; i < numplayers; i++) {
- float distance = distsq(&player[i].coords, &player[0].coords);
- if (!player[i].headless)
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (!Person::players[i]->headless)
if (distance < closestdist) {
closestdist = distance;
closest = i;
XYZ flatfacing2, flatvelocity2;
XYZ blah;
- if (closest != -1 && distsq(&player[closest].coords, &player[0].coords) < 144) {
- blah = player[closest].coords;
+ if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
XYZ headspurtdirection;
- //int i = player[closest].skeleton.jointlabels[head];
- Joint& headjoint = player[closest].joint(head);
- for (int k = 0; k < player[closest].skeleton.num_joints; k++) {
- if (!player[closest].skeleton.free)
- flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)
+ //int i = Person::players[closest]->skeleton.jointlabels[head];
+ Joint& headjoint = Person::players[closest]->joint(head);
+ for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
flatvelocity2 = headjoint.velocity;
- if (!player[closest].skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)
- flatfacing2 = headjoint.position * player[closest].scale + player[closest].coords;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
- headspurtdirection = headjoint.position - player[closest].jointPos(neck);
+ headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
Normalise(&headspurtdirection);
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
flatvelocity2 += headspurtdirection * 8;
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah, 100.);
- if (player[closest].skeleton.free == 2)
- player[closest].skeleton.free = 0;
- player[closest].RagDoll(0);
- player[closest].dead = 2;
- player[closest].headless = 1;
- player[closest].DoBloodBig(3, 165);
+ if (Person::players[closest]->skeleton.free == 2)
+ Person::players[closest]->skeleton.free = 0;
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->headless = 1;
+ Person::players[closest]->DoBloodBig(3, 165);
camerashake += .3;
}
int closest = findClosestPlayer();
XYZ flatfacing2, flatvelocity2;
XYZ blah;
- if (closest >= 0 && distsq(&player[closest].coords, &player[0].coords) < 144) {
- blah = player[closest].coords;
+ if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah);
- for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)
- flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)
- flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)
- flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
}
- for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)
- flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)
- flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)
- flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)
- flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)
- flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)
- flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
}
- for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)
- flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)
- flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)
- flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
XYZ temppos;
for (int j = 0; j < numplayers; j++) {
if (j != closest) {
- if (distsq(&player[j].coords, &player[closest].coords) < 25) {
- player[j].DoDamage((25 - distsq(&player[j].coords, &player[closest].coords)) * 60);
- if (player[j].skeleton.free == 2)
- player[j].skeleton.free = 1;
- player[j].skeleton.longdead = 0;
- player[j].RagDoll(0);
- for (int i = 0; i < player[j].skeleton.num_joints; i++) {
- temppos = player[j].skeleton.joints[i].position + player[j].coords;
- if (distsq(&temppos, &player[closest].coords) < 25) {
- flatvelocity2 = temppos - player[closest].coords;
+ if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+ Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+ if (Person::players[j]->skeleton.free == 2)
+ Person::players[j]->skeleton.free = 1;
+ Person::players[j]->skeleton.longdead = 0;
+ Person::players[j]->RagDoll(0);
+ for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
+ temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+ if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+ flatvelocity2 = temppos - Person::players[closest]->coords;
Normalise(&flatvelocity2);
- player[j].skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &player[closest].coords)) * 20);
+ Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
}
}
}
}
}
- player[closest].DoDamage(10000);
- player[closest].RagDoll(0);
- player[closest].dead = 2;
- player[closest].coords = 20;
- player[closest].skeleton.free = 2;
+ Person::players[closest]->DoDamage(10000);
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->coords = 20;
+ Person::players[closest]->skeleton.free = 2;
camerashake += .6;
}
if (Input::isKeyPressed(SDLK_f)) {
- player[0].onfire = 1 - player[0].onfire;
- if (player[0].onfire) {
- player[0].CatchFire();
+ Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+ if (Person::players[0]->onfire) {
+ Person::players[0]->CatchFire();
}
- if (!player[0].onfire) {
- emit_sound_at(fireendsound, player[0].coords);
+ if (!Person::players[0]->onfire) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
pause_sound(stream_firesound);
}
}
if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) {
- //if(!player[0].skeleton.free)player[0].damage+=500;
- player[0].RagDoll(0);
- //player[0].spurt=1;
- //player[0].DoDamage(1000);
+ //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
+ Person::players[0]->RagDoll(0);
+ //Person::players[0]->spurt=1;
+ //Person::players[0]->DoDamage(1000);
- emit_sound_at(whooshsound, player[0].coords, 128.);
+ emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
}
if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) {
if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
editorenabled = 1 - editorenabled;
if (editorenabled) {
- player[0].damagetolerance = 100000;
+ Person::players[0]->damagetolerance = 100000;
} else {
- player[0].damagetolerance = 200;
+ Person::players[0]->damagetolerance = 200;
}
- player[0].damage = 0; // these lines were in both if and else, but I think they would better fit in the if
- player[0].permanentdamage = 0;
- player[0].superpermanentdamage = 0;
- player[0].bloodloss = 0;
- player[0].deathbleeding = 0;
+ Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
}
//skip level
int closest = findClosestPlayer();
if (closest >= 0) {
//player[closest]=player[numplayers-1];
- //player[closest].skeleton=player[numplayers-1].skeleton;
+ //Person::players[closest]->skeleton=Person::players[numplayers-1]->skeleton;
numplayers--;
}
}
//if(drawmode>2)drawmode=0;
if (objects.numobjects < max_objects - 1) {
XYZ boxcoords;
- boxcoords.x = player[0].coords.x;
- boxcoords.z = player[0].coords.z;
- boxcoords.y = player[0].coords.y - 3;
+ boxcoords.x = Person::players[0]->coords.x;
+ boxcoords.z = Person::players[0]->coords.z;
+ boxcoords.y = Person::players[0]->coords.y - 3;
if (editortype == bushtype)
- boxcoords.y = player[0].coords.y - .5;
+ boxcoords.y = Person::players[0]->coords.y - .5;
if (editortype == firetype)
- boxcoords.y = player[0].coords.y - .5;
+ boxcoords.y = Person::players[0]->coords.y - .5;
//objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
float temprotat, temprotat2;
temprotat = editoryaw;
if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
if (numplayers < maxplayers - 1) {
- player[numplayers].scale = .2 * 5 * player[0].scale;
- player[numplayers].creature = rabbittype;
- player[numplayers].howactive = editoractive;
- player[numplayers].skeleton.id = numplayers;
- player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+ Person::players[numplayers]->scale = .2 * 5 * Person::players[0]->scale;
+ Person::players[numplayers]->creature = rabbittype;
+ Person::players[numplayers]->howactive = editoractive;
+ Person::players[numplayers]->skeleton.id = numplayers;
+ Person::players[numplayers]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
//texsize=512*512*3/texdetail/texdetail;
- //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
- //player[numplayers].skeleton.skinText.resize(texsize);
+ //if(!Person::players[numplayers]->loaded)Person::players[numplayers]->skeleton.skinText = new GLubyte[texsize];
+ //Person::players[numplayers]->skeleton.skinText.resize(texsize);
int k = abs(Random() % 2) + 1;
if (k == 0) {
- player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &player[numplayers].skeleton.skinText[0], &player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin = 0;
+ Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
+ Person::players[numplayers]->whichskin = 0;
} else if (k == 1) {
- player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &player[numplayers].skeleton.skinText[0], &player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin = 1;
+ Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
+ Person::players[numplayers]->whichskin = 1;
} else {
- player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &player[numplayers].skeleton.skinText[0], &player[numplayers].skeleton.skinsize);
- player[numplayers].whichskin = 2;
+ Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
+ Person::players[numplayers]->whichskin = 2;
}
- player[numplayers].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
- player[numplayers].power = 1;
- player[numplayers].speedmult = 1;
- player[numplayers].animCurrent = bounceidleanim;
- player[numplayers].animTarget = bounceidleanim;
- player[numplayers].frameCurrent = 0;
- player[numplayers].frameTarget = 1;
- player[numplayers].target = 0;
- player[numplayers].bled = 0;
- player[numplayers].speed = 1 + (float)(Random() % 100) / 1000;
-
- player[numplayers].targetyaw = player[0].targetyaw;
- player[numplayers].yaw = player[0].yaw;
-
- player[numplayers].velocity = 0;
- player[numplayers].coords = player[0].coords;
- player[numplayers].oldcoords = player[numplayers].coords;
- player[numplayers].realoldcoords = player[numplayers].coords;
-
- player[numplayers].id = numplayers;
- player[numplayers].skeleton.id = numplayers;
- player[numplayers].updatedelay = 0;
- player[numplayers].normalsupdatedelay = 0;
-
- player[numplayers].aitype = passivetype;
-
- if (player[0].creature == wolftype) {
- headprop = player[0].proportionhead.x / 1.1;
- bodyprop = player[0].proportionbody.x / 1.1;
- armprop = player[0].proportionarms.x / 1.1;
- legprop = player[0].proportionlegs.x / 1.1;
+ Person::players[numplayers]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+ Person::players[numplayers]->power = 1;
+ Person::players[numplayers]->speedmult = 1;
+ Person::players[numplayers]->animCurrent = bounceidleanim;
+ Person::players[numplayers]->animTarget = bounceidleanim;
+ Person::players[numplayers]->frameCurrent = 0;
+ Person::players[numplayers]->frameTarget = 1;
+ Person::players[numplayers]->target = 0;
+ Person::players[numplayers]->bled = 0;
+ Person::players[numplayers]->speed = 1 + (float)(Random() % 100) / 1000;
+
+ Person::players[numplayers]->targetyaw = Person::players[0]->targetyaw;
+ Person::players[numplayers]->yaw = Person::players[0]->yaw;
+
+ Person::players[numplayers]->velocity = 0;
+ Person::players[numplayers]->coords = Person::players[0]->coords;
+ Person::players[numplayers]->oldcoords = Person::players[numplayers]->coords;
+ Person::players[numplayers]->realoldcoords = Person::players[numplayers]->coords;
+
+ Person::players[numplayers]->id = numplayers;
+ Person::players[numplayers]->skeleton.id = numplayers;
+ Person::players[numplayers]->updatedelay = 0;
+ Person::players[numplayers]->normalsupdatedelay = 0;
+
+ Person::players[numplayers]->aitype = passivetype;
+
+ if (Person::players[0]->creature == wolftype) {
+ headprop = Person::players[0]->proportionhead.x / 1.1;
+ bodyprop = Person::players[0]->proportionbody.x / 1.1;
+ armprop = Person::players[0]->proportionarms.x / 1.1;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
}
- if (player[0].creature == rabbittype) {
- headprop = player[0].proportionhead.x / 1.2;
- bodyprop = player[0].proportionbody.x / 1.05;
- armprop = player[0].proportionarms.x / 1.00;
- legprop = player[0].proportionlegs.x / 1.1;
+ if (Person::players[0]->creature == rabbittype) {
+ headprop = Person::players[0]->proportionhead.x / 1.2;
+ bodyprop = Person::players[0]->proportionbody.x / 1.05;
+ armprop = Person::players[0]->proportionarms.x / 1.00;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
}
- if (player[numplayers].creature == wolftype) {
- player[numplayers].proportionhead = 1.1 * headprop;
- player[numplayers].proportionbody = 1.1 * bodyprop;
- player[numplayers].proportionarms = 1.1 * armprop;
- player[numplayers].proportionlegs = 1.1 * legprop;
+ if (Person::players[numplayers]->creature == wolftype) {
+ Person::players[numplayers]->proportionhead = 1.1 * headprop;
+ Person::players[numplayers]->proportionbody = 1.1 * bodyprop;
+ Person::players[numplayers]->proportionarms = 1.1 * armprop;
+ Person::players[numplayers]->proportionlegs = 1.1 * legprop;
}
- if (player[numplayers].creature == rabbittype) {
- player[numplayers].proportionhead = 1.2 * headprop;
- player[numplayers].proportionbody = 1.05 * bodyprop;
- player[numplayers].proportionarms = 1.00 * armprop;
- player[numplayers].proportionlegs = 1.1 * legprop;
- player[numplayers].proportionlegs.y = 1.05 * legprop;
+ if (Person::players[numplayers]->creature == rabbittype) {
+ Person::players[numplayers]->proportionhead = 1.2 * headprop;
+ Person::players[numplayers]->proportionbody = 1.05 * bodyprop;
+ Person::players[numplayers]->proportionarms = 1.00 * armprop;
+ Person::players[numplayers]->proportionlegs = 1.1 * legprop;
+ Person::players[numplayers]->proportionlegs.y = 1.05 * legprop;
}
- player[numplayers].headless = 0;
- player[numplayers].onfire = 0;
+ Person::players[numplayers]->headless = 0;
+ Person::players[numplayers]->onfire = 0;
if (cellophane) {
- player[numplayers].proportionhead.z = 0;
- player[numplayers].proportionbody.z = 0;
- player[numplayers].proportionarms.z = 0;
- player[numplayers].proportionlegs.z = 0;
+ Person::players[numplayers]->proportionhead.z = 0;
+ Person::players[numplayers]->proportionbody.z = 0;
+ Person::players[numplayers]->proportionarms.z = 0;
+ Person::players[numplayers]->proportionlegs.z = 0;
}
- player[numplayers].tempanimation.Load((char *)"Tempanim", 0, 0);
-
- player[numplayers].damagetolerance = 200;
-
- player[numplayers].protectionhead = player[0].protectionhead;
- player[numplayers].protectionhigh = player[0].protectionhigh;
- player[numplayers].protectionlow = player[0].protectionlow;
- player[numplayers].armorhead = player[0].armorhead;
- player[numplayers].armorhigh = player[0].armorhigh;
- player[numplayers].armorlow = player[0].armorlow;
- player[numplayers].metalhead = player[0].metalhead;
- player[numplayers].metalhigh = player[0].metalhigh;
- player[numplayers].metallow = player[0].metallow;
-
- player[numplayers].immobile = player[0].immobile;
-
- player[numplayers].numclothes = player[0].numclothes;
- if (player[numplayers].numclothes)
- for (int i = 0; i < player[numplayers].numclothes; i++) {
- strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
- player[numplayers].clothestintr[i] = player[0].clothestintr[i];
- player[numplayers].clothestintg[i] = player[0].clothestintg[i];
- player[numplayers].clothestintb[i] = player[0].clothestintb[i];
- tintr = player[numplayers].clothestintr[i];
- tintg = player[numplayers].clothestintg[i];
- tintb = player[numplayers].clothestintb[i];
- AddClothes((char *)player[numplayers].clothes[i], &player[numplayers].skeleton.skinText[0]);
+ Person::players[numplayers]->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+ Person::players[numplayers]->damagetolerance = 200;
+
+ Person::players[numplayers]->protectionhead = Person::players[0]->protectionhead;
+ Person::players[numplayers]->protectionhigh = Person::players[0]->protectionhigh;
+ Person::players[numplayers]->protectionlow = Person::players[0]->protectionlow;
+ Person::players[numplayers]->armorhead = Person::players[0]->armorhead;
+ Person::players[numplayers]->armorhigh = Person::players[0]->armorhigh;
+ Person::players[numplayers]->armorlow = Person::players[0]->armorlow;
+ Person::players[numplayers]->metalhead = Person::players[0]->metalhead;
+ Person::players[numplayers]->metalhigh = Person::players[0]->metalhigh;
+ Person::players[numplayers]->metallow = Person::players[0]->metallow;
+
+ Person::players[numplayers]->immobile = Person::players[0]->immobile;
+
+ Person::players[numplayers]->numclothes = Person::players[0]->numclothes;
+ if (Person::players[numplayers]->numclothes)
+ for (int i = 0; i < Person::players[numplayers]->numclothes; i++) {
+ strcpy(Person::players[numplayers]->clothes[i], Person::players[0]->clothes[i]);
+ Person::players[numplayers]->clothestintr[i] = Person::players[0]->clothestintr[i];
+ Person::players[numplayers]->clothestintg[i] = Person::players[0]->clothestintg[i];
+ Person::players[numplayers]->clothestintb[i] = Person::players[0]->clothestintb[i];
+ tintr = Person::players[numplayers]->clothestintr[i];
+ tintg = Person::players[numplayers]->clothestintg[i];
+ tintb = Person::players[numplayers]->clothestintb[i];
+ AddClothes((char *)Person::players[numplayers]->clothes[i], &Person::players[numplayers]->skeleton.skinText[0]);
}
- if (player[numplayers].numclothes) {
- player[numplayers].DoMipmaps();
+ if (Person::players[numplayers]->numclothes) {
+ Person::players[numplayers]->DoMipmaps();
}
- player[numplayers].power = player[0].power;
- player[numplayers].speedmult = player[0].speedmult;
-
- player[numplayers].damage = 0;
- player[numplayers].permanentdamage = 0;
- player[numplayers].superpermanentdamage = 0;
- player[numplayers].deathbleeding = 0;
- player[numplayers].bleeding = 0;
- player[numplayers].numwaypoints = 0;
- player[numplayers].waypoint = 0;
- player[numplayers].jumppath = 0;
- player[numplayers].weaponstuck = -1;
- player[numplayers].weaponactive = -1;
- player[numplayers].num_weapons = 0;
- player[numplayers].bloodloss = 0;
- player[numplayers].dead = 0;
-
- player[numplayers].loaded = 1;
+ Person::players[numplayers]->power = Person::players[0]->power;
+ Person::players[numplayers]->speedmult = Person::players[0]->speedmult;
+
+ Person::players[numplayers]->damage = 0;
+ Person::players[numplayers]->permanentdamage = 0;
+ Person::players[numplayers]->superpermanentdamage = 0;
+ Person::players[numplayers]->deathbleeding = 0;
+ Person::players[numplayers]->bleeding = 0;
+ Person::players[numplayers]->numwaypoints = 0;
+ Person::players[numplayers]->waypoint = 0;
+ Person::players[numplayers]->jumppath = 0;
+ Person::players[numplayers]->weaponstuck = -1;
+ Person::players[numplayers]->weaponactive = -1;
+ Person::players[numplayers]->num_weapons = 0;
+ Person::players[numplayers]->bloodloss = 0;
+ Person::players[numplayers]->dead = 0;
+
+ Person::players[numplayers]->loaded = 1;
numplayers++;
}
}
if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) {
- if (player[numplayers - 1].numwaypoints < 90) {
- player[numplayers - 1].waypoints[player[numplayers - 1].numwaypoints] = player[0].coords;
- player[numplayers - 1].waypointtype[player[numplayers - 1].numwaypoints] = editorpathtype;
- player[numplayers - 1].numwaypoints++;
+ if (Person::players[numplayers - 1]->numwaypoints < 90) {
+ Person::players[numplayers - 1]->waypoints[Person::players[numplayers - 1]->numwaypoints] = Person::players[0]->coords;
+ Person::players[numplayers - 1]->waypointtype[Person::players[numplayers - 1]->numwaypoints] = editorpathtype;
+ Person::players[numplayers - 1]->numwaypoints++;
}
}
connected = 0;
if (numpathpoints > 1)
for (int i = 0; i < numpathpoints; i++) {
- if (distsq(&pathpoint[i], &player[0].coords) < .5 && i != pathpointselected && !connected) {
+ if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
alreadyconnected = 0;
for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
if (pathpointconnect[pathpointselected][j] == i)
}
if (!connected) {
numpathpoints++;
- pathpoint[numpathpoints - 1] = player[0].coords;
+ pathpoint[numpathpoints - 1] = Person::players[0]->coords;
numpathpointconnect[numpathpoints - 1] = 0;
if (numpathpoints > 1 && pathpointselected != -1) {
numpathpointconnect[pathpointselected]++;
for (int i = k; i < numplayers; i++) {
if (i == k)
continue;
- if ( player[k].skeleton.free == 0 &&
- player[i].skeleton.oldfree == 0 &&
- (player[i].animTarget == jumpupanim ||
- player[k].animTarget == jumpupanim) &&
- (player[i].aitype == playercontrolled ||
- player[k].aitype == playercontrolled) &&
- (player[i].aitype == attacktypecutoff && player[i].stunned <= 0 ||
- player[k].aitype == attacktypecutoff && player[k].stunned <= 0)) {
- if ( distsq(&player[i].coords, &player[k].coords) < 10 * sq((player[i].scale + player[k].scale) * 2.5) &&
- distsqflat(&player[i].coords, &player[k].coords) < 2 * sq((player[i].scale + player[k].scale) * 2.5)) {
+ if ( Person::players[k]->skeleton.free == 0 &&
+ Person::players[i]->skeleton.oldfree == 0 &&
+ (Person::players[i]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpupanim) &&
+ (Person::players[i]->aitype == playercontrolled ||
+ Person::players[k]->aitype == playercontrolled) &&
+ (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
+ Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
+ if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+ distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
//TODO: refactor two huge similar ifs
- if (player[i].animTarget == jumpupanim &&
- player[k].animTarget != getupfrombackanim &&
- player[k].animTarget != getupfromfrontanim &&
- animation[player[k].animTarget].height == middleheight &&
- normaldotproduct(player[i].velocity, player[k].coords - player[i].coords) < 0 &&
- (player[k].aitype == playercontrolled && player[k].attackkeydown ||
- player[k].aitype != playercontrolled)) {
- player[i].victim = &player[k];
- player[i].velocity = 0;
- player[i].animCurrent = jumpreversedanim;
- player[i].animTarget = jumpreversedanim;
- player[i].frameCurrent = 0;
- player[i].frameTarget = 1;
- player[i].targettilt2 = 0;
- player[k].victim = &player[i];
- player[k].velocity = 0;
- player[k].animCurrent = jumpreversalanim;
- player[k].animTarget = jumpreversalanim;
- player[k].frameCurrent = 0;
- player[k].frameTarget = 1;
- player[k].targettilt2 = 0;
- if (player[i].coords.y < player[k].coords.y + 1) {
- player[i].animCurrent = rabbitkickreversedanim;
- player[i].animTarget = rabbitkickreversedanim;
- player[i].frameCurrent = 1;
- player[i].frameTarget = 2;
- player[k].animCurrent = rabbitkickreversalanim;
- player[k].animTarget = rabbitkickreversalanim;
- player[k].frameCurrent = 1;
- player[k].frameTarget = 2;
+ if (Person::players[i]->animTarget == jumpupanim &&
+ Person::players[k]->animTarget != getupfrombackanim &&
+ Person::players[k]->animTarget != getupfromfrontanim &&
+ animation[Person::players[k]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+ (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
+ Person::players[k]->aitype != playercontrolled)) {
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversedanim;
+ Person::players[i]->animTarget = jumpreversedanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversalanim;
+ Person::players[k]->animTarget = jumpreversalanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
+ Person::players[i]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animTarget = rabbitkickreversedanim;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
+ Person::players[k]->animCurrent = rabbitkickreversalanim;
+ Person::players[k]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
}
- player[i].target = 0;
- player[k].oldcoords = player[k].coords;
- player[i].coords = player[k].coords;
- player[k].targetyaw = player[i].targetyaw;
- player[k].yaw = player[i].targetyaw;
- if (player[k].aitype == attacktypecutoff)
- player[k].stunned = .5;
+ Person::players[i]->target = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[k]->targetyaw = Person::players[i]->targetyaw;
+ Person::players[k]->yaw = Person::players[i]->targetyaw;
+ if (Person::players[k]->aitype == attacktypecutoff)
+ Person::players[k]->stunned = .5;
}
- if (player[k].animTarget == jumpupanim &&
- player[i].animTarget != getupfrombackanim &&
- player[i].animTarget != getupfromfrontanim &&
- animation[player[i].animTarget].height == middleheight &&
- normaldotproduct(player[k].velocity, player[i].coords - player[k].coords) < 0 &&
- ((player[i].aitype == playercontrolled && player[i].attackkeydown) ||
- player[i].aitype != playercontrolled)) {
- player[k].victim = &player[i];
- player[k].velocity = 0;
- player[k].animCurrent = jumpreversedanim;
- player[k].animTarget = jumpreversedanim;
- player[k].frameCurrent = 0;
- player[k].frameTarget = 1;
- player[k].targettilt2 = 0;
- player[i].victim = &player[k];
- player[i].velocity = 0;
- player[i].animCurrent = jumpreversalanim;
- player[i].animTarget = jumpreversalanim;
- player[i].frameCurrent = 0;
- player[i].frameTarget = 1;
- player[i].targettilt2 = 0;
- if (player[k].coords.y < player[i].coords.y + 1) {
- player[k].animTarget = rabbitkickreversedanim;
- player[k].animCurrent = rabbitkickreversedanim;
- player[i].animCurrent = rabbitkickreversalanim;
- player[i].animTarget = rabbitkickreversalanim;
- player[k].frameCurrent = 1;
- player[k].frameTarget = 2;
- player[i].frameCurrent = 1;
- player[i].frameTarget = 2;
+ if (Person::players[k]->animTarget == jumpupanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ animation[Person::players[i]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+ ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+ Person::players[i]->aitype != playercontrolled)) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversedanim;
+ Person::players[k]->animTarget = jumpreversedanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversalanim;
+ Person::players[i]->animTarget = jumpreversalanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
+ Person::players[k]->animTarget = rabbitkickreversedanim;
+ Person::players[k]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animCurrent = rabbitkickreversalanim;
+ Person::players[i]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
}
- player[k].target = 0;
- player[i].oldcoords = player[i].coords;
- player[k].coords = player[i].coords;
- player[i].targetyaw = player[k].targetyaw;
- player[i].yaw = player[k].targetyaw;
- if (player[i].aitype == attacktypecutoff)
- player[i].stunned = .5;
+ Person::players[k]->target = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ if (Person::players[i]->aitype == attacktypecutoff)
+ Person::players[i]->stunned = .5;
}
}
}
{
static XYZ facing, flatfacing;
for (int k = 0; k < numplayers; k++) {
- player[k].turnspeed = 500;
-
- if ((player[k].isRun() &&
- ((player[k].targetyaw != rabbitrunninganim &&
- player[k].targetyaw != wolfrunninganim) ||
- player[k].frameTarget == 4)) ||
- player[k].animTarget == removeknifeanim ||
- player[k].animTarget == crouchremoveknifeanim ||
- player[k].animTarget == flipanim ||
- player[k].animTarget == fightsidestep ||
- player[k].animTarget == walkanim) {
- player[k].yaw = stepTowardf(player[k].yaw, player[k].targetyaw, multiplier * player[k].turnspeed);
+ Person::players[k]->turnspeed = 500;
+
+ if ((Person::players[k]->isRun() &&
+ ((Person::players[k]->targetyaw != rabbitrunninganim &&
+ Person::players[k]->targetyaw != wolfrunninganim) ||
+ Person::players[k]->frameTarget == 4)) ||
+ Person::players[k]->animTarget == removeknifeanim ||
+ Person::players[k]->animTarget == crouchremoveknifeanim ||
+ Person::players[k]->animTarget == flipanim ||
+ Person::players[k]->animTarget == fightsidestep ||
+ Person::players[k]->animTarget == walkanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
}
- if (player[k].isStop() ||
- player[k].isLanding() ||
- player[k].animTarget == staggerbackhighanim ||
- (player[k].animTarget == sneakanim && player[k].animCurrent == sneakanim) ||
- player[k].animTarget == staggerbackhardanim ||
- player[k].animTarget == backhandspringanim ||
- player[k].animTarget == dodgebackanim ||
- player[k].animTarget == rollanim ||
- (animation[player[k].animTarget].attack &&
- player[k].animTarget != rabbitkickanim &&
- (player[k].animTarget != crouchstabanim || player[k].hasvictim) &&
- (player[k].animTarget != swordgroundstabanim || player[k].hasvictim))) {
- player[k].yaw = stepTowardf(player[k].yaw, player[k].targetyaw, multiplier * player[k].turnspeed * 2);
+ if (Person::players[k]->isStop() ||
+ Person::players[k]->isLanding() ||
+ Person::players[k]->animTarget == staggerbackhighanim ||
+ (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+ Person::players[k]->animTarget == staggerbackhardanim ||
+ Person::players[k]->animTarget == backhandspringanim ||
+ Person::players[k]->animTarget == dodgebackanim ||
+ Person::players[k]->animTarget == rollanim ||
+ (animation[Person::players[k]->animTarget].attack &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+ (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
}
- if (player[k].animTarget == sneakanim && player[k].animCurrent != sneakanim) {
- player[k].yaw = stepTowardf(player[k].yaw, player[k].targetyaw, multiplier * player[k].turnspeed * 4);
+ if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
}
- /*if(player[k].aitype!=passivetype||(distsq(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
- player[k].DoStuff();
- if (player[k].immobile && k != 0)
- player[k].coords = player[k].realoldcoords;
+ /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
+ Person::players[k]->DoStuff();
+ if (Person::players[k]->immobile && k != 0)
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
//if player's position has changed (?)
- if (distsq(&player[k].coords, &player[k].realoldcoords) > 0 &&
- !player[k].skeleton.free &&
- player[k].animTarget != climbanim &&
- player[k].animTarget != hanganim) {
+ if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim) {
XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
int whichhit;
bool tempcollide = 0;
- if (player[k].collide < -.3)
- player[k].collide = -.3;
- if (player[k].collide > 1)
- player[k].collide = 1;
- player[k].collide -= multiplier * 30;
+ if (Person::players[k]->collide < -.3)
+ Person::players[k]->collide = -.3;
+ if (Person::players[k]->collide > 1)
+ Person::players[k]->collide = 1;
+ Person::players[k]->collide -= multiplier * 30;
//clip to terrain
- player[k].coords.y = max(player[k].coords.y, terrain.getHeight(player[k].coords.x, player[k].coords.z));
+ Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
- for (int l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) {
- int i = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+ for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (objects.type[i] != rocktype ||
- objects.scale[i] > .5 && player[k].aitype == playercontrolled ||
- objects.position[i].y > player[k].coords.y) {
- lowpoint = player[k].coords;
- if (player[k].animTarget != jumpupanim &&
- player[k].animTarget != jumpdownanim &&
- !player[k].isFlip())
+ objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
+ objects.position[i].y > Person::players[k]->coords.y) {
+ lowpoint = Person::players[k]->coords;
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip())
lowpoint.y += 1.25;
else
lowpoint.y += 1.3;
- if ( player[k].coords.y < terrain.getHeight(player[k].coords.x, player[k].coords.z) &&
- player[k].coords.y > terrain.getHeight(player[k].coords.x, player[k].coords.z) - .1)
- player[k].coords.y = terrain.getHeight(player[k].coords.x, player[k].coords.z);
- if (player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
- flatfacing = lowpoint - player[k].coords;
- player[k].coords = lowpoint;
- player[k].coords.y -= 1.3;
- player[k].collide = 1;
+ if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
+ Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
+ Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ flatfacing = lowpoint - Person::players[k]->coords;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.3;
+ Person::players[k]->collide = 1;
tempcollide = 1;
//wall jumps
//TODO: refactor four similar blocks
- if (player[k].aitype == playercontrolled &&
- (player[k].animTarget == jumpupanim ||
- player[k].animTarget == jumpdownanim ||
- player[k].isFlip()) &&
- !player[k].jumptogglekeydown &&
- player[k].jumpkeydown) {
- lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, -90, 0) * 1.5;
+ if (Person::players[k]->aitype == playercontrolled &&
+ (Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim ||
+ Person::players[k]->isFlip()) &&
+ !Person::players[k]->jumptogglekeydown &&
+ Person::players[k]->jumpkeydown) {
+ lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
XYZ tempcoords1 = lowpoint;
whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- player[k].setAnimation(walljumpleftanim);
- emit_sound_at(movewhooshsound, player[k].coords);
+ Person::players[k]->setAnimation(walljumpleftanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
- player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
- player[k].yaw = 180 - player[k].yaw;
- player[k].targetyaw = player[k].yaw;
- player[k].lowyaw = player[k].yaw;
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
if (k == 0)
numwallflipped++;
} else {
lowpoint = tempcoords1;
- lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, 90, 0) * 1.5;
+ lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- player[k].setAnimation(walljumprightanim);
- emit_sound_at(movewhooshsound, player[k].coords);
+ Person::players[k]->setAnimation(walljumprightanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
- player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
- player[k].yaw = 180 - player[k].yaw;
- player[k].targetyaw = player[k].yaw;
- player[k].lowyaw = player[k].yaw;
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
if (k == 0)
numwallflipped++;
} else {
lowpoint = tempcoords1;
- lowpointtarget = lowpoint + player[k].facing * 2;
+ lowpointtarget = lowpoint + Person::players[k]->facing * 2;
whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- player[k].setAnimation(walljumpbackanim);
- emit_sound_at(movewhooshsound, player[k].coords);
+ Person::players[k]->setAnimation(walljumpbackanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
- player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
- player[k].yaw = 180 - player[k].yaw;
- player[k].targetyaw = player[k].yaw;
- player[k].lowyaw = player[k].yaw;
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
if (k == 0)
numwallflipped++;
} else {
lowpoint = tempcoords1;
- lowpointtarget = lowpoint - player[k].facing * 2;
+ lowpointtarget = lowpoint - Person::players[k]->facing * 2;
whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
- player[k].setAnimation(walljumpfrontanim);
- emit_sound_at(movewhooshsound, player[k].coords);
+ Person::players[k]->setAnimation(walljumpfrontanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
- player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
- player[k].yaw = 180 - player[k].yaw;
- player[k].yaw += 180;
- player[k].targetyaw = player[k].yaw;
- player[k].lowyaw = player[k].yaw;
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->yaw += 180;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
if (k == 0)
numwallflipped++;
}
}
}
} else if (objects.type[i] == rocktype) {
- lowpoint2 = player[k].coords;
- lowpoint = player[k].coords;
+ lowpoint2 = Person::players[k]->coords;
+ lowpoint = Person::players[k]->coords;
lowpoint.y += 2;
if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
- player[k].coords = colpoint;
- player[k].collide = 1;
+ Person::players[k]->coords = colpoint;
+ Person::players[k]->collide = 1;
tempcollide = 1;
- if (player[k].animTarget == jumpdownanim || player[k].isFlip()) {
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
//flipped into a rock
- if (player[k].isFlip() && animation[player[k].animTarget].label[player[k].frameTarget] == 7)
- player[k].RagDoll(0);
+ if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
+ Person::players[k]->RagDoll(0);
- if (player[k].animTarget == jumpupanim) {
- player[k].jumppower = -4;
- player[k].animTarget = player[k].getIdle();
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getIdle();
}
- player[k].target = 0;
- player[k].frameTarget = 0;
- player[k].onterrain = 1;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->onterrain = 1;
- if (player[k].id == 0) {
+ if (Person::players[k]->id == 0) {
pause_sound(whooshsound);
OPENAL_SetVolume(channels[whooshsound], 0);
}
//landing
- if ((player[k].animTarget == jumpdownanim || player[k].isFlip()) && !player[k].wasLanding()) {
- if (player[k].isFlip())
- player[k].jumppower = -4;
- player[k].animTarget = player[k].getLanding();
- emit_sound_at(landsound, player[k].coords, 128.);
+ if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
+ if (Person::players[k]->isFlip())
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getLanding();
+ emit_sound_at(landsound, Person::players[k]->coords, 128.);
if (k == 0) {
- envsound[numenvsounds] = player[k].coords;
+ envsound[numenvsounds] = Person::players[k]->coords;
envsoundvol[numenvsounds] = 16;
envsoundlife[numenvsounds] = .4;
numenvsounds++;
}
}
- if (tempcollide && (/*player[k].jumptogglekeydown*/1 == 1 || player[k].aitype != playercontrolled))
- for (int l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) {
- int i = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
- lowpoint = player[k].coords;
+ if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
+ for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ lowpoint = Person::players[k]->coords;
lowpoint.y += 1.35;
if (objects.type[i] != rocktype)
- if (player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
- if (player[k].animTarget != jumpupanim &&
- player[k].animTarget != jumpdownanim &&
- player[k].onterrain)
- player[k].avoidcollided = 1;
- player[k].coords = lowpoint;
- player[k].coords.y -= 1.35;
- player[k].collide = 1;
-
- if ((player[k].grabdelay <= 0 || player[k].aitype != playercontrolled) &&
- (player[k].animCurrent != climbanim &&
- player[k].animCurrent != hanganim &&
- !player[k].isWallJump() ||
- player[k].animTarget == jumpupanim ||
- player[k].animTarget == jumpdownanim)) {
- lowpoint = player[k].coords;
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->onterrain)
+ Person::players[k]->avoidcollided = 1;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.35;
+ Person::players[k]->collide = 1;
+
+ if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
+ (Person::players[k]->animCurrent != climbanim &&
+ Person::players[k]->animCurrent != hanganim &&
+ !Person::players[k]->isWallJump() ||
+ Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim)) {
+ lowpoint = Person::players[k]->coords;
objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
- lowpoint = player[k].coords;
+ lowpoint = Person::players[k]->coords;
lowpoint.y += .05;
facing = 0;
facing.z = -1;
- facing = DoRotation(facing, 0, player[k].targetyaw + 180, 0);
+ facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
lowpointtarget = lowpoint + facing * 1.4;
whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
if (whichhit != -1) {
- lowpoint = player[k].coords;
+ lowpoint = Person::players[k]->coords;
lowpoint.y += .1;
lowpointtarget = lowpoint + facing * 1.4;
lowpoint2 = lowpoint;
whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
if (objects.friction[i] > .5)
if (whichhit != -1) {
- if (whichhit != -1 && player[k].animTarget != jumpupanim && player[k].animTarget != jumpdownanim)
- player[k].collided = 1;
+ if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+ Person::players[k]->collided = 1;
if (checkcollide(lowpoint7, lowpointtarget7) == -1)
if (checkcollide(lowpoint6, lowpointtarget6) == -1)
if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
&colpoint, &objects.position[i], &objects.yaw[i]) != -1)
for (int j = 0; j < 45; j++) {
- lowpoint = player[k].coords;
+ lowpoint = Person::players[k]->coords;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.4;
if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
&colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
- if (j <= 6 || j <= 25 && player[k].animTarget == jumpdownanim)
+ if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
break;
- if (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim) {
+ if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
- lowpoint = player[k].coords;
+ lowpoint = Person::players[k]->coords;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.3;
- flatfacing = player[k].coords;
- player[k].coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
- player[k].coords.y = lowpointtarget.y - .07;
- player[k].currentoffset = (flatfacing - player[k].coords) / player[k].scale;
+ flatfacing = Person::players[k]->coords;
+ Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+ Person::players[k]->coords.y = lowpointtarget.y - .07;
+ Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
- if (j > 10 || !player[k].isRun()) {
- if (player[k].animTarget == jumpdownanim || player[k].animTarget == jumpupanim) {
+ if (j > 10 || !Person::players[k]->isRun()) {
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
if (k == 0)
pause_sound(whooshsound);
}
- emit_sound_at(jumpsound, player[k].coords, 128.);
+ emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
- player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
- player[k].yaw = 180 - player[k].yaw;
- player[k].targetyaw = player[k].yaw;
- player[k].lowyaw = player[k].yaw;
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
- //player[k].velocity=lowpointtarget*.03;
- player[k].velocity = 0;
+ //Person::players[k]->velocity=lowpointtarget*.03;
+ Person::players[k]->velocity = 0;
//climb ledge (?)
- if (player[k].animTarget == jumpupanim) {
- player[k].animTarget = climbanim;
- player[k].jumppower = 0;
- player[k].jumpclimb = 1;
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->animTarget = climbanim;
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumpclimb = 1;
}
- player[k].transspeed = 6;
- player[k].target = 0;
- player[k].frameTarget = 1;
+ Person::players[k]->transspeed = 6;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 1;
//hang ledge (?)
if (j > 25) {
- player[k].setAnimation(hanganim);
- player[k].jumppower = 0;
+ Person::players[k]->setAnimation(hanganim);
+ Person::players[k]->jumppower = 0;
}
}
break;
}
}
}
- if (player[k].collide <= 0) {
+ if (Person::players[k]->collide <= 0) {
//in the air
- if (!player[k].onterrain &&
- player[k].animTarget != jumpupanim &&
- player[k].animTarget != jumpdownanim &&
- player[k].animTarget != climbanim &&
- player[k].animTarget != hanganim &&
- !player[k].isWallJump() &&
- !player[k].isFlip()) {
- if (player[k].animCurrent != climbanim &&
- player[k].animCurrent != tempanim &&
- player[k].animTarget != backhandspringanim &&
- (player[k].animTarget != rollanim ||
- player[k].frameTarget < 2 ||
- player[k].frameTarget > 6)) {
+ if (!Person::players[k]->onterrain &&
+ Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim &&
+ !Person::players[k]->isWallJump() &&
+ !Person::players[k]->isFlip()) {
+ if (Person::players[k]->animCurrent != climbanim &&
+ Person::players[k]->animCurrent != tempanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->animTarget != rollanim ||
+ Person::players[k]->frameTarget < 2 ||
+ Person::players[k]->frameTarget > 6)) {
//stagger off ledge (?)
- if (player[k].animTarget == staggerbackhighanim || player[k].animTarget == staggerbackhardanim)
- player[k].RagDoll(0);
- player[k].setAnimation(jumpdownanim);
+ if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+ Person::players[k]->RagDoll(0);
+ Person::players[k]->setAnimation(jumpdownanim);
if (!k)
- emit_sound_at(whooshsound, player[k].coords, 128.);
+ emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
}
//gravity
- player[k].velocity.y += gravity;
+ Person::players[k]->velocity.y += gravity;
}
}
}
- player[k].realoldcoords = player[k].coords;
+ Person::players[k]->realoldcoords = Person::players[k]->coords;
}
}
if (!Input::isKeyDown(attackkey))
oldattackkey = 0;
if (oldattackkey)
- player[0].attackkeydown = 0;
+ Person::players[0]->attackkeydown = 0;
if (oldattackkey)
playerrealattackkeydown = 0;
if (!oldattackkey)
playerrealattackkeydown = Input::isKeyDown(attackkey);
- if ((player[0].parriedrecently <= 0 ||
- player[0].weaponactive == -1) &&
+ if ((Person::players[0]->parriedrecently <= 0 ||
+ Person::players[0]->weaponactive == -1) &&
(!oldattackkey ||
(realthreat &&
- player[0].lastattack != swordslashanim &&
- player[0].lastattack != knifeslashstartanim &&
- player[0].lastattack != staffhitanim &&
- player[0].lastattack != staffspinhitanim)))
- player[0].attackkeydown = Input::isKeyDown(attackkey);
+ Person::players[0]->lastattack != swordslashanim &&
+ Person::players[0]->lastattack != knifeslashstartanim &&
+ Person::players[0]->lastattack != staffhitanim &&
+ Person::players[0]->lastattack != staffspinhitanim)))
+ Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
if (Input::isKeyDown(attackkey) &&
!oldattackkey &&
- !player[0].backkeydown) {
+ !Person::players[0]->backkeydown) {
for (int k = 0; k < numplayers; k++) {
- if ((player[k].animTarget == swordslashanim ||
- player[k].animTarget == staffhitanim ||
- player[k].animTarget == staffspinhitanim) &&
- player[0].animCurrent != dodgebackanim &&
- !player[k].skeleton.free)
- player[k].Reverse();
+ if ((Person::players[k]->animTarget == swordslashanim ||
+ Person::players[k]->animTarget == staffhitanim ||
+ Person::players[k]->animTarget == staffspinhitanim) &&
+ Person::players[0]->animCurrent != dodgebackanim &&
+ !Person::players[k]->skeleton.free)
+ Person::players[k]->Reverse();
}
}
if (!hostile || indialogue != -1)
- player[0].attackkeydown = 0;
+ Person::players[0]->attackkeydown = 0;
for (int k = 0; k < numplayers; k++) {
if (indialogue != -1)
- player[k].attackkeydown = 0;
- if (player[k].animTarget != rabbitrunninganim && player[k].animTarget != wolfrunninganim) {
- if (player[k].aitype != playercontrolled)
- player[k].victim = &player[0];
+ Person::players[k]->attackkeydown = 0;
+ if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
+ if (Person::players[k]->aitype != playercontrolled)
+ Person::players[k]->victim = Person::players[0];
//attack key pressed
- if (player[k].attackkeydown) {
+ if (Person::players[k]->attackkeydown) {
//dodge backward
- if (player[k].backkeydown &&
- player[k].animTarget != backhandspringanim &&
- (player[k].isIdle() ||
- player[k].isStop() ||
- player[k].isRun() ||
- player[k].animTarget == walkanim)) {
- if (player[k].jumppower <= 1) {
- player[k].jumppower -= 2;
+ if (Person::players[k]->backkeydown &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isStop() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim)) {
+ if (Person::players[k]->jumppower <= 1) {
+ Person::players[k]->jumppower -= 2;
} else {
for (int i = 0; i < numplayers; i++) {
if (i == k)
continue;
- if (player[i].animTarget == swordslashanim ||
- player[i].animTarget == knifeslashstartanim ||
- player[i].animTarget == staffhitanim ||
- player[i].animTarget == staffspinhitanim)
- if (distsq(&player[k].coords, &player[i].coords) < 6.5 && !player[i].skeleton.free) {
- player[k].setAnimation(dodgebackanim);
- player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords);
- player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords);
+ if (Person::players[i]->animTarget == swordslashanim ||
+ Person::players[i]->animTarget == knifeslashstartanim ||
+ Person::players[i]->animTarget == staffhitanim ||
+ Person::players[i]->animTarget == staffspinhitanim)
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
+ Person::players[k]->setAnimation(dodgebackanim);
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
}
}
- if (player[k].animTarget != dodgebackanim) {
+ if (Person::players[k]->animTarget != dodgebackanim) {
if (k == 0)
numflipped++;
- player[k].setAnimation(backhandspringanim);
- player[k].targetyaw = -yaw + 180;
- if (player[k].leftkeydown)
- player[k].targetyaw -= 45;
- if (player[k].rightkeydown)
- player[k].targetyaw += 45;
- player[k].yaw = player[k].targetyaw;
- player[k].jumppower -= 2;
+ Person::players[k]->setAnimation(backhandspringanim);
+ Person::players[k]->targetyaw = -yaw + 180;
+ if (Person::players[k]->leftkeydown)
+ Person::players[k]->targetyaw -= 45;
+ if (Person::players[k]->rightkeydown)
+ Person::players[k]->targetyaw += 45;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->jumppower -= 2;
}
}
}
//attack
- if (!animation[player[k].animTarget].attack &&
- !player[k].backkeydown &&
- (player[k].isIdle() ||
- player[k].isRun() ||
- player[k].animTarget == walkanim ||
- player[k].animTarget == sneakanim ||
- player[k].isCrouch())) {
- const int attackweapon = player[k].weaponactive == -1 ? 0 : weapons[player[k].weaponids[player[k].weaponactive]].getType();
+ if (!animation[Person::players[k]->animTarget].attack &&
+ !Person::players[k]->backkeydown &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim ||
+ Person::players[k]->animTarget == sneakanim ||
+ Person::players[k]->isCrouch())) {
+ const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
//normal attacks (?)
- player[k].hasvictim = 0;
+ Person::players[k]->hasvictim = 0;
if (numplayers > 1)
for (int i = 0; i < numplayers; i++) {
if (i == k || !(k == 0 || i == 0))
continue;
- if (!player[k].hasvictim)
- if (animation[player[k].animTarget].attack != reversal) {
+ if (!Person::players[k]->hasvictim)
+ if (animation[Person::players[k]->animTarget].attack != reversal) {
//choose an attack
- const float distance = distsq(&player[k].coords, &player[i].coords);
+ const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
if (distance < 4.5 &&
- !player[i].skeleton.free &&
- player[i].howactive < typedead1 &&
- player[i].animTarget != jumpreversedanim &&
- player[i].animTarget != rabbitkickreversedanim &&
- player[i].animTarget != rabbitkickanim &&
- player[k].animTarget != rabbitkickanim &&
- player[i].animTarget != getupfrombackanim &&
- (player[i].animTarget != staggerbackhighanim &&
- (player[i].animTarget != staggerbackhardanim ||
- animation[staggerbackhardanim].label[player[i].frameTarget] == 6)) &&
- player[i].animTarget != jumpdownanim &&
- player[i].animTarget != jumpupanim &&
- player[i].animTarget != getupfromfrontanim) {
- player[k].victim = &player[i];
- player[k].hasvictim = 1;
- if (player[k].aitype == playercontrolled) { //human player
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->howactive < typedead1 &&
+ Person::players[i]->animTarget != jumpreversedanim &&
+ Person::players[i]->animTarget != rabbitkickreversedanim &&
+ Person::players[i]->animTarget != rabbitkickanim &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ (Person::players[i]->animTarget != staggerbackhighanim &&
+ (Person::players[i]->animTarget != staggerbackhardanim ||
+ animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
+ Person::players[i]->animTarget != jumpdownanim &&
+ Person::players[i]->animTarget != jumpupanim &&
+ Person::players[i]->animTarget != getupfromfrontanim) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (Person::players[k]->aitype == playercontrolled) { //human player
//sweep
- if (distance < 2.5 * sq(player[k].scale * 5) &&
- player[k].crouchkeydown &&
- animation[player[i].animTarget].height != lowheight)
- player[k].animTarget = sweepanim;
+ if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[k]->crouchkeydown &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
//winduppunch
- else if (distance < 1.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight &&
- !player[k].forwardkeydown &&
- !player[k].leftkeydown &&
- !player[k].rightkeydown &&
- !player[k].crouchkeydown &&
+ else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
!attackweapon &&
!reversaltrain)
- player[k].animTarget = winduppunchanim;
+ Person::players[k]->animTarget = winduppunchanim;
//upunch
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight &&
- !player[k].forwardkeydown &&
- !player[k].leftkeydown &&
- !player[k].rightkeydown &&
- !player[k].crouchkeydown &&
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
!attackweapon)
- player[k].animTarget = upunchanim;
+ Person::players[k]->animTarget = upunchanim;
//knifefollow
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
- player[i].staggerdelay > 0 &&
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[i]->staggerdelay > 0 &&
attackweapon == knife &&
- player[i].bloodloss > player[i].damagetolerance / 2)
- player[k].animTarget = knifefollowanim;
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
+ Person::players[k]->animTarget = knifefollowanim;
//knifeslashstart
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight &&
- !player[k].forwardkeydown &&
- !player[k].leftkeydown &&
- !player[k].rightkeydown &&
- !player[k].crouchkeydown &&
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
attackweapon == knife &&
- player[k].weaponmissdelay <= 0)
- player[k].animTarget = knifeslashstartanim;
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = knifeslashstartanim;
//swordslash
- else if (distance < 4.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight &&
- !player[k].crouchkeydown &&
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
attackweapon == sword &&
- player[k].weaponmissdelay <= 0)
- player[k].animTarget = swordslashanim;
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = swordslashanim;
//staffhit
- else if (distance < 4.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight &&
- !player[k].crouchkeydown &&
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
attackweapon == staff &&
- player[k].weaponmissdelay <= 0 &&
- !player[k].leftkeydown &&
- !player[k].rightkeydown &&
- !player[k].forwardkeydown)
- player[k].animTarget = staffhitanim;
+ Person::players[k]->weaponmissdelay <= 0 &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->forwardkeydown)
+ Person::players[k]->animTarget = staffhitanim;
//staffspinhit
- else if (distance < 4.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight &&
- !player[k].crouchkeydown &&
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
attackweapon == staff &&
- player[k].weaponmissdelay <= 0)
- player[k].animTarget = staffspinhitanim;
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = staffspinhitanim;
//spinkick
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height != lowheight)
- player[k].animTarget = spinkickanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height == lowheight &&
- animation[player[k].animTarget].attack != normalattack)
- player[k].animTarget = lowkickanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height == lowheight &&
+ animation[Person::players[k]->animTarget].attack != normalattack)
+ Person::players[k]->animTarget = lowkickanim;
} else { //AI player
- if (distance < 4.5 * sq(player[k].scale * 5)) {
+ if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
randattack = abs(Random() % 5);
- if (!attackweapon && distance < 2.5 * sq(player[k].scale * 5)) {
+ if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
//sweep
- if (randattack == 0 && animation[player[i].animTarget].height != lowheight)
- player[k].animTarget = sweepanim;
+ if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
//upunch
- else if (randattack == 1 && animation[player[i].animTarget].height != lowheight &&
+ else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
!attackweapon)
- player[k].animTarget = upunchanim;
+ Person::players[k]->animTarget = upunchanim;
//spinkick
- else if (randattack == 2 && animation[player[i].animTarget].height != lowheight)
- player[k].animTarget = spinkickanim;
+ else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if (animation[player[i].animTarget].height == lowheight)
- player[k].animTarget = lowkickanim;
+ else if (animation[Person::players[i]->animTarget].height == lowheight)
+ Person::players[k]->animTarget = lowkickanim;
}
if (attackweapon) {
//sweep
if ((tutoriallevel != 1 || !attackweapon) &&
- distance < 2.5 * sq(player[k].scale * 5) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack == 0 &&
- animation[player[i].animTarget].height != lowheight)
- player[k].animTarget = sweepanim;
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
//knifeslashstart
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
attackweapon == knife &&
- player[k].weaponmissdelay <= 0)
- player[k].animTarget = knifeslashstartanim;
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = knifeslashstartanim;
//swordslash
- else if (!(player[0].victim == &player[i] &&
- player[0].hasvictim &&
- player[0].animTarget == swordslashanim) &&
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
attackweapon == sword &&
- player[k].weaponmissdelay <= 0)
- player[k].animTarget = swordslashanim;
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = swordslashanim;
//staffhit
- else if (!(player[0].victim == &player[i] &&
- player[0].hasvictim &&
- player[0].animTarget == swordslashanim) &&
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
attackweapon == staff &&
- player[k].weaponmissdelay <= 0 &&
+ Person::players[k]->weaponmissdelay <= 0 &&
randattack < 3)
- player[k].animTarget = staffhitanim;
+ Person::players[k]->animTarget = staffhitanim;
//staffspinhit
- else if (!(player[0].victim == &player[i] &&
- player[0].hasvictim &&
- player[0].animTarget == swordslashanim) &&
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
attackweapon == staff &&
- player[k].weaponmissdelay <= 0 &&
+ Person::players[k]->weaponmissdelay <= 0 &&
randattack >= 3)
- player[k].animTarget = staffspinhitanim;
+ Person::players[k]->animTarget = staffspinhitanim;
//spinkick
else if ((tutoriallevel != 1 || !attackweapon) &&
- distance < 2.5 * sq(player[k].scale * 5) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack == 1 &&
- animation[player[i].animTarget].height != lowheight)
- player[k].animTarget = spinkickanim;
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
//lowkick
- else if (distance < 2.5 * sq(player[k].scale * 5) &&
- animation[player[i].animTarget].height == lowheight &&
- animation[player[k].animTarget].attack != normalattack)
- player[k].animTarget = lowkickanim;
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height == lowheight &&
+ animation[Person::players[k]->animTarget].attack != normalattack)
+ Person::players[k]->animTarget = lowkickanim;
}
}
}
//upunch becomes wolfslap
- if (player[k].animTarget == upunchanim && player[k].creature == wolftype)
- player[k].animTarget = wolfslapanim;
+ if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+ Person::players[k]->animTarget = wolfslapanim;
}
//sneak attacks
if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
- player[i].howactive < typedead1 &&
- distance < 1.5 * sq(player[k].scale * 5) &&
- !player[i].skeleton.free &&
- player[i].animTarget != getupfrombackanim &&
- player[i].animTarget != getupfromfrontanim &&
- (player[i].stunned > 0 && player[k].madskills ||
- player[i].surprised > 0 ||
- player[i].aitype == passivetype ||
- attackweapon && player[i].stunned > 0) &&
- normaldotproduct(player[i].facing, player[i].coords - player[k].coords) > 0) {
+ Person::players[i]->howactive < typedead1 &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
+ Person::players[i]->surprised > 0 ||
+ Person::players[i]->aitype == passivetype ||
+ attackweapon && Person::players[i]->stunned > 0) &&
+ normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
//sneakattack
if (!attackweapon) {
- player[k].animCurrent = sneakattackanim;
- player[k].animTarget = sneakattackanim;
- player[i].animCurrent = sneakattackedanim;
- player[i].animTarget = sneakattackedanim;
- player[k].oldcoords = player[k].coords;
- player[k].coords = player[i].coords;
+ Person::players[k]->animCurrent = sneakattackanim;
+ Person::players[k]->animTarget = sneakattackanim;
+ Person::players[i]->animCurrent = sneakattackedanim;
+ Person::players[i]->animTarget = sneakattackedanim;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
}
//knifesneakattack
if (attackweapon == knife) {
- player[k].animCurrent = knifesneakattackanim;
- player[k].animTarget = knifesneakattackanim;
- player[i].animCurrent = knifesneakattackedanim;
- player[i].animTarget = knifesneakattackedanim;
- player[i].oldcoords = player[i].coords;
- player[i].coords = player[k].coords;
+ Person::players[k]->animCurrent = knifesneakattackanim;
+ Person::players[k]->animTarget = knifesneakattackanim;
+ Person::players[i]->animCurrent = knifesneakattackedanim;
+ Person::players[i]->animTarget = knifesneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
}
//swordsneakattack
if (attackweapon == sword) {
- player[k].animCurrent = swordsneakattackanim;
- player[k].animTarget = swordsneakattackanim;
- player[i].animCurrent = swordsneakattackedanim;
- player[i].animTarget = swordsneakattackedanim;
- player[i].oldcoords = player[i].coords;
- player[i].coords = player[k].coords;
+ Person::players[k]->animCurrent = swordsneakattackanim;
+ Person::players[k]->animTarget = swordsneakattackanim;
+ Person::players[i]->animCurrent = swordsneakattackedanim;
+ Person::players[i]->animTarget = swordsneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
}
if (attackweapon != staff) {
- player[k].victim = &player[i];
- player[k].hasvictim = 1;
- player[i].targettilt2 = 0;
- player[i].frameTarget = 1;
- player[i].frameCurrent = 0;
- player[i].target = 0;
- player[i].velocity = 0;
- player[k].targettilt2 = player[i].targettilt2;
- player[k].frameCurrent = player[i].frameCurrent;
- player[k].frameTarget = player[i].frameTarget;
- player[k].target = player[i].target;
- player[k].velocity = 0;
- player[k].targetyaw = player[i].yaw;
- player[k].yaw = player[i].yaw;
- player[i].targetyaw = player[i].yaw;
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->targetyaw = Person::players[i]->yaw;
+ Person::players[k]->yaw = Person::players[i]->yaw;
+ Person::players[i]->targetyaw = Person::players[i]->yaw;
}
}
- if (animation[player[k].animTarget].attack == normalattack &&
- player[k].victim == &player[i] &&
- (!player[i].skeleton.free)) {
+ if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free)) {
oldattackkey = 1;
- player[k].frameTarget = 0;
- player[k].target = 0;
-
- player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords);
- player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords);
- player[k].lastattack3 = player[k].lastattack2;
- player[k].lastattack2 = player[k].lastattack;
- player[k].lastattack = player[k].animTarget;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->target = 0;
+
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
}
- if (player[k].animTarget == knifefollowanim &&
- player[k].victim == &player[i]) {
+ if (Person::players[k]->animTarget == knifefollowanim &&
+ Person::players[k]->victim == Person::players[i]) {
oldattackkey = 1;
- player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords);
- player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords);
- player[k].victim = &player[i];
- player[k].hasvictim = 1;
- player[i].animTarget = knifefollowedanim;
- player[i].animCurrent = knifefollowedanim;
- player[i].targettilt2 = 0;
- player[i].targettilt2 = player[k].targettilt2;
- player[i].frameTarget = 1;
- player[i].frameCurrent = 0;
- player[i].target = 0;
- player[i].velocity = 0;
- player[k].animCurrent = knifefollowanim;
- player[k].animTarget = knifefollowanim;
- player[k].targettilt2 = player[i].targettilt2;
- player[k].frameCurrent = player[i].frameCurrent;
- player[k].frameTarget = player[i].frameTarget;
- player[k].target = player[i].target;
- player[k].velocity = 0;
- player[k].oldcoords = player[k].coords;
- player[i].coords = player[k].coords;
- player[i].targetyaw = player[k].targetyaw;
- player[i].yaw = player[k].targetyaw;
- player[k].yaw = player[k].targetyaw;
- player[i].yaw = player[k].targetyaw;
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->animTarget = knifefollowedanim;
+ Person::players[i]->animCurrent = knifefollowedanim;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->animCurrent = knifefollowanim;
+ Person::players[k]->animTarget = knifefollowanim;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
}
}
}
for (int i = 0; i < numplayers; i++) {
if (i == k)
continue;
- if ((playerrealattackkeydown || player[i].dead || !hasstaff) &&
- animation[player[k].animTarget].attack == neutral) {
- const float distance = distsq(&player[k].coords, &player[i].coords);
- if (!player[i].dead || !realthreat || (!attackweapon && player[k].crouchkeydown))
- if (player[i].skeleton.free)
- if (distance < 3.5 * sq(player[k].scale * 5) &&
- (player[i].dead ||
- player[i].skeleton.longdead > 1000 ||
- player[k].isRun() ||
+ if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
+ animation[Person::players[k]->animTarget].attack == neutral) {
+ const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
+ if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
+ if (Person::players[i]->skeleton.free)
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead > 1000 ||
+ Person::players[k]->isRun() ||
hasstaff ||
(attackweapon &&
- (player[i].skeleton.longdead > 2000 ||
- player[i].damage > player[i].damagetolerance / 8 ||
- player[i].bloodloss > player[i].damagetolerance / 2) &&
- distance < 1.5 * sq(player[k].scale * 5)))) {
- player[k].victim = &player[i];
- player[k].hasvictim = 1;
+ (Person::players[i]->skeleton.longdead > 2000 ||
+ Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
if (attackweapon && tutoriallevel != 1) {
//crouchstab
- if (player[k].crouchkeydown && attackweapon == knife && distance < 1.5 * sq(player[k].scale * 5))
- player[k].animTarget = crouchstabanim;
+ if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
+ Person::players[k]->animTarget = crouchstabanim;
//swordgroundstab
- if (player[k].crouchkeydown && distance < 1.5 * sq(player[k].scale * 5) && attackweapon == sword)
- player[k].animTarget = swordgroundstabanim;
+ if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
+ Person::players[k]->animTarget = swordgroundstabanim;
//staffgroundsmash
- if (distance < 3.5 * sq(player[k].scale * 5) && attackweapon == staff)
- player[k].animTarget = staffgroundsmashanim;
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
+ Person::players[k]->animTarget = staffgroundsmashanim;
}
if (distance < 2.5 &&
- player[k].crouchkeydown &&
- player[k].animTarget != crouchstabanim &&
+ Person::players[k]->crouchkeydown &&
+ Person::players[k]->animTarget != crouchstabanim &&
!attackweapon &&
- player[i].dead &&
- player[i].skeleton.free &&
- player[i].skeleton.longdead > 1000) {
- player[k].animTarget = killanim;
+ Person::players[i]->dead &&
+ Person::players[i]->skeleton.free &&
+ Person::players[i]->skeleton.longdead > 1000) {
+ Person::players[k]->animTarget = killanim;
//TODO: refactor this out, what does it do?
for (int j = 0; j < terrain.numdecals; j++) {
if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
}
}
}
- if (!player[i].dead || musictype != 2)
+ if (!Person::players[i]->dead || musictype != 2)
if (distance < 3.5 &&
- (player[k].isRun() || player[k].isIdle() && player[k].attackkeydown) &&
- player[k].staggerdelay <= 0 &&
- (player[i].dead ||
- player[i].skeleton.longdead < 300 &&
- player[k].lastattack != spinkickanim &&
- player[i].skeleton.free) &&
- (!player[i].dead || musictype != stream_fighttheme)) {
- player[k].animTarget = dropkickanim;
+ (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+ Person::players[k]->staggerdelay <= 0 &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead < 300 &&
+ Person::players[k]->lastattack != spinkickanim &&
+ Person::players[i]->skeleton.free) &&
+ (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+ Person::players[k]->animTarget = dropkickanim;
for (int j = 0; j < terrain.numdecals; j++) {
if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
terrain.decalalivetime[j] < 2) {
}
}
}
- if (animation[player[k].animTarget].attack == normalattack &&
- player[k].victim == &player[i] &&
- (!player[i].skeleton.free ||
- player[k].animTarget == killanim ||
- player[k].animTarget == crouchstabanim ||
- player[k].animTarget == swordgroundstabanim ||
- player[k].animTarget == staffgroundsmashanim ||
- player[k].animTarget == dropkickanim)) {
+ if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free ||
+ Person::players[k]->animTarget == killanim ||
+ Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim ||
+ Person::players[k]->animTarget == dropkickanim)) {
oldattackkey = 1;
- player[k].frameTarget = 0;
- player[k].target = 0;
-
- XYZ targetpoint = player[i].coords;
- if (player[k].animTarget == crouchstabanim ||
- player[k].animTarget == swordgroundstabanim ||
- player[k].animTarget == staffgroundsmashanim) {
- targetpoint += (player[i].jointPos(abdomen) +
- player[i].jointPos(neck)) / 2 *
- player[i].scale;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->target = 0;
+
+ XYZ targetpoint = Person::players[i]->coords;
+ if (Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim) {
+ targetpoint += (Person::players[i]->jointPos(abdomen) +
+ Person::players[i]->jointPos(neck)) / 2 *
+ Person::players[i]->scale;
}
- player[k].targetyaw = roughDirectionTo(player[k].coords, targetpoint);
- player[k].targettilt2 = pitchTo(player[k].coords, targetpoint);
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
- if (player[k].animTarget == crouchstabanim || player[k].animTarget == swordgroundstabanim) {
- player[k].targetyaw += (float)(abs(Random() % 100) - 50) / 4;
+ if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
}
- if (player[k].animTarget == staffgroundsmashanim)
- player[k].targettilt2 += 10;
+ if (Person::players[k]->animTarget == staffgroundsmashanim)
+ Person::players[k]->targettilt2 += 10;
- player[k].lastattack3 = player[k].lastattack2;
- player[k].lastattack2 = player[k].lastattack;
- player[k].lastattack = player[k].animTarget;
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
- if (player[k].animTarget == swordgroundstabanim) {
- player[k].targetyaw += 30;
+ if (Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += 30;
}
}
}
}
- if (!player[k].hasvictim) {
+ if (!Person::players[k]->hasvictim) {
//find victim
for (int i = 0; i < numplayers; i++) {
if (i == k || !(i == 0 || k == 0))
continue;
- if (!player[i].skeleton.free) {
- if (player[k].hasvictim) {
- if (distsq(&player[k].coords, &player[i].coords) <
- distsq(&player[k].coords, &player[k].victim->coords))
- player[k].victim = &player[i];
+ if (!Person::players[i]->skeleton.free) {
+ if (Person::players[k]->hasvictim) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+ Person::players[k]->victim = Person::players[i];
} else {
- player[k].victim = &player[i];
- player[k].hasvictim = 1;
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
}
}
}
}
- if (player[k].aitype == playercontrolled)
+ if (Person::players[k]->aitype == playercontrolled)
//rabbit kick
- if (player[k].attackkeydown &&
- player[k].isRun() &&
- player[k].wasRun() &&
- ((player[k].hasvictim &&
- distsq(&player[k].coords, &player[k].victim->coords) < 12 * sq(player[k].scale * 5) &&
- distsq(&player[k].coords, &player[k].victim->coords) > 7 * sq(player[k].scale * 5) &&
- !player[k].victim->skeleton.free &&
- player[k].victim->animTarget != getupfrombackanim &&
- player[k].victim->animTarget != getupfromfrontanim &&
- animation[player[k].victim->animTarget].height != lowheight &&
- player[k].aitype != playercontrolled && //wat???
- normaldotproduct(player[k].facing, player[k].victim->coords - player[k].coords) > 0 &&
- player[k].rabbitkickenabled) ||
- player[k].jumpkeydown)) {
+ if (Person::players[k]->attackkeydown &&
+ Person::players[k]->isRun() &&
+ Person::players[k]->wasRun() &&
+ ((Person::players[k]->hasvictim &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[k]->victim->skeleton.free &&
+ Person::players[k]->victim->animTarget != getupfrombackanim &&
+ Person::players[k]->victim->animTarget != getupfromfrontanim &&
+ animation[Person::players[k]->victim->animTarget].height != lowheight &&
+ Person::players[k]->aitype != playercontrolled && //wat???
+ normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
+ Person::players[k]->rabbitkickenabled) ||
+ Person::players[k]->jumpkeydown)) {
oldattackkey = 1;
- player[k].setAnimation(rabbitkickanim);
+ Person::players[k]->setAnimation(rabbitkickanim);
}
//update counts
- if (animation[player[k].animTarget].attack && k == 0) {
+ if (animation[Person::players[k]->animTarget].attack && k == 0) {
numattacks++;
switch (attackweapon) {
case 0:
for (int k = 0; k < numplayers; k++)
for (int i = k + 1; i < numplayers; i++) {
//neither player is part of a reversal
- if ((animation[player[i].animTarget].attack != reversed &&
- animation[player[i].animTarget].attack != reversal &&
- animation[player[k].animTarget].attack != reversed &&
- animation[player[k].animTarget].attack != reversal) || (i != 0 && k != 0))
- if ((animation[player[i].animCurrent].attack != reversed &&
- animation[player[i].animCurrent].attack != reversal &&
- animation[player[k].animCurrent].attack != reversed &&
- animation[player[k].animCurrent].attack != reversal) || (i != 0 && k != 0))
+ if ((animation[Person::players[i]->animTarget].attack != reversed &&
+ animation[Person::players[i]->animTarget].attack != reversal &&
+ animation[Person::players[k]->animTarget].attack != reversed &&
+ animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+ if ((animation[Person::players[i]->animCurrent].attack != reversed &&
+ animation[Person::players[i]->animCurrent].attack != reversal &&
+ animation[Person::players[k]->animCurrent].attack != reversed &&
+ animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
//neither is sleeping
- if (player[i].howactive <= typesleeping && player[k].howactive <= typesleeping)
- if (player[i].howactive != typesittingwall && player[k].howactive != typesittingwall)
+ if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
+ if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
//in same patch, neither is climbing
- if (player[i].whichpatchx == player[k].whichpatchx &&
- player[i].whichpatchz == player[k].whichpatchz &&
- player[k].skeleton.oldfree == player[k].skeleton.free &&
- player[i].skeleton.oldfree == player[i].skeleton.free &&
- player[i].animTarget != climbanim &&
- player[i].animTarget != hanganim &&
- player[k].animTarget != climbanim &&
- player[k].animTarget != hanganim)
+ if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
+ Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+ Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+ Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != climbanim &&
+ Person::players[i]->animTarget != hanganim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim)
//players are close (bounding box test)
- if (player[i].coords.y > player[k].coords.y - 3)
- if (player[i].coords.y < player[k].coords.y + 3)
- if (player[i].coords.x > player[k].coords.x - 3)
- if (player[i].coords.x < player[k].coords.x + 3)
- if (player[i].coords.z > player[k].coords.z - 3)
- if (player[i].coords.z < player[k].coords.z + 3) {
+ if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
+ if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
+ if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
+ if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
+ if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
//spread fire from player to player
- if (distsq(&player[i].coords, &player[k].coords)
- < 3 * sq((player[i].scale + player[k].scale) * 2.5)) {
- if (player[i].onfire || player[k].onfire) {
- if (!player[i].onfire)
- player[i].CatchFire();
- if (!player[k].onfire)
- player[k].CatchFire();
+ if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
+ < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ if (Person::players[i]->onfire || Person::players[k]->onfire) {
+ if (!Person::players[i]->onfire)
+ Person::players[i]->CatchFire();
+ if (!Person::players[k]->onfire)
+ Person::players[k]->CatchFire();
}
}
- XYZ tempcoords1 = player[i].coords;
- XYZ tempcoords2 = player[k].coords;
- if (!player[i].skeleton.oldfree)
- tempcoords1.y += player[i].jointPos(abdomen).y * player[i].scale;
- if (!player[k].skeleton.oldfree)
- tempcoords2.y += player[k].jointPos(abdomen).y * player[k].scale;
- collisionradius = 1.2 * sq((player[i].scale + player[k].scale) * 2.5);
- if (player[0].hasvictim)
- if (player[0].animTarget == rabbitkickanim && (k == 0 || i == 0) && !player[0].victim->skeleton.free)
+ XYZ tempcoords1 = Person::players[i]->coords;
+ XYZ tempcoords2 = Person::players[k]->coords;
+ if (!Person::players[i]->skeleton.oldfree)
+ tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
+ if (!Person::players[k]->skeleton.oldfree)
+ tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+ collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[0]->hasvictim)
+ if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
collisionradius = 3;
- if ((!player[i].skeleton.oldfree || !player[k].skeleton.oldfree) &&
+ if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
(distsq(&tempcoords1, &tempcoords2) < collisionradius ||
- distsq(&player[i].coords, &player[k].coords) < collisionradius)) {
+ distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
//jump down on a dead body
if (k == 0 || i == 0) {
int l = i ? i : k;
- if (player[0].animTarget == jumpdownanim &&
- !player[0].skeleton.oldfree &&
- !player[0].skeleton.free &&
- player[l].skeleton.oldfree &&
- player[l].skeleton.free &&
- player[l].dead &&
- player[0].lastcollide <= 0 &&
- fabs(player[l].coords.y - player[0].coords.y) < .2 &&
- distsq(&player[0].coords, &player[l].coords) < .7 * sq((player[l].scale + player[0].scale) * 2.5)) {
- player[0].coords.y = player[l].coords.y;
- player[l].velocity = player[0].velocity;
- player[l].skeleton.free = 0;
- player[l].yaw = 0;
- player[l].RagDoll(0);
- player[l].DoDamage(20);
+ if (Person::players[0]->animTarget == jumpdownanim &&
+ !Person::players[0]->skeleton.oldfree &&
+ !Person::players[0]->skeleton.free &&
+ Person::players[l]->skeleton.oldfree &&
+ Person::players[l]->skeleton.free &&
+ Person::players[l]->dead &&
+ Person::players[0]->lastcollide <= 0 &&
+ fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+ distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+ Person::players[0]->coords.y = Person::players[l]->coords.y;
+ Person::players[l]->velocity = Person::players[0]->velocity;
+ Person::players[l]->skeleton.free = 0;
+ Person::players[l]->yaw = 0;
+ Person::players[l]->RagDoll(0);
+ Person::players[l]->DoDamage(20);
camerashake += .3;
- player[l].skeleton.longdead = 0;
- player[0].lastcollide = 1;
+ Person::players[l]->skeleton.longdead = 0;
+ Person::players[0]->lastcollide = 1;
}
}
- if ( (player[i].skeleton.oldfree == 1 && findLengthfast(&player[i].velocity) > 1) ||
- (player[k].skeleton.oldfree == 1 && findLengthfast(&player[k].velocity) > 1) ||
- (player[i].skeleton.oldfree == 0 && player[k].skeleton.oldfree == 0)) {
- rotatetarget = player[k].velocity - player[i].velocity;
- if ((player[i].animTarget != getupfrombackanim && player[i].animTarget != getupfromfrontanim ||
- player[i].skeleton.free) &&
- (player[k].animTarget != getupfrombackanim && player[k].animTarget != getupfromfrontanim ||
- player[k].skeleton.free))
+ if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+ (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+ (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+ rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
+ if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
+ Person::players[i]->skeleton.free) &&
+ (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+ Person::players[k]->skeleton.free))
if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
- k == 0 && findLengthfast(&rotatetarget) > 50 && player[0].rabbitkickragdoll) &&
- normaldotproduct(rotatetarget, player[k].coords - player[i].coords) > 0) &&
+ k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+ normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
(k == 0 ||
- k != 0 && player[i].skeleton.oldfree == 1 && animation[player[k].animCurrent].attack == neutral ||
- /*i!=0&&*/player[k].skeleton.oldfree == 1 && animation[player[i].animCurrent].attack == neutral)) ||
- (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) &&
- (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim || player[k].isFlip()) &&
- k == 0 && !player[i].skeleton.oldfree && !player[k].skeleton.oldfree) {
+ k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
+ /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
+ (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+ (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
+ k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
//If hit by body
- if ( (i != 0 || player[i].skeleton.free) &&
- (k != 0 || player[k].skeleton.free) ||
- (animation[player[i].animTarget].height == highheight &&
- animation[player[k].animTarget].height == highheight)) {
+ if ( (i != 0 || Person::players[i]->skeleton.free) &&
+ (k != 0 || Person::players[k]->skeleton.free) ||
+ (animation[Person::players[i]->animTarget].height == highheight &&
+ animation[Person::players[k]->animTarget].height == highheight)) {
if (tutoriallevel != 1) {
- emit_sound_at(heavyimpactsound, player[i].coords);
+ emit_sound_at(heavyimpactsound, Person::players[i]->coords);
}
- player[i].RagDoll(0);
- if (player[i].damage > player[i].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[i].dead) {
+ Person::players[i]->RagDoll(0);
+ if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
award_bonus(0, aimbonus);
}
- player[i].DoDamage(findLengthfast(&rotatetarget) / 4);
- player[k].RagDoll(0);
- if (player[k].damage > player[k].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[k].dead) {
+ Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
+ Person::players[k]->RagDoll(0);
+ if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
award_bonus(0, aimbonus); // Huh, again?
}
- player[k].DoDamage(findLengthfast(&rotatetarget) / 4);
+ Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
- for (int j = 0; j < player[i].skeleton.num_joints; j++) {
- player[i].skeleton.joints[j].velocity = player[i].skeleton.joints[j].velocity / 5 + player[k].velocity;
+ for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
+ Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
}
- for (int j = 0; j < player[k].skeleton.num_joints; j++) {
- player[k].skeleton.joints[j].velocity = player[k].skeleton.joints[j].velocity / 5 + player[i].velocity;
+ for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
+ Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
}
}
}
- if ( (animation[player[i].animTarget].attack == neutral ||
- animation[player[i].animTarget].attack == normalattack) &&
- (animation[player[k].animTarget].attack == neutral ||
- animation[player[k].animTarget].attack == normalattack)) {
+ if ( (animation[Person::players[i]->animTarget].attack == neutral ||
+ animation[Person::players[i]->animTarget].attack == normalattack) &&
+ (animation[Person::players[k]->animTarget].attack == neutral ||
+ animation[Person::players[k]->animTarget].attack == normalattack)) {
//If bumped
- if (player[i].skeleton.oldfree == 0 && player[k].skeleton.oldfree == 0) {
- if (distsq(&player[k].coords, &player[i].coords) < .5 * sq((player[i].scale + player[k].scale) * 2.5)) {
- rotatetarget = player[k].coords - player[i].coords;
+ if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
Normalise(&rotatetarget);
- player[k].coords = (player[k].coords + player[i].coords) / 2;
- player[i].coords = player[k].coords - rotatetarget * fast_sqrt(.6) / 2
- * sq((player[i].scale + player[k].scale) * 2.5);
- player[k].coords += rotatetarget * fast_sqrt(.6) / 2 * sq((player[i].scale + player[k].scale) * 2.5);
- if (player[k].howactive == typeactive || hostile)
- if (player[k].isIdle()) {
- if (player[k].howactive < typesleeping)
- player[k].setAnimation(player[k].getStop());
- else if (player[k].howactive == typesleeping)
- player[k].setAnimation(getupfromfrontanim);
+ Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
+ Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
+ * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[k]->howactive == typeactive || hostile)
+ if (Person::players[k]->isIdle()) {
+ if (Person::players[k]->howactive < typesleeping)
+ Person::players[k]->setAnimation(Person::players[k]->getStop());
+ else if (Person::players[k]->howactive == typesleeping)
+ Person::players[k]->setAnimation(getupfromfrontanim);
if (!editorenabled)
- player[k].howactive = typeactive;
+ Person::players[k]->howactive = typeactive;
}
- if (player[i].howactive == typeactive || hostile)
- if (player[i].isIdle()) {
- if (player[i].howactive < typesleeping)
- player[i].setAnimation(player[k].getStop());
+ if (Person::players[i]->howactive == typeactive || hostile)
+ if (Person::players[i]->isIdle()) {
+ if (Person::players[i]->howactive < typesleeping)
+ Person::players[i]->setAnimation(Person::players[k]->getStop());
else
- player[i].setAnimation(getupfromfrontanim);
+ Person::players[i]->setAnimation(getupfromfrontanim);
if (!editorenabled)
- player[i].howactive = typeactive;
+ Person::players[i]->howactive = typeactive;
}
}
//jump down on player
if (hostile) {
- if (k == 0 && i != 0 && player[k].animTarget == jumpdownanim &&
- !player[i].isCrouch() &&
- player[i].animTarget != rollanim &&
- !player[k].skeleton.oldfree && !
- player[k].skeleton.free &&
- player[k].lastcollide <= 0 &&
- player[k].velocity.y < -10) {
- player[i].velocity = player[k].velocity;
- player[k].velocity = player[k].velocity * -.5;
- player[k].velocity.y = player[i].velocity.y;
- player[i].DoDamage(20);
- player[i].RagDoll(0);
- player[k].lastcollide = 1;
+ if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
+ !Person::players[i]->isCrouch() &&
+ Person::players[i]->animTarget != rollanim &&
+ !Person::players[k]->skeleton.oldfree && !
+ Person::players[k]->skeleton.free &&
+ Person::players[k]->lastcollide <= 0 &&
+ Person::players[k]->velocity.y < -10) {
+ Person::players[i]->velocity = Person::players[k]->velocity;
+ Person::players[k]->velocity = Person::players[k]->velocity * -.5;
+ Person::players[k]->velocity.y = Person::players[i]->velocity.y;
+ Person::players[i]->DoDamage(20);
+ Person::players[i]->RagDoll(0);
+ Person::players[k]->lastcollide = 1;
award_bonus(k, AboveBonus);
}
- if (i == 0 && k != 0 && player[i].animTarget == jumpdownanim &&
- !player[k].isCrouch() &&
- player[k].animTarget != rollanim &&
- !player[i].skeleton.oldfree &&
- !player[i].skeleton.free &&
- player[i].lastcollide <= 0 &&
- player[i].velocity.y < -10) {
- player[k].velocity = player[i].velocity;
- player[i].velocity = player[i].velocity * -.3;
- player[i].velocity.y = player[k].velocity.y;
- player[k].DoDamage(20);
- player[k].RagDoll(0);
- player[i].lastcollide = 1;
+ if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
+ !Person::players[k]->isCrouch() &&
+ Person::players[k]->animTarget != rollanim &&
+ !Person::players[i]->skeleton.oldfree &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->lastcollide <= 0 &&
+ Person::players[i]->velocity.y < -10) {
+ Person::players[k]->velocity = Person::players[i]->velocity;
+ Person::players[i]->velocity = Person::players[i]->velocity * -.3;
+ Person::players[i]->velocity.y = Person::players[k]->velocity.y;
+ Person::players[k]->DoDamage(20);
+ Person::players[k]->RagDoll(0);
+ Person::players[i]->lastcollide = 1;
award_bonus(i, AboveBonus);
}
}
}
}
}
- player[i].CheckKick();
- player[k].CheckKick();
+ Person::players[i]->CheckKick();
+ Person::players[k]->CheckKick();
}
}
}
void doAI(int i)
{
static bool connected;
- if (player[i].aitype != playercontrolled && indialogue == -1) {
- player[i].jumpclimb = 0;
+ if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
+ Person::players[i]->jumpclimb = 0;
//disable movement in editor
if (editorenabled)
- player[i].stunned = 1;
+ Person::players[i]->stunned = 1;
- player[i].pause = 0;
- if (distsqflat(&player[0].coords, &player[i].coords) < 30 &&
- player[0].coords.y > player[i].coords.y + 2 &&
- !player[0].onterrain)
- player[i].pause = 1;
+ Person::players[i]->pause = 0;
+ if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
+ Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
+ !Person::players[0]->onterrain)
+ Person::players[i]->pause = 1;
//pathfinding
- if (player[i].aitype == pathfindtype) {
- if (player[i].finalpathfindpoint == -1) {
+ if (Person::players[i]->aitype == pathfindtype) {
+ if (Person::players[i]->finalpathfindpoint == -1) {
float closestdistance;
float tempdist;
int closest;
closest = -1;
closestdistance = -1;
for (int j = 0; j < numpathpoints; j++)
- if (closest == -1 || distsq(&player[i].finalfinaltarget, &pathpoint[j]) < closestdistance) {
- closestdistance = distsq(&player[i].finalfinaltarget, &pathpoint[j]);
+ if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
+ closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
closest = j;
- player[i].finaltarget = pathpoint[j];
+ Person::players[i]->finaltarget = pathpoint[j];
}
- player[i].finalpathfindpoint = closest;
+ Person::players[i]->finalpathfindpoint = closest;
for (int j = 0; j < numpathpoints; j++)
for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
if (sq(tempdist) < closestdistance)
if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
closestdistance = sq(tempdist);
closest = j;
- player[i].finaltarget = colpoint;
+ Person::players[i]->finaltarget = colpoint;
}
}
- player[i].finalpathfindpoint = closest;
+ Person::players[i]->finalpathfindpoint = closest;
}
- if (player[i].targetpathfindpoint == -1) {
+ if (Person::players[i]->targetpathfindpoint == -1) {
float closestdistance;
float tempdist;
int closest;
XYZ colpoint;
closest = -1;
closestdistance = -1;
- if (player[i].lastpathfindpoint == -1) {
+ if (Person::players[i]->lastpathfindpoint == -1) {
for (int j = 0; j < numpathpoints; j++) {
- if (j != player[i].lastpathfindpoint)
- if (closest == -1 || (distsq(&player[i].coords, &pathpoint[j]) < closestdistance)) {
- closestdistance = distsq(&player[i].coords, &pathpoint[j]);
+ if (j != Person::players[i]->lastpathfindpoint)
+ if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
+ closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
closest = j;
}
}
- player[i].targetpathfindpoint = closest;
+ Person::players[i]->targetpathfindpoint = closest;
for (int j = 0; j < numpathpoints; j++)
- if (j != player[i].lastpathfindpoint)
+ if (j != Person::players[i]->lastpathfindpoint)
for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
if (sq(tempdist) < closestdistance) {
if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
}
}
}
- player[i].targetpathfindpoint = closest;
+ Person::players[i]->targetpathfindpoint = closest;
} else {
for (int j = 0; j < numpathpoints; j++)
- if (j != player[i].lastpathfindpoint &&
- j != player[i].lastpathfindpoint2 &&
- j != player[i].lastpathfindpoint3 &&
- j != player[i].lastpathfindpoint4) {
+ if (j != Person::players[i]->lastpathfindpoint &&
+ j != Person::players[i]->lastpathfindpoint2 &&
+ j != Person::players[i]->lastpathfindpoint3 &&
+ j != Person::players[i]->lastpathfindpoint4) {
connected = 0;
if (numpathpointconnect[j])
for (int k = 0; k < numpathpointconnect[j]; k++)
- if (pathpointconnect[j][k] == player[i].lastpathfindpoint)
+ if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
connected = 1;
if (!connected)
- if (numpathpointconnect[player[i].lastpathfindpoint])
- for (int k = 0; k < numpathpointconnect[player[i].lastpathfindpoint]; k++)
- if (pathpointconnect[player[i].lastpathfindpoint][k] == j)
+ if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
+ for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
+ if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
connected = 1;
if (connected) {
- tempdist = findPathDist(j, player[i].finalpathfindpoint);
+ tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
if (closest == -1 || tempdist < closestdistance) {
closestdistance = tempdist;
closest = j;
}
}
}
- player[i].targetpathfindpoint = closest;
+ Person::players[i]->targetpathfindpoint = closest;
}
}
- player[i].losupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
- player[i].targetyaw = roughDirectionTo(player[i].coords, pathpoint[player[i].targetpathfindpoint]);
- player[i].lookyaw = player[i].targetyaw;
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
//reached target point
- if (distsqflat(&player[i].coords, &pathpoint[player[i].targetpathfindpoint]) < .6) {
- player[i].lastpathfindpoint4 = player[i].lastpathfindpoint3;
- player[i].lastpathfindpoint3 = player[i].lastpathfindpoint2;
- player[i].lastpathfindpoint2 = player[i].lastpathfindpoint;
- player[i].lastpathfindpoint = player[i].targetpathfindpoint;
- if (player[i].lastpathfindpoint2 == -1)
- player[i].lastpathfindpoint2 = player[i].lastpathfindpoint;
- if (player[i].lastpathfindpoint3 == -1)
- player[i].lastpathfindpoint3 = player[i].lastpathfindpoint2;
- if (player[i].lastpathfindpoint4 == -1)
- player[i].lastpathfindpoint4 = player[i].lastpathfindpoint3;
- player[i].targetpathfindpoint = -1;
- }
- if ( distsqflat(&player[i].coords, &player[i].finalfinaltarget) <
- distsqflat(&player[i].coords, &player[i].finaltarget) ||
- distsqflat(&player[i].coords, &player[i].finaltarget) < .6 * sq(player[i].scale * 5) ||
- player[i].lastpathfindpoint == player[i].finalpathfindpoint) {
- player[i].aitype = passivetype;
- }
-
- player[i].forwardkeydown = 1;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].attackkeydown = 0;
- player[i].throwkeydown = 0;
-
- if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8)
- player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
-
- if (player[i].collided < 1 || player[i].animTarget != jumpupanim)
- player[i].jumpkeydown = 0;
- if ((player[i].collided > .8 && player[i].jumppower >= 5))
- player[i].jumpkeydown = 1;
+ if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
+ Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
+ Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
+ Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
+ Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
+ if (Person::players[i]->lastpathfindpoint2 == -1)
+ Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
+ if (Person::players[i]->lastpathfindpoint3 == -1)
+ Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
+ if (Person::players[i]->lastpathfindpoint4 == -1)
+ Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
+ Person::players[i]->targetpathfindpoint = -1;
+ }
+ if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
+ distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
+ distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
+ Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
+ Person::players[i]->aitype = passivetype;
+ }
+
+ Person::players[i]->forwardkeydown = 1;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
if ((tutoriallevel != 1 || cananger) &&
hostile &&
- !player[0].dead &&
- distsq(&player[i].coords, &player[0].coords) < 400 &&
- player[i].occluded < 25) {
- if (distsq(&player[i].coords, &player[0].coords) < 12 &&
- animation[player[0].animTarget].height != lowheight &&
+ !Person::players[0]->dead &&
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+ Person::players[i]->occluded < 25) {
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+ animation[Person::players[0]->animTarget].height != lowheight &&
!editorenabled &&
- (player[0].coords.y < player[i].coords.y + 5 || player[0].onterrain))
- player[i].aitype = attacktypecutoff;
- if (distsq(&player[i].coords, &player[0].coords) < 30 &&
- animation[player[0].animTarget].height == highheight &&
+ (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
+ Person::players[i]->aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+ animation[Person::players[0]->animTarget].height == highheight &&
!editorenabled)
- player[i].aitype = attacktypecutoff;
+ Person::players[i]->aitype = attacktypecutoff;
- if (player[i].losupdatedelay < 0 && !editorenabled && player[i].occluded < 2) {
- player[i].losupdatedelay = .2;
+ if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+ Person::players[i]->losupdatedelay = .2;
for (int j = 0; j < numplayers; j++)
- if (j == 0 || player[j].skeleton.free || player[j].aitype != passivetype)
- if (abs(Random() % 2) || animation[player[j].animTarget].height != lowheight || j != 0)
- if (distsq(&player[i].coords, &player[j].coords) < 400)
- if (normaldotproduct(player[i].facing, player[j].coords - player[i].coords) > 0)
- if (player[j].coords.y < player[i].coords.y + 5 || player[j].onterrain)
- if (!player[j].isWallJump() && -1 == checkcollide(
- DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)
- *player[i].scale + player[i].coords,
- DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)
- *player[j].scale + player[j].coords) ||
- (player[j].animTarget == hanganim &&
- normaldotproduct(player[j].facing, player[i].coords - player[j].coords) < 0)) {
- player[i].aitype = searchtype;
- player[i].lastchecktime = 12;
- player[i].lastseen = player[j].coords;
- player[i].lastseentime = 12;
+ if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
+ if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+ if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
+ if (!Person::players[j]->isWallJump() && -1 == checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
+ *Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
+ *Person::players[j]->scale + Person::players[j]->coords) ||
+ (Person::players[j]->animTarget == hanganim &&
+ normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[j]->coords;
+ Person::players[i]->lastseentime = 12;
}
}
}
- if (player[i].aitype == attacktypecutoff && musictype != 2)
- if (player[i].creature != wolftype) {
- player[i].stunned = .6;
- player[i].surprised = .6;
+ if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->stunned = .6;
+ Person::players[i]->surprised = .6;
}
}
- if (player[i].aitype != passivetype && leveltime > .5)
- player[i].howactive = typeactive;
-
- if (player[i].aitype == passivetype) {
- player[i].aiupdatedelay -= multiplier;
- player[i].losupdatedelay -= multiplier;
- player[i].lastseentime += multiplier;
- player[i].pausetime -= multiplier;
- if (player[i].lastseentime > 1)
- player[i].lastseentime = 1;
-
- if (player[i].aiupdatedelay < 0) {
- if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) {
- player[i].targetyaw = roughDirectionTo(player[i].coords, player[i].waypoints[player[i].waypoint]);
- player[i].lookyaw = player[i].targetyaw;
- player[i].aiupdatedelay = .05;
-
- if (distsqflat(&player[i].coords, &player[i].waypoints[player[i].waypoint]) < 1) {
- if (player[i].waypointtype[player[i].waypoint] == wppause)
- player[i].pausetime = 4;
- player[i].waypoint++;
- if (player[i].waypoint > player[i].numwaypoints - 1)
- player[i].waypoint = 0;
+ if (Person::players[i]->aitype != passivetype && leveltime > .5)
+ Person::players[i]->howactive = typeactive;
+
+ if (Person::players[i]->aitype == passivetype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
+ Person::players[i]->lastseentime += multiplier;
+ Person::players[i]->pausetime -= multiplier;
+ if (Person::players[i]->lastseentime > 1)
+ Person::players[i]->lastseentime = 1;
+
+ if (Person::players[i]->aiupdatedelay < 0) {
+ if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
+ if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
+ Person::players[i]->pausetime = 4;
+ Person::players[i]->waypoint++;
+ if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
+ Person::players[i]->waypoint = 0;
}
}
- if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0)
- player[i].forwardkeydown = 1;
+ if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
+ Person::players[i]->forwardkeydown = 1;
else
- player[i].forwardkeydown = 0;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].attackkeydown = 0;
- player[i].throwkeydown = 0;
-
- if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) {
- if (!player[i].avoidsomething)
- player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
else {
XYZ leftpos, rightpos;
float leftdist, rightdist;
- leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0);
- rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &player[i].avoidwhere);
- rightdist = distsq(&rightpos, &player[i].avoidwhere);
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
if (leftdist < rightdist)
- player[i].targetyaw += 90;
+ Person::players[i]->targetyaw += 90;
else
- player[i].targetyaw -= 90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- if (player[i].collided < 1 || player[i].animTarget != jumpupanim)
- player[i].jumpkeydown = 0;
- if ((player[i].collided > .8 && player[i].jumppower >= 5))
- player[i].jumpkeydown = 1;
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
//hearing sounds
if (!editorenabled) {
- if (player[i].howactive <= typesleeping)
+ if (Person::players[i]->howactive <= typesleeping)
if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
for (int j = 0; j < numenvsounds; j++) {
- float vol = player[i].howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
- if (vol > 0 && distsq(&player[i].coords, &envsound[j]) <
- 2 * (vol + vol * (player[i].creature == rabbittype) * 3))
- player[i].aitype = attacktypecutoff;
+ float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
+ if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
+ 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
+ Person::players[i]->aitype = attacktypecutoff;
}
- if (player[i].aitype != passivetype) {
- if (player[i].howactive == typesleeping)
- player[i].setAnimation(getupfromfrontanim);
- player[i].howactive = typeactive;
+ if (Person::players[i]->aitype != passivetype) {
+ if (Person::players[i]->howactive == typesleeping)
+ Person::players[i]->setAnimation(getupfromfrontanim);
+ Person::players[i]->howactive = typeactive;
}
}
- if (player[i].howactive < typesleeping &&
+ if (Person::players[i]->howactive < typesleeping &&
((tutoriallevel != 1 || cananger) && hostile) &&
- !player[0].dead &&
- distsq(&player[i].coords, &player[0].coords) < 400 &&
- player[i].occluded < 25) {
- if (distsq(&player[i].coords, &player[0].coords) < 12 &&
- animation[player[0].animTarget].height != lowheight && !editorenabled)
- player[i].aitype = attacktypecutoff;
- if (distsq(&player[i].coords, &player[0].coords) < 30 &&
- animation[player[0].animTarget].height == highheight && !editorenabled)
- player[i].aitype = attacktypecutoff;
+ !Person::players[0]->dead &&
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+ Person::players[i]->occluded < 25) {
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+ animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+ animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
//wolf smell
- if (player[i].creature == wolftype) {
+ if (Person::players[i]->creature == wolftype) {
XYZ windsmell;
for (int j = 0; j < numplayers; j++) {
- if (j == 0 || (player[j].dead && player[j].bloodloss > 0)) {
+ if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
float smelldistance = 50;
- if (j == 0 && player[j].num_weapons > 0) {
- if (weapons[player[j].weaponids[0]].bloody)
+ if (j == 0 && Person::players[j]->num_weapons > 0) {
+ if (weapons[Person::players[j]->weaponids[0]].bloody)
smelldistance = 100;
- if (player[j].num_weapons == 2)
- if (weapons[player[j].weaponids[1]].bloody)
+ if (Person::players[j]->num_weapons == 2)
+ if (weapons[Person::players[j]->weaponids[1]].bloody)
smelldistance = 100;
}
if (j != 0)
smelldistance = 100;
windsmell = windvector;
Normalise(&windsmell);
- windsmell = windsmell * 2 + player[j].coords;
- if (distsq(&player[i].coords, &windsmell) < smelldistance && !editorenabled)
- player[i].aitype = attacktypecutoff;
+ windsmell = windsmell * 2 + Person::players[j]->coords;
+ if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
}
}
}
- if (player[i].howactive < typesleeping && player[i].losupdatedelay < 0 && !editorenabled && player[i].occluded < 2) {
- player[i].losupdatedelay = .2;
+ if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+ Person::players[i]->losupdatedelay = .2;
for (int j = 0; j < numplayers; j++) {
- if (j == 0 || player[j].skeleton.free || player[j].aitype != passivetype) {
- if (abs(Random() % 2) || animation[player[j].animTarget].height != lowheight || j != 0)
- if (distsq(&player[i].coords, &player[j].coords) < 400)
- if (normaldotproduct(player[i].facing, player[j].coords - player[i].coords) > 0)
+ if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
+ if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
if ((-1 == checkcollide(
- DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)*
- player[i].scale + player[i].coords,
- DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)*
- player[j].scale + player[j].coords) &&
- !player[j].isWallJump()) ||
- (player[j].animTarget == hanganim &&
- normaldotproduct(player[j].facing, player[i].coords - player[j].coords) < 0)) {
- player[i].lastseentime -= .2;
- if (j == 0 && animation[player[j].animTarget].height == lowheight)
- player[i].lastseentime -= .4;
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+ Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
+ Person::players[j]->scale + Person::players[j]->coords) &&
+ !Person::players[j]->isWallJump()) ||
+ (Person::players[j]->animTarget == hanganim &&
+ normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+ Person::players[i]->lastseentime -= .2;
+ if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
+ Person::players[i]->lastseentime -= .4;
else
- player[i].lastseentime -= .6;
+ Person::players[i]->lastseentime -= .6;
}
- if (player[i].lastseentime <= 0) {
- player[i].aitype = searchtype;
- player[i].lastchecktime = 12;
- player[i].lastseen = player[j].coords;
- player[i].lastseentime = 12;
+ if (Person::players[i]->lastseentime <= 0) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[j]->coords;
+ Person::players[i]->lastseentime = 12;
}
}
}
}
}
//alerted surprise
- if (player[i].aitype == attacktypecutoff && musictype != 2) {
- if (player[i].creature != wolftype) {
- player[i].stunned = .6;
- player[i].surprised = .6;
+ if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->stunned = .6;
+ Person::players[i]->surprised = .6;
}
- if (player[i].creature == wolftype) {
- player[i].stunned = .47;
- player[i].surprised = .47;
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[i]->stunned = .47;
+ Person::players[i]->surprised = .47;
}
numseen++;
}
//search for player
int j;
- if (player[i].aitype == searchtype) {
- player[i].aiupdatedelay -= multiplier;
- player[i].losupdatedelay -= multiplier;
- if (!player[i].pause)
- player[i].lastseentime -= multiplier;
- player[i].lastchecktime -= multiplier;
-
- if (player[i].isRun() && !player[i].onground) {
- if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) {
- XYZ test2 = player[i].coords + player[i].facing;
+ if (Person::players[i]->aitype == searchtype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
+ if (!Person::players[i]->pause)
+ Person::players[i]->lastseentime -= multiplier;
+ Person::players[i]->lastchecktime -= multiplier;
+
+ if (Person::players[i]->isRun() && !Person::players[i]->onground) {
+ if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+ XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
test2.y += 5;
- XYZ test = player[i].coords + player[i].facing;
+ XYZ test = Person::players[i]->coords + Person::players[i]->facing;
test.y -= 10;
- j = checkcollide(test2, test, player[i].laststanding);
+ j = checkcollide(test2, test, Person::players[i]->laststanding);
if (j == -1)
j = checkcollide(test2, test);
if (j == -1) {
- player[i].velocity = 0;
- player[i].setAnimation(player[i].getStop());
- player[i].targetyaw += 180;
- player[i].stunned = .5;
- //player[i].aitype=passivetype;
- player[i].aitype = pathfindtype;
- player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint = -1;
- player[i].targetpathfindpoint = -1;
- player[i].lastpathfindpoint = -1;
- player[i].lastpathfindpoint2 = -1;
- player[i].lastpathfindpoint3 = -1;
- player[i].lastpathfindpoint4 = -1;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ Person::players[i]->targetyaw += 180;
+ Person::players[i]->stunned = .5;
+ //Person::players[i]->aitype=passivetype;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
} else
- player[i].laststanding = j;
+ Person::players[i]->laststanding = j;
}
}
//check out last seen location
- if (player[i].aiupdatedelay < 0) {
- player[i].targetyaw = roughDirectionTo(player[i].coords, player[i].lastseen);
- player[i].lookyaw = player[i].targetyaw;
- player[i].aiupdatedelay = .05;
- player[i].forwardkeydown = 1;
-
- if (distsqflat(&player[i].coords, &player[i].lastseen) < 1 * sq(player[i].scale * 5) || player[i].lastchecktime < 0) {
- player[i].forwardkeydown = 0;
- player[i].aiupdatedelay = 1;
- player[i].lastseen.x += (float(Random() % 100) - 50) / 25;
- player[i].lastseen.z += (float(Random() % 100) - 50) / 25;
- player[i].lastchecktime = 3;
+ if (Person::players[i]->aiupdatedelay < 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->aiupdatedelay = 1;
+ Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
+ Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
+ Person::players[i]->lastchecktime = 3;
}
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].attackkeydown = 0;
- player[i].throwkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
- if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) {
- if (!player[i].avoidsomething)
- player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
else {
XYZ leftpos, rightpos;
float leftdist, rightdist;
- leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0);
- rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &player[i].avoidwhere);
- rightdist = distsq(&rightpos, &player[i].avoidwhere);
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
if (leftdist < rightdist)
- player[i].targetyaw += 90;
+ Person::players[i]->targetyaw += 90;
else
- player[i].targetyaw -= 90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- if (player[i].collided < 1 || player[i].animTarget != jumpupanim)
- player[i].jumpkeydown = 0;
- if ((player[i].collided > .8 && player[i].jumppower >= 5))
- player[i].jumpkeydown = 1;
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
for (int k = 0; k < numenvsounds; k++) {
- if (distsq(&player[i].coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (player[i].creature == rabbittype) * 3)) {
- player[i].aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
+ Person::players[i]->aitype = attacktypecutoff;
}
}
- if (!player[0].dead &&
- player[i].losupdatedelay < 0 &&
+ if (!Person::players[0]->dead &&
+ Person::players[i]->losupdatedelay < 0 &&
!editorenabled &&
- player[i].occluded < 2 &&
+ Person::players[i]->occluded < 2 &&
((tutoriallevel != 1 || cananger) && hostile)) {
- player[i].losupdatedelay = .2;
- if (distsq(&player[i].coords, &player[0].coords) < 4 && animation[player[i].animTarget].height != lowheight) {
- player[i].aitype = attacktypecutoff;
- player[i].lastseentime = 1;
+ Person::players[i]->losupdatedelay = .2;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
}
- if (abs(Random() % 2) || animation[player[i].animTarget].height != lowheight)
+ if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
//TODO: factor out canSeePlayer()
- if (distsq(&player[i].coords, &player[0].coords) < 400)
- if (normaldotproduct(player[i].facing, player[0].coords - player[i].coords) > 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
if ((checkcollide(
- DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)*
- player[i].scale + player[i].coords,
- DoRotation(player[0].jointPos(head), 0, player[0].yaw, 0)*
- player[0].scale + player[0].coords) == -1) ||
- (player[0].animTarget == hanganim && normaldotproduct(
- player[0].facing, player[i].coords - player[0].coords) < 0)) {
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+ Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
+ Person::players[0]->scale + Person::players[0]->coords) == -1) ||
+ (Person::players[0]->animTarget == hanganim && normaldotproduct(
+ Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
/* //TODO: changed j to 0 on a whim, make sure this is correct
- (player[j].animTarget==hanganim&&normaldotproduct(
- player[j].facing,player[i].coords-player[j].coords)<0)
+ (Person::players[j]->animTarget==hanganim&&normaldotproduct(
+ Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
*/
- player[i].aitype = attacktypecutoff;
- player[i].lastseentime = 1;
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
}
}
//player escaped
- if (player[i].lastseentime < 0) {
- //player[i].aitype=passivetype;
+ if (Person::players[i]->lastseentime < 0) {
+ //Person::players[i]->aitype=passivetype;
numescaped++;
- player[i].aitype = pathfindtype;
- player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint = -1;
- player[i].targetpathfindpoint = -1;
- player[i].lastpathfindpoint = -1;
- player[i].lastpathfindpoint2 = -1;
- player[i].lastpathfindpoint3 = -1;
- player[i].lastpathfindpoint4 = -1;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
}
}
- if (player[i].aitype != gethelptype)
- player[i].runninghowlong = 0;
+ if (Person::players[i]->aitype != gethelptype)
+ Person::players[i]->runninghowlong = 0;
//get help from buddies
- if (player[i].aitype == gethelptype) {
- player[i].runninghowlong += multiplier;
- player[i].aiupdatedelay -= multiplier;
+ if (Person::players[i]->aitype == gethelptype) {
+ Person::players[i]->runninghowlong += multiplier;
+ Person::players[i]->aiupdatedelay -= multiplier;
- if (player[i].aiupdatedelay < 0 || player[i].ally == 0) {
- player[i].aiupdatedelay = .2;
+ if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
+ Person::players[i]->aiupdatedelay = .2;
//find closest ally
//TODO: factor out closest search somehow
- if (!player[i].ally) {
+ if (!Person::players[i]->ally) {
int closest = -1;
float closestdist = -1;
for (int k = 0; k < numplayers; k++) {
- if (k != i && k != 0 && !player[k].dead &&
- player[k].howactive < typedead1 &&
- !player[k].skeleton.free &&
- player[k].aitype == passivetype) {
- float distance = distsq(&player[i].coords, &player[k].coords);
+ if (k != i && k != 0 && !Person::players[k]->dead &&
+ Person::players[k]->howactive < typedead1 &&
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->aitype == passivetype) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
if (closestdist == -1 || distance < closestdist) {
closestdist = distance;
closest = k;
}
}
if (closest != -1)
- player[i].ally = closest;
+ Person::players[i]->ally = closest;
else
- player[i].ally = 0;
- player[i].lastseen = player[0].coords;
- player[i].lastseentime = 12;
+ Person::players[i]->ally = 0;
+ Person::players[i]->lastseen = Person::players[0]->coords;
+ Person::players[i]->lastseentime = 12;
}
- player[i].lastchecktime = 12;
+ Person::players[i]->lastchecktime = 12;
- XYZ facing = player[i].coords;
- XYZ flatfacing = player[player[i].ally].coords;
- facing.y += player[i].jointPos(head).y * player[i].scale;
- flatfacing.y += player[player[i].ally].jointPos(head).y * player[player[i].ally].scale;
+ XYZ facing = Person::players[i]->coords;
+ XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
+ facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+ flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
if (-1 != checkcollide(facing, flatfacing))
- player[i].lastseentime -= .1;
+ Person::players[i]->lastseentime -= .1;
//no available ally, run back to player
- if (player[i].ally <= 0 ||
- player[player[i].ally].skeleton.free ||
- player[player[i].ally].aitype != passivetype ||
- player[i].lastseentime <= 0) {
- player[i].aitype = searchtype;
- player[i].lastseentime = 12;
+ if (Person::players[i]->ally <= 0 ||
+ Person::players[Person::players[i]->ally]->skeleton.free ||
+ Person::players[Person::players[i]->ally]->aitype != passivetype ||
+ Person::players[i]->lastseentime <= 0) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastseentime = 12;
}
//seek out ally
- if (player[i].ally > 0) {
- player[i].targetyaw = roughDirectionTo(player[i].coords, player[player[i].ally].coords);
- player[i].lookyaw = player[i].targetyaw;
- player[i].aiupdatedelay = .05;
- player[i].forwardkeydown = 1;
-
- if (distsqflat(&player[i].coords, &player[player[i].ally].coords) < 3) {
- player[i].aitype = searchtype;
- player[i].lastseentime = 12;
- player[player[i].ally].aitype = searchtype;
- if (player[player[i].ally].lastseentime < player[i].lastseentime) {
- player[player[i].ally].lastseen = player[i].lastseen;
- player[player[i].ally].lastseentime = player[i].lastseentime;
- player[player[i].ally].lastchecktime = player[i].lastchecktime;
+ if (Person::players[i]->ally > 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastseentime = 12;
+ Person::players[Person::players[i]->ally]->aitype = searchtype;
+ if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
+ Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
+ Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
+ Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
}
}
- if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) {
- if (!player[i].avoidsomething)
- player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
else {
XYZ leftpos, rightpos;
float leftdist, rightdist;
- leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0);
- rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &player[i].avoidwhere);
- rightdist = distsq(&rightpos, &player[i].avoidwhere);
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
if (leftdist < rightdist)
- player[i].targetyaw += 90;
+ Person::players[i]->targetyaw += 90;
else
- player[i].targetyaw -= 90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].attackkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
}
- if (player[i].collided < 1 || player[i].animTarget != jumpupanim)
- player[i].jumpkeydown = 0;
- if (player[i].collided > .8 && player[i].jumppower >= 5)
- player[i].jumpkeydown = 1;
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
+ Person::players[i]->jumpkeydown = 1;
}
//retreiving a weapon on the ground
- if (player[i].aitype == getweapontype) {
- player[i].aiupdatedelay -= multiplier;
- player[i].lastchecktime -= multiplier;
+ if (Person::players[i]->aitype == getweapontype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->lastchecktime -= multiplier;
- if (player[i].aiupdatedelay < 0) {
- player[i].aiupdatedelay = .2;
+ if (Person::players[i]->aiupdatedelay < 0) {
+ Person::players[i]->aiupdatedelay = .2;
//ALLY IS WEPON
- if (player[i].ally < 0) {
+ if (Person::players[i]->ally < 0) {
int closest = -1;
float closestdist = -1;
for (int k = 0; k < weapons.size(); k++)
if (weapons[k].owner == -1) {
- float distance = distsq(&player[i].coords, &weapons[k].position);
+ float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
if (closestdist == -1 || distance < closestdist) {
closestdist = distance;
closest = k;
closest = k;
}
if (closest != -1)
- player[i].ally = closest;
+ Person::players[i]->ally = closest;
else
- player[i].ally = -1;
+ Person::players[i]->ally = -1;
}
- player[i].lastseentime = 12;
+ Person::players[i]->lastseentime = 12;
- if (!player[0].dead && ((tutoriallevel != 1 || cananger) && hostile))
- if (player[i].ally < 0 || player[i].weaponactive != -1 || player[i].lastchecktime <= 0) {
- player[i].aitype = attacktypecutoff;
- player[i].lastseentime = 1;
+ if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
+ if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
}
- if (!player[0].dead)
- if (player[i].ally >= 0) {
- if (weapons[player[i].ally].owner != -1 ||
- distsq(&player[i].coords, &weapons[player[i].ally].position) > 16) {
- player[i].aitype = attacktypecutoff;
- player[i].lastseentime = 1;
+ if (!Person::players[0]->dead)
+ if (Person::players[i]->ally >= 0) {
+ if (weapons[Person::players[i]->ally].owner != -1 ||
+ distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
}
//TODO: factor these out as moveToward()
- player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[player[i].ally].position);
- player[i].lookyaw = player[i].targetyaw;
- player[i].aiupdatedelay = .05;
- player[i].forwardkeydown = 1;
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
- if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) {
- if (!player[i].avoidsomething)
- player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
else {
XYZ leftpos, rightpos;
float leftdist, rightdist;
- leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0);
- rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &player[i].avoidwhere);
- rightdist = distsq(&rightpos, &player[i].avoidwhere);
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
if (leftdist < rightdist)
- player[i].targetyaw += 90;
+ Person::players[i]->targetyaw += 90;
else
- player[i].targetyaw -= 90;
+ Person::players[i]->targetyaw -= 90;
}
}
}
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].attackkeydown = 0;
- player[i].throwkeydown = 1;
- player[i].crouchkeydown = 0;
- if (player[i].animTarget != crouchremoveknifeanim &&
- player[i].animTarget != removeknifeanim)
- player[i].throwtogglekeydown = 0;
- player[i].drawkeydown = 0;
- }
- if (player[i].collided < 1 || player[i].animTarget != jumpupanim)
- player[i].jumpkeydown = 0;
- if ((player[i].collided > .8 && player[i].jumppower >= 5))
- player[i].jumpkeydown = 1;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 1;
+ Person::players[i]->crouchkeydown = 0;
+ if (Person::players[i]->animTarget != crouchremoveknifeanim &&
+ Person::players[i]->animTarget != removeknifeanim)
+ Person::players[i]->throwtogglekeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ }
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
}
- if (player[i].aitype == attacktypecutoff) {
- player[i].aiupdatedelay -= multiplier;
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->aiupdatedelay -= multiplier;
//dodge or reverse rabbit kicks, knife throws, flips
- if (player[i].damage < player[i].damagetolerance * 2 / 3)
- if ((player[0].animTarget == rabbitkickanim ||
- player[0].animTarget == knifethrowanim ||
- (player[0].isFlip() &&
- normaldotproduct(player[0].facing, player[0].coords - player[i].coords) < 0)) &&
- !player[0].skeleton.free &&
- (player[i].aiupdatedelay < .1)) {
- player[i].attackkeydown = 0;
- if (player[i].isIdle())
- player[i].crouchkeydown = 1;
- if (player[0].animTarget != rabbitkickanim && player[0].weaponactive != -1) {
- if (weapons[player[0].weaponids[0]].getType() == knife) {
- if (player[i].isIdle() || player[i].isCrouch() || player[i].isRun() || player[i].isFlip()) {
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
+ if ((Person::players[0]->animTarget == rabbitkickanim ||
+ Person::players[0]->animTarget == knifethrowanim ||
+ (Person::players[0]->isFlip() &&
+ normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
+ !Person::players[0]->skeleton.free &&
+ (Person::players[i]->aiupdatedelay < .1)) {
+ Person::players[i]->attackkeydown = 0;
+ if (Person::players[i]->isIdle())
+ Person::players[i]->crouchkeydown = 1;
+ if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
+ if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
+ if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
if (abs(Random() % 2 == 0))
- player[i].setAnimation(backhandspringanim);
+ Person::players[i]->setAnimation(backhandspringanim);
else
- player[i].setAnimation(rollanim);
- player[i].targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
- player[i].wentforweapon = 0;
+ Person::players[i]->setAnimation(rollanim);
+ Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
+ Person::players[i]->wentforweapon = 0;
}
- if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim)
- player[i].setAnimation(flipanim);
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
+ Person::players[i]->setAnimation(flipanim);
}
}
- player[i].forwardkeydown = 0;
- player[i].aiupdatedelay = .02;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->aiupdatedelay = .02;
}
//get confused by flips
- if (player[0].isFlip() &&
- !player[0].skeleton.free &&
- player[0].animTarget != walljumprightkickanim &&
- player[0].animTarget != walljumpleftkickanim) {
- if (distsq(&player[0].coords, &player[i].coords) < 25)
- if ((1 - player[i].damage / player[i].damagetolerance) > .5)
- player[i].stunned = 1;
+ if (Person::players[0]->isFlip() &&
+ !Person::players[0]->skeleton.free &&
+ Person::players[0]->animTarget != walljumprightkickanim &&
+ Person::players[0]->animTarget != walljumpleftkickanim) {
+ if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
+ if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
+ Person::players[i]->stunned = 1;
}
//go for weapon on the ground
- if (player[i].wentforweapon < 3)
+ if (Person::players[i]->wentforweapon < 3)
for (int k = 0; k < weapons.size(); k++)
- if (player[i].creature != wolftype)
- if (player[i].num_weapons == 0 &&
+ if (Person::players[i]->creature != wolftype)
+ if (Person::players[i]->num_weapons == 0 &&
weapons[k].owner == -1 &&
weapons[i].velocity.x == 0 &&
weapons[i].velocity.z == 0 &&
weapons[i].velocity.y == 0) {
- if (distsq(&player[i].coords, &weapons[k].position) < 16) {
- player[i].wentforweapon++;
- player[i].lastchecktime = 6;
- player[i].aitype = getweapontype;
- player[i].ally = -1;
+ if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
+ Person::players[i]->wentforweapon++;
+ Person::players[i]->lastchecktime = 6;
+ Person::players[i]->aitype = getweapontype;
+ Person::players[i]->ally = -1;
}
}
//dodge/reverse walljump kicks
- if (player[i].damage < player[i].damagetolerance / 2)
- if (animation[player[i].animTarget].height != highheight)
- if (player[i].damage < player[i].damagetolerance * .5 &&
- ((player[0].animTarget == walljumprightkickanim ||
- player[0].animTarget == walljumpleftkickanim) &&
- ((player[i].aiupdatedelay < .15 &&
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
+ if (animation[Person::players[i]->animTarget].height != highheight)
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
+ ((Person::players[0]->animTarget == walljumprightkickanim ||
+ Person::players[0]->animTarget == walljumpleftkickanim) &&
+ ((Person::players[i]->aiupdatedelay < .15 &&
difficulty == 2) ||
- (player[i].aiupdatedelay < .08 &&
+ (Person::players[i]->aiupdatedelay < .08 &&
difficulty != 2)))) {
- player[i].crouchkeydown = 1;
+ Person::players[i]->crouchkeydown = 1;
}
//walked off a ledge (?)
- if (player[i].isRun() && !player[i].onground)
- if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) {
- XYZ test2 = player[i].coords + player[i].facing;
+ if (Person::players[i]->isRun() && !Person::players[i]->onground)
+ if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+ XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
test2.y += 5;
- XYZ test = player[i].coords + player[i].facing;
+ XYZ test = Person::players[i]->coords + Person::players[i]->facing;
test.y -= 10;
- j = checkcollide(test2, test, player[i].laststanding);
+ j = checkcollide(test2, test, Person::players[i]->laststanding);
if (j == -1)
j = checkcollide(test2, test);
if (j == -1) {
- player[i].velocity = 0;
- player[i].setAnimation(player[i].getStop());
- player[i].targetyaw += 180;
- player[i].stunned = .5;
- player[i].aitype = pathfindtype;
- player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint = -1;
- player[i].targetpathfindpoint = -1;
- player[i].lastpathfindpoint = -1;
- player[i].lastpathfindpoint2 = -1;
- player[i].lastpathfindpoint3 = -1;
- player[i].lastpathfindpoint4 = -1;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ Person::players[i]->targetyaw += 180;
+ Person::players[i]->stunned = .5;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
} else
- player[i].laststanding = j;
+ Person::players[i]->laststanding = j;
}
//lose sight of player in the air (?)
- if (player[0].coords.y > player[i].coords.y + 5 &&
- animation[player[0].animTarget].height != highheight &&
- !player[0].onterrain) {
- player[i].aitype = pathfindtype;
- player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint = -1;
- player[i].targetpathfindpoint = -1;
- player[i].lastpathfindpoint = -1;
- player[i].lastpathfindpoint2 = -1;
- player[i].lastpathfindpoint3 = -1;
- player[i].lastpathfindpoint4 = -1;
+ if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
+ animation[Person::players[0]->animTarget].height != highheight &&
+ !Person::players[0]->onterrain) {
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
}
//it's time to think (?)
- if (player[i].aiupdatedelay < 0 &&
- !animation[player[i].animTarget].attack &&
- player[i].animTarget != staggerbackhighanim &&
- player[i].animTarget != staggerbackhardanim &&
- player[i].animTarget != backhandspringanim &&
- player[i].animTarget != dodgebackanim) {
+ if (Person::players[i]->aiupdatedelay < 0 &&
+ !animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
//draw weapon
- if (player[i].weaponactive == -1 && player[i].num_weapons > 0)
- player[i].drawkeydown = Random() % 2;
+ if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
+ Person::players[i]->drawkeydown = Random() % 2;
else
- player[i].drawkeydown = 0;
- player[i].rabbitkickenabled = Random() % 2;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->rabbitkickenabled = Random() % 2;
//chase player
- XYZ rotatetarget = player[0].coords + player[0].velocity;
- XYZ targetpoint = player[0].coords;
- if (distsq(&player[0].coords, &player[i].coords) <
- distsq(&rotatetarget, &player[i].coords))
- targetpoint += player[0].velocity *
- findDistance(&player[0].coords, &player[i].coords) / findLength(&player[i].velocity);
- player[i].targetyaw = roughDirectionTo(player[i].coords, targetpoint);
- player[i].lookyaw = player[i].targetyaw;
- player[i].aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
-
- if (distsq(&player[i].coords, &player[0].coords) > 5 && (player[0].weaponactive == -1 || player[i].weaponactive != -1))
- player[i].forwardkeydown = 1;
- else if ((distsq(&player[i].coords, &player[0].coords) > 16 ||
- distsq(&player[i].coords, &player[0].coords) < 9) &&
- player[0].weaponactive != -1)
- player[i].forwardkeydown = 1;
- else if (Random() % 6 == 0 || (player[i].creature == wolftype && Random() % 3 == 0))
- player[i].forwardkeydown = 1;
+ XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
+ XYZ targetpoint = Person::players[0]->coords;
+ if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
+ distsq(&rotatetarget, &Person::players[i]->coords))
+ targetpoint += Person::players[0]->velocity *
+ findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
+
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
+ Person::players[i]->forwardkeydown = 1;
+ else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
+ Person::players[0]->weaponactive != -1)
+ Person::players[i]->forwardkeydown = 1;
+ else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
+ Person::players[i]->forwardkeydown = 1;
else
- player[i].forwardkeydown = 0;
+ Person::players[i]->forwardkeydown = 0;
//chill out around the corpse
- if (player[0].dead) {
- player[i].forwardkeydown = 0;
+ if (Person::players[0]->dead) {
+ Person::players[i]->forwardkeydown = 0;
if (Random() % 10 == 0)
- player[i].forwardkeydown = 1;
+ Person::players[i]->forwardkeydown = 1;
if (Random() % 100 == 0) {
- player[i].aitype = pathfindtype;
- player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint];
- player[i].finalpathfindpoint = -1;
- player[i].targetpathfindpoint = -1;
- player[i].lastpathfindpoint = -1;
- player[i].lastpathfindpoint2 = -1;
- player[i].lastpathfindpoint3 = -1;
- player[i].lastpathfindpoint4 = -1;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
}
}
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].throwkeydown = 0;
-
- if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8)
- player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
//attack!!!
- if (Random() % 2 == 0 || player[i].weaponactive != -1 || player[i].creature == wolftype)
- player[i].attackkeydown = 1;
+ if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
+ Person::players[i]->attackkeydown = 1;
else
- player[i].attackkeydown = 0;
- if (player[i].isRun() && Random() % 6 && distsq(&player[i].coords, &player[0].coords) > 7)
- player[i].attackkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
+ Person::players[i]->attackkeydown = 0;
//TODO: wat
- if (player[i].aitype != playercontrolled &&
- (player[i].isIdle() ||
- player[i].isCrouch() ||
- player[i].isRun())) {
+ if (Person::players[i]->aitype != playercontrolled &&
+ (Person::players[i]->isIdle() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->isRun())) {
int target = -2;
for (int j = 0; j < numplayers; j++)
- if (j != i && !player[j].skeleton.free &&
- player[j].hasvictim &&
+ if (j != i && !Person::players[j]->skeleton.free &&
+ Person::players[j]->hasvictim &&
(tutoriallevel == 1 && reversaltrain ||
Random() % 2 == 0 && difficulty == 2 ||
Random() % 4 == 0 && difficulty == 1 ||
Random() % 8 == 0 && difficulty == 0 ||
- player[j].lastattack2 == player[j].animTarget &&
- player[j].lastattack3 == player[j].animTarget &&
+ Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
+ Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
(Random() % 2 == 0 || difficulty == 2) ||
- (player[i].isIdle() || player[i].isRun()) &&
- player[j].weaponactive != -1 ||
- player[j].animTarget == swordslashanim &&
- player[i].weaponactive != -1 ||
- player[j].animTarget == staffhitanim ||
- player[j].animTarget == staffspinhitanim))
- if (distsq(&player[j].coords, &player[j].victim->coords) < 4 &&
- player[j].victim == &player[i] &&
- (player[j].animTarget == sweepanim ||
- player[j].animTarget == spinkickanim ||
- player[j].animTarget == staffhitanim ||
- player[j].animTarget == staffspinhitanim ||
- player[j].animTarget == winduppunchanim ||
- player[j].animTarget == upunchanim ||
- player[j].animTarget == wolfslapanim ||
- player[j].animTarget == knifeslashstartanim ||
- player[j].animTarget == swordslashanim &&
- (distsq(&player[j].coords, &player[i].coords) < 2 ||
- player[i].weaponactive != -1))) {
+ (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
+ Person::players[j]->weaponactive != -1 ||
+ Person::players[j]->animTarget == swordslashanim &&
+ Person::players[i]->weaponactive != -1 ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim))
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == sweepanim ||
+ Person::players[j]->animTarget == spinkickanim ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim ||
+ Person::players[j]->animTarget == winduppunchanim ||
+ Person::players[j]->animTarget == upunchanim ||
+ Person::players[j]->animTarget == wolfslapanim ||
+ Person::players[j]->animTarget == knifeslashstartanim ||
+ Person::players[j]->animTarget == swordslashanim &&
+ (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
+ Person::players[i]->weaponactive != -1))) {
if (target >= 0)
target = -1;
else
target = j;
}
if (target >= 0)
- player[target].Reverse();
+ Person::players[target]->Reverse();
}
- if (player[i].collided < 1)
- player[i].jumpkeydown = 0;
- if (player[i].collided > .8 && player[i].jumppower >= 5 ||
- distsq(&player[i].coords, &player[0].coords) > 400 &&
- player[i].onterrain &&
- player[i].creature == rabbittype)
- player[i].jumpkeydown = 1;
+ if (Person::players[i]->collided < 1)
+ Person::players[i]->jumpkeydown = 0;
+ if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
+ Person::players[i]->onterrain &&
+ Person::players[i]->creature == rabbittype)
+ Person::players[i]->jumpkeydown = 1;
//TODO: why are we controlling the human?
- if (normaldotproduct(player[i].facing, player[0].coords - player[i].coords) > 0)
- player[0].jumpkeydown = 0;
- if (player[0].animTarget == jumpdownanim &&
- distsq(&player[0].coords, &player[i].coords) < 40)
- player[i].crouchkeydown = 1;
- if (player[i].jumpkeydown)
- player[i].attackkeydown = 0;
+ if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
+ Person::players[0]->jumpkeydown = 0;
+ if (Person::players[0]->animTarget == jumpdownanim &&
+ distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
+ Person::players[i]->crouchkeydown = 1;
+ if (Person::players[i]->jumpkeydown)
+ Person::players[i]->attackkeydown = 0;
if (tutoriallevel == 1)
if (!canattack)
- player[i].attackkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
- XYZ facing = player[i].coords;
- XYZ flatfacing = player[0].coords;
- facing.y += player[i].jointPos(head).y * player[i].scale;
- flatfacing.y += player[0].jointPos(head).y * player[0].scale;
- if (player[i].occluded >= 2)
+ XYZ facing = Person::players[i]->coords;
+ XYZ flatfacing = Person::players[0]->coords;
+ facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+ flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
+ if (Person::players[i]->occluded >= 2)
if (-1 != checkcollide(facing, flatfacing)) {
- if (!player[i].pause)
- player[i].lastseentime -= .2;
- if (player[i].lastseentime <= 0 &&
- (player[i].creature != wolftype ||
- player[i].weaponstuck == -1)) {
- player[i].aitype = searchtype;
- player[i].lastchecktime = 12;
- player[i].lastseen = player[0].coords;
- player[i].lastseentime = 12;
+ if (!Person::players[i]->pause)
+ Person::players[i]->lastseentime -= .2;
+ if (Person::players[i]->lastseentime <= 0 &&
+ (Person::players[i]->creature != wolftype ||
+ Person::players[i]->weaponstuck == -1)) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[0]->coords;
+ Person::players[i]->lastseentime = 12;
}
} else
- player[i].lastseentime = 1;
+ Person::players[i]->lastseentime = 1;
}
}
- if (animation[player[0].animTarget].height == highheight &&
- (player[i].aitype == attacktypecutoff ||
- player[i].aitype == searchtype))
- if (player[0].coords.y > terrain.getHeight(player[0].coords.x, player[0].coords.z) + 10) {
- XYZ test = player[0].coords;
+ if (animation[Person::players[0]->animTarget].height == highheight &&
+ (Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype))
+ if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
+ XYZ test = Person::players[0]->coords;
test.y -= 40;
- if (-1 == checkcollide(player[0].coords, test))
- player[i].stunned = 1;
+ if (-1 == checkcollide(Person::players[0]->coords, test))
+ Person::players[i]->stunned = 1;
}
//stunned
- if (player[i].aitype == passivetype && !(player[i].numwaypoints > 1) ||
- player[i].stunned > 0 ||
- player[i].pause && player[i].damage > player[i].superpermanentdamage) {
- if (player[i].pause)
- player[i].lastseentime = 1;
- player[i].targetyaw = player[i].yaw;
- player[i].forwardkeydown = 0;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].jumpkeydown = 0;
- player[i].attackkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].throwkeydown = 0;
+ if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
+ Person::players[i]->stunned > 0 ||
+ Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
+ if (Person::players[i]->pause)
+ Person::players[i]->lastseentime = 1;
+ Person::players[i]->targetyaw = Person::players[i]->yaw;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
facing = 0;
facing.z = -1;
- XYZ flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0);
+ XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
facing = flatfacing;
- if (player[i].aitype == attacktypecutoff) {
- player[i].targetheadyaw = 180 - roughDirectionTo(player[i].coords, player[0].coords);
- player[i].targetheadpitch = pitchTo(player[i].coords, player[0].coords);
- } else if (player[i].howactive >= typesleeping) {
- player[i].targetheadyaw = player[i].targetyaw;
- player[i].targetheadpitch = 0;
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
+ Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
+ } else if (Person::players[i]->howactive >= typesleeping) {
+ Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
+ Person::players[i]->targetheadpitch = 0;
} else {
- if (player[i].interestdelay <= 0) {
- player[i].interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
- player[i].headtarget = player[i].coords;
- player[i].headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
- player[i].headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
- player[i].headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
- player[i].headtarget += player[i].facing * 1.5;
- }
- player[i].targetheadyaw = 180 - roughDirectionTo(player[i].coords, player[i].headtarget);
- player[i].targetheadpitch = pitchTo(player[i].coords, player[i].headtarget);
+ if (Person::players[i]->interestdelay <= 0) {
+ Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
+ Person::players[i]->headtarget = Person::players[i]->coords;
+ Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
+ Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
+ Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
+ Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
+ }
+ Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
+ Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
}
}
}
talkdelay = 1;
talkdelay -= multiplier;
- if (talkdelay <= 0 && indialogue == -1 && animation[player[0].animTarget].height != highheight)
+ if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
for (int i = 0; i < numdialogues; i++) {
int realdialoguetype;
bool special;
realdialoguetype > 0 &&
(dialoguegonethrough[i] == 0 || !special) &&
(special || Input::isKeyPressed(attackkey))) {
- if (distsq(&player[0].coords, &player[realdialoguetype].coords) < 6 ||
- player[realdialoguetype].howactive >= typedead1 ||
+ if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
+ Person::players[realdialoguetype]->howactive >= typedead1 ||
dialoguetype[i] > 40 && dialoguetype[i] < 50) {
whichdialogue = i;
for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
- player[participantfocus[whichdialogue][j]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].velocity = 0;
- player[participantfocus[whichdialogue][j]].animTarget = player[participantfocus[whichdialogue][j]].getIdle();
- player[participantfocus[whichdialogue][j]].frameTarget = 0;
+ Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
+ Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
+ Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
}
directing = 0;
indialogue = 0;
for (int i = 0; i < numhotspots; i++) {
if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
- hotspot[i] = player[hotspottype[i]].coords;
+ hotspot[i] = Person::players[hotspottype[i]]->coords;
}
}
}
//control keys
if (indialogue == -1) {
- player[0].forwardkeydown = Input::isKeyDown(forwardkey);
- player[0].leftkeydown = Input::isKeyDown(leftkey);
- player[0].backkeydown = Input::isKeyDown(backkey);
- player[0].rightkeydown = Input::isKeyDown(rightkey);
- player[0].jumpkeydown = Input::isKeyDown(jumpkey);
- player[0].crouchkeydown = Input::isKeyDown(crouchkey);
- player[0].drawkeydown = Input::isKeyDown(drawkey);
- player[0].throwkeydown = Input::isKeyDown(throwkey);
+ Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
+ Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
+ Person::players[0]->backkeydown = Input::isKeyDown(backkey);
+ Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
+ Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
+ Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
+ Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
+ Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
} else {
- player[0].forwardkeydown = 0;
- player[0].leftkeydown = 0;
- player[0].backkeydown = 0;
- player[0].rightkeydown = 0;
- player[0].jumpkeydown = 0;
- player[0].crouchkeydown = 0;
- player[0].drawkeydown = 0;
- player[0].throwkeydown = 0;
+ Person::players[0]->forwardkeydown = 0;
+ Person::players[0]->leftkeydown = 0;
+ Person::players[0]->backkeydown = 0;
+ Person::players[0]->rightkeydown = 0;
+ Person::players[0]->jumpkeydown = 0;
+ Person::players[0]->crouchkeydown = 0;
+ Person::players[0]->drawkeydown = 0;
+ Person::players[0]->throwkeydown = 0;
}
- if (!player[0].jumpkeydown)
- player[0].jumpclimb = 0;
+ if (!Person::players[0]->jumpkeydown)
+ Person::players[0]->jumpclimb = 0;
if (indialogue != -1) {
whichend = -1;
if (whichend != -1) {
participantfocus[whichdialogue][indialogue] = whichend;
- participantlocation[whichdialogue][whichend] = player[whichend].coords;
- participantyaw[whichdialogue][whichend] = player[whichend].yaw;
+ participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
+ participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
}
if (whichend == -1) {
participantfocus[whichdialogue][indialogue] = -1;
}
- if (player[participantfocus[whichdialogue][indialogue]].dead) {
+ if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
indialogue = -1;
directing = 0;
cameramode = 0;
if (dialogueboxsound[whichdialogue][indialogue] != 0) {
playdialogueboxsound();
if (dialogueboxsound[whichdialogue][indialogue] == -5) {
- hotspot[numhotspots] = player[0].coords;
+ hotspot[numhotspots] = Person::players[0]->coords;
hotspotsize[numhotspots] = 10;
hotspottype[numhotspots] = -1;
hostile = 1;
}
- if (player[participantfocus[whichdialogue][indialogue]].dead) {
+ if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
indialogue = -1;
directing = 0;
cameramode = 0;
if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
hostile = 1;
for (int i = 1; i < numplayers; i++) {
- player[i].aitype = attacktypecutoff;
+ Person::players[i]->aitype = attacktypecutoff;
}
}
}
}
}
- if (!player[0].jumpkeydown) {
- player[0].jumptogglekeydown = 0;
+ if (!Person::players[0]->jumpkeydown) {
+ Person::players[0]->jumptogglekeydown = 0;
}
- if (player[0].jumpkeydown &&
- player[0].animTarget != jumpupanim &&
- player[0].animTarget != jumpdownanim &&
- !player[0].isFlip())
- player[0].jumptogglekeydown = 1;
+ if (Person::players[0]->jumpkeydown &&
+ Person::players[0]->animTarget != jumpupanim &&
+ Person::players[0]->animTarget != jumpdownanim &&
+ !Person::players[0]->isFlip())
+ Person::players[0]->jumptogglekeydown = 1;
dialoguetime += multiplier;
doJumpReversals();
for (int k = 0; k < numplayers; k++)
- if (k != 0 && player[k].immobile)
- player[k].coords = player[k].realoldcoords;
+ if (k != 0 && Person::players[k]->immobile)
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
for (int k = 0; k < numplayers; k++) {
- if (!isnormal(player[k].coords.x) || !isnormal(player[k].coords.y) || !isnormal(player[k].coords.z)) {
- if (!isnormal(player[k].coords.x) || !isnormal(player[k].coords.y) || !isnormal(player[k].coords.z)) {
- player[k].DoDamage(1000);
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ Person::players[k]->DoDamage(1000);
}
}
}
(Input::isKeyDown(jumpkey) &&
!respawnkeydown &&
!oldattackkey &&
- player[0].dead))) {
+ Person::players[0]->dead))) {
targetlevel = whichlevel;
loading = 1;
leveltime = 5;
//?
for (int i = 0; i < numplayers; i++) {
static float oldtargetyaw;
- if (!player[i].skeleton.free) {
- oldtargetyaw = player[i].targetyaw;
+ if (!Person::players[i]->skeleton.free) {
+ oldtargetyaw = Person::players[i]->targetyaw;
if (i == 0 && indialogue == -1) {
//TODO: refactor repetitive code
- if (!animation[player[0].animTarget].attack &&
- player[0].animTarget != staggerbackhighanim &&
- player[0].animTarget != staggerbackhardanim &&
- player[0].animTarget != crouchremoveknifeanim &&
- player[0].animTarget != removeknifeanim &&
- player[0].animTarget != backhandspringanim &&
- player[0].animTarget != dodgebackanim &&
- player[0].animTarget != walljumprightkickanim &&
- player[0].animTarget != walljumpleftkickanim) {
+ if (!animation[Person::players[0]->animTarget].attack &&
+ Person::players[0]->animTarget != staggerbackhighanim &&
+ Person::players[0]->animTarget != staggerbackhardanim &&
+ Person::players[0]->animTarget != crouchremoveknifeanim &&
+ Person::players[0]->animTarget != removeknifeanim &&
+ Person::players[0]->animTarget != backhandspringanim &&
+ Person::players[0]->animTarget != dodgebackanim &&
+ Person::players[0]->animTarget != walljumprightkickanim &&
+ Person::players[0]->animTarget != walljumpleftkickanim) {
if (cameramode)
- player[0].targetyaw = 0;
+ Person::players[0]->targetyaw = 0;
else
- player[0].targetyaw = -yaw + 180;
+ Person::players[0]->targetyaw = -yaw + 180;
}
facing = 0;
facing.z = -1;
- flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
if (cameramode) {
facing = flatfacing;
} else {
facing = DoRotation(facing, 0, 0 - yaw, 0);
}
- player[0].lookyaw = -yaw;
+ Person::players[0]->lookyaw = -yaw;
- player[i].targetheadyaw = yaw;
- player[i].targetheadpitch = pitch;
+ Person::players[i]->targetheadyaw = yaw;
+ Person::players[i]->targetheadpitch = pitch;
}
- if (i != 0 && player[i].aitype == playercontrolled && indialogue == -1) {
- if (!animation[player[i].animTarget].attack &&
- player[i].animTarget != staggerbackhighanim &&
- player[i].animTarget != staggerbackhardanim &&
- player[i].animTarget != crouchremoveknifeanim &&
- player[i].animTarget != removeknifeanim &&
- player[i].animTarget != backhandspringanim &&
- player[i].animTarget != dodgebackanim &&
- player[i].animTarget != walljumprightkickanim &&
- player[i].animTarget != walljumpleftkickanim) {
- player[i].targetyaw = -player[i].lookyaw + 180;
+ if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
+ if (!animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != crouchremoveknifeanim &&
+ Person::players[i]->animTarget != removeknifeanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim &&
+ Person::players[i]->animTarget != walljumprightkickanim &&
+ Person::players[i]->animTarget != walljumpleftkickanim) {
+ Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
}
facing = 0;
facing.z = -1;
- flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
- facing = DoRotation(facing, -player[i].lookpitch, 0, 0);
- facing = DoRotation(facing, 0, 0 - player[i].lookyaw, 0);
+ facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
- player[i].targetheadyaw = player[i].lookyaw;
- player[i].targetheadpitch = player[i].lookpitch;
+ Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
+ Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
}
if (indialogue != -1) {
- player[i].targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
- player[i].targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
+ Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
+ Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
}
if (leveltime < .5)
numenvsounds = 0;
- player[i].avoidsomething = 0;
+ Person::players[i]->avoidsomething = 0;
//avoid flaming things
for (int j = 0; j < objects.numobjects; j++)
if (objects.onfire[j])
- if (distsq(&player[i].coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
- if ( distsq(&player[i].coords, &objects.position[j]) <
- distsq(&player[i].coords, &player[0].coords)) {
- player[i].collided = 0;
- player[i].avoidcollided = 1;
- if (player[i].avoidsomething == 0 ||
- distsq(&player[i].coords, &objects.position[j]) <
- distsq(&player[i].coords, &player[i].avoidwhere)) {
- player[i].avoidwhere = objects.position[j];
- player[i].avoidsomething = 1;
+ if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
+ if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ Person::players[i]->collided = 0;
+ Person::players[i]->avoidcollided = 1;
+ if (Person::players[i]->avoidsomething == 0 ||
+ distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = objects.position[j];
+ Person::players[i]->avoidsomething = 1;
}
}
//avoid flaming players
for (int j = 0; j < numplayers; j++)
- if (player[j].onfire)
- if (distsq(&player[j].coords, &player[i].coords) < sq(0.3) * 200)
- if ( distsq(&player[i].coords, &player[j].coords) <
- distsq(&player[i].coords, &player[0].coords)) {
- player[i].collided = 0;
- player[i].avoidcollided = 1;
- if (player[i].avoidsomething == 0 ||
- distsq(&player[i].coords, &player[j].coords) <
- distsq(&player[i].coords, &player[i].avoidwhere)) {
- player[i].avoidwhere = player[j].coords;
- player[i].avoidsomething = 1;
+ if (Person::players[j]->onfire)
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
+ if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ Person::players[i]->collided = 0;
+ Person::players[i]->avoidcollided = 1;
+ if (Person::players[i]->avoidsomething == 0 ||
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = Person::players[j]->coords;
+ Person::players[i]->avoidsomething = 1;
}
}
- if (player[i].collided > .8)
- player[i].avoidcollided = 0;
+ if (Person::players[i]->collided > .8)
+ Person::players[i]->avoidcollided = 0;
doAI(i);
- if (animation[player[i].animTarget].attack == reversed) {
- //player[i].targetyaw=player[i].yaw;
- player[i].forwardkeydown = 0;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].jumpkeydown = 0;
- player[i].attackkeydown = 0;
- //player[i].crouchkeydown=0;
- player[i].throwkeydown = 0;
+ if (animation[Person::players[i]->animTarget].attack == reversed) {
+ //Person::players[i]->targetyaw=Person::players[i]->yaw;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ //Person::players[i]->crouchkeydown=0;
+ Person::players[i]->throwkeydown = 0;
}
if (indialogue != -1) {
- player[i].forwardkeydown = 0;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].jumpkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].drawkeydown = 0;
- player[i].throwkeydown = 0;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
- if (player[i].collided < -.3)
- player[i].collided = -.3;
- if (player[i].collided > 1)
- player[i].collided = 1;
- player[i].collided -= multiplier * 4;
- player[i].whichdirectiondelay -= multiplier;
- if (player[i].avoidcollided < -.3 || player[i].whichdirectiondelay <= 0) {
- player[i].avoidcollided = -.3;
- player[i].whichdirection = abs(Random() % 2);
- player[i].whichdirectiondelay = .4;
+ if (Person::players[i]->collided < -.3)
+ Person::players[i]->collided = -.3;
+ if (Person::players[i]->collided > 1)
+ Person::players[i]->collided = 1;
+ Person::players[i]->collided -= multiplier * 4;
+ Person::players[i]->whichdirectiondelay -= multiplier;
+ if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
+ Person::players[i]->avoidcollided = -.3;
+ Person::players[i]->whichdirection = abs(Random() % 2);
+ Person::players[i]->whichdirectiondelay = .4;
}
- if (player[i].avoidcollided > 1)
- player[i].avoidcollided = 1;
- player[i].avoidcollided -= multiplier / 4;
- if (!player[i].skeleton.free) {
- player[i].stunned -= multiplier;
- player[i].surprised -= multiplier;
+ if (Person::players[i]->avoidcollided > 1)
+ Person::players[i]->avoidcollided = 1;
+ Person::players[i]->avoidcollided -= multiplier / 4;
+ if (!Person::players[i]->skeleton.free) {
+ Person::players[i]->stunned -= multiplier;
+ Person::players[i]->surprised -= multiplier;
}
- if (i != 0 && player[i].surprised <= 0 &&
- player[i].aitype == attacktypecutoff &&
- !player[i].dead &&
- !player[i].skeleton.free &&
- animation[player[i].animTarget].attack == neutral)
+ if (i != 0 && Person::players[i]->surprised <= 0 &&
+ Person::players[i]->aitype == attacktypecutoff &&
+ !Person::players[i]->dead &&
+ !Person::players[i]->skeleton.free &&
+ animation[Person::players[i]->animTarget].attack == neutral)
numresponded = 1;
- if (!player[i].throwkeydown)
- player[i].throwtogglekeydown = 0;
+ if (!Person::players[i]->throwkeydown)
+ Person::players[i]->throwtogglekeydown = 0;
//pick up weapon
- if (player[i].throwkeydown && !player[i].throwtogglekeydown) {
- if (player[i].weaponactive == -1 &&
- player[i].num_weapons < 2 &&
- (player[i].isIdle() ||
- player[i].isCrouch() ||
- player[i].animTarget == sneakanim ||
- player[i].animTarget == rollanim ||
- player[i].animTarget == backhandspringanim ||
- player[i].isFlip() ||
- player[i].isFlip() ||
- player[i].aitype != playercontrolled)) {
+ if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
+ if (Person::players[i]->weaponactive == -1 &&
+ Person::players[i]->num_weapons < 2 &&
+ (Person::players[i]->isIdle() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled)) {
for (int j = 0; j < weapons.size(); j++) {
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
- player[i].aitype == playercontrolled) &&
+ Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 &&
- player[i].weaponactive == -1)
- if (distsqflat(&player[i].coords, &weapons[j].position) < 2) {
- if (distsq(&player[i].coords, &weapons[j].position) < 2) {
- if (player[i].isCrouch() ||
- player[i].animTarget == sneakanim ||
- player[i].isRun() ||
- player[i].isIdle() ||
- player[i].aitype != playercontrolled) {
- player[i].throwtogglekeydown = 1;
- player[i].setAnimation(crouchremoveknifeanim);
- player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[j].position);
- player[i].hasvictim = 0;
+ Person::players[i]->weaponactive == -1)
+ if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
+ if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
+ if (Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() ||
+ Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
+ Person::players[i]->hasvictim = 0;
}
- if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) {
- player[i].throwtogglekeydown = 1;
- player[i].hasvictim = 0;
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
- player[i].aitype == playercontrolled) &&
+ Person::players[i]->aitype == playercontrolled) &&
weapons[j].owner == -1 ||
- player[i].victim &&
- weapons[j].owner == player[i].victim->id)
- if (distsqflat(&player[i].coords, &weapons[j].position) < 2 && player[i].weaponactive == -1)
- if (distsq(&player[i].coords, &weapons[j].position) < 1 || player[i].victim) {
+ Person::players[i]->victim &&
+ weapons[j].owner == Person::players[i]->victim->id)
+ if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
+ if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
if (weapons[j].getType() != staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive = 0;
- weapons[j].owner = player[i].id;
- if (player[i].num_weapons > 0)
- player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0];
- player[i].num_weapons++;
- player[i].weaponids[0] = j;
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->weaponactive = 0;
+ weapons[j].owner = Person::players[i]->id;
+ if (Person::players[i]->num_weapons > 0)
+ Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
+ Person::players[i]->num_weapons++;
+ Person::players[i]->weaponids[0] = j;
}
}
- } else if ((player[i].isIdle() ||
- player[i].isFlip() ||
- player[i].aitype != playercontrolled) &&
- distsq(&player[i].coords, &weapons[j].position) < 5 &&
- player[i].coords.y < weapons[j].position.y) {
- if (!player[i].isFlip()) {
- player[i].throwtogglekeydown = 1;
- player[i].setAnimation(removeknifeanim);
- player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[j].position);
+ } else if ((Person::players[i]->isIdle() ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled) &&
+ distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
+ Person::players[i]->coords.y < weapons[j].position.y) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setAnimation(removeknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
}
- if (player[i].isFlip()) {
- player[i].throwtogglekeydown = 1;
- player[i].hasvictim = 0;
+ if (Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
for (int k = 0; k < weapons.size(); k++) {
- if (player[i].weaponactive == -1)
+ if (Person::players[i]->weaponactive == -1)
if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
- player[i].aitype == playercontrolled) &&
+ Person::players[i]->aitype == playercontrolled) &&
weapons[k].owner == -1 ||
- player[i].victim &&
- weapons[k].owner == player[i].victim->id)
- if (distsqflat(&player[i].coords, &weapons[k].position) < 3 &&
- player[i].weaponactive == -1) {
+ Person::players[i]->victim &&
+ weapons[k].owner == Person::players[i]->victim->id)
+ if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
+ Person::players[i]->weaponactive == -1) {
if (weapons[k].getType() != staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive = 0;
- weapons[k].owner = player[i].id;
- if (player[i].num_weapons > 0)
- player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0];
- player[i].num_weapons++;
- player[i].weaponids[0] = k;
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->weaponactive = 0;
+ weapons[k].owner = Person::players[i]->id;
+ if (Person::players[i]->num_weapons > 0)
+ Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
+ Person::players[i]->num_weapons++;
+ Person::players[i]->weaponids[0] = k;
}
}
}
}
}
}
- if (player[i].isCrouch() ||
- player[i].animTarget == sneakanim ||
- player[i].isRun() ||
- player[i].isIdle() || player[i].animTarget == rollanim ||
- player[i].animTarget == backhandspringanim) {
+ if (Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim) {
if (numplayers > 1)
for (int j = 0; j < numplayers; j++) {
- if (player[i].weaponactive == -1)
+ if (Person::players[i]->weaponactive == -1)
if (j != i)
- if (player[j].num_weapons &&
- player[j].skeleton.free &&
- distsq(&player[i].coords, &player[j].coords) < 2/*&&player[j].dead*/ &&
- (((player[j].skeleton.forward.y < 0 &&
- player[j].weaponstuckwhere == 0) ||
- (player[j].skeleton.forward.y > 0 &&
- player[j].weaponstuckwhere == 1)) ||
- player[j].weaponstuck == -1 ||
- player[j].num_weapons > 1)) {
- if (player[i].animTarget != rollanim && player[i].animTarget != backhandspringanim) {
- player[i].throwtogglekeydown = 1;
- player[i].victim = &player[j];
- player[i].hasvictim = 1;
- player[i].setAnimation(crouchremoveknifeanim);
- player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords);
+ if (Person::players[j]->num_weapons &&
+ Person::players[j]->skeleton.free &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
+ (((Person::players[j]->skeleton.forward.y < 0 &&
+ Person::players[j]->weaponstuckwhere == 0) ||
+ (Person::players[j]->skeleton.forward.y > 0 &&
+ Person::players[j]->weaponstuckwhere == 1)) ||
+ Person::players[j]->weaponstuck == -1 ||
+ Person::players[j]->num_weapons > 1)) {
+ if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->hasvictim = 1;
+ Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
}
- if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) {
- player[i].throwtogglekeydown = 1;
- player[i].victim = &player[j];
- player[i].hasvictim = 1;
- int k = player[j].weaponids[0];
- if (player[i].hasvictim) {
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->hasvictim = 1;
+ int k = Person::players[j]->weaponids[0];
+ if (Person::players[i]->hasvictim) {
bool fleshstuck;
fleshstuck = 0;
- if (player[i].victim->weaponstuck != -1) {
- if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) {
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
fleshstuck = 1;
}
}
if (!fleshstuck) {
if (weapons[k].getType() != staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
}
if (fleshstuck)
- emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
+ emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
- player[i].weaponactive = 0;
+ Person::players[i]->weaponactive = 0;
if (weapons[k].owner != -1) {
- if (player[i].victim->num_weapons == 1)
- player[i].victim->num_weapons = 0;
+ if (Person::players[i]->victim->num_weapons == 1)
+ Person::players[i]->victim->num_weapons = 0;
else
- player[i].victim->num_weapons = 1;
+ Person::players[i]->victim->num_weapons = 1;
- player[i].victim->skeleton.longdead = 0;
- player[i].victim->skeleton.free = 1;
- player[i].victim->skeleton.broken = 0;
+ Person::players[i]->victim->skeleton.longdead = 0;
+ Person::players[i]->victim->skeleton.free = 1;
+ Person::players[i]->victim->skeleton.broken = 0;
- for (int l = 0; l < player[i].victim->skeleton.num_joints; l++) {
- player[i].victim->skeleton.joints[l].velchange = 0;
- player[i].victim->skeleton.joints[l].locked = 0;
+ for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
+ Person::players[i]->victim->skeleton.joints[l].velchange = 0;
+ Person::players[i]->victim->skeleton.joints[l].locked = 0;
}
XYZ relative;
XYZ footvel, footpoint;
footvel = 0;
footpoint = weapons[k].position;
- if (player[i].victim->weaponstuck != -1) {
- if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) {
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
if (bloodtoggle)
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
weapons[k].bloody = 2;
weapons[k].blooddrip = 5;
- player[i].victim->weaponstuck = -1;
- player[i].victim->bloodloss += 2000;
- player[i].victim->DoDamage(2000);
+ Person::players[i]->victim->weaponstuck = -1;
+ Person::players[i]->victim->bloodloss += 2000;
+ Person::players[i]->victim->DoDamage(2000);
}
}
- if (player[i].victim->num_weapons > 0) {
- if (player[i].victim->weaponstuck != 0 && player[i].victim->weaponstuck != -1)
- player[i].victim->weaponstuck = 0;
- if (player[i].victim->weaponids[0] == k)
- player[i].victim->weaponids[0] = player[i].victim->weaponids[player[i].victim->num_weapons];
+ if (Person::players[i]->victim->num_weapons > 0) {
+ if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
+ Person::players[i]->victim->weaponstuck = 0;
+ if (Person::players[i]->victim->weaponids[0] == k)
+ Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
}
- player[i].victim->weaponactive = -1;
+ Person::players[i]->victim->weaponactive = -1;
- player[i].victim->jointVel(abdomen) += relative * 6;
- player[i].victim->jointVel(neck) += relative * 6;
- player[i].victim->jointVel(rightshoulder) += relative * 6;
- player[i].victim->jointVel(leftshoulder) += relative * 6;
+ Person::players[i]->victim->jointVel(abdomen) += relative * 6;
+ Person::players[i]->victim->jointVel(neck) += relative * 6;
+ Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
+ Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
}
weapons[k].owner = i;
- if (player[i].num_weapons > 0) {
- player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0];
+ if (Person::players[i]->num_weapons > 0) {
+ Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
}
- player[i].num_weapons++;
- player[i].weaponids[0] = k;
+ Person::players[i]->num_weapons++;
+ Person::players[i]->weaponids[0] = k;
}
}
}
}
}
}
- if (player[i].weaponactive != -1 && player[i].aitype == playercontrolled) {
- if (weapons[player[i].weaponids[0]].getType() == knife) {
- if (player[i].isIdle() ||
- player[i].isRun() ||
- player[i].isCrouch() ||
- player[i].animTarget == sneakanim ||
- player[i].isFlip())
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ if (Person::players[i]->isIdle() ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isFlip())
if (numplayers > 1)
for (int j = 0; j < numplayers; j++) {
if (i != j)
if (tutoriallevel != 1 || tutorialstage == 49)
if (hostile)
- if (normaldotproduct(player[i].facing, player[i].coords - player[j].coords) < 0 &&
- distsq(&player[i].coords, &player[j].coords) < 100 &&
- distsq(&player[i].coords, &player[j].coords) > 1.5 &&
- !player[j].skeleton.free &&
- -1 == checkcollide(DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)*player[j].scale + player[j].coords, DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)*player[i].scale + player[i].coords)) {
- if (!player[i].isFlip()) {
- player[i].throwtogglekeydown = 1;
- player[i].victim = &player[j];
- player[i].setAnimation(knifethrowanim);
- player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords);
- player[i].targettilt2 = pitchTo(player[i].coords, player[j].coords);
+ if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
+ !Person::players[j]->skeleton.free &&
+ -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->setAnimation(knifethrowanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
+ Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
}
- if (player[i].isFlip()) {
- if (player[i].weaponactive != -1) {
- player[i].throwtogglekeydown = 1;
- player[i].victim = &player[j];
+ if (Person::players[i]->isFlip()) {
+ if (Person::players[i]->weaponactive != -1) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
XYZ aim;
- weapons[player[i].weaponids[0]].owner = -1;
- aim = player[i].victim->coords + DoRotation(player[i].victim->jointPos(abdomen), 0, player[i].victim->yaw, 0) * player[i].victim->scale + player[i].victim->velocity * findDistance(&player[i].victim->coords, &player[i].coords) / 50 - (player[i].coords + DoRotation(player[i].jointPos(righthand), 0, player[i].yaw, 0) * player[i].scale);
+ weapons[Person::players[i]->weaponids[0]].owner = -1;
+ aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
Normalise(&aim);
aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
- weapons[player[i].weaponids[0]].velocity = aim * 50;
- weapons[player[i].weaponids[0]].tipvelocity = aim * 50;
- weapons[player[i].weaponids[0]].missed = 0;
- weapons[player[i].weaponids[0]].freetime = 0;
- weapons[player[i].weaponids[0]].firstfree = 1;
- weapons[player[i].weaponids[0]].physics = 0;
- player[i].num_weapons--;
- if (player[i].num_weapons) {
- player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons];
+ weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
+ weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
+ weapons[Person::players[i]->weaponids[0]].missed = 0;
+ weapons[Person::players[i]->weaponids[0]].freetime = 0;
+ weapons[Person::players[i]->weaponids[0]].firstfree = 1;
+ weapons[Person::players[i]->weaponids[0]].physics = 0;
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
}
- player[i].weaponactive = -1;
+ Person::players[i]->weaponactive = -1;
}
}
}
}
}
}
- if (player[i].weaponactive != -1 && player[i].aitype == playercontrolled) {
- if (player[i].isCrouch() || player[i].animTarget == sneakanim) {
- player[i].throwtogglekeydown = 1;
- weapons[player[i].weaponids[0]].owner = -1;
- weapons[player[i].weaponids[0]].velocity = player[i].velocity * .2;
- if (weapons[player[i].weaponids[0]].velocity.x == 0)
- weapons[player[i].weaponids[0]].velocity.x = .1;
- weapons[player[i].weaponids[0]].tipvelocity = weapons[player[i].weaponids[0]].velocity;
- weapons[player[i].weaponids[0]].missed = 1;
- weapons[player[i].weaponids[0]].freetime = 0;
- weapons[player[i].weaponids[0]].firstfree = 1;
- weapons[player[i].weaponids[0]].physics = 1;
- player[i].num_weapons--;
- if (player[i].num_weapons) {
- player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons];
- if (player[i].weaponstuck == player[i].num_weapons)
- player[i].weaponstuck = 0;
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ weapons[Person::players[i]->weaponids[0]].owner = -1;
+ weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
+ if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
+ weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
+ weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
+ weapons[Person::players[i]->weaponids[0]].missed = 1;
+ weapons[Person::players[i]->weaponids[0]].freetime = 0;
+ weapons[Person::players[i]->weaponids[0]].firstfree = 1;
+ weapons[Person::players[i]->weaponids[0]].physics = 1;
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
+ if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
+ Person::players[i]->weaponstuck = 0;
}
- player[i].weaponactive = -1;
+ Person::players[i]->weaponactive = -1;
for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ Person::players[j]->wentforweapon = 0;
}
}
}
}
//draw weapon
- if (i == 0 || !player[0].dead || player[i].weaponactive != -1) {
- if (player[i].drawkeydown && !player[i].drawtogglekeydown ||
- player[i].num_weapons == 2 &&
- player[i].weaponactive == -1 &&
- player[i].isIdle() ||
- player[0].dead &&
- player[i].weaponactive != -1 &&
+ if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
+ if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
+ (Person::players[i]->num_weapons == 2) &&
+ (Person::players[i]->weaponactive == -1) &&
+ Person::players[i]->isIdle() ||
+ Person::players[0]->dead &&
+ (Person::players[i]->weaponactive != -1) &&
i != 0) {
bool isgood = true;
- if (player[i].weaponactive != -1)
- if (weapons[player[i].weaponids[player[i].weaponactive]].getType() == staff)
+ if (Person::players[i]->weaponactive != -1)
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
isgood = false;
- if (isgood && player[i].creature != wolftype) {
- if (player[i].isIdle() && player[i].num_weapons && weapons[player[i].weaponids[0]].getType() == knife) {
- player[i].setAnimation(drawrightanim);
- player[i].drawtogglekeydown = 1;
+ if (isgood && Person::players[i]->creature != wolftype) {
+ if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setAnimation(drawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
- if ((player[i].isIdle() ||
- (player[i].aitype != playercontrolled &&
- player[0].weaponactive != -1 &&
- player[i].isRun())) &&
- player[i].num_weapons &&
- weapons[player[i].weaponids[0]].getType() == sword) {
- player[i].setAnimation(drawleftanim);
- player[i].drawtogglekeydown = 1;
+ if ((Person::players[i]->isIdle() ||
+ (Person::players[i]->aitype != playercontrolled &&
+ Person::players[0]->weaponactive != -1 &&
+ Person::players[i]->isRun())) &&
+ Person::players[i]->num_weapons &&
+ weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+ Person::players[i]->setAnimation(drawleftanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
- if (player[i].isCrouch() && player[i].num_weapons && weapons[player[i].weaponids[0]].getType() == knife) {
- player[i].setAnimation(crouchdrawrightanim);
- player[i].drawtogglekeydown = 1;
+ if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setAnimation(crouchdrawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
}
}
}
}
//clean weapon
- if (player[i].weaponactive != -1) {
- if (player[i].isCrouch() &&
- weapons[player[i].weaponids[player[i].weaponactive]].bloody &&
+ if (Person::players[i]->weaponactive != -1) {
+ if (Person::players[i]->isCrouch() &&
+ weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
bloodtoggle &&
- player[i].onterrain &&
- player[i].num_weapons &&
- player[i].attackkeydown &&
+ Person::players[i]->onterrain &&
+ Person::players[i]->num_weapons &&
+ Person::players[i]->attackkeydown &&
musictype != stream_fighttheme) {
- if (weapons[player[i].weaponids[player[i].weaponactive]].getType() == knife)
- player[i].setAnimation(crouchstabanim);
- if (weapons[player[i].weaponids[player[i].weaponactive]].getType() == sword)
- player[i].setAnimation(swordgroundstabanim);
- player[i].hasvictim = 0;
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
+ Person::players[i]->setAnimation(crouchstabanim);
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
+ Person::players[i]->setAnimation(swordgroundstabanim);
+ Person::players[i]->hasvictim = 0;
}
}
- if (!player[i].drawkeydown)
- player[i].drawtogglekeydown = 0;
+ if (!Person::players[i]->drawkeydown)
+ Person::players[i]->drawtogglekeydown = 0;
XYZ absflatfacing;
if (i == 0) {
absflatfacing = flatfacing;
if (indialogue != -1) {
- player[i].forwardkeydown = 0;
- player[i].leftkeydown = 0;
- player[i].backkeydown = 0;
- player[i].rightkeydown = 0;
- player[i].jumpkeydown = 0;
- player[i].crouchkeydown = 0;
- player[i].drawkeydown = 0;
- player[i].throwkeydown = 0;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
}
movekey = 0;
//Do controls
- if (!animation[player[i].animTarget].attack &&
- player[i].animTarget != staggerbackhighanim &&
- player[i].animTarget != staggerbackhardanim &&
- player[i].animTarget != backhandspringanim &&
- player[i].animTarget != dodgebackanim) {
- if (!player[i].forwardkeydown)
- player[i].forwardstogglekeydown = 0;
- if (player[i].crouchkeydown) {
+ if (!animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
+ if (!Person::players[i]->forwardkeydown)
+ Person::players[i]->forwardstogglekeydown = 0;
+ if (Person::players[i]->crouchkeydown) {
//Crouch
target = -2;
if (i == 0) {
- player[i].superruntoggle = 1;
+ Person::players[i]->superruntoggle = 1;
if (numplayers > 1)
for (int j = 0; j < numplayers; j++)
- if (j != i && !player[j].skeleton.free && player[j].aitype == passivetype)
- if (distsq(&player[j].coords, &player[i].coords) < 16)
- player[i].superruntoggle = 0;
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
+ Person::players[i]->superruntoggle = 0;
}
if (numplayers > 1)
for (int j = 0; j < numplayers; j++) {
- if (j != i && !player[j].skeleton.free && player[j].victim && player[i].lowreversaldelay <= 0) {
- if (distsq(&player[j].coords, &player[j].victim->coords) < 3 &&
- player[j].victim == &player[i] &&
- (player[j].animTarget == sweepanim ||
- player[j].animTarget == upunchanim ||
- player[j].animTarget == wolfslapanim ||
- ((player[j].animTarget == swordslashanim ||
- player[j].animTarget == knifeslashstartanim ||
- player[j].animTarget == staffhitanim ||
- player[j].animTarget == staffspinhitanim) &&
- distsq(&player[j].coords, &player[i].coords) < 2))) {
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == sweepanim ||
+ Person::players[j]->animTarget == upunchanim ||
+ Person::players[j]->animTarget == wolfslapanim ||
+ ((Person::players[j]->animTarget == swordslashanim ||
+ Person::players[j]->animTarget == knifeslashstartanim ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim) &&
+ distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
if (target >= 0)
target = -1;
else
}
}
if (target >= 0)
- player[target].Reverse();
- player[i].lowreversaldelay = .5;
+ Person::players[target]->Reverse();
+ Person::players[i]->lowreversaldelay = .5;
- if (player[i].isIdle()) {
- player[i].setAnimation(player[i].getCrouch());
- player[i].transspeed = 10;
+ if (Person::players[i]->isIdle()) {
+ Person::players[i]->setAnimation(Person::players[i]->getCrouch());
+ Person::players[i]->transspeed = 10;
}
- if (player[i].isRun() ||
- (player[i].isStop() &&
- (player[i].leftkeydown ||
- player[i].rightkeydown ||
- player[i].forwardkeydown ||
- player[i].backkeydown))) {
- player[i].setAnimation(rollanim);
- player[i].transspeed = 20;
+ if (Person::players[i]->isRun() ||
+ (Person::players[i]->isStop() &&
+ (Person::players[i]->leftkeydown ||
+ Person::players[i]->rightkeydown ||
+ Person::players[i]->forwardkeydown ||
+ Person::players[i]->backkeydown))) {
+ Person::players[i]->setAnimation(rollanim);
+ Person::players[i]->transspeed = 20;
}
}
- if (!player[i].crouchkeydown) {
+ if (!Person::players[i]->crouchkeydown) {
//Uncrouch
- if (!player[i].isRun() && player[i].animTarget != sneakanim && i == 0)
- player[i].superruntoggle = 0;
+ if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
+ Person::players[i]->superruntoggle = 0;
target = -2;
- if (player[i].isCrouch()) {
+ if (Person::players[i]->isCrouch()) {
if (numplayers > 1)
for (int j = 0; j < numplayers; j++) {
if (j != i &&
- !player[j].skeleton.free &&
- player[j].victim &&
- player[i].highreversaldelay <= 0) {
- if (distsq(&player[j].coords, &player[j].victim->coords) < 3 &&
- player[j].victim == &player[i] &&
- (player[j].animTarget == spinkickanim) &&
- player[i].isCrouch()) {
+ !Person::players[j]->skeleton.free &&
+ Person::players[j]->victim &&
+ Person::players[i]->highreversaldelay <= 0) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == spinkickanim) &&
+ Person::players[i]->isCrouch()) {
if (target >= 0)
target = -1;
else
}
}
if (target >= 0)
- player[target].Reverse();
- player[i].highreversaldelay = .5;
+ Person::players[target]->Reverse();
+ Person::players[i]->highreversaldelay = .5;
- if (player[i].isCrouch()) {
- if (!player[i].wasCrouch()) {
- player[i].animCurrent = player[i].getCrouch();
- player[i].frameCurrent = 0;
+ if (Person::players[i]->isCrouch()) {
+ if (!Person::players[i]->wasCrouch()) {
+ Person::players[i]->animCurrent = Person::players[i]->getCrouch();
+ Person::players[i]->frameCurrent = 0;
}
- player[i].setAnimation(player[i].getIdle());
- player[i].transspeed = 10;
+ Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
}
}
- if (player[i].animTarget == sneakanim) {
- player[i].setAnimation(player[i].getIdle());
- player[i].transspeed = 10;
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
}
}
- if (player[i].forwardkeydown) {
- if (player[i].isIdle() ||
- (player[i].isStop() &&
- player[i].targetyaw == player[i].yaw) ||
- (player[i].isLanding() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown) ||
- (player[i].isLandhard() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown &&
- player[i].crouchkeydown)) {
- if (player[i].aitype == passivetype)
- player[i].setAnimation(walkanim);
+ if (Person::players[i]->forwardkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ if (Person::players[i]->aitype == passivetype)
+ Person::players[i]->setAnimation(walkanim);
else
- player[i].setAnimation(player[i].getRun());
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if (player[i].isCrouch()) {
- player[i].animTarget = sneakanim;
- if (player[i].wasCrouch())
- player[i].target = 0;
- player[i].frameTarget = 0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if (player[i].animTarget == hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/) {
- player[i].setAnimation(climbanim);
- player[i].frameTarget = 1;
- player[i].jumpclimb = 1;
+ if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+ Person::players[i]->setAnimation(climbanim);
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->jumpclimb = 1;
}
- if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) {
- player[i].velocity += absflatfacing * 5 * multiplier;
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += absflatfacing * 5 * multiplier;
}
- player[i].forwardstogglekeydown = 1;
+ Person::players[i]->forwardstogglekeydown = 1;
movekey = 1;
}
- if (player[i].rightkeydown) {
- if (player[i].isIdle() ||
- (player[i].isStop() &&
- player[i].targetyaw == player[i].yaw) ||
- (player[i].isLanding() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown) ||
- (player[i].isLandhard() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown &&
- player[i].crouchkeydown)) {
- player[i].setAnimation(player[i].getRun());
+ if (Person::players[i]->rightkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if (player[i].isCrouch()) {
- player[i].animTarget = sneakanim;
- if (player[i].wasCrouch())
- player[i].target = 0;
- player[i].frameTarget = 0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) {
- player[i].velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
- player[i].targetyaw -= 90;
- if (player[i].forwardkeydown)
- player[i].targetyaw += 45;
- if (player[i].backkeydown)
- player[i].targetyaw -= 45;
+ Person::players[i]->targetyaw -= 90;
+ if (Person::players[i]->forwardkeydown)
+ Person::players[i]->targetyaw += 45;
+ if (Person::players[i]->backkeydown)
+ Person::players[i]->targetyaw -= 45;
movekey = 1;
}
- if ( player[i].leftkeydown) {
- if (player[i].isIdle() ||
- (player[i].isStop() &&
- player[i].targetyaw == player[i].yaw) ||
- (player[i].isLanding() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown) ||
- (player[i].isLandhard() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown &&
- player[i].crouchkeydown)) {
- player[i].setAnimation(player[i].getRun());
+ if ( Person::players[i]->leftkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if (player[i].isCrouch()) {
- player[i].animTarget = sneakanim;
- if (player[i].wasCrouch())
- player[i].target = 0;
- player[i].frameTarget = 0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) {
- player[i].velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
- player[i].targetyaw += 90;
- if (player[i].forwardkeydown)
- player[i].targetyaw -= 45;
- if (player[i].backkeydown)
- player[i].targetyaw += 45;
+ Person::players[i]->targetyaw += 90;
+ if (Person::players[i]->forwardkeydown)
+ Person::players[i]->targetyaw -= 45;
+ if (Person::players[i]->backkeydown)
+ Person::players[i]->targetyaw += 45;
movekey = 1;
}
- if (player[i].backkeydown) {
- if (player[i].isIdle() ||
- (player[i].isStop() &&
- player[i].targetyaw == player[i].yaw) ||
- (player[i].isLanding() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown) ||
- (player[i].isLandhard() &&
- player[i].frameTarget > 0 &&
- !player[i].jumpkeydown &&
- player[i].crouchkeydown)) {
- player[i].setAnimation(player[i].getRun());
+ if (Person::players[i]->backkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
}
- if (player[i].isCrouch()) {
- player[i].animTarget = sneakanim;
- if (player[i].wasCrouch())
- player[i].target = 0;
- player[i].frameTarget = 0;
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
- if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) {
- player[i].velocity -= absflatfacing * 5 * multiplier;
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
}
- if (player[i].animTarget == hanganim) {
- player[i].animCurrent = jumpdownanim;
- player[i].animTarget = jumpdownanim;
- player[i].target = 0;
- player[i].frameCurrent = 0;
- player[i].frameTarget = 1;
- player[i].velocity = 0;
- player[i].velocity.y += gravity;
- player[i].coords.y -= 1.4;
- player[i].grabdelay = 1;
+ if (Person::players[i]->animTarget == hanganim) {
+ Person::players[i]->animCurrent = jumpdownanim;
+ Person::players[i]->animTarget = jumpdownanim;
+ Person::players[i]->target = 0;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->velocity.y += gravity;
+ Person::players[i]->coords.y -= 1.4;
+ Person::players[i]->grabdelay = 1;
}
- if ( !player[i].leftkeydown && !player[i].rightkeydown)
- player[i].targetyaw += 180;
+ if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+ Person::players[i]->targetyaw += 180;
movekey = 1;
}
- if ((player[i].jumpkeydown && !player[i].jumpclimb) || player[i].jumpstart) {
- if ((((player[i].isLanding() && player[i].frameTarget >= 3) ||
- player[i].isRun() ||
- player[i].animTarget == walkanim ||
- player[i].isCrouch() ||
- player[i].animTarget == sneakanim) &&
- player[i].jumppower > 1) &&
- ((player[i].animTarget != rabbitrunninganim &&
- player[i].animTarget != wolfrunninganim) || i != 0)) {
- player[i].jumpstart = 0;
- player[i].setAnimation(jumpupanim);
- player[i].yaw = player[i].targetyaw;
- player[i].transspeed = 20;
- player[i].FootLand(0, 1);
- player[i].FootLand(1, 1);
+ if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
+ if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->animTarget == walkanim ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim) &&
+ Person::players[i]->jumppower > 1) &&
+ ((Person::players[i]->animTarget != rabbitrunninganim &&
+ Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+ Person::players[i]->jumpstart = 0;
+ Person::players[i]->setAnimation(jumpupanim);
+ Person::players[i]->yaw = Person::players[i]->targetyaw;
+ Person::players[i]->transspeed = 20;
+ Person::players[i]->FootLand(0, 1);
+ Person::players[i]->FootLand(1, 1);
facing = 0;
facing.z = -1;
- flatfacing = DoRotation(facing, 0, player[i].targetyaw + 180, 0);
+ flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
if (movekey)
- player[i].velocity = flatfacing * player[i].speed * 45 * player[i].scale;
+ Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
if (!movekey)
- player[i].velocity = 0;
+ Person::players[i]->velocity = 0;
//Dodge sweep?
target = -2;
if (numplayers > 1)
for (int j = 0; j < numplayers; j++) {
- if (j != i && !player[j].skeleton.free && player[j].victim) {
- if (distsq(&player[j].coords, &player[j].victim->coords) < 3 &&
- player[j].victim == &player[i] &&
- (player[j].animTarget == sweepanim)) {
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ (Person::players[j]->victim == Person::players[i]) &&
+ (Person::players[j]->animTarget == sweepanim)) {
if (target >= 0)
target = -1;
else
}
}
if (target >= 0)
- player[i].velocity.y = 1;
+ Person::players[i]->velocity.y = 1;
else
- if (player[i].crouchkeydown || player[i].aitype != playercontrolled) {
- player[i].velocity.y = 7;
- player[i].crouchtogglekeydown = 1;
- } else player[i].velocity.y = 5;
+ if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->velocity.y = 7;
+ Person::players[i]->crouchtogglekeydown = 1;
+ } else Person::players[i]->velocity.y = 5;
if (mousejump && i == 0 && debugmode) {
- if (!player[i].isLanding())
- player[i].tempdeltav = deltav;
- if (player[i].tempdeltav < 0)
- player[i].velocity.y -= (float)(player[i].tempdeltav) / multiplier / 1000;
+ if (!Person::players[i]->isLanding())
+ Person::players[i]->tempdeltav = deltav;
+ if (Person::players[i]->tempdeltav < 0)
+ Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
}
- player[i].coords.y += .2;
- player[i].jumppower -= 1;
+ Person::players[i]->coords.y += .2;
+ Person::players[i]->jumppower -= 1;
if (!i)
- emit_sound_at(whooshsound, player[i].coords, 128.);
+ emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
- emit_sound_at(jumpsound, player[i].coords, 128.);
+ emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
}
- if ((player[i].isIdle()) && player[i].jumppower > 1) {
- player[i].setAnimation(player[i].getLanding());
- player[i].frameTarget = 2;
- player[i].landhard = 0;
- player[i].jumpstart = 1;
- player[i].tempdeltav = deltav;
+ if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
+ Person::players[i]->setAnimation(Person::players[i]->getLanding());
+ Person::players[i]->frameTarget = 2;
+ Person::players[i]->landhard = 0;
+ Person::players[i]->jumpstart = 1;
+ Person::players[i]->tempdeltav = deltav;
}
- if (player[i].animTarget == jumpupanim &&
+ if (Person::players[i]->animTarget == jumpupanim &&
(((!floatjump &&
!editorenabled) ||
!debugmode) ||
- player[i].aitype != playercontrolled)) {
- if (player[i].jumppower > multiplier * 6) {
- player[i].velocity.y += multiplier * 6;
- player[i].jumppower -= multiplier * 6;
+ Person::players[i]->aitype != playercontrolled)) {
+ if (Person::players[i]->jumppower > multiplier * 6) {
+ Person::players[i]->velocity.y += multiplier * 6;
+ Person::players[i]->jumppower -= multiplier * 6;
}
- if (player[i].jumppower <= multiplier * 6) {
- player[i].velocity.y += player[i].jumppower;
- player[i].jumppower = 0;
+ if (Person::players[i]->jumppower <= multiplier * 6) {
+ Person::players[i]->velocity.y += Person::players[i]->jumppower;
+ Person::players[i]->jumppower = 0;
}
}
if (((floatjump || editorenabled) && debugmode) && i == 0)
- player[i].velocity.y += multiplier * 30;
+ Person::players[i]->velocity.y += multiplier * 30;
}
if (!movekey) {
- if (player[i].isRun() || player[i].animTarget == walkanim)
- player[i].setAnimation(player[i].getStop());
- if (player[i].animTarget == sneakanim) {
- player[i].animTarget = player[i].getCrouch();
- if (player[i].animCurrent == sneakanim)
- player[i].target = 0;
- player[i].frameTarget = 0;
+ if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->animTarget = Person::players[i]->getCrouch();
+ if (Person::players[i]->animCurrent == sneakanim)
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
}
}
- if (player[i].animTarget == walkanim &&
- (player[i].aitype == attacktypecutoff ||
- player[i].aitype == searchtype ||
- (player[i].aitype == passivetype &&
- player[i].numwaypoints <= 1)))
- player[i].setAnimation(player[i].getStop());
- if (player[i].isRun() && (player[i].aitype == passivetype))
- player[i].setAnimation(player[i].getStop());
+ if (Person::players[i]->animTarget == walkanim &&
+ (Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype ||
+ (Person::players[i]->aitype == passivetype &&
+ Person::players[i]->numwaypoints <= 1)))
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
}
}
- if (player[i].animTarget == rollanim)
- player[i].targetyaw = oldtargetyaw;
+ if (Person::players[i]->animTarget == rollanim)
+ Person::players[i]->targetyaw = oldtargetyaw;
}
//Rotation
for (int k = 0; k < numplayers; k++) {
- if (fabs(player[k].yaw - player[k].targetyaw) > 180) {
- if (player[k].yaw > player[k].targetyaw)
- player[k].yaw -= 360;
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
+ if (Person::players[k]->yaw > Person::players[k]->targetyaw)
+ Person::players[k]->yaw -= 360;
else
- player[k].yaw += 360;
+ Person::players[k]->yaw += 360;
}
//stop to turn in right direction
- if (fabs(player[k].yaw - player[k].targetyaw) > 90 && (player[k].isRun() || player[k].animTarget == walkanim))
- player[k].setAnimation(player[k].getStop());
-
- if (player[k].animTarget == backhandspringanim || player[k].animTarget == dodgebackanim)
- player[k].targettilt = 0;
-
- if (player[k].animTarget != jumpupanim &&
- player[k].animTarget != backhandspringanim &&
- player[k].animTarget != jumpdownanim &&
- !player[k].isFlip()) {
- player[k].targettilt = 0;
- if (player[k].jumppower < 0 && !player[k].jumpkeydown)
- player[k].jumppower = 0;
- player[k].jumppower += multiplier * 7;
- if (player[k].isCrouch())
- player[k].jumppower += multiplier * 7;
- if (player[k].jumppower > 5)
- player[k].jumppower = 5;
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
+ Person::players[k]->setAnimation(Person::players[k]->getStop());
+
+ if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
+ Person::players[k]->targettilt = 0;
+
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip()) {
+ Person::players[k]->targettilt = 0;
+ if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->isCrouch())
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->jumppower > 5)
+ Person::players[k]->jumppower = 5;
}
- if (player[k].isRun())
- player[k].targettilt = (player[k].yaw - player[k].targetyaw) / 4;
+ if (Person::players[k]->isRun())
+ Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
- player[k].tilt = stepTowardf(player[k].tilt, player[k].targettilt, multiplier * 150);
- player[k].grabdelay -= multiplier;
+ Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
+ Person::players[k]->grabdelay -= multiplier;
}
//do animations
for (int k = 0; k < numplayers; k++) {
- player[k].DoAnimations();
- player[k].whichpatchx = player[k].coords.x / (terrain.size / subdivision * terrain.scale);
- player[k].whichpatchz = player[k].coords.z / (terrain.size / subdivision * terrain.scale);
+ Person::players[k]->DoAnimations();
+ Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
+ Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
}
//do stuff
oldtemp = temp;
oldtemp2 = temp2;
if (tutorialstage >= 51)
- if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) {
+ if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
OPENAL_SetFrequency(OPENAL_ALL, 0.001);
flash();
}
if (tutorialstage < 51)
- if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) {
- emit_sound_at(fireendsound, player[0].coords);
+ if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
- player[0].coords = (oldtemp + oldtemp2) / 2;
+ Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
flash();
}
if (tutorialstage >= 14 && tutorialstage < 50)
- if (distsq(&temp, &player[1].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[1].coords) < 4) {
- emit_sound_at(fireendsound, player[1].coords);
+ if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
+ emit_sound_at(fireendsound, Person::players[1]->coords);
- for (int i = 0; i < player[1].skeleton.num_joints; i++) {
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)
- temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)
- temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)
- temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
- player[1].coords = (oldtemp + oldtemp2) / 2;
- for (int i = 0; i < player[1].skeleton.num_joints; i++) {
- player[1].skeleton.joints[i].velocity = 0;
+ Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ Person::players[1]->skeleton.joints[i].velocity = 0;
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)
- temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)
- temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)
- temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
musictype = leveltheme;
for (int i = 0; i < numplayers; i++) {
- if ((player[i].aitype == attacktypecutoff ||
- player[i].aitype == getweapontype ||
- player[i].aitype == gethelptype ||
- player[i].aitype == searchtype) &&
- !player[i].dead/*&&player[i].surprised<=0*/ &&
- (player[i].animTarget != sneakattackedanim &&
- player[i].animTarget != knifesneakattackedanim &&
- player[i].animTarget != swordsneakattackedanim)) {
+ if ((Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == getweapontype ||
+ Person::players[i]->aitype == gethelptype ||
+ Person::players[i]->aitype == searchtype) &&
+ !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
+ (Person::players[i]->animTarget != sneakattackedanim &&
+ Person::players[i]->animTarget != knifesneakattackedanim &&
+ Person::players[i]->animTarget != swordsneakattackedanim)) {
musictype = stream_fighttheme;
realthreat = 1;
}
}
- if (player[0].dead)
+ if (Person::players[0]->dead)
musictype = stream_menutheme;
killhotspot = 2;
for (int i = 0; i < numhotspots; i++) {
if (hotspottype[i] > 10 && hotspottype[i] < 20) {
- if (player[hotspottype[i] - 10].dead == 0)
+ if (Person::players[hotspottype[i] - 10]->dead == 0)
killhotspot = 0;
else if (killhotspot == 2)
killhotspot = 1;
winhotspot = false;
for (int i = 0; i < numhotspots; i++)
if (hotspottype[i] == -1)
- if (distsq(&player[0].coords, &hotspot[i]) < hotspotsize[i])
+ if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
winhotspot = true;
int numalarmed = 0;
for (int i = 1; i < numplayers; i++)
- if (!player[i].dead && player[i].aitype == attacktypecutoff && player[i].surprised <= 0)
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
numalarmed++;
if (numalarmed > maxalarmed)
maxalarmed = numalarmed;
if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
- if (player[0].dead && changedelay <= 0) {
+ if (Person::players[0]->dead && changedelay <= 0) {
changedelay = 1;
targetlevel = whichlevel;
}
alldead = true;
for (int i = 1; i < numplayers; i++) {
- if (!player[i].dead && player[i].howactive < typedead1) {
+ if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
alldead = false;
break;
}
}
- if (alldead && !player[0].dead && maptype == mapkilleveryone) {
+ if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
changedelay = 1;
targetlevel = whichlevel + 1;
if (targetlevel > numchallengelevels - 1)
targetlevel = 0;
}
- if (changedelay > 0 && !player[0].dead && !won) {
+ if (changedelay > 0 && !Person::players[0]->dead && !won) {
//high scores, awards, win
if (campaign) {
accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
if (!editorenabled && gameon && !mainmenu) {
if (changedelay != -999)
changedelay -= multiplier / 7;
- if (player[0].dead)
+ if (Person::players[0]->dead)
targetlevel = whichlevel;
if (loading == 2 && !campaign) {
flash();
fireSound(firestartsound);
- if (!player[0].dead && targetlevel != whichlevel)
+ if (!Person::players[0]->dead && targetlevel != whichlevel)
startbonustotal = bonustotal;
- if (player[0].dead)
+ if (Person::players[0]->dead)
Loadlevel(whichlevel);
else
Loadlevel(targetlevel);
if (changedelay <= -999 &&
whichlevel != -2 &&
!loading &&
- (player[0].dead ||
+ (Person::players[0]->dead ||
(alldead && maptype == mapkilleveryone) ||
(winhotspot) ||
(killhotspot)))
loading = 1;
- if ((player[0].dead ||
+ if ((Person::players[0]->dead ||
(alldead && maptype == mapkilleveryone) ||
(winhotspot) ||
(windialogue) ||
(killhotspot)) &&
changedelay <= 0) {
- if (whichlevel != -2 && !loading && !player[0].dead) {
+ if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
winfreeze = true;
changedelay = -999;
}
- if (player[0].dead)
+ if (Person::players[0]->dead)
loading = 1;
}
}
viewerfacing = facing;
if (!cameramode) {
- if ((animation[player[0].animTarget].attack != 3 && animation[player[0].animCurrent].attack != 3) || player[0].skeleton.free)
- target = player[0].coords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05;
+ if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
+ target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
else
- target = player[0].oldcoords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05;
+ target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
target.y += .1;
- if (player[0].skeleton.free) {
- for (int i = 0; i < player[0].skeleton.num_joints; i++) {
- if (player[0].skeleton.joints[i].position.y * player[0].scale + player[0].coords.y > target.y)
- target.y = player[0].skeleton.joints[i].position.y * player[0].scale + player[0].coords.y;
+ if (Person::players[0]->skeleton.free) {
+ for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
+ target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
}
target.y += .1;
}
- if (player[0].skeleton.free != 2/*&&!autocam*/) {
+ if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
cameraspeed = 20;
- if (findLengthfast(&player[0].velocity) > 400) {
- cameraspeed = 20 + (findLength(&player[0].velocity) - 20) * .96;
+ if (findLengthfast(&Person::players[0]->velocity) > 400) {
+ cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
}
- if (player[0].skeleton.free == 0 && player[0].animTarget != hanganim && player[0].animTarget != climbanim)
+ if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
target.y += 1.4;
coltarget = target - cameraloc;
if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
cameraloc = target;
else {
Normalise(&coltarget);
- if (player[0].animTarget != hanganim && player[0].animTarget != climbanim && player[0].animCurrent != climbanim && player[0].currentoffset.x == 0)
+ if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
else
cameraloc = cameraloc + coltarget * multiplier * 8;
colviewer = viewer;
coltarget = cameraloc;
objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
- if (terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) {
- int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+ if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+ int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
colviewer = viewer;
coltarget = cameraloc;
if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
viewer = col;
}
- if (terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) {
- int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+ if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+ int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
colviewer = viewer;
if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
viewer = colviewer;
}
/*
//what did autocam do?
- if(player[0].skeleton.free!=2&&autocam){
+ if(Person::players[0]->skeleton.free!=2&&autocam){
cameraspeed=20;
- if(findLengthfast(&player[0].velocity)>400){
- cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
+ if(findLengthfast(&Person::players[0]->velocity)>400){
+ cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
}
- if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
+ if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
cameradist+=multiplier*5;
if(cameradist>3.3)cameradist=3.3;
coltarget=target-cameraloc;
else if(findLengthfast(&coltarget)>1)
{
Normalise(&coltarget);
- if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
+ if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
else cameraloc=cameraloc+coltarget*multiplier*8;
}
if(editorenabled)cameraloc=target;
colviewer=viewer;
coltarget=cameraloc;
objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+ if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
+ int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
colviewer=viewer;
coltarget=cameraloc;
if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
}
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+ if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
+ int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
colviewer=viewer;
if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
viewer=colviewer;
//if(woozy>10)woozy=10;
//woozy+=multiplier;
woozy += multiplier;
- if (player[0].dead)
+ if (Person::players[0]->dead)
camerashake = 0;
- if (player[0].dead)
+ if (Person::players[0]->dead)
woozy = 0;
camerashake -= multiplier * 2;
blackout -= multiplier * 2;
- //if(player[0].isCrouch())woozy-=multiplier*8;
+ //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
if (camerashake < 0)
camerashake = 0;
if (blackout < 0)