From: sf17k Date: Mon, 15 Apr 2013 00:29:22 +0000 (-0400) Subject: BEAUTIFIED ALL SOURCE CODE X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=24004d6ab1e68faaf85ece11b566449997da5013;p=lugaru.git BEAUTIFIED ALL SOURCE CODE AStyle.exe --style=kr --pad-header --pad-oper *.c *.cpp *.h --- diff --git a/Source/Account.cpp b/Source/Account.cpp index 3547135..09bf0d1 100644 --- a/Source/Account.cpp +++ b/Source/Account.cpp @@ -11,7 +11,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -32,235 +32,231 @@ extern bool debugmode; vector Account::accounts = vector(); -Account::Account(string n) : campaignProgress() { - name = string(n); - difficulty = 0; - progress = 0; - points = 0; - memset(highscore, 0, sizeof(highscore)); - memset(fasttime, 0, sizeof(fasttime)); - memset(unlocked, 0, sizeof(unlocked)); - - setCurrentCampaign("main"); +Account::Account(string n) : campaignProgress() +{ + name = string(n); + difficulty = 0; + progress = 0; + points = 0; + memset(highscore, 0, sizeof(highscore)); + memset(fasttime, 0, sizeof(fasttime)); + memset(unlocked, 0, sizeof(unlocked)); + + setCurrentCampaign("main"); } -void Account::setCurrentCampaign(string name) { - currentCampaign = name; +void Account::setCurrentCampaign(string name) +{ + currentCampaign = name; } -Account* Account::add(string name) { - accounts.push_back(new Account(name)); - return accounts.back(); +Account* Account::add(string name) +{ + accounts.push_back(new Account(name)); + return accounts.back(); } -Account* Account::get(int i) { - - if((i>=0)&&(i= 0) && (i < accounts.size())) { + return accounts[i]; + } else + return NULL; } -void Account::destroy(int i) { - accounts.erase(accounts.begin()+i); +void Account::destroy(int i) +{ + accounts.erase(accounts.begin() + i); } -Account* Account::destroy(Account* a) { - for(int i=0; igetName()); - return accounts.front(); +Account* Account::destroy(Account* a) +{ + for (int i = 0; i < accounts.size(); i++) { + if (accounts[i] == a) { + accounts.erase(accounts.begin() + i); + return NULL; + } + } + printf("Unexpected error : User %s not found\n", a->getName()); + return accounts.front(); } -int Account::getDifficulty() { - return difficulty; +int Account::getDifficulty() +{ + return difficulty; } -void Account::endGame() { - campaignProgress[currentCampaign].choices.clear(); - campaignProgress[currentCampaign].score=0; - campaignProgress[currentCampaign].time=0; +void Account::endGame() +{ + campaignProgress[currentCampaign].choices.clear(); + campaignProgress[currentCampaign].score = 0; + campaignProgress[currentCampaign].time = 0; } -void Account::winCampaignLevel(int choice, float score, float time) { - campaignProgress[currentCampaign].choices.push_back(choice); - setCampaignScore(campaignProgress[currentCampaign].score+score); - campaignProgress[currentCampaign].time = time; +void Account::winCampaignLevel(int choice, float score, float time) +{ + campaignProgress[currentCampaign].choices.push_back(choice); + setCampaignScore(campaignProgress[currentCampaign].score + score); + campaignProgress[currentCampaign].time = time; } -void Account::winLevel(int level, float score, float time) { - if(!debugmode) { - if(score>highscore[level]) - highscore[level]=score; - if(time highscore[level]) + highscore[level] = score; + if (time < fasttime[level] || fasttime[level] == 0) + fasttime[level] = time; + } + if (progress < level + 1) + progress = level + 1; } -Account* Account::loadFile(string filename) { - FILE *tfile; - int numaccounts; - int accountactive; - - tfile=fopen(ConvertFileName(filename.c_str()), "rb" ); - - if(tfile) - { - funpackf(tfile, "Bi", &numaccounts); - funpackf(tfile, "Bi", &accountactive); - printf("number of accounts %d\n",numaccounts); - for(int i=0;idifficulty)); - funpackf(tfile, "Bi", &(acc->progress)); - int nbCampaigns; - funpackf(tfile, "Bi", &nbCampaigns); - //~ printf("loading %d campaign progress info\n",nbCampaigns); - - for(int k=0;kcampaignProgress[campaignName].time)); - funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].score)); - funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].fasttime)); - funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].highscore)); - int campaignchoicesmade,campaignchoice; - funpackf(tfile, "Bi", &campaignchoicesmade); - for(int j=0;j= 10) // what is that for? - { - campaignchoice = 0; - } - acc->campaignProgress[campaignName].choices.push_back(campaignchoice); - } - } - - acc->currentCampaign = ""; - int t; - char c; - funpackf(tfile, "Bi", &t); - for(int i=0;icurrentCampaign.append(1,c); - } - - funpackf(tfile, "Bf", &(acc->points)); - for(int i=0;i<50;i++) - { - funpackf(tfile, "Bf", &(acc->highscore[i])); - funpackf(tfile, "Bf", &(acc->fasttime[i])); - } - for(int i=0;i<60;i++) - { - funpackf(tfile, "Bb", &(acc->unlocked[i])); - } - int temp; - char ctemp; - funpackf(tfile, "Bi", &temp); - for(int i=0;iname.append(1,ctemp); - } - if(!strcmp(acc->name.c_str(),"")) - acc->name="Lugaru Player"; // no empty player name security. - accounts.push_back(acc); - } - - fclose(tfile); - return get(accountactive); - } else { - printf("filenotfound\n"); - return NULL; - } +Account* Account::loadFile(string filename) +{ + FILE *tfile; + int numaccounts; + int accountactive; + + tfile = fopen(ConvertFileName(filename.c_str()), "rb" ); + + if (tfile) { + funpackf(tfile, "Bi", &numaccounts); + funpackf(tfile, "Bi", &accountactive); + printf("number of accounts %d\n", numaccounts); + for (int i = 0; i < numaccounts; i++) { + printf("loading account %d/%d\n", i, numaccounts); + Account* acc = new Account(); + funpackf(tfile, "Bi", &(acc->difficulty)); + funpackf(tfile, "Bi", &(acc->progress)); + int nbCampaigns; + funpackf(tfile, "Bi", &nbCampaigns); + //~ printf("loading %d campaign progress info\n",nbCampaigns); + + for (int k = 0; k < nbCampaigns; ++k) { + string campaignName = ""; + int t; + char c; + funpackf(tfile, "Bi", &t); + for (int j = 0; j < t; j++) { + funpackf(tfile, "Bb", &c); + campaignName.append(1, c); + } + //~ printf("loading %s campaign progress info\n",campaignName.c_str()); + funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].time)); + funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].score)); + funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].fasttime)); + funpackf(tfile, "Bf", &(acc->campaignProgress[campaignName].highscore)); + int campaignchoicesmade, campaignchoice; + funpackf(tfile, "Bi", &campaignchoicesmade); + for (int j = 0; j < campaignchoicesmade; j++) { + funpackf(tfile, "Bi", &campaignchoice); + if (campaignchoice >= 10) { // what is that for? + campaignchoice = 0; + } + acc->campaignProgress[campaignName].choices.push_back(campaignchoice); + } + } + + acc->currentCampaign = ""; + int t; + char c; + funpackf(tfile, "Bi", &t); + for (int i = 0; i < t; i++) { + funpackf(tfile, "Bb", &c); + acc->currentCampaign.append(1, c); + } + + funpackf(tfile, "Bf", &(acc->points)); + for (int i = 0; i < 50; i++) { + funpackf(tfile, "Bf", &(acc->highscore[i])); + funpackf(tfile, "Bf", &(acc->fasttime[i])); + } + for (int i = 0; i < 60; i++) { + funpackf(tfile, "Bb", &(acc->unlocked[i])); + } + int temp; + char ctemp; + funpackf(tfile, "Bi", &temp); + for (int i = 0; i < temp; i++) { + funpackf(tfile, "Bb", &ctemp); + acc->name.append(1, ctemp); + } + if (!strcmp(acc->name.c_str(), "")) + acc->name = "Lugaru Player"; // no empty player name security. + accounts.push_back(acc); + } + + fclose(tfile); + return get(accountactive); + } else { + printf("filenotfound\n"); + return NULL; + } } -void Account::saveFile(string filename, Account* accountactive) { - FILE *tfile; - int j; - - tfile=fopen(ConvertFileName(filename.c_str(), "wb"), "wb" ); - if(tfile) - { - printf("writing %d accounts :\n",getNbAccounts()); - fpackf(tfile, "Bi", getNbAccounts()); - fpackf(tfile, "Bi", indice(accountactive)); - - for(int i=0;igetName()); - fpackf(tfile, "Bi", a->difficulty); - fpackf(tfile, "Bi", a->progress); - fpackf(tfile, "Bi", a->campaignProgress.size()); - - map::const_iterator it; - for( it=a->campaignProgress.begin(); it!= a->campaignProgress.end(); ++it) { - fpackf(tfile, "Bi", it->first.size()); - for(j=0;jfirst.size();j++) - { - fpackf(tfile, "Bb", it->first[j]); - } - fpackf(tfile, "Bf", it->second.time); - fpackf(tfile, "Bf", it->second.score); - fpackf(tfile, "Bf", it->second.fasttime); - fpackf(tfile, "Bf", it->second.highscore); - fpackf(tfile, "Bi", it->second.choices.size()); - for(j=0;jsecond.choices.size();j++) - { - fpackf(tfile, "Bi", it->second.choices[j]); - } - } - - fpackf(tfile, "Bi", a->getCurrentCampaign().size()); - for(j=0;jgetCurrentCampaign().size();j++) - { - fpackf(tfile, "Bb", a->getCurrentCampaign()[j]); - } - - fpackf(tfile, "Bf", a->points); - for(j=0;j<50;j++) - { - fpackf(tfile, "Bf", a->highscore[j]); - fpackf(tfile, "Bf", a->fasttime[j]); - } - for(j=0;j<60;j++) - { - fpackf(tfile, "Bb", a->unlocked[j]); - } - fpackf(tfile, "Bi", a->name.size()); - for(j=0;jname.size();j++) - { - fpackf(tfile, "Bb", a->name[j]); - } - } - - fclose(tfile); - } +void Account::saveFile(string filename, Account* accountactive) +{ + FILE *tfile; + int j; + + tfile = fopen(ConvertFileName(filename.c_str(), "wb"), "wb" ); + if (tfile) { + printf("writing %d accounts :\n", getNbAccounts()); + fpackf(tfile, "Bi", getNbAccounts()); + fpackf(tfile, "Bi", indice(accountactive)); + + for (int i = 0; i < getNbAccounts(); i++) { + Account* a = Account::get(i); + printf("writing account %d/%d (%s)\n", i + 1, getNbAccounts(), a->getName()); + fpackf(tfile, "Bi", a->difficulty); + fpackf(tfile, "Bi", a->progress); + fpackf(tfile, "Bi", a->campaignProgress.size()); + + map::const_iterator it; + for ( it = a->campaignProgress.begin(); it != a->campaignProgress.end(); ++it) { + fpackf(tfile, "Bi", it->first.size()); + for (j = 0; j < it->first.size(); j++) { + fpackf(tfile, "Bb", it->first[j]); + } + fpackf(tfile, "Bf", it->second.time); + fpackf(tfile, "Bf", it->second.score); + fpackf(tfile, "Bf", it->second.fasttime); + fpackf(tfile, "Bf", it->second.highscore); + fpackf(tfile, "Bi", it->second.choices.size()); + for (j = 0; j < it->second.choices.size(); j++) { + fpackf(tfile, "Bi", it->second.choices[j]); + } + } + + fpackf(tfile, "Bi", a->getCurrentCampaign().size()); + for (j = 0; j < a->getCurrentCampaign().size(); j++) { + fpackf(tfile, "Bb", a->getCurrentCampaign()[j]); + } + + fpackf(tfile, "Bf", a->points); + for (j = 0; j < 50; j++) { + fpackf(tfile, "Bf", a->highscore[j]); + fpackf(tfile, "Bf", a->fasttime[j]); + } + for (j = 0; j < 60; j++) { + fpackf(tfile, "Bb", a->unlocked[j]); + } + fpackf(tfile, "Bi", a->name.size()); + for (j = 0; j < a->name.size(); j++) { + fpackf(tfile, "Bb", a->name[j]); + } + } + + fclose(tfile); + } } -int Account::indice(Account* a) { - for(int i=0; i < accounts.size(); i++) { - if(accounts[i]==a) - return i; - } - return -1; +int Account::indice(Account* a) +{ + for (int i = 0; i < accounts.size(); i++) { + if (accounts[i] == a) + return i; + } + return -1; } diff --git a/Source/Account.h b/Source/Account.h index 7d550e8..b937dd7 100644 --- a/Source/Account.h +++ b/Source/Account.h @@ -11,7 +11,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -29,75 +29,102 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include struct CampaignProgress { - float highscore; - float fasttime; - float score; - float time; - std::vector choices; - CampaignProgress() { - highscore = 0; - fasttime = 0; - score = 0; - time = 0; - } + float highscore; + float fasttime; + float score; + float time; + std::vector choices; + CampaignProgress() { + highscore = 0; + fasttime = 0; + score = 0; + time = 0; + } }; -class Account { - public: - static void destroy(int i); - static Account* destroy(Account* a); - static Account* add(std::string name); - static Account* get(int i); - static Account* loadFile(std::string filename); - static void saveFile(std::string filename, Account* accountactive); - static int indice(Account* a); - - void endGame(); - void winCampaignLevel(int choice, float score, float time); - void winLevel(int level, float score, float time); - - // getter and setters - int getDifficulty(); - void setDifficulty(int i) { difficulty = i; }; - const char* getName() { return name.c_str(); }; - float getCampaignScore() { return campaignProgress[currentCampaign].score; }; - int getCampaignChoicesMade() { return campaignProgress[currentCampaign].choices.size(); }; - int getCampaignChoice(int i) { return campaignProgress[currentCampaign].choices[i]; }; - void setCampaignScore(int s) { - campaignProgress[currentCampaign].score=s; - if(s>campaignProgress[currentCampaign].highscore) - campaignProgress[currentCampaign].highscore=s; - }; - void setCampaignFinalTime(float t) { - campaignProgress[currentCampaign].time = t; - if((t campaignProgress; - - //statics - static std::vector accounts; +class Account +{ +public: + static void destroy(int i); + static Account* destroy(Account* a); + static Account* add(std::string name); + static Account* get(int i); + static Account* loadFile(std::string filename); + static void saveFile(std::string filename, Account* accountactive); + static int indice(Account* a); + + void endGame(); + void winCampaignLevel(int choice, float score, float time); + void winLevel(int level, float score, float time); + + // getter and setters + int getDifficulty(); + void setDifficulty(int i) { + difficulty = i; + }; + const char* getName() { + return name.c_str(); + }; + float getCampaignScore() { + return campaignProgress[currentCampaign].score; + }; + int getCampaignChoicesMade() { + return campaignProgress[currentCampaign].choices.size(); + }; + int getCampaignChoice(int i) { + return campaignProgress[currentCampaign].choices[i]; + }; + void setCampaignScore(int s) { + campaignProgress[currentCampaign].score = s; + if (s > campaignProgress[currentCampaign].highscore) + campaignProgress[currentCampaign].highscore = s; + }; + void setCampaignFinalTime(float t) { + campaignProgress[currentCampaign].time = t; + if ((t < campaignProgress[currentCampaign].fasttime) || (campaignProgress[currentCampaign].fasttime == 0) && (t != 0)) + campaignProgress[currentCampaign].fasttime = t; + }; + float getCampaignFasttime() { + return campaignProgress[currentCampaign].fasttime; + }; + void resetFasttime() { + campaignProgress[currentCampaign].fasttime = 0; + }; + float getCampaignHighScore() { + return campaignProgress[currentCampaign].highscore; + }; + float getHighScore(int i) { + return highscore[i]; + }; + float getFastTime(int i) { + return fasttime[i]; + }; + int getProgress() { + return progress; + }; + std::string getCurrentCampaign() { + return currentCampaign; + }; + void setCurrentCampaign(std::string name); + + static int getNbAccounts() { + return accounts.size(); + }; +private: + Account(std::string n = ""); + int difficulty; + int progress; // progress in challenge levels + float points; + float highscore[50]; + float fasttime[50]; + bool unlocked[60]; + std::string name; + + std::string currentCampaign; + std::map campaignProgress; + + //statics + static std::vector accounts; }; #endif diff --git a/Source/Animation.cpp b/Source/Animation.cpp index 4e5a65f..5f230d8 100644 --- a/Source/Animation.cpp +++ b/Source/Animation.cpp @@ -22,11 +22,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Skeleton.h" #include "Animation.h" -struct animation_data_elt -{ - const char *filename; - int height; - int attack; +struct animation_data_elt { + const char *filename; + int height; + int attack; }; static animation_data_elt animation_data[animation_count] = { @@ -37,9 +36,8 @@ static animation_data_elt animation_data[animation_count] = { void loadAllAnimations() { - for (int i = 0; i < loadable_anim_end; i++) - { - animation_data_elt *e = animation_data + i; - animation[i].Load(e->filename, e->height, e->attack); + for (int i = 0; i < loadable_anim_end; i++) { + animation_data_elt *e = animation_data + i; + animation[i].Load(e->filename, e->height, e->attack); } } diff --git a/Source/Animation.h b/Source/Animation.h index 668cac3..8c8d5e5 100644 --- a/Source/Animation.h +++ b/Source/Animation.h @@ -23,11 +23,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define ANIMATION_H enum anim_attack_type { - neutral, normalattack, reversed, reversal + neutral, normalattack, reversed, reversal }; enum anim_height_type { - lowheight, middleheight, highheight + lowheight, middleheight, highheight }; @@ -35,14 +35,14 @@ enum animation_types { #define DECLARE_ANIM(id, ...) id, #include "Animation.def" #undef DECLARE_ANIM -animation_count + animation_count }; enum animation_bit_offsets { #define DECLARE_ANIM_BIT(bit) o_##bit, #include "Animation.def" #undef DECLARE_ANIM_BIT -animation_bit_count + animation_bit_count }; enum animation_bits_def { diff --git a/Source/Awards.cpp b/Source/Awards.cpp index 726eaec..426ad7a 100644 --- a/Source/Awards.cpp +++ b/Source/Awards.cpp @@ -39,11 +39,11 @@ static const int bonus_values[bonus_count] = { void award_bonus(int playerid, int bonusid, int alt_value) { - if (playerid != 0) - return; - bonus = bonusid; - bonustime = 0; - bonusvalue = alt_value ? alt_value : bonus_values[bonusid]; + if (playerid != 0) + return; + bonus = bonusid; + bonustime = 0; + bonusvalue = alt_value ? alt_value : bonus_values[bonusid]; } // FIXME: make these per-player @@ -67,78 +67,78 @@ int maxalarmed; int award_awards(int *awards) { - int numawards = 0, i; - if(damagetaken==0&&player[0].bloodloss==0){ - awards[numawards]=awardflawless; - numawards++; - } - bool alldead = true; - for(i=1;i0){ - awards[numawards]=awardbojutsu; - numawards++; - } - if(numattacks==numswordattack&&numattacks>0){ - awards[numawards]=awardswordsman; - numawards++; - } - if(numattacks==numknifeattack&&numattacks>0){ - awards[numawards]=awardknifefighter; - numawards++; - } - if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.size()>0){ - awards[numawards]=awardkungfu; - numawards++; - } - if(numescaped>0){ - awards[numawards]=awardevasion; - numawards++; - } - if(numflipfail==0&&numflipped+numwallflipped*2>20){ - awards[numawards]=awardacrobat; - numawards++; - } - if(numthrowkill==numplayers-1){ - awards[numawards]=awardlongrange; - numawards++; - } - alldead=1; - for(i=1;i0&&alldead){ - awards[numawards]=awardbrutal; - numawards++; - } - if(numreversals>((float)numattacks)*.8&&numreversals>3){ - awards[numawards]=awardaikido; - numawards++; - } - if(maxalarmed==1&&numplayers>2){ - awards[numawards]=awardstrategy; - numawards++; - } - if(numflipfail>3){ - awards[numawards]=awardklutz; - numawards++; - } - return numawards; + int numawards = 0, i; + if (damagetaken == 0 && player[0].bloodloss == 0) { + awards[numawards] = awardflawless; + numawards++; + } + bool alldead = true; + for (i = 1; i < numplayers; i++) { + if (player[i].dead != 2)alldead = 0; + } + if (alldead) { + awards[numawards] = awardalldead; + numawards++; + } + alldead = 1; + for (i = 1; i < numplayers; i++) { + if (player[i].dead != 1)alldead = 0; + } + if (alldead) { + awards[numawards] = awardnodead; + numawards++; + } + if (numresponded == 0 && !numthrowkill) { + awards[numawards] = awardstealth; + numawards++; + } + if (numattacks == numstaffattack && numattacks > 0) { + awards[numawards] = awardbojutsu; + numawards++; + } + if (numattacks == numswordattack && numattacks > 0) { + awards[numawards] = awardswordsman; + numawards++; + } + if (numattacks == numknifeattack && numattacks > 0) { + awards[numawards] = awardknifefighter; + numawards++; + } + if (numattacks == numunarmedattack && numthrowkill == 0 && weapons.size() > 0) { + awards[numawards] = awardkungfu; + numawards++; + } + if (numescaped > 0) { + awards[numawards] = awardevasion; + numawards++; + } + if (numflipfail == 0 && numflipped + numwallflipped * 2 > 20) { + awards[numawards] = awardacrobat; + numawards++; + } + if (numthrowkill == numplayers - 1) { + awards[numawards] = awardlongrange; + numawards++; + } + alldead = 1; + for (i = 1; i < numplayers; i++) { + if (player[i].dead != 2)alldead = 0; + } + if (numafterkill > 0 && alldead) { + awards[numawards] = awardbrutal; + numawards++; + } + if (numreversals > ((float)numattacks)*.8 && numreversals > 3) { + awards[numawards] = awardaikido; + numawards++; + } + if (maxalarmed == 1 && numplayers > 2) { + awards[numawards] = awardstrategy; + numawards++; + } + if (numflipfail > 3) { + awards[numawards] = awardklutz; + numawards++; + } + return numawards; } diff --git a/Source/Awards.h b/Source/Awards.h index 83b61c0..8e45a68 100644 --- a/Source/Awards.h +++ b/Source/Awards.h @@ -26,7 +26,7 @@ enum bonus_types { #define DECLARE_BONUS(id, ...) id, #include "Bonuses.def" #undef DECLARE_BONUS -bonus_count + bonus_count }; static const char *bonus_names[bonus_count] = { @@ -48,7 +48,7 @@ enum award_types { #define DECLARE_AWARD(id, name) id, #include "Awards.def" #undef DECLARE_AWARD -award_count + award_count }; static const char *award_names[award_count] = { diff --git a/Source/Frustum.cpp b/Source/Frustum.cpp index f8fb2f5..84d4b8d 100644 --- a/Source/Frustum.cpp +++ b/Source/Frustum.cpp @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -26,150 +26,154 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. void FRUSTUM:: - GetFrustum() { - static float projmatrix[16]; - static float mvmatrix[16]; - static float clip[16]; - - glGetFloatv(GL_PROJECTION_MATRIX, projmatrix); - glGetFloatv(GL_MODELVIEW_MATRIX, mvmatrix); - - // Combine the matrices - clip[0] = mvmatrix[0] * projmatrix[0] + mvmatrix[1] * projmatrix[4] + mvmatrix[2] * projmatrix[8] + mvmatrix[3] * projmatrix[12]; - clip[1] = mvmatrix[0] * projmatrix[1] + mvmatrix[1] * projmatrix[5] + mvmatrix[2] * projmatrix[9] + mvmatrix[3] * projmatrix[13]; - clip[2] = mvmatrix[0] * projmatrix[2] + mvmatrix[1] * projmatrix[6] + mvmatrix[2] * projmatrix[10] + mvmatrix[3] * projmatrix[14]; - clip[3] = mvmatrix[0] * projmatrix[3] + mvmatrix[1] * projmatrix[7] + mvmatrix[2] * projmatrix[11] + mvmatrix[3] * projmatrix[15]; - - clip[4] = mvmatrix[4] * projmatrix[0] + mvmatrix[5] * projmatrix[4] + mvmatrix[6] * projmatrix[8] + mvmatrix[7] * projmatrix[12]; - clip[5] = mvmatrix[4] * projmatrix[1] + mvmatrix[5] * projmatrix[5] + mvmatrix[6] * projmatrix[9] + mvmatrix[7] * projmatrix[13]; - clip[6] = mvmatrix[4] * projmatrix[2] + mvmatrix[5] * projmatrix[6] + mvmatrix[6] * projmatrix[10] + mvmatrix[7] * projmatrix[14]; - clip[7] = mvmatrix[4] * projmatrix[3] + mvmatrix[5] * projmatrix[7] + mvmatrix[6] * projmatrix[11] + mvmatrix[7] * projmatrix[15]; - - clip[8] = mvmatrix[8] * projmatrix[0] + mvmatrix[9] * projmatrix[4] + mvmatrix[10] * projmatrix[8] + mvmatrix[11] * projmatrix[12]; - clip[9] = mvmatrix[8] * projmatrix[1] + mvmatrix[9] * projmatrix[5] + mvmatrix[10] * projmatrix[9] + mvmatrix[11] * projmatrix[13]; - clip[10] = mvmatrix[8] * projmatrix[2] + mvmatrix[9] * projmatrix[6] + mvmatrix[10] * projmatrix[10] + mvmatrix[11] * projmatrix[14]; - clip[11] = mvmatrix[8] * projmatrix[3] + mvmatrix[9] * projmatrix[7] + mvmatrix[10] * projmatrix[11] + mvmatrix[11] * projmatrix[15]; - - clip[12] = mvmatrix[12] * projmatrix[0] + mvmatrix[13] * projmatrix[4] + mvmatrix[14] * projmatrix[8] + mvmatrix[15] * projmatrix[12]; - clip[13] = mvmatrix[12] * projmatrix[1] + mvmatrix[13] * projmatrix[5] + mvmatrix[14] * projmatrix[9] + mvmatrix[15] * projmatrix[13]; - clip[14] = mvmatrix[12] * projmatrix[2] + mvmatrix[13] * projmatrix[6] + mvmatrix[14] * projmatrix[10] + mvmatrix[15] * projmatrix[14]; - clip[15] = mvmatrix[12] * projmatrix[3] + mvmatrix[13] * projmatrix[7] + mvmatrix[14] * projmatrix[11] + mvmatrix[15] * projmatrix[15]; - - // Right plane - frustum[0][0] = clip[3] - clip[0]; - frustum[0][1] = clip[7] - clip[4]; - frustum[0][2] = clip[11] - clip[8]; - frustum[0][3] = clip[15] - clip[12]; - - // Left plane - frustum[1][0] = clip[3] + clip[0]; - frustum[1][1] = clip[7] + clip[4]; - frustum[1][2] = clip[11] + clip[8]; - frustum[1][3] = clip[15] + clip[12]; - - // Bottom plane - frustum[2][0] = clip[3] + clip[1]; - frustum[2][1] = clip[7] + clip[5]; - frustum[2][2] = clip[11] + clip[9]; - frustum[2][3] = clip[15] + clip[13]; - - // Top plane - frustum[3][0] = clip[3] - clip[1]; - frustum[3][1] = clip[7] - clip[5]; - frustum[3][2] = clip[11] - clip[9]; - frustum[3][3] = clip[15] - clip[13]; - - // Far plane - frustum[4][0] = clip[3] - clip[2]; - frustum[4][1] = clip[7] - clip[6]; - frustum[4][2] = clip[11] - clip[10]; - frustum[4][3] = clip[15] - clip[14]; - - // Near plane - frustum[5][0] = clip[3] + clip[2]; - frustum[5][1] = clip[7] + clip[6]; - frustum[5][2] = clip[11] + clip[10]; - frustum[5][3] = clip[15] + clip[14]; +GetFrustum() +{ + static float projmatrix[16]; + static float mvmatrix[16]; + static float clip[16]; + + glGetFloatv(GL_PROJECTION_MATRIX, projmatrix); + glGetFloatv(GL_MODELVIEW_MATRIX, mvmatrix); + + // Combine the matrices + clip[0] = mvmatrix[0] * projmatrix[0] + mvmatrix[1] * projmatrix[4] + mvmatrix[2] * projmatrix[8] + mvmatrix[3] * projmatrix[12]; + clip[1] = mvmatrix[0] * projmatrix[1] + mvmatrix[1] * projmatrix[5] + mvmatrix[2] * projmatrix[9] + mvmatrix[3] * projmatrix[13]; + clip[2] = mvmatrix[0] * projmatrix[2] + mvmatrix[1] * projmatrix[6] + mvmatrix[2] * projmatrix[10] + mvmatrix[3] * projmatrix[14]; + clip[3] = mvmatrix[0] * projmatrix[3] + mvmatrix[1] * projmatrix[7] + mvmatrix[2] * projmatrix[11] + mvmatrix[3] * projmatrix[15]; + + clip[4] = mvmatrix[4] * projmatrix[0] + mvmatrix[5] * projmatrix[4] + mvmatrix[6] * projmatrix[8] + mvmatrix[7] * projmatrix[12]; + clip[5] = mvmatrix[4] * projmatrix[1] + mvmatrix[5] * projmatrix[5] + mvmatrix[6] * projmatrix[9] + mvmatrix[7] * projmatrix[13]; + clip[6] = mvmatrix[4] * projmatrix[2] + mvmatrix[5] * projmatrix[6] + mvmatrix[6] * projmatrix[10] + mvmatrix[7] * projmatrix[14]; + clip[7] = mvmatrix[4] * projmatrix[3] + mvmatrix[5] * projmatrix[7] + mvmatrix[6] * projmatrix[11] + mvmatrix[7] * projmatrix[15]; + + clip[8] = mvmatrix[8] * projmatrix[0] + mvmatrix[9] * projmatrix[4] + mvmatrix[10] * projmatrix[8] + mvmatrix[11] * projmatrix[12]; + clip[9] = mvmatrix[8] * projmatrix[1] + mvmatrix[9] * projmatrix[5] + mvmatrix[10] * projmatrix[9] + mvmatrix[11] * projmatrix[13]; + clip[10] = mvmatrix[8] * projmatrix[2] + mvmatrix[9] * projmatrix[6] + mvmatrix[10] * projmatrix[10] + mvmatrix[11] * projmatrix[14]; + clip[11] = mvmatrix[8] * projmatrix[3] + mvmatrix[9] * projmatrix[7] + mvmatrix[10] * projmatrix[11] + mvmatrix[11] * projmatrix[15]; + + clip[12] = mvmatrix[12] * projmatrix[0] + mvmatrix[13] * projmatrix[4] + mvmatrix[14] * projmatrix[8] + mvmatrix[15] * projmatrix[12]; + clip[13] = mvmatrix[12] * projmatrix[1] + mvmatrix[13] * projmatrix[5] + mvmatrix[14] * projmatrix[9] + mvmatrix[15] * projmatrix[13]; + clip[14] = mvmatrix[12] * projmatrix[2] + mvmatrix[13] * projmatrix[6] + mvmatrix[14] * projmatrix[10] + mvmatrix[15] * projmatrix[14]; + clip[15] = mvmatrix[12] * projmatrix[3] + mvmatrix[13] * projmatrix[7] + mvmatrix[14] * projmatrix[11] + mvmatrix[15] * projmatrix[15]; + + // Right plane + frustum[0][0] = clip[3] - clip[0]; + frustum[0][1] = clip[7] - clip[4]; + frustum[0][2] = clip[11] - clip[8]; + frustum[0][3] = clip[15] - clip[12]; + + // Left plane + frustum[1][0] = clip[3] + clip[0]; + frustum[1][1] = clip[7] + clip[4]; + frustum[1][2] = clip[11] + clip[8]; + frustum[1][3] = clip[15] + clip[12]; + + // Bottom plane + frustum[2][0] = clip[3] + clip[1]; + frustum[2][1] = clip[7] + clip[5]; + frustum[2][2] = clip[11] + clip[9]; + frustum[2][3] = clip[15] + clip[13]; + + // Top plane + frustum[3][0] = clip[3] - clip[1]; + frustum[3][1] = clip[7] - clip[5]; + frustum[3][2] = clip[11] - clip[9]; + frustum[3][3] = clip[15] - clip[13]; + + // Far plane + frustum[4][0] = clip[3] - clip[2]; + frustum[4][1] = clip[7] - clip[6]; + frustum[4][2] = clip[11] - clip[10]; + frustum[4][3] = clip[15] - clip[14]; + + // Near plane + frustum[5][0] = clip[3] + clip[2]; + frustum[5][1] = clip[7] + clip[6]; + frustum[5][2] = clip[11] + clip[10]; + frustum[5][3] = clip[15] + clip[14]; } int FRUSTUM:: - CubeInFrustum(float x, float y, float z, float size) { - static int c, c2; - - for(int i=0; i<6; i++) { - c=0; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y-size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y-size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y+size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y+size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y-size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y-size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y+size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y+size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(c==0) - return 0; - if(c==8) - c2++; - } - if(c2>=6) - return 2; - else - return 1; +CubeInFrustum(float x, float y, float z, float size) +{ + static int c, c2; + + for (int i = 0; i < 6; i++) { + c = 0; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y - size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y - size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y + size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y + size) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y - size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y - size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y + size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y + size) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (c == 0) + return 0; + if (c == 8) + c2++; + } + if (c2 >= 6) + return 2; + else + return 1; } int FRUSTUM:: - CubeInFrustum(float x, float y, float z, float size, float height) { - static int c, c2; - - for(int i=0; i<6; i++) { - c=0; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y-height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y-height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y+height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y+height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y-height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y-height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x-size) + frustum[i][1] * (y+height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(frustum[i][0] * (x+size) + frustum[i][1] * (y+height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) - c++; - if(c==0) - return 0; - if(c==8) - c2++; - } - if(c2>=6) - return 2; - else - return 1; +CubeInFrustum(float x, float y, float z, float size, float height) +{ + static int c, c2; + + for (int i = 0; i < 6; i++) { + c = 0; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y - height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y - height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y + height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y + height) + frustum[i][2] * (z - size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y - height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y - height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x - size) + frustum[i][1] * (y + height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (frustum[i][0] * (x + size) + frustum[i][1] * (y + height) + frustum[i][2] * (z + size) + frustum[i][3] > 0) + c++; + if (c == 0) + return 0; + if (c == 8) + c2++; + } + if (c2 >= 6) + return 2; + else + return 1; } int FRUSTUM:: - SphereInFrustum(float x, float y, float z, float radius) { - static int c2; - - for(int i=0; i<6; i++) { - if(frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1*radius) - c2++; - else - return 0; - } - if(c2>=6) - return 2; - else - return 1; +SphereInFrustum(float x, float y, float z, float radius) +{ + static int c2; + + for (int i = 0; i < 6; i++) { + if (frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1 * radius) + c2++; + else + return 0; + } + if (c2 >= 6) + return 2; + else + return 1; } diff --git a/Source/Frustum.h b/Source/Frustum.h index 7f96db8..da9a445 100644 --- a/Source/Frustum.h +++ b/Source/Frustum.h @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -22,13 +22,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef FRUSTUM_H #define FRUSTUM_H -class FRUSTUM { +class FRUSTUM +{ public: - float frustum[6][4]; - void GetFrustum(); - int CubeInFrustum(float, float, float, float); - int CubeInFrustum(float, float, float, float, float); - int SphereInFrustum(float, float, float, float); + float frustum[6][4]; + void GetFrustum(); + int CubeInFrustum(float, float, float, float); + int CubeInFrustum(float, float, float, float, float); + int SphereInFrustum(float, float, float, float); }; #endif diff --git a/Source/Game.cpp b/Source/Game.cpp index debf51a..3e6b25c 100644 --- a/Source/Game.cpp +++ b/Source/Game.cpp @@ -26,231 +26,246 @@ int directing; float dialoguetime; int dialoguegonethrough[20]; -namespace Game{ - Texture terraintexture; - Texture terraintexture2; - Texture loadscreentexture; - Texture Maparrowtexture; - Texture Mapboxtexture; - Texture Mapcircletexture; - Texture cursortexture; - GLuint screentexture = 0; - GLuint screentexture2 = 0; - Texture Mainmenuitems[10]; +namespace Game +{ +Texture terraintexture; +Texture terraintexture2; +Texture loadscreentexture; +Texture Maparrowtexture; +Texture Mapboxtexture; +Texture Mapcircletexture; +Texture cursortexture; +GLuint screentexture = 0; +GLuint screentexture2 = 0; +Texture Mainmenuitems[10]; - int selected = 0; - int keyselect = 0; +int selected = 0; +int keyselect = 0; - int newdetail = 0; - int newscreenwidth = 0; - int newscreenheight = 0; +int newdetail = 0; +int newscreenwidth = 0; +int newscreenheight = 0; - bool gameon = 0; - float deltah = 0; - float deltav = 0; - int mousecoordh = 0; - int mousecoordv = 0; - int oldmousecoordh = 0; - int oldmousecoordv = 0; - float yaw = 0; - float pitch = 0; - SkyBox *skybox = NULL; - bool cameramode = 0; - bool firstload = 0; +bool gameon = 0; +float deltah = 0; +float deltav = 0; +int mousecoordh = 0; +int mousecoordv = 0; +int oldmousecoordh = 0; +int oldmousecoordv = 0; +float yaw = 0; +float pitch = 0; +SkyBox *skybox = NULL; +bool cameramode = 0; +bool firstload = 0; - Texture hawktexture; - float hawkyaw = 0; - float hawkcalldelay = 0; - float leveltime = 0; - float loadtime = 0; +Texture hawktexture; +float hawkyaw = 0; +float hawkcalldelay = 0; +float leveltime = 0; +float loadtime = 0; - Model hawk; - XYZ hawkcoords; - XYZ realhawkcoords; +Model hawk; +XYZ hawkcoords; +XYZ realhawkcoords; - Model eye; - Model iris; - Model cornea; +Model eye; +Model iris; +Model cornea; - bool stealthloading = 0; +bool stealthloading = 0; - int musictype = 0; +int musictype = 0; - XYZ mapcenter; - float mapradius = 0; +XYZ mapcenter; +float mapradius = 0; - Text *text = NULL; - float fps = 0; +Text *text = NULL; +float fps = 0; - bool editorenabled = 0; - int editortype = 0; - float editorsize = 0; - float editoryaw = 0; - float editorpitch = 0; +bool editorenabled = 0; +int editortype = 0; +float editorsize = 0; +float editoryaw = 0; +float editorpitch = 0; - int tryquit = 0; +int tryquit = 0; - XYZ pathpoint[30]; - int numpathpoints = 0; - int numpathpointconnect[30] = {}; - int pathpointconnect[30][30] = {}; - int pathpointselected = 0; +XYZ pathpoint[30]; +int numpathpoints = 0; +int numpathpointconnect[30] = {}; +int pathpointconnect[30][30] = {}; +int pathpointselected = 0; - int endgame = 0; - bool scoreadded = 0; - int numchallengelevels = 0; +int endgame = 0; +bool scoreadded = 0; +int numchallengelevels = 0; - bool console = false; - char consoletext[15][256] = {}; - int consolechars[15] = {}; - bool chatting = 0; - char displaytext[15][256] = {}; - int displaychars[15] = {}; - float displaytime[15] = {}; - float displayblinkdelay = 0; - bool displayblink = 0; - int displayselected = 0; - float consoleblinkdelay = 0; - bool consoleblink = 0; - int consoleselected = 0; +bool console = false; +char consoletext[15][256] = {}; +int consolechars[15] = {}; +bool chatting = 0; +char displaytext[15][256] = {}; +int displaychars[15] = {}; +float displaytime[15] = {}; +float displayblinkdelay = 0; +bool displayblink = 0; +int displayselected = 0; +float consoleblinkdelay = 0; +bool consoleblink = 0; +int consoleselected = 0; - unsigned short crouchkey=0,jumpkey=0,forwardkey=0,chatkey=0,backkey=0,leftkey=0,rightkey=0,drawkey=0,throwkey=0,attackkey=0; - unsigned short consolekey=0; +unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, chatkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0; +unsigned short consolekey = 0; - int loading = 0; - - int oldenvironment = 0; - int targetlevel = 0; - float changedelay = 0; +int loading = 0; - bool waiting = false; - Account* accountactive = NULL; +int oldenvironment = 0; +int targetlevel = 0; +float changedelay = 0; + +bool waiting = false; +Account* accountactive = NULL; } -void Game::fireSound(int sound) { - emit_sound_at(sound); +void Game::fireSound(int sound) +{ + emit_sound_at(sound); } -void Game::inputText(char* str, int* charselected, int* nb_chars) { - SDL_Event evenement; - - if(!waiting) { - waiting=true; - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,SDL_DEFAULT_REPEAT_INTERVAL); - SDL_EnableUNICODE(true); - } +void Game::inputText(char* str, int* charselected, int* nb_chars) +{ + SDL_Event evenement; + + if (!waiting) { + waiting = true; + SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); + SDL_EnableUNICODE(true); + } - while(SDL_PollEvent(&evenement)) { - - switch(evenement.type) { - case SDL_KEYDOWN: - if(evenement.key.keysym.sym == SDLK_ESCAPE) { - for(int i=0;i<255;i++) - str[i]=0; - *nb_chars=0; - *charselected=0; - waiting=false; - } else if(evenement.key.keysym.sym==SDLK_BACKSPACE){ - if((*charselected)!=0) { - for(int i=(*charselected)-1;i<255;i++) - str[i]=str[i+1]; - str[255]=0; - (*charselected)--; - (*nb_chars)--; - } - } else if(evenement.key.keysym.sym==SDLK_DELETE){ - if((*charselected)<(*nb_chars)){ - for(int i=(*charselected);i<255;i++) - str[i]=str[i+1]; - str[255]=0; - (*nb_chars)--; - } - } else if(evenement.key.keysym.sym==SDLK_HOME){ - (*charselected)=0; - } else if(evenement.key.keysym.sym==SDLK_END){ - (*charselected)=(*nb_chars); - } else if(evenement.key.keysym.sym==SDLK_LEFT){ - if((*charselected)!=0) - (*charselected)--; - } else if(evenement.key.keysym.sym==SDLK_RIGHT){ - if((*charselected)<(*nb_chars)) - (*charselected)++; - } else if(evenement.key.keysym.sym==SDLK_RETURN) { - waiting=false; - } else if(evenement.key.keysym.unicode>=32&&evenement.key.keysym.unicode<127&&(*nb_chars)<60){ - for(int i=255;i>=(*charselected)+1;i--) - str[i]=str[i-1]; - str[*charselected]=evenement.key.keysym.unicode; - (*charselected)++; - (*nb_chars)++; - } - break; - } - } - - if(!waiting) { - SDL_EnableKeyRepeat(0,0); // disable key repeat - SDL_EnableUNICODE(false); - } + while (SDL_PollEvent(&evenement)) { + + switch (evenement.type) { + case SDL_KEYDOWN: + if (evenement.key.keysym.sym == SDLK_ESCAPE) { + for (int i = 0; i < 255; i++) + str[i] = 0; + *nb_chars = 0; + *charselected = 0; + waiting = false; + } else if (evenement.key.keysym.sym == SDLK_BACKSPACE) { + if ((*charselected) != 0) { + for (int i = (*charselected) - 1; i < 255; i++) + str[i] = str[i + 1]; + str[255] = 0; + (*charselected)--; + (*nb_chars)--; + } + } else if (evenement.key.keysym.sym == SDLK_DELETE) { + if ((*charselected) < (*nb_chars)) { + for (int i = (*charselected); i < 255; i++) + str[i] = str[i + 1]; + str[255] = 0; + (*nb_chars)--; + } + } else if (evenement.key.keysym.sym == SDLK_HOME) { + (*charselected) = 0; + } else if (evenement.key.keysym.sym == SDLK_END) { + (*charselected) = (*nb_chars); + } else if (evenement.key.keysym.sym == SDLK_LEFT) { + if ((*charselected) != 0) + (*charselected)--; + } else if (evenement.key.keysym.sym == SDLK_RIGHT) { + if ((*charselected) < (*nb_chars)) + (*charselected)++; + } else if (evenement.key.keysym.sym == SDLK_RETURN) { + waiting = false; + } else if (evenement.key.keysym.unicode >= 32 && evenement.key.keysym.unicode < 127 && (*nb_chars) < 60) { + for (int i = 255; i >= (*charselected) + 1; i--) + str[i] = str[i - 1]; + str[*charselected] = evenement.key.keysym.unicode; + (*charselected)++; + (*nb_chars)++; + } + break; + } + } + + if (!waiting) { + SDL_EnableKeyRepeat(0, 0); // disable key repeat + SDL_EnableUNICODE(false); + } } -int setKeySelected_thread(void* data) { +int setKeySelected_thread(void* data) +{ using namespace Game; - int keycode=-1; - SDL_Event evenement; - while(keycode==-1) { - SDL_WaitEvent(&evenement); - switch(evenement.type) { - case SDL_KEYDOWN: - keycode = evenement.key.keysym.sym; - break; - case SDL_MOUSEBUTTONDOWN: - keycode = SDLK_LAST+evenement.button.button; - break; - default: - break; - } - } - if(keycode != SDLK_ESCAPE) { - fireSound(); - switch(keyselect) { - case 0: forwardkey=keycode; - break; - case 1: backkey=keycode; - break; - case 2: leftkey=keycode; - break; - case 3: rightkey=keycode; - break; - case 4: crouchkey=keycode; - break; - case 5: jumpkey=keycode; - break; - case 6: drawkey=keycode; - break; - case 7: throwkey=keycode; - break; - case 8: attackkey=keycode; - break; - case 9: consolekey=keycode; - break; - default: - break; - } - } - keyselect=-1; - waiting=false; + int keycode = -1; + SDL_Event evenement; + while (keycode == -1) { + SDL_WaitEvent(&evenement); + switch (evenement.type) { + case SDL_KEYDOWN: + keycode = evenement.key.keysym.sym; + break; + case SDL_MOUSEBUTTONDOWN: + keycode = SDLK_LAST + evenement.button.button; + break; + default: + break; + } + } + if (keycode != SDLK_ESCAPE) { + fireSound(); + switch (keyselect) { + case 0: + forwardkey = keycode; + break; + case 1: + backkey = keycode; + break; + case 2: + leftkey = keycode; + break; + case 3: + rightkey = keycode; + break; + case 4: + crouchkey = keycode; + break; + case 5: + jumpkey = keycode; + break; + case 6: + drawkey = keycode; + break; + case 7: + throwkey = keycode; + break; + case 8: + attackkey = keycode; + break; + case 9: + consolekey = keycode; + break; + default: + break; + } + } + keyselect = -1; + waiting = false; LoadMenu(); return 0; } -void Game::setKeySelected() { - waiting=true; +void Game::setKeySelected() +{ + waiting = true; printf("launch thread\n"); - SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread,NULL); + SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL); if ( thread == NULL ) { fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError()); - waiting=false; + waiting = false; return; } } diff --git a/Source/Game.h b/Source/Game.h index a378efc..eb07d20 100644 --- a/Source/Game.h +++ b/Source/Game.h @@ -62,123 +62,124 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define NB_CAMPAIGN_MENU_ITEM 7 -namespace Game { - extern Texture terraintexture; - extern Texture terraintexture2; - extern Texture loadscreentexture; - extern Texture Maparrowtexture; - extern Texture Mapboxtexture; - extern Texture Mapcircletexture; - extern Texture cursortexture; - extern GLuint screentexture; - extern GLuint screentexture2; - extern Texture Mainmenuitems[10]; - - extern int selected; - extern int keyselect; - - extern int newdetail; - extern int newscreenwidth; - extern int newscreenheight; - - extern bool gameon; - extern float deltah,deltav; - extern int mousecoordh,mousecoordv; - extern int oldmousecoordh,oldmousecoordv; - extern float yaw,pitch; - extern SkyBox *skybox; - extern bool cameramode; - extern bool firstload; - - extern float leveltime; - extern float loadtime; - - extern Model hawk; - extern XYZ hawkcoords; - extern XYZ realhawkcoords; - extern Texture hawktexture; - extern float hawkyaw; - extern float hawkcalldelay; - - extern Model eye; - extern Model iris; - extern Model cornea; - - extern bool stealthloading; - extern int loading; - - extern int musictype; - - extern XYZ mapcenter; - extern float mapradius; - - extern Text *text; - extern float fps; - - extern bool editorenabled; - extern int editortype; - extern float editorsize; - extern float editoryaw; - extern float editorpitch; - - extern int tryquit; - - extern XYZ pathpoint[30]; - extern int numpathpoints; - extern int numpathpointconnect[30]; - extern int pathpointconnect[30][30]; - extern int pathpointselected; - - extern int endgame; - extern bool scoreadded; - extern int numchallengelevels; - - extern bool console; - extern char consoletext[15][256]; - extern int consolechars[15]; - extern bool chatting; - extern char displaytext[15][256]; - extern int displaychars[15]; - extern float displaytime[15]; - extern float displayblinkdelay; - extern bool displayblink; - extern int displayselected; - extern float consoleblinkdelay; - extern bool consoleblink; - extern int consoleselected; - - extern int oldenvironment; - extern int targetlevel; - extern float changedelay; - - extern bool waiting; - extern Account* accountactive; - - extern unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey; - extern unsigned short consolekey; - - void newGame(); - void deleteGame(); - - void InitGame(); - void LoadStuff(); - void LoadScreenTexture(); - void LoadingScreen(); - int DrawGLScene(StereoSide side); - void LoadMenu(); - void Tick(); - void TickOnce(); - void TickOnceAfter(); - void SetUpLighting(); - GLvoid ReSizeGLScene(float fov, float near); - int checkcollide(XYZ startpoint, XYZ endpoint); - int checkcollide(XYZ startpoint, XYZ endpoint, int what); - - void fireSound(int sound=fireendsound); - void setKeySelected(); - - void inputText(char* str, int* charselected, int* nb_chars); - void flash(); +namespace Game +{ +extern Texture terraintexture; +extern Texture terraintexture2; +extern Texture loadscreentexture; +extern Texture Maparrowtexture; +extern Texture Mapboxtexture; +extern Texture Mapcircletexture; +extern Texture cursortexture; +extern GLuint screentexture; +extern GLuint screentexture2; +extern Texture Mainmenuitems[10]; + +extern int selected; +extern int keyselect; + +extern int newdetail; +extern int newscreenwidth; +extern int newscreenheight; + +extern bool gameon; +extern float deltah, deltav; +extern int mousecoordh, mousecoordv; +extern int oldmousecoordh, oldmousecoordv; +extern float yaw, pitch; +extern SkyBox *skybox; +extern bool cameramode; +extern bool firstload; + +extern float leveltime; +extern float loadtime; + +extern Model hawk; +extern XYZ hawkcoords; +extern XYZ realhawkcoords; +extern Texture hawktexture; +extern float hawkyaw; +extern float hawkcalldelay; + +extern Model eye; +extern Model iris; +extern Model cornea; + +extern bool stealthloading; +extern int loading; + +extern int musictype; + +extern XYZ mapcenter; +extern float mapradius; + +extern Text *text; +extern float fps; + +extern bool editorenabled; +extern int editortype; +extern float editorsize; +extern float editoryaw; +extern float editorpitch; + +extern int tryquit; + +extern XYZ pathpoint[30]; +extern int numpathpoints; +extern int numpathpointconnect[30]; +extern int pathpointconnect[30][30]; +extern int pathpointselected; + +extern int endgame; +extern bool scoreadded; +extern int numchallengelevels; + +extern bool console; +extern char consoletext[15][256]; +extern int consolechars[15]; +extern bool chatting; +extern char displaytext[15][256]; +extern int displaychars[15]; +extern float displaytime[15]; +extern float displayblinkdelay; +extern bool displayblink; +extern int displayselected; +extern float consoleblinkdelay; +extern bool consoleblink; +extern int consoleselected; + +extern int oldenvironment; +extern int targetlevel; +extern float changedelay; + +extern bool waiting; +extern Account* accountactive; + +extern unsigned short crouchkey, jumpkey, forwardkey, chatkey, backkey, leftkey, rightkey, drawkey, throwkey, attackkey; +extern unsigned short consolekey; + +void newGame(); +void deleteGame(); + +void InitGame(); +void LoadStuff(); +void LoadScreenTexture(); +void LoadingScreen(); +int DrawGLScene(StereoSide side); +void LoadMenu(); +void Tick(); +void TickOnce(); +void TickOnceAfter(); +void SetUpLighting(); +GLvoid ReSizeGLScene(float fov, float near); +int checkcollide(XYZ startpoint, XYZ endpoint); +int checkcollide(XYZ startpoint, XYZ endpoint, int what); + +void fireSound(int sound = fireendsound); +void setKeySelected(); + +void inputText(char* str, int* charselected, int* nb_chars); +void flash(); } #ifndef __forceinline @@ -192,7 +193,9 @@ static __forceinline void swap_gl_buffers(void) SDL_GL_SwapBuffers(); } -extern "C" { void UndefinedSymbolToExposeStubbedCode(void); } +extern "C" { + void UndefinedSymbolToExposeStubbedCode(void); +} //#define STUBBED(x) UndefinedSymbolToExposeStubbedCode(); #define STUBBED(x) { static bool seen = false; if (!seen) { seen = true; fprintf(stderr, "STUBBED: %s at %s:%d\n", x, __FILE__, __LINE__); } } //#define STUBBED(x) @@ -224,8 +227,8 @@ extern float dialoguetime; extern int dialoguegonethrough[20]; enum maptypes { - mapkilleveryone, mapgosomewhere, - mapkillsomeone, mapkillmost // These two are unused + mapkilleveryone, mapgosomewhere, + mapkillsomeone, mapkillmost // These two are unused }; enum pathtypes {wpkeepwalking, wppause}; @@ -233,11 +236,12 @@ enum pathtypes {wpkeepwalking, wppause}; static const char *pathtypenames[] = {"keepwalking", "pause"}; enum editortypes {typeactive, typesitting, typesittingwall, typesleeping, - typedead1, typedead2, typedead3, typedead4}; + typedead1, typedead2, typedead3, typedead4 + }; static const char *editortypenames[] = { - "active", "sitting", "sitting wall", "sleeping", - "dead1", "dead2", "dead3", "dead4" + "active", "sitting", "sitting wall", "sleeping", + "dead1", "dead2", "dead3", "dead4" }; #endif diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index a6ab119..bb3f00c 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -35,7 +35,7 @@ extern float multiplier; extern float sps; extern float viewdistance; extern float fadestart; -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern int kTextureSize; extern FRUSTUM frustum; extern Light light; @@ -57,7 +57,7 @@ extern float targetblurness; extern float playerdist; extern bool cellophane; extern bool freeze; -extern float flashamount,flashr,flashg,flashb; +extern float flashamount, flashr, flashg, flashb; extern int flashdelay; extern int netstate; extern float motionbluramount; @@ -117,16 +117,17 @@ int change = 0; enum drawmodes { - normalmode, motionblurmode, radialzoommode, - realmotionblurmode, doublevisionmode, glowmode, + normalmode, motionblurmode, radialzoommode, + realmotionblurmode, doublevisionmode, glowmode, }; -void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering. - flashr=1; - flashg=0; - flashb=0; - flashamount=1; - flashdelay=1; +void Game::flash() // shouldn't be that way, these should be attributes and Person class should not change rendering. +{ + flashr = 1; + flashg = 0; + flashb = 0; + flashamount = 1; + flashdelay = 1; } void DrawMenu(); @@ -134,869 +135,873 @@ void DrawMenu(); /*********************> DrawGLScene() <*****/ int Game::DrawGLScene(StereoSide side) { - static float texcoordwidth,texcoordheight; - static float texviewwidth, texviewheight; - static int i,j,k,l; - static GLubyte color; - static XYZ checkpoint; - static float tempmult; - float tutorialopac; - static char string[256]=""; - static char string2[256]=""; - static char string3[256]=""; + static float texcoordwidth, texcoordheight; + static float texviewwidth, texviewheight; + static int i, j, k, l; + static GLubyte color; + static XYZ checkpoint; + static float tempmult; + float tutorialopac; + static char string[256] = ""; + static char string2[256] = ""; + static char string3[256] = ""; static int drawmode = 0; - if ( stereomode == stereoAnaglyph ) { - switch(side) { - case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break; - case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break; - } - } else { - glColorMask( 1.0, 1.0, 1.0, 1.0 ); - - if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { - glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); - } - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - tempmult=multiplier; - multiplier=0; - } - - if(!mainmenu){ - if(editorenabled){ - numboundaries=mapradius*2; - if(numboundaries>360)numboundaries=360; - for(i=0;i200)&&velocityblur&&!cameramode){ - drawmode=motionblurmode; - motionbluramount=200/(findLengthfast(&player[0].velocity)); - changed=1; - } - if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){ - drawmode=doublevisionmode; - changed=1; - } - } - - if(slomo&&!loading){ - if(ismotionblur) - drawmode=motionblurmode; - motionbluramount=.2; - slomodelay-=multiplier; - if(slomodelay<0) - slomo=0; - camerashake=0; - changed=1; - } - if((!changed&&!slomo)||loading){ - drawmode=normalmode; - if(ismotionblur&&(/*fps>100||*/alwaysblur)){ - if(olddrawmode!=realmotionblurmode) - change=1; - else - change=0; - drawmode=realmotionblurmode; - }else if(olddrawmode==realmotionblurmode) - change=2; - else - change=0; - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)) - drawmode=normalmode; - if((freeze||winfreeze)&&ismotionblur&&!mainmenu) - drawmode=radialzoommode; - - if(winfreeze||mainmenu)drawmode=normalmode; + if ( stereomode == stereoAnaglyph ) { + switch (side) { + case stereoLeft: + glColorMask( 0.0, 1.0, 1.0, 1.0 ); + break; + case stereoRight: + glColorMask( 1.0, 0.0, 0.0, 1.0 ); + break; + } + } else { + glColorMask( 1.0, 1.0, 1.0, 1.0 ); + + if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { + glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); + } + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + tempmult = multiplier; + multiplier = 0; + } + + if (!mainmenu) { + if (editorenabled) { + numboundaries = mapradius * 2; + if (numboundaries > 360)numboundaries = 360; + for (i = 0; i < numboundaries; i++) { + boundary[i] = 0; + boundary[i].z = 1; + boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0); + } + } + + SetUpLighting(); + + static int changed; + changed = 0; + + int olddrawmode = drawmode; + if (ismotionblur && !loading) { + if ((findLengthfast(&player[0].velocity) > 200) && velocityblur && !cameramode) { + drawmode = motionblurmode; + motionbluramount = 200 / (findLengthfast(&player[0].velocity)); + changed = 1; + } + if (player[0].damage - player[0].superpermanentdamage > (player[0].damagetolerance - player[0].superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) { + drawmode = doublevisionmode; + changed = 1; + } + } + + if (slomo && !loading) { + if (ismotionblur) + drawmode = motionblurmode; + motionbluramount = .2; + slomodelay -= multiplier; + if (slomodelay < 0) + slomo = 0; + camerashake = 0; + changed = 1; + } + if ((!changed && !slomo) || loading) { + drawmode = normalmode; + if (ismotionblur && (/*fps>100||*/alwaysblur)) { + if (olddrawmode != realmotionblurmode) + change = 1; + else + change = 0; + drawmode = realmotionblurmode; + } else if (olddrawmode == realmotionblurmode) + change = 2; + else + change = 0; + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) + drawmode = normalmode; + if ((freeze || winfreeze) && ismotionblur && !mainmenu) + drawmode = radialzoommode; + + if (winfreeze || mainmenu)drawmode = normalmode; #if PLATFORM_MACOSX - if(drawmode==glowmode){ - RGBColor color2; - color2.red=0; - color2.green=0; - color2.blue=0; - DSpContext_FadeGamma(NULL,200,&color2); - } + if (drawmode == glowmode) { + RGBColor color2; + color2.red = 0; + color2.green = 0; + color2.blue = 0; + DSpContext_FadeGamma(NULL, 200, &color2); + } #endif - if(drawtoggle!=2) - drawtoggle=1-drawtoggle; - - if(!texcoordwidth){ - texviewwidth=kTextureSize; - if(texviewwidth>screenwidth) - texviewwidth=screenwidth; - texviewheight=kTextureSize; - if(texviewheight>screenheight) - texviewheight=screenheight; - - texcoordwidth=screenwidth/kTextureSize; - texcoordheight=screenheight/kTextureSize; - if(texcoordwidth>1) - texcoordwidth=1; - if(texcoordheight>1) - texcoordheight=1; - } - - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - - //glFinish(); - static XYZ terrainlight; - static float distance; - if(drawmode==normalmode) - Game::ReSizeGLScene(90,.1f); - if(drawmode!=normalmode) - glViewport(0,0,texviewwidth,texviewheight); - glDepthFunc(GL_LEQUAL); - glDepthMask(1); - glAlphaFunc(GL_GREATER, 0.0001f); - glEnable(GL_ALPHA_TEST); - glClearColor(0.25f, 0.25f, 0.25f, 1.0f); - glClear(GL_DEPTH_BUFFER_BIT); - - glMatrixMode (GL_MODELVIEW); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glLoadIdentity (); - - // Move the camera for the current eye's point of view. - // Reverse the movement if we're reversing stereo - glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0); - + if (drawtoggle != 2) + drawtoggle = 1 - drawtoggle; + + if (!texcoordwidth) { + texviewwidth = kTextureSize; + if (texviewwidth > screenwidth) + texviewwidth = screenwidth; + texviewheight = kTextureSize; + if (texviewheight > screenheight) + texviewheight = screenheight; + + texcoordwidth = screenwidth / kTextureSize; + texcoordheight = screenheight / kTextureSize; + if (texcoordwidth > 1) + texcoordwidth = 1; + if (texcoordheight > 1) + texcoordheight = 1; + } + + glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + + //glFinish(); + static XYZ terrainlight; + static float distance; + if (drawmode == normalmode) + Game::ReSizeGLScene(90, .1f); + if (drawmode != normalmode) + glViewport(0, 0, texviewwidth, texviewheight); + glDepthFunc(GL_LEQUAL); + glDepthMask(1); + glAlphaFunc(GL_GREATER, 0.0001f); + glEnable(GL_ALPHA_TEST); + glClearColor(0.25f, 0.25f, 0.25f, 1.0f); + glClear(GL_DEPTH_BUFFER_BIT); + + glMatrixMode (GL_MODELVIEW); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glLoadIdentity (); + + // Move the camera for the current eye's point of view. + // Reverse the movement if we're reversing stereo + glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); + //camera effects - if(!cameramode&&!freeze&&!winfreeze){ + if (!cameramode && !freeze && !winfreeze) { //shake - glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1); + glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1); //sway - glRotatef(pitch+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0); - glRotatef(yaw+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0); - } - if(cameramode||freeze||winfreeze){ - glRotatef(pitch,1,0,0); - glRotatef(yaw,0,1,0); - } - - if(environment==desertenvironment){ - glRotatef((float)(abs(Random()%100))/3000-1,1,0,0); - glRotatef((float)(abs(Random()%100))/3000-1,0,1,0); - } - SetUpLight(&light,0); - glPushMatrix(); + glRotatef(pitch + sin(woozy / 2) * (player[0].damage / player[0].damagetolerance) * 5, 1, 0, 0); + glRotatef(yaw + sin(woozy) * (player[0].damage / player[0].damagetolerance) * 5, 0, 1, 0); + } + if (cameramode || freeze || winfreeze) { + glRotatef(pitch, 1, 0, 0); + glRotatef(yaw, 0, 1, 0); + } + + if (environment == desertenvironment) { + glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0); + glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0); + } + SetUpLight(&light, 0); + glPushMatrix(); //heat blur effect in desert - if(abs(blurness-targetblurness)2){ - blurness=targetblurness; - targetblurness=(float)(abs(Random()%100))/40; - } - if(blurnessdraw(); - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); - glPopMatrix(); - glTranslatef(-viewer.x,-viewer.y,-viewer.z); - frustum.GetFrustum(); - - //make shadow decals on terrain and objects - static XYZ point; - static float size,opacity,rotation; - rotation=0; - for(k=0;k=typesleeping)&&player[k].playerdetail) - if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25) - for(i=0;i 2) { + blurness = targetblurness; + targetblurness = (float)(abs(Random() % 100)) / 40; + } + if (blurness < targetblurness) + blurness += multiplier * 5; + else + blurness -= multiplier * 5; + + if (environment == desertenvironment && detail == 2) + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 ); + if (environment == desertenvironment) { + glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0); + glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0); + } + skybox->draw(); + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); + glPopMatrix(); + glTranslatef(-viewer.x, -viewer.y, -viewer.z); + frustum.GetFrustum(); + + //make shadow decals on terrain and objects + static XYZ point; + static float size, opacity, rotation; + rotation = 0; + for (k = 0; k < numplayers; k++) { + if (!player[k].skeleton.free && player[k].playerdetail && player[k].howactive < typesleeping) + if (frustum.SphereInFrustum(player[k].coords.x, player[k].coords.y + player[k].scale * 3, player[k].coords.z, player[k].scale * 7) && player[k].occluded < 25) + for (i = 0; i < player[k].skeleton.num_joints; i++) { + if (player[k].skeleton.joints[i].label == leftknee || player[k].skeleton.joints[i].label == rightknee || player[k].skeleton.joints[i].label == groin) { + point = DoRotation(player[k].skeleton.joints[i].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords; + size = .4f; + opacity = .4 - player[k].skeleton.joints[i].position.y * player[k].scale / 5 - (player[k].coords.y - terrain.getHeight(player[k].coords.x, player[k].coords.z)) / 10; + if (k != 0 && tutoriallevel == 1) { + opacity = .2 + .2 * sin(smoketex * 6 + i) - player[k].skeleton.joints[i].position.y * player[k].scale / 5 - (player[k].coords.y - terrain.getHeight(player[k].coords.x, player[k].coords.z)) / 10; + } + terrain.MakeDecal(shadowdecal, point, size, opacity, rotation); + for (l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) { + j = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l]; + if (objects.position[j].y < player[k].coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { + point = DoRotation(DoRotation(player[k].skeleton.joints[i].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords - objects.position[j], 0, -objects.yaw[j], 0); + size = .4f; + opacity = .4f; + if (k != 0 && tutoriallevel == 1) { + opacity = .2 + .2 * sin(smoketex * 6 + i); + } + objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + } + } + } + } + if ((player[k].skeleton.free || player[k].howactive >= typesleeping) && player[k].playerdetail) + if (frustum.SphereInFrustum(player[k].coords.x, player[k].coords.y, player[k].coords.z, player[k].scale * 5) && player[k].occluded < 25) + for (i = 0; i < player[k].skeleton.num_joints; i++) { + if (player[k].skeleton.joints[i].label == leftknee || player[k].skeleton.joints[i].label == rightknee || player[k].skeleton.joints[i].label == groin || player[k].skeleton.joints[i].label == leftelbow || player[k].skeleton.joints[i].label == rightelbow || player[k].skeleton.joints[i].label == neck) { + if (player[k].skeleton.free) + point = player[k].skeleton.joints[i].position * player[k].scale + player[k].coords; else - point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords; - size=.4f; - opacity=.4-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5; - if(k!=0&&tutoriallevel==1){ - opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10; + point = DoRotation(player[k].skeleton.joints[i].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords; + size = .4f; + opacity = .4 - player[k].skeleton.joints[i].position.y * player[k].scale / 5 - (player[k].coords.y - terrain.getHeight(player[k].coords.x, player[k].coords.z)) / 5; + if (k != 0 && tutoriallevel == 1) { + opacity = .2 + .2 * sin(smoketex * 6 + i) - player[k].skeleton.joints[i].position.y * player[k].scale / 5 - (player[k].coords.y - terrain.getHeight(player[k].coords.x, player[k].coords.z)) / 10; } - terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation); - for(l=0;l=1) + } + + //Terrain + glEnable(GL_TEXTURE_2D); + glDepthMask(1); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + terraintexture.bind(); + terrain.draw(0); + terraintexture2.bind(); + terrain.draw(1); + //glBindTexture( GL_TEXTURE_2D, terraintexture3); + //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + //terrain.draw(2); + + terrain.drawdecals(); + + //Model + glEnable(GL_CULL_FACE); + glEnable(GL_LIGHTING); + glDisable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glDepthMask(1); + + glEnable(GL_COLOR_MATERIAL); + + test = 2; + tilt2weird = 0; + tiltweird = 0; + midweird = 0; + proportionweird = 0; + vertexweird[0] = 0; + vertexweird[1] = 0; + vertexweird[2] = 0; + vertexweird[3] = 0; + vertexweird[4] = 0; + vertexweird[5] = 0; + + if (!cellophane) { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + glDepthMask(1); + for (k = 0; k < numplayers; k++) { + if (k == 0 || tutoriallevel != 1) { + glEnable(GL_BLEND); + glEnable(GL_LIGHTING); + terrainlight = terrain.getLighting(player[k].coords.x, player[k].coords.z); + distance = distsq(&viewer, &player[k].coords); + distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + if (distance >= 1) glDisable(GL_BLEND); - if(distance>=.5){ - checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,0)*player[k].scale+player[k].coords; - checkpoint.y+=1; - if(!player[k].occluded==0) - i=checkcollide(viewer,checkpoint,player[k].lastoccluded); - if(i==-1||player[k].occluded==0) - i=checkcollide(viewer,checkpoint); - if(i!=-1){ - player[k].occluded+=1; - player[k].lastoccluded=i; - }else - player[k].occluded=0; - if(player[k].occluded<25) + if (distance >= .5) { + checkpoint = DoRotation(player[k].skeleton.joints[abs(Random() % player[k].skeleton.num_joints)].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords; + checkpoint.y += 1; + if (!player[k].occluded == 0) + i = checkcollide(viewer, checkpoint, player[k].lastoccluded); + if (i == -1 || player[k].occluded == 0) + i = checkcollide(viewer, checkpoint); + if (i != -1) { + player[k].occluded += 1; + player[k].lastoccluded = i; + } else + player[k].occluded = 0; + if (player[k].occluded < 25) player[k].DrawSkeleton(); - } - } - } - } - - if(!cameramode&&musictype==stream_fighttheme) - playerdist=distsqflat(&player[0].coords,&viewer); - else - playerdist=-100; - glPushMatrix(); - glCullFace(GL_BACK); - glEnable(GL_TEXTURE_2D); - objects.Draw(); - glPopMatrix(); + } + } + } + } + + if (!cameramode && musictype == stream_fighttheme) + playerdist = distsqflat(&player[0].coords, &viewer); + else + playerdist = -100; + glPushMatrix(); + glCullFace(GL_BACK); + glEnable(GL_TEXTURE_2D); + objects.Draw(); + glPopMatrix(); //draw hawk - glPushMatrix(); - if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){ - glAlphaFunc(GL_GREATER, 0.0001f); - glDepthMask(1); - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glEnable(GL_BLEND); - glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z); - glRotatef(hawkyaw,0,1,0); - glTranslatef(25,0,0); - distance=distsq(&viewer,&realhawkcoords)*1.2; - glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance); - if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1) - glColor4f(light.color[0],light.color[1],light.color[2],1); - if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0) - hawk.drawdifftex(hawktexture); - } - glPopMatrix(); - - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - glDepthMask(1); - for(k=0;k=1) + glPushMatrix(); + if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) { + glAlphaFunc(GL_GREATER, 0.0001f); + glDepthMask(1); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glEnable(GL_BLEND); + glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z); + glRotatef(hawkyaw, 0, 1, 0); + glTranslatef(25, 0, 0); + distance = distsq(&viewer, &realhawkcoords) * 1.2; + glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance); + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) + glColor4f(light.color[0], light.color[1], light.color[2], 1); + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) + hawk.drawdifftex(hawktexture); + } + glPopMatrix(); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + glDepthMask(1); + for (k = 0; k < numplayers; k++) { + if (!(k == 0 || tutoriallevel != 1)) { + glEnable(GL_BLEND); + glEnable(GL_LIGHTING); + terrainlight = terrain.getLighting(player[k].coords.x, player[k].coords.z); + distance = distsq(&viewer, &player[k].coords); + distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + if (distance >= 1) glDisable(GL_BLEND); - if(distance>=.5){ - checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,0)*player[k].scale+player[k].coords; - checkpoint.y+=1; - if(!player[k].occluded==0) - i=checkcollide(viewer,checkpoint,player[k].lastoccluded); - if(i==-1||player[k].occluded==0) - i=checkcollide(viewer,checkpoint); - if(i!=-1){ - player[k].occluded+=1; - player[k].lastoccluded=i; - }else - player[k].occluded=0; - if(player[k].occluded<25) + if (distance >= .5) { + checkpoint = DoRotation(player[k].skeleton.joints[abs(Random() % player[k].skeleton.num_joints)].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords; + checkpoint.y += 1; + if (!player[k].occluded == 0) + i = checkcollide(viewer, checkpoint, player[k].lastoccluded); + if (i == -1 || player[k].occluded == 0) + i = checkcollide(viewer, checkpoint); + if (i != -1) { + player[k].occluded += 1; + player[k].lastoccluded = i; + } else + player[k].occluded = 0; + if (player[k].occluded < 25) player[k].DrawSkeleton(); - } - } - } + } + } + } - glPushMatrix(); - glEnable(GL_TEXTURE_2D); - weapons.Draw(); - glPopMatrix(); - glCullFace(GL_BACK); + glPushMatrix(); + glEnable(GL_TEXTURE_2D); + weapons.Draw(); + glPopMatrix(); + glCullFace(GL_BACK); - glDisable(GL_COLOR_MATERIAL); + glDisable(GL_COLOR_MATERIAL); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); - glDepthMask(0); + glDepthMask(0); - Sprite::Draw(); + Sprite::Draw(); //waypoints, pathpoints in editor - if(editorenabled){ - glEnable(GL_BLEND); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDisable(GL_COLOR_MATERIAL); - glColor4f(1,1,0,1); - - for(k=0;k1){ - glBegin(GL_LINE_LOOP); - for(i=0;i1){ - glColor4f(0,1,0,1); - for(k=0;kglPrint(10,30,string,0,.8,screenwidth,screenheight); - - if(!tutoriallevel) - if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){ - const char *bonus_name; - if (bonus < bonus_count) - bonus_name = bonus_names[bonus]; - else - bonus_name = "Excellent!"; // When does this happen? - - glColor4f(0,0,0,1-bonustime); - text->glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768); - glColor4f(1,0,0,1-bonustime); - text->glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768); - - sprintf (string, "%d",(int)bonusvalue); - glColor4f(0,0,0,1-bonustime); - text->glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768); - glColor4f(1,0,0,1-bonustime); - text->glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768); - glColor4f(.5,.5,.5,1); - } - - if(tutoriallevel==1){ - tutorialopac=tutorialmaxtime-tutorialstagetime; - if(tutorialopac>1)tutorialopac=1; - if(tutorialopac<0)tutorialopac=0; + if (editorenabled) { + glEnable(GL_BLEND); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDisable(GL_COLOR_MATERIAL); + glColor4f(1, 1, 0, 1); + + for (k = 0; k < numplayers; k++) { + if (player[k].numwaypoints > 1) { + glBegin(GL_LINE_LOOP); + for (i = 0; i < player[k].numwaypoints; i++) { + glVertex3f(player[k].waypoints[i].x, player[k].waypoints[i].y + .5, player[k].waypoints[i].z); + } + glEnd(); + } + } + + + if (numpathpoints > 1) { + glColor4f(0, 1, 0, 1); + for (k = 0; k < numpathpoints; k++) { + if (numpathpointconnect[k]) { + for (i = 0; i < numpathpointconnect[k]; i++) { + glBegin(GL_LINE_LOOP); + glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z); + glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z); + glEnd(); + } + } + } + glColor4f(1, 1, 1, 1); + glPointSize(4); + glBegin(GL_POINTS); + glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z); + glEnd(); + } + } + + //Text + + glEnable(GL_TEXTURE_2D); + glColor4f(.5, .5, .5, 1); + if (!console) { + sprintf (string, " ", (int)(fps)); + text->glPrint(10, 30, string, 0, .8, screenwidth, screenheight); + + if (!tutoriallevel) + if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) { + const char *bonus_name; + if (bonus < bonus_count) + bonus_name = bonus_names[bonus]; + else + bonus_name = "Excellent!"; // When does this happen? + + glColor4f(0, 0, 0, 1 - bonustime); + text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768); + glColor4f(1, 0, 0, 1 - bonustime); + text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768); + + sprintf (string, "%d", (int)bonusvalue); + glColor4f(0, 0, 0, 1 - bonustime); + text->glPrintOutline(1024 / 2 - 10 * strlen(string) - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768); + glColor4f(1, 0, 0, 1 - bonustime); + text->glPrint(1024 / 2 - 10 * strlen(string), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768); + glColor4f(.5, .5, .5, 1); + } + + if (tutoriallevel == 1) { + tutorialopac = tutorialmaxtime - tutorialstagetime; + if (tutorialopac > 1)tutorialopac = 1; + if (tutorialopac < 0)tutorialopac = 0; sprintf (string, " "); sprintf (string2, " "); sprintf (string3, " "); - if(tutorialstage==0){ + if (tutorialstage == 0) { sprintf (string, " "); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==1){ + if (tutorialstage == 1) { sprintf (string, "Welcome to the Lugaru training level!"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==2){ + if (tutorialstage == 2) { sprintf (string, "BASIC MOVEMENT:"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==3){ + if (tutorialstage == 3) { sprintf (string, "You can move the mouse to rotate the camera."); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==4){ - sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey)); + if (tutorialstage == 4) { + sprintf (string, "Try using the %s, %s, %s and %s keys to move around.", Input::keyToChar(forwardkey), Input::keyToChar(leftkey), Input::keyToChar(backkey), Input::keyToChar(rightkey)); sprintf (string2, "All movement is relative to the camera."); sprintf (string3, " "); } - if(tutorialstage==5){ - sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey)); + if (tutorialstage == 5) { + sprintf (string, "Please press %s to jump.", Input::keyToChar(jumpkey)); sprintf (string2, "You can hold it longer to jump higher."); sprintf (string3, " "); } - if(tutorialstage==6){ - sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey)); + if (tutorialstage == 6) { + sprintf (string, "You can press %s to crouch.", Input::keyToChar(crouchkey)); sprintf (string2, "You can jump higher from a crouching position."); sprintf (string3, " "); } - if(tutorialstage==7){ - sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey)); + if (tutorialstage == 7) { + sprintf (string, "While running, you can press %s to roll.", Input::keyToChar(crouchkey)); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==8){ + if (tutorialstage == 8) { sprintf (string, "While crouching, you can sneak around silently"); sprintf (string2, "using the movement keys."); sprintf (string3, " "); } - if(tutorialstage==9){ + if (tutorialstage == 9) { sprintf (string, "Release the crouch key while sneaking and hold the movement keys"); sprintf (string2, "to run animal-style."); sprintf (string3, " "); } - if(tutorialstage==10){ + if (tutorialstage == 10) { sprintf (string, "ADVANCED MOVEMENT:"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==11){ - sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey)); + if (tutorialstage == 11) { + sprintf (string, "When you jump at a wall, you can hold %s again", Input::keyToChar(jumpkey)); sprintf (string2, "during impact to perform a walljump."); sprintf (string3, "Be sure to use the movement keys to press against the wall"); } - if(tutorialstage==12){ - sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey)); + if (tutorialstage == 12) { + sprintf (string, "While in the air, you can press crouch to flip.", Input::keyToChar(jumpkey)); sprintf (string2, "Walljumps and flips confuse enemies and give you more control."); sprintf (string3, " "); } - if(tutorialstage==13){ + if (tutorialstage == 13) { sprintf (string, "BASIC COMBAT:"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==14){ + if (tutorialstage == 14) { sprintf (string, "There is now an imaginary enemy"); sprintf (string2, "in the middle of the training area."); sprintf (string3, " "); } - if(tutorialstage==15){ - if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy."); - else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey)); + if (tutorialstage == 15) { + if (attackkey == MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy."); + else sprintf (string, "Press %s to attack when you are near an enemy.", Input::keyToChar(attackkey)); sprintf (string2, "You can punch by standing still near an enemy and attacking."); sprintf (string3, " "); } - if(tutorialstage==16){ + if (tutorialstage == 16) { sprintf (string, "If you are close, you will perform a weak punch."); sprintf (string2, "The weak punch is excellent for starting attack combinations."); sprintf (string3, " "); } - if(tutorialstage==17){ + if (tutorialstage == 17) { sprintf (string, "Attacking while running results in a spin kick."); sprintf (string2, "This is one of your most powerful ground attacks."); sprintf (string3, " "); } - if(tutorialstage==18){ + if (tutorialstage == 18) { sprintf (string, "Sweep the enemy's legs out by attacking while crouched."); sprintf (string2, "This is a very fast attack, and easy to follow up."); sprintf (string3, " "); } - if(tutorialstage==19){ + if (tutorialstage == 19) { sprintf (string, "When an enemy is on the ground, you can deal some extra"); sprintf (string2, "damage by running up and drop-kicking him."); sprintf (string3, "(Try knocking them down with a sweep first)"); } - if(tutorialstage==20){ + if (tutorialstage == 20) { sprintf (string, "Your most powerful individual attack is the rabbit kick."); - if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press"); + if (attackkey == MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press"); else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey)); - sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey)); + sprintf (string3, "the jump key (%s) to attack.", Input::keyToChar(jumpkey)); } - if(tutorialstage==21){ + if (tutorialstage == 21) { sprintf (string, "This attack is devastating if timed correctly."); sprintf (string2, "Even if timed incorrectly, it will knock the enemy over."); - if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again."); + if (againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again."); else sprintf (string3, "Try rabbit-kicking the imaginary enemy."); } - if(tutorialstage==22){ + if (tutorialstage == 22) { sprintf (string, "If you sneak behind an enemy unnoticed, you can kill"); sprintf (string2, "him instantly. Move close behind this enemy"); sprintf (string3, "and attack."); } - if(tutorialstage==23){ + if (tutorialstage == 23) { sprintf (string, "Another important attack is the wall kick. When an enemy"); sprintf (string2, "is near a wall, perform a walljump nearby and hold"); sprintf (string3, "the attack key during impact with the wall."); } - if(tutorialstage==24){ + if (tutorialstage == 24) { sprintf (string, "You can tackle enemies by running at them animal-style"); - if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey)); - else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey)); + if (attackkey == MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).", Input::keyToChar(jumpkey)); + else sprintf (string2, "and pressing jump (%s) or attack(%s).", Input::keyToChar(jumpkey), Input::keyToChar(attackkey)); sprintf (string3, "This is especially useful when they are running away."); } - if(tutorialstage==25){ + if (tutorialstage == 25) { sprintf (string, "Dodge by pressing back and attack. Dodging is essential"); sprintf (string2, "against enemies with swords or other long weapons."); sprintf (string3, " "); } - if(tutorialstage==26){ + if (tutorialstage == 26) { sprintf (string, "REVERSALS AND COUNTER-REVERSALS"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==27){ + if (tutorialstage == 27) { sprintf (string, "The enemy can now reverse your attacks."); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==28){ + if (tutorialstage == 28) { sprintf (string, "If you attack, you will notice that the enemy now sometimes"); sprintf (string2, "catches your attack and uses it against you. Hold"); - sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey)); + sprintf (string3, "crouch (%s) after attacking to escape from reversals.", Input::keyToChar(crouchkey)); } - if(tutorialstage==29){ + if (tutorialstage == 29) { sprintf (string, "Try escaping from two more reversals in a row."); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==30){ + if (tutorialstage == 30) { sprintf (string, "Good!"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==31){ - sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey)); + if (tutorialstage == 31) { + sprintf (string, "To reverse an attack, you must tap crouch (%s) during the", Input::keyToChar(crouchkey)); sprintf (string2, "enemy's attack. You must also be close to the enemy;"); sprintf (string3, "this is especially important against armed opponents."); } - if(tutorialstage==32){ - sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime)); + if (tutorialstage == 32) { + sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime - tutorialstagetime)); sprintf (string2, "This imaginary opponents attacks will be highlighted"); sprintf (string3, "to make this easier."); } - if(tutorialstage==33){ + if (tutorialstage == 33) { sprintf (string, "Reverse three enemy attacks!"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==34){ + if (tutorialstage == 34) { sprintf (string, "Reverse two more enemy attacks!"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==35){ + if (tutorialstage == 35) { sprintf (string, "Reverse one more enemy attack!"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==36){ + if (tutorialstage == 36) { sprintf (string, "Excellent!"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==37){ - sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime)); - sprintf (string2, "Damage dealt: %d",(int)damagedealt); - sprintf (string3, "Damage taken: %d.",(int)damagetaken); + if (tutorialstage == 37) { + sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime - tutorialstagetime)); + sprintf (string2, "Damage dealt: %d", (int)damagedealt); + sprintf (string3, "Damage taken: %d.", (int)damagetaken); } - if(tutorialstage==38){ + if (tutorialstage == 38) { sprintf (string, "WEAPONS:"); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==39){ + if (tutorialstage == 39) { sprintf (string, "There is now an imaginary knife"); sprintf (string2, "in the center of the training area."); sprintf (string3, " "); } - if(tutorialstage==40){ + if (tutorialstage == 40) { sprintf (string, "Stand, roll or handspring over the knife"); - sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey)); + sprintf (string2, "while pressing %s to pick it up.", Input::keyToChar(throwkey)); sprintf (string3, "You can crouch and press the same key to drop it again."); } - if(tutorialstage==41){ - sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey)); + if (tutorialstage == 41) { + sprintf (string, "You can equip and unequip weapons using the %s key.", Input::keyToChar(drawkey)); sprintf (string2, "Sometimes it is best to keep them unequipped to"); sprintf (string3, "prevent enemies from taking them. "); } - if(tutorialstage==42){ + if (tutorialstage == 42) { sprintf (string, "The knife is the smallest weapon and the least encumbering."); sprintf (string2, "You can equip or unequip it while standing, crouching,"); sprintf (string3, "running or flipping."); } - if(tutorialstage==43){ + if (tutorialstage == 43) { sprintf (string, "You perform weapon attacks the same way as unarmed attacks,"); sprintf (string2, "but sharp weapons cause permanent damage, instead of the"); sprintf (string3, "temporary trauma from blunt weapons, fists and feet."); } - if(tutorialstage==44){ + if (tutorialstage == 44) { sprintf (string, "The enemy now has your knife!"); sprintf (string2, "Please reverse two of his knife attacks."); sprintf (string3, " "); } - if(tutorialstage==45){ + if (tutorialstage == 45) { sprintf (string, "Please reverse one more of his knife attacks."); sprintf (string2, " "); sprintf (string3, " "); } - if(tutorialstage==46){ + if (tutorialstage == 46) { sprintf (string, "Now he has a sword!"); sprintf (string2, "The sword has longer reach than your arms, so you"); sprintf (string3, "must move close to reverse the sword slash."); } - if(tutorialstage==47){ + if (tutorialstage == 47) { sprintf (string, "Long weapons like the sword and staff are also useful for defense;"); sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key"); sprintf (string3, "at the right time. Please try parrying the enemy's attacks!"); } - if(tutorialstage==48){ + if (tutorialstage == 48) { sprintf (string, "The staff is like the sword, but has two main attacks."); sprintf (string2, "The standing smash is fast and effective, and the running"); sprintf (string3, "spin smash is slower and more powerful."); } - if(tutorialstage==49){ - sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey)); + if (tutorialstage == 49) { + sprintf (string, "When facing an enemy, you can throw the knife with %s.", Input::keyToChar(throwkey)); sprintf (string2, "It is possible to throw the knife while flipping,"); sprintf (string3, "but it is very inaccurate."); } - if(tutorialstage==50){ + if (tutorialstage == 50) { sprintf (string, "You now know everything you can learn from training."); sprintf (string2, "Everything else you must learn from experience!"); sprintf (string3, " "); } - if(tutorialstage==51){ + if (tutorialstage == 51) { sprintf (string, "Walk out of the training area to return to the main menu."); sprintf (string2, " "); sprintf (string3, " "); } - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - glColor4f(1,1,1,tutorialopac); - text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight); + glColor4f(0, 0, 0, tutorialopac); + text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + glColor4f(1, 1, 1, tutorialopac); + text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); + text->glPrint(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); + text->glPrint(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); - sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey)); + sprintf (string, "Press 'tab' to skip to the next item.", Input::keyToChar(jumpkey)); sprintf (string2, "Press escape at any time to"); sprintf (string3, "pause or exit the tutorial."); - glColor4f(0,0,0,1); - text->glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8-4,0-4+screenheight*1/10,string,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8-4,0-4+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8-4,0-4+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight); - glColor4f(0.5,0.5,0.5,1); - text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8,0+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8,0+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*screenwidth/1024*.8,screenwidth,screenheight); + glColor4f(0, 0, 0, 1); + text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10, string, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight); + text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight); + text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight); + glColor4f(0.5, 0.5, 0.5, 1); + text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight); + text->glPrint(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight); + text->glPrint(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight); } - //Hot spots - - if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){ - int closest=-1; - float closestdist=-1; - float distance=0; - closest=currenthotspot; - for(i=0;i=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){ - closestdist=distance; - closest=i; + //Hot spots + + if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) { + int closest = -1; + float closestdist = -1; + float distance = 0; + closest = currenthotspot; + for (i = 0; i < numhotspots; i++) { + distance = distsq(&player[0].coords, &hotspot[i]); + if (closestdist == -1 || distance < closestdist) { + if (distsq(&player[0].coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) { + closestdist = distance; + closest = i; } } } - if(closest!=-1) - currenthotspot=closest; - if(currenthotspot!=-1){ - if(hotspottype[closest]<=10){ - if(distsq(&player[0].coords,&hotspot[closest])1)tutorialopac=1; - if(tutorialopac<0)tutorialopac=0; + if (closest != -1) + currenthotspot = closest; + if (currenthotspot != -1) { + if (hotspottype[closest] <= 10) { + if (distsq(&player[0].coords, &hotspot[closest]) < hotspotsize[closest]) + tutorialstagetime = 0; + tutorialmaxtime = 1; + tutorialopac = tutorialmaxtime - tutorialstagetime; + if (tutorialopac > 1)tutorialopac = 1; + if (tutorialopac < 0)tutorialopac = 0; sprintf (string, "%s", hotspottext[closest]); int lastline = 0; int line = 0; bool done = false; - i=0; - while(!done){ - if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){ - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(screenwidth/2-7.6*(i-lastline)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i); - glColor4f(1,1,1,tutorialopac); - text->glPrint(screenwidth/2-7.6*(i-lastline)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i); - lastline=i+1; + i = 0; + while (!done) { + if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { + glColor4f(0, 0, 0, tutorialopac); + text->glPrintOutline(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + glColor4f(1, 1, 1, tutorialopac); + text->glPrint(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + lastline = i + 1; line++; - if(string[i]=='\0')done=1; + if (string[i] == '\0')done = 1; } - if(i>=255)done=1; + if (i >= 255)done = 1; i++; } - } else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){ - whichdialogue=hotspottype[closest]-20; - for(j=0;j= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) { + whichdialogue = hotspottype[closest] - 20; + for (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; } - directing=0; - indialogue=0; + directing = 0; + indialogue = 0; dialoguegonethrough[whichdialogue]++; - if(dialogueboxsound[whichdialogue][indialogue]!=0){ + if (dialogueboxsound[whichdialogue][indialogue] != 0) { int whichsoundplay; - if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter; - if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2; - if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound; - if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound; - if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound; - if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound; - if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound; - if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound; - if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound; - if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound; - if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound; - if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound; - if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound; - if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound; - if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound; - if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound; - if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound; - if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound; - if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound; - if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound; + if (dialogueboxsound[whichdialogue][indialogue] == 1)whichsoundplay = rabbitchitter; + if (dialogueboxsound[whichdialogue][indialogue] == 2)whichsoundplay = rabbitchitter2; + if (dialogueboxsound[whichdialogue][indialogue] == 3)whichsoundplay = rabbitpainsound; + if (dialogueboxsound[whichdialogue][indialogue] == 4)whichsoundplay = rabbitpain1sound; + if (dialogueboxsound[whichdialogue][indialogue] == 5)whichsoundplay = rabbitattacksound; + if (dialogueboxsound[whichdialogue][indialogue] == 6)whichsoundplay = rabbitattack2sound; + if (dialogueboxsound[whichdialogue][indialogue] == 7)whichsoundplay = rabbitattack3sound; + if (dialogueboxsound[whichdialogue][indialogue] == 8)whichsoundplay = rabbitattack4sound; + if (dialogueboxsound[whichdialogue][indialogue] == 9)whichsoundplay = growlsound; + if (dialogueboxsound[whichdialogue][indialogue] == 10)whichsoundplay = growl2sound; + if (dialogueboxsound[whichdialogue][indialogue] == 11)whichsoundplay = snarlsound; + if (dialogueboxsound[whichdialogue][indialogue] == 12)whichsoundplay = snarl2sound; + if (dialogueboxsound[whichdialogue][indialogue] == 13)whichsoundplay = barksound; + if (dialogueboxsound[whichdialogue][indialogue] == 14)whichsoundplay = bark2sound; + if (dialogueboxsound[whichdialogue][indialogue] == 15)whichsoundplay = bark3sound; + if (dialogueboxsound[whichdialogue][indialogue] == 16)whichsoundplay = barkgrowlsound; + if (dialogueboxsound[whichdialogue][indialogue] == -1)whichsoundplay = fireendsound; + if (dialogueboxsound[whichdialogue][indialogue] == -2)whichsoundplay = firestartsound; + if (dialogueboxsound[whichdialogue][indialogue] == -3)whichsoundplay = consolesuccesssound; + if (dialogueboxsound[whichdialogue][indialogue] == -4)whichsoundplay = consolefailsound; emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords); } } } } - if(indialogue!=-1&&!mainmenu){ + if (indialogue != -1 && !mainmenu) { glDisable(GL_DEPTH_TEST); // Disables Depth Testing glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1005,16 +1010,16 @@ int Game::DrawGLScene(StereoSide side) glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPushMatrix(); // Store The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); // Store The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix - if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0); - glScalef(screenwidth,screenheight/4,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + if (dialogueboxlocation[whichdialogue][indialogue] == 1)glTranslatef(0, screenheight * 3 / 4, 0); + glScalef(screenwidth, screenheight / 4, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7); + glColor4f(dialogueboxcolor[whichdialogue][indialogue][0], dialogueboxcolor[whichdialogue][indialogue][1], dialogueboxcolor[whichdialogue][indialogue][2], 0.7); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(1, 0, 0.0f); @@ -1031,52 +1036,50 @@ int Game::DrawGLScene(StereoSide side) glDepthMask(1); glEnable(GL_TEXTURE_2D); - tutorialopac=1; + tutorialopac = 1; float startx; float starty; - startx=screenwidth*1/5; - if(dialogueboxlocation[whichdialogue][indialogue]==1) - starty=screenheight/16+screenheight*4/5; - if(dialogueboxlocation[whichdialogue][indialogue]==2) - starty=screenheight*1/5-screenheight/16; + startx = screenwidth * 1 / 5; + if (dialogueboxlocation[whichdialogue][indialogue] == 1) + starty = screenheight / 16 + screenheight * 4 / 5; + if (dialogueboxlocation[whichdialogue][indialogue] == 2) + starty = screenheight * 1 / 5 - screenheight / 16; char tempname[264]; bool goodchar; - int tempnum=0; - for(i=0;i<264;i++){ - tempname[i]='\0'; + int tempnum = 0; + for (i = 0; i < 264; i++) { + tempname[i] = '\0'; } - for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){ - tempname[tempnum]=dialoguename[whichdialogue][indialogue][i]; - goodchar=1; - if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0; - if(goodchar) + for (i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) { + tempname[tempnum] = dialoguename[whichdialogue][indialogue][i]; + goodchar = 1; + if (dialoguename[whichdialogue][indialogue][i] == '#' || dialoguename[whichdialogue][indialogue][i] == '\0')goodchar = 0; + if (goodchar) tempnum++; else - tempname[tempnum]='\0'; + tempname[tempnum] = '\0'; } sprintf (string, "%s: ", tempname); - if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){ - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - glColor4f(0.7,0.7,0.7,tutorialopac); - text->glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight); - } - else - { - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); + if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) { + glColor4f(0, 0, 0, tutorialopac); + text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + glColor4f(0.7, 0.7, 0.7, tutorialopac); + text->glPrint(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); + } else { + glColor4f(0, 0, 0, tutorialopac); + text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); } - tempnum=0; - for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){ - tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i]; - if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++; + tempnum = 0; + for (i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) { + tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i]; + if (dialoguetext[whichdialogue][indialogue][i] != '#')tempnum++; } sprintf (string, "%s", tempname); @@ -1084,42 +1087,40 @@ int Game::DrawGLScene(StereoSide side) int lastline = 0; int line = 0; bool done = false; - i=0; - while(!done){ - if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){ - if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){ - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/-4,starty-4-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i); - glColor4f(1,1,1,tutorialopac); - text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i); - } - else - { - glColor4f(0,0,0,tutorialopac); - text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i); + i = 0; + while (!done) { + if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { + if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) { + glColor4f(0, 0, 0, tutorialopac); + text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/ - 4, starty - 4 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + glColor4f(1, 1, 1, tutorialopac); + text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + } else { + glColor4f(0, 0, 0, tutorialopac); + text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); } - lastline=i+1; + lastline = i + 1; line++; - if(string[i]=='\0')done=1; + if (string[i] == '\0')done = 1; } - if(i>=255)done=1; + if (i >= 255)done = 1; i++; } } - if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){ - if(campaign){ - if(scoreadded) + if (!tutoriallevel && !winfreeze && indialogue == -1 && !mainmenu) { + if (campaign) { + if (scoreadded) sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()); else - sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal); - } - if(!campaign)sprintf (string, "Score: %d", (int)bonustotal); - glColor4f(0,0,0,1); - text->glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768); - glColor4f(1,0,0,1); - text->glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768); - if(showdamagebar) { + sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal); + } + if (!campaign)sprintf (string, "Score: %d", (int)bonustotal); + glColor4f(0, 0, 0, 1); + text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16, string, 1, 1.5 * 1.25, 1024, 768); + glColor4f(1, 0, 0, 1); + text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768); + if (showdamagebar) { glDisable(GL_DEPTH_TEST); // Disables Depth Testing glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1128,64 +1129,64 @@ int Game::DrawGLScene(StereoSide side) glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPushMatrix(); // Store The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); // Store The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(15,screenheight*17.5/20,0); - glScalef(screenwidth/3+20,screenheight/20,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glTranslatef(15, screenheight * 17.5 / 20, 0); + glScalef(screenwidth / 3 + 20, screenheight / 20, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - glColor4f(0.0,0.4,0.0,0.7); - float bar=((float)player[0].damage)/player[0].damagetolerance; + glColor4f(0.0, 0.4, 0.0, 0.7); + float bar = ((float)player[0].damage) / player[0].damagetolerance; glBegin(GL_QUADS); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f(1,0,0.0f); - glVertex3f(1,1,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f(1, 0, 0.0f); + glVertex3f(1, 1, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glEnd(); - glColor4f(0.1,0.0,0.0,1); - bar = ((float)player[0].bloodloss)/player[0].damagetolerance; + glColor4f(0.1, 0.0, 0.0, 1); + bar = ((float)player[0].bloodloss) / player[0].damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.4,0.0,0.0,0.7); - bar = ((float)player[0].damage)/player[0].damagetolerance; + glColor4f(0.4, 0.0, 0.0, 0.7); + bar = ((float)player[0].damage) / player[0].damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.4,0.0,0.0,0.7); - bar = ((float)player[0].permanentdamage)/player[0].damagetolerance; + glColor4f(0.4, 0.0, 0.0, 0.7); + bar = ((float)player[0].permanentdamage) / player[0].damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.4,0.0,0.0,0.7); - bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance; + glColor4f(0.4, 0.0, 0.0, 0.7); + bar = ((float)player[0].superpermanentdamage) / player[0].damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.0,0.0,0.0,0.7); + glColor4f(0.0, 0.0, 0.0, 0.7); glLineWidth(2.0); glBegin(GL_LINE_STRIP); - glVertex3f(0,0,0.0f); - glVertex3f(1,0,0.0f); - glVertex3f(1,1,0.0f); - glVertex3f(0,1,0.0f); - glVertex3f(0,0,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(1, 0, 0.0f); + glVertex3f(1, 1, 0.0f); + glVertex3f(0, 1, 0.0f); + glVertex3f(0, 0, 0.0f); glEnd(); - + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); // Restore The Old Projection Matrix glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix @@ -1195,977 +1196,976 @@ int Game::DrawGLScene(StereoSide side) glDisable(GL_BLEND); glDepthMask(1); glEnable(GL_TEXTURE_2D); - - // writing the numbers : - sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss)); - glColor4f(0,0,0,1); - text->glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768); - glColor4f(1,0,0,1); - text->glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768); + + // writing the numbers : + sprintf (string, "Damages : %d/%d (%d)", (int)(player[0].damage), (int)(player[0].damagetolerance), (int)(player[0].bloodloss)); + glColor4f(0, 0, 0, 1); + text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16 - 40, string, 1, 1.5 * 1.25, 1024, 768); + glColor4f(1, 0, 0, 1); + text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768); } } - glColor4f(.5,.5,.5,1); + glColor4f(.5, .5, .5, 1); - if((texttoggle||editorenabled)&&debugmode&&!mainmenu){ - sprintf (string, "The framespersecond is %d.",(int)(fps)); - text->glPrint(10,30,string,0,.8,1024,768); + if ((texttoggle || editorenabled) && debugmode && !mainmenu) { + sprintf (string, "The framespersecond is %d.", (int)(fps)); + text->glPrint(10, 30, string, 0, .8, 1024, 768); - if(editorenabled) + if (editorenabled) sprintf (string, "Map editor enabled."); else sprintf (string, "Map editor disabled."); - text->glPrint(10,60,string,0,.8,1024,768); - if(editorenabled){ - sprintf (string, "Object size: %f",editorsize); - text->glPrint(10,75,string,0,.8,1024,768); - if(editoryaw>=0)sprintf (string, "Object yaw: %f",editoryaw); + text->glPrint(10, 60, string, 0, .8, 1024, 768); + if (editorenabled) { + sprintf (string, "Object size: %f", editorsize); + text->glPrint(10, 75, string, 0, .8, 1024, 768); + if (editoryaw >= 0)sprintf (string, "Object yaw: %f", editoryaw); else sprintf (string, "Object yaw: Random"); - text->glPrint(10,90,string,0,.8,1024,768); - if(editorpitch>=0)sprintf (string, "Object pitch: %f",editorpitch); + text->glPrint(10, 90, string, 0, .8, 1024, 768); + if (editorpitch >= 0)sprintf (string, "Object pitch: %f", editorpitch); else sprintf (string, "Object pitch: Random"); - text->glPrint(10,105,string,0,.8,1024,768); - sprintf (string, "Object type: %d",editortype); - text->glPrint(10,120,string,0,.8,1024,768); - switch(editortype) { - case boxtype: - sprintf (string, "(box)"); - break; - case treetrunktype: - sprintf (string, "(tree)"); - break; - case walltype: - sprintf (string, "(wall)"); - break; - case weirdtype: - sprintf (string, "(weird)"); - break; - case spiketype: - sprintf (string, "(spike)"); - break; - case rocktype: - sprintf (string, "(rock)"); - break; - case bushtype: - sprintf (string, "(bush)"); - break; - case tunneltype: - sprintf (string, "(tunnel)"); - break; - case chimneytype: - sprintf (string, "(chimney)"); - break; - case platformtype: - sprintf (string, "(platform)"); - break; - case cooltype: - sprintf (string, "(cool)"); - break; - case firetype: - sprintf (string, "(fire)"); - break; + text->glPrint(10, 105, string, 0, .8, 1024, 768); + sprintf (string, "Object type: %d", editortype); + text->glPrint(10, 120, string, 0, .8, 1024, 768); + switch (editortype) { + case boxtype: + sprintf (string, "(box)"); + break; + case treetrunktype: + sprintf (string, "(tree)"); + break; + case walltype: + sprintf (string, "(wall)"); + break; + case weirdtype: + sprintf (string, "(weird)"); + break; + case spiketype: + sprintf (string, "(spike)"); + break; + case rocktype: + sprintf (string, "(rock)"); + break; + case bushtype: + sprintf (string, "(bush)"); + break; + case tunneltype: + sprintf (string, "(tunnel)"); + break; + case chimneytype: + sprintf (string, "(chimney)"); + break; + case platformtype: + sprintf (string, "(platform)"); + break; + case cooltype: + sprintf (string, "(cool)"); + break; + case firetype: + sprintf (string, "(fire)"); + break; } - text->glPrint(130,120,string,0,.8,1024,768); + text->glPrint(130, 120, string, 0, .8, 1024, 768); - sprintf (string, "Numplayers: %d",numplayers); - text->glPrint(10,155,string,0,.8,1024,768); - sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints); - text->glPrint(10,140,string,0,.8,1024,768); + sprintf (string, "Numplayers: %d", numplayers); + text->glPrint(10, 155, string, 0, .8, 1024, 768); + sprintf (string, "Player %d: numwaypoints: %d", numplayers, player[numplayers - 1].numwaypoints); + text->glPrint(10, 140, string, 0, .8, 1024, 768); } - sprintf (string, "Difficulty: %d",difficulty); - text->glPrint(10,240,string,0,.8,1024,768); + sprintf (string, "Difficulty: %d", difficulty); + text->glPrint(10, 240, string, 0, .8, 1024, 768); } - } - - if(drawmode==glowmode){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0,0,0,.5); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - if(player[0].dead)blackout+=multiplier*3; - if(player[0].dead==1)blackout=.4f; - if(player[0].dead==2&&blackout>.6)blackout=.6; - glColor4f(0,0,0,blackout); - if(!player[0].dead){ - if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){ - glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3); - blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3; - } - else { - glColor4f(0,0,0,player[0].blooddimamount*.3); - blackout=player[0].blooddimamount*.3; - } - } - if(console)glColor4f(.7,0,0,.2); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(flashamount>0&&damageeffects) { - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; - flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(!console) { - displaytime[0]=0; - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - if(chatting){ - sprintf (string, " ]"); - text->glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight); - if(displayblink){ - sprintf (string, "_"); - text->glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight); - } - } - for(i=0;i<15;i++) - if((i!=0||chatting)&&displaytime[i]<4) - for(j=0;jglPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight); - } - } - } - - if(difficulty<2&&indialogue==-1){ // minimap - float mapviewdist = 20000; - - glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef((float)screenwidth/2,(float)screenwidth/2,1); - glTranslatef(1.75,.25,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(1,1,1,1); - glPushMatrix(); - float opac = .7; - XYZ center; - float radius; - float distcheck; - int numliveplayers=0; - center = 0; - for(i=0;imaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - for(i=0;imaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - } - radius=fast_sqrt(maxdistance); - - radius=110; - - glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1); - glPushMatrix(); - glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1); - glPopMatrix(); - glRotatef(player[0].lookyaw*-1+180,0,0,1); - glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0); - for(i=0;i 0 && damageeffects && player[0].blooddimamount > 0) || player[0].dead) && !cameramode) || console) { + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + if (player[0].dead)blackout += multiplier * 3; + if (player[0].dead == 1)blackout = .4f; + if (player[0].dead == 2 && blackout > .6)blackout = .6; + glColor4f(0, 0, 0, blackout); + if (!player[0].dead) { + if ((player[0].bloodloss / player[0].damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) { + glColor4f(0, 0, 0, player[0].blooddimamount * player[0].bloodloss / player[0].damagetolerance * (sin(woozy) / 4 + .5)*.3); + blackout = player[0].blooddimamount * player[0].bloodloss / player[0].damagetolerance * (sin(woozy) / 4 + .5) * .3; + } else { + glColor4f(0, 0, 0, player[0].blooddimamount * .3); + blackout = player[0].blooddimamount * .3; + } + } + if (console)glColor4f(.7, 0, 0, .2); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (flashamount > 0 && damageeffects) { + if (flashamount > 1)flashamount = 1; + if (flashdelay <= 0)flashamount -= multiplier; + flashdelay--; + if (flashamount < 0)flashamount = 0; + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(flashr, flashg, flashb, flashamount); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (!console) { + displaytime[0] = 0; + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + if (chatting) { + sprintf (string, " ]"); + text->glPrint(10, 30 + screenheight - 330, string, 0, 1, screenwidth, screenheight); + if (displayblink) { + sprintf (string, "_"); + text->glPrint(30 + (float)(displayselected) * 10, 30 + (screenheight - 330), string, 0, 1, screenwidth, screenheight); + } + } + for (i = 0; i < 15; i++) + if ((i != 0 || chatting) && displaytime[i] < 4) + for (j = 0; j < displaychars[i]; j++) { + glColor4f(1, 1, 1, 4 - displaytime[i]); + if (j < displaychars[i]) { + sprintf (string, "%c", displaytext[i][j]); + text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight); + } + } + } + + if (difficulty < 2 && indialogue == -1) { // minimap + float mapviewdist = 20000; + + glDisable(GL_DEPTH_TEST); + glColor3f (1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1); + glTranslatef(1.75, .25, 0); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glPushMatrix(); + float opac = .7; + XYZ center; + float radius; + float distcheck; + int numliveplayers = 0; + center = 0; + for (i = 0; i < numplayers; i++) { + if (!player[i].dead) numliveplayers++; + } + + int numadd = 0; + + for (i = 0; i < objects.numobjects; i++) { + if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) { + center += objects.position[i]; + numadd++; + } + } + for (i = 0; i < numplayers; i++) { + if (!player[i].dead)center += player[i].coords; + } + center /= numadd + numliveplayers; + + center = player[0].coords; + + float maxdistance = 0; + float tempdist; + //~ int whichclosest; + for (i = 0; i < objects.numobjects; i++) { + tempdist = distsq(¢er, &objects.position[i]); + if (tempdist > maxdistance) { + //~ whichclosest=i; + maxdistance = tempdist; + } + } + for (i = 0; i < numplayers; i++) { + if (!player[i].dead) { + tempdist = distsq(¢er, &player[i].coords); + if (tempdist > maxdistance) { + //~ whichclosest=i; + maxdistance = tempdist; + } + } + } + radius = fast_sqrt(maxdistance); + + radius = 110; + + glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1); + glPushMatrix(); + glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1); + glPopMatrix(); + glRotatef(player[0].lookyaw * -1 + 180, 0, 0, 1); + glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); + for (i = 0; i < objects.numobjects; i++) { + if (objects.type[i] == treetrunktype) { + distcheck = distsq(&player[0].coords, &objects.position[i]); + if (distcheck < mapviewdist) { Mapcircletexture.bind(); - glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist)); - glPushMatrix(); - glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0); - glRotatef(objects.yaw[i],0,0,1); - glScalef(.003,.003,.003); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - if(objects.type[i]==boxtype){ - distcheck=distsq(&player[0].coords,&objects.position[i]); - if(distchecktypesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist)); - else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist)); - else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist)); - else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist)); - else glColor4f(1,1,0,1); - glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0); - glRotatef(player[i].yaw+180,0,0,1); - glScalef(.005,.005,.005); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(loading&&!stealthloading&&(!campaign||player[0].dead)){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0,0,0,.7); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - - //logo - glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - - //Minimap - - if(loading!=4){ - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - sprintf (string, "Loading..."); - text->glPrint(1024/2-90,768/2,string,1,2,1024,768); - } - loading=2; - //if(ismotionblur)drawmode=motionblurmode; - drawmode=normalmode; - } - - if(winfreeze&&!campaign){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0,0,0,.4); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - - //logo - glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - - //Win Screen Won Victory - - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - sprintf (string, "Level Cleared!"); - text->glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768); - - sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal)); - text->glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); - - if(campaign) - sprintf (string, "Press Escape or Space to continue"); - else - sprintf (string, "Press Escape to return to menu or Space to continue"); - text->glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); - - char temp[255]; - - for(i=0;i<255;i++)string[i]='\0'; - sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60)); - strcat(string,temp); - if((int)(leveltime)%60<10)strcat(string,"0"); - sprintf (temp, "%d",(int)(leveltime)%60); - strcat(string,temp); - text->glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); - - //Awards - int awards[award_count]; - int numawards = award_awards(awards); - - for (i = 0; i < numawards && i < 6; i++) - text->glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768); - } - - if(drawmode!=normalmode){ - glEnable(GL_TEXTURE_2D); - glFinish(); - if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){ - if(screentexture){ - - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); - GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 }; - glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor); - //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT); - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); - - glBindTexture( GL_TEXTURE_2D, screentexture); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); - } - } - if((drawtoggle||change==1)&&drawmode==realmotionblurmode){ - if(screentexture2){ - glBindTexture( GL_TEXTURE_2D, screentexture2); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); - } - if(!screentexture2){ - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); - - glGenTextures( 1, &screentexture2 ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture2); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); - } - } - //glFlush(); - } - - glClear(GL_DEPTH_BUFFER_BIT); - Game::ReSizeGLScene(90,.1f); - glViewport(0,0,screenwidth,screenheight); - - if(drawmode!=normalmode){ - glDisable(GL_DEPTH_TEST); - if(drawmode==motionblurmode){ - glDrawBuffer(GL_FRONT); - glReadBuffer(GL_BACK); - } - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glTranslatef(1,1,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - if(drawmode==motionblurmode){ - if(motionbluramount<.2)motionbluramount=.2; - //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount); - glColor4f(1,1,1,motionbluramount); - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - if(drawmode==realmotionblurmode){ - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glBindTexture( GL_TEXTURE_2D, screentexture); - glColor4f(1,1,1,.5); - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glBindTexture( GL_TEXTURE_2D, screentexture2); - glColor4f(1,1,1,.5); - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - } - if(drawmode==doublevisionmode){ - static float crosseyedness; - crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30; - if(crosseyedness>1)crosseyedness=1; - if(crosseyedness<0)crosseyedness=0; - glColor4f(1,1,1,1); - glDisable(GL_BLEND); - glPushMatrix(); - glScalef(1,1,1); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - if(crosseyedness){ - glColor4f(1,1,1,.5); - glEnable(GL_BLEND); - glPushMatrix(); - glTranslatef(.015*crosseyedness,0,0); - glScalef(1,1,1); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - if(drawmode==glowmode){ - glColor4f(.5,.5,.5,.5); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glPushMatrix(); - glTranslatef(.01,0,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPushMatrix(); - glTranslatef(-.01,0,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPushMatrix(); - glTranslatef(.0,.01,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPushMatrix(); - glTranslatef(0,-.01,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - if(drawmode==radialzoommode){ - for(i=0;i<3;i++){ - //glRotatef((float)i*.1,0,0,1); - glColor4f(1,1,1,1/((float)i+1)); - glPushMatrix(); - glScalef(1+(float)i*.01,1+(float)i*.01,1); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(console){ - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - int offset = 0; - if(consoleselected>=60) - offset=consoleselected-60; - sprintf (string, " ]"); - text->glPrint(10,30,string,0,1,1024,768); - if(consoleblink){ - sprintf (string, "_"); - text->glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); - } - for(i=0;i<15;i++) - for(j=0;jglPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768); - } - } - } - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - multiplier=tempmult; - } - - if(mainmenu){ - DrawMenu(); - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - tempmult=multiplier; - multiplier=0; - } - - //glFlush(); - if ( side == stereoRight || side == stereoCenter ) { - if(drawmode!=motionblurmode||mainmenu){ - swap_gl_buffers(); - } - } - - //myassert(glGetError() == GL_NO_ERROR); - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - //glFlush(); - - weapons.DoStuff(); - - if(drawtoggle==2)drawtoggle=0; - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - multiplier=tempmult; - } - //Jordan fixed your warning! - return 0; + if (i == 0)glColor4f(1, 1, 1, opac); + else if (player[i].dead == 2 || player[i].howactive > typesleeping)glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist)); + else if (player[i].dead)glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist)); + else if (player[i].aitype == attacktypecutoff)glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist)); + else if (player[i].aitype == passivetype)glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist)); + else glColor4f(1, 1, 0, 1); + glTranslatef(player[i].coords.x / terrain.scale / 256 * -2 + 1, player[i].coords.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(player[i].yaw + 180, 0, 0, 1); + glScalef(.005, .005, .005); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (loading && !stealthloading && (!campaign || player[0].dead)) { + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0, 0, 0, .7); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + + //logo + glDisable(GL_DEPTH_TEST); + glColor3f (1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + + //Minimap + + if (loading != 4) { + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + sprintf (string, "Loading..."); + text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768); + } + loading = 2; + //if(ismotionblur)drawmode=motionblurmode; + drawmode = normalmode; + } + + if (winfreeze && !campaign) { + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0, 0, 0, .4); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + + //logo + glDisable(GL_DEPTH_TEST); + glColor3f (1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + + //Win Screen Won Victory + + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + sprintf (string, "Level Cleared!"); + text->glPrintOutlined(1024 / 2 - strlen(string) * 10, 768 * 7 / 8, string, 1, 2, 1024, 768); + + sprintf (string, "Score: %d", (int)(bonustotal - startbonustotal)); + text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768); + + if (campaign) + sprintf (string, "Press Escape or Space to continue"); + else + sprintf (string, "Press Escape to return to menu or Space to continue"); + text->glPrintOutlined(640 / 2 - strlen(string) * 5, 480 * 1 / 16, string, 1, 1, 640, 480); + + char temp[255]; + + for (i = 0; i < 255; i++)string[i] = '\0'; + sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60)); + strcat(string, temp); + if ((int)(leveltime) % 60 < 10)strcat(string, "0"); + sprintf (temp, "%d", (int)(leveltime) % 60); + strcat(string, temp); + text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768); + + //Awards + int awards[award_count]; + int numawards = award_awards(awards); + + for (i = 0; i < numawards && i < 6; i++) + text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768); + } + + if (drawmode != normalmode) { + glEnable(GL_TEXTURE_2D); + glFinish(); + if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) { + if (screentexture) { + + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); + GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 }; + glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor); + //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT); + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); + glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); + + glBindTexture( GL_TEXTURE_2D, screentexture); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); + } + } + if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) { + if (screentexture2) { + glBindTexture( GL_TEXTURE_2D, screentexture2); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); + } + if (!screentexture2) { + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + + glGenTextures( 1, &screentexture2 ); + glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + + glEnable(GL_TEXTURE_2D); + glBindTexture( GL_TEXTURE_2D, screentexture2); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); + } + } + //glFlush(); + } + + glClear(GL_DEPTH_BUFFER_BIT); + Game::ReSizeGLScene(90, .1f); + glViewport(0, 0, screenwidth, screenheight); + + if (drawmode != normalmode) { + glDisable(GL_DEPTH_TEST); + if (drawmode == motionblurmode) { + glDrawBuffer(GL_FRONT); + glReadBuffer(GL_BACK); + } + glColor3f (1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + glBindTexture( GL_TEXTURE_2D, screentexture); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glTranslatef(1, 1, 0); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + if (drawmode == motionblurmode) { + if (motionbluramount < .2)motionbluramount = .2; + //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount); + glColor4f(1, 1, 1, motionbluramount); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + if (drawmode == realmotionblurmode) { + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glBindTexture( GL_TEXTURE_2D, screentexture); + glColor4f(1, 1, 1, .5); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glBindTexture( GL_TEXTURE_2D, screentexture2); + glColor4f(1, 1, 1, .5); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + if (drawmode == doublevisionmode) { + static float crosseyedness; + crosseyedness = abs(player[0].damage - player[0].superpermanentdamage - (player[0].damagetolerance - player[0].superpermanentdamage) * 1 / 2) / 30; + if (crosseyedness > 1)crosseyedness = 1; + if (crosseyedness < 0)crosseyedness = 0; + glColor4f(1, 1, 1, 1); + glDisable(GL_BLEND); + glPushMatrix(); + glScalef(1, 1, 1); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + if (crosseyedness) { + glColor4f(1, 1, 1, .5); + glEnable(GL_BLEND); + glPushMatrix(); + glTranslatef(.015 * crosseyedness, 0, 0); + glScalef(1, 1, 1); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + if (drawmode == glowmode) { + glColor4f(.5, .5, .5, .5); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glPushMatrix(); + glTranslatef(.01, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPushMatrix(); + glTranslatef(-.01, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPushMatrix(); + glTranslatef(.0, .01, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPushMatrix(); + glTranslatef(0, -.01, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + if (drawmode == radialzoommode) { + for (i = 0; i < 3; i++) { + //glRotatef((float)i*.1,0,0,1); + glColor4f(1, 1, 1, 1 / ((float)i + 1)); + glPushMatrix(); + glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (console) { + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + int offset = 0; + if (consoleselected >= 60) + offset = consoleselected - 60; + sprintf (string, " ]"); + text->glPrint(10, 30, string, 0, 1, 1024, 768); + if (consoleblink) { + sprintf (string, "_"); + text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768); + } + for (i = 0; i < 15; i++) + for (j = 0; j < consolechars[i]; j++) { + glColor4f(1, 1, 1, 1 - (float)(i) / 16); + if (j < consolechars[i]) { + sprintf (string, "%c", consoletext[i][j]); + text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768); + } + } + } + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + multiplier = tempmult; + } + + if (mainmenu) { + DrawMenu(); + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + tempmult = multiplier; + multiplier = 0; + } + + //glFlush(); + if ( side == stereoRight || side == stereoCenter ) { + if (drawmode != motionblurmode || mainmenu) { + swap_gl_buffers(); + } + } + + //myassert(glGetError() == GL_NO_ERROR); + glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + //glFlush(); + + weapons.DoStuff(); + + if (drawtoggle == 2)drawtoggle = 0; + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + multiplier = tempmult; + } + //Jordan fixed your warning! + return 0; } -void DrawMenu() { - // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. - SDL_Delay(15); +void DrawMenu() +{ + // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. + SDL_Delay(15); - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - Game::ReSizeGLScene(90,.1f); + glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + Game::ReSizeGLScene(90, .1f); //draw menu background - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.001f); - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glColor4f(0,0,0,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glDisable(GL_TEXTURE_2D); - glBegin(GL_QUADS); - glVertex3f(-1,-1,0); - glVertex3f(+1,-1,0); - glVertex3f(+1,+1,0); - glVertex3f(-1,+1,0); - glEnd(); - glEnable(GL_BLEND); - glColor4f(0.4,0.4,0.4,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glEnable(GL_TEXTURE_2D); - Game::Mainmenuitems[4].bind(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1,-1,0); - glTexCoord2f(1,0); - glVertex3f(+1,-1,0); - glTexCoord2f(1,1); - glVertex3f(+1,+1,0); - glTexCoord2f(0,1); - glVertex3f(-1,+1,0); - glEnd(); - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - - - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glEnable(GL_TEXTURE_2D); - + glClear(GL_DEPTH_BUFFER_BIT); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.001f); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glPushMatrix(); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glColor4f(0, 0, 0, 1.0); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glDisable(GL_TEXTURE_2D); + glBegin(GL_QUADS); + glVertex3f(-1, -1, 0); + glVertex3f(+1, -1, 0); + glVertex3f(+1, +1, 0); + glVertex3f(-1, +1, 0); + glEnd(); + glEnable(GL_BLEND); + glColor4f(0.4, 0.4, 0.4, 1.0); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glEnable(GL_TEXTURE_2D); + Game::Mainmenuitems[4].bind(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0); + glTexCoord2f(1, 0); + glVertex3f(+1, -1, 0); + glTexCoord2f(1, 1); + glVertex3f(+1, +1, 0); + glTexCoord2f(0, 1); + glVertex3f(-1, +1, 0); + glEnd(); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + + + + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, 640, 0, 480, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glEnable(GL_TEXTURE_2D); + Menu::drawItems(); //draw mouse cursor - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glPopMatrix(); - if(!Game::waiting) { // hide the cursor while waiting for a key - glPushMatrix(); - glTranslatef(Game::mousecoordh-screenwidth/2,Game::mousecoordv*-1+screenheight/2,0); - glScalef((float)screenwidth/64,(float)screenwidth/64,1); - glTranslatef(1,-1,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glColor4f(1,1,1,1); - Game::cursortexture.bind(); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPopMatrix(); - } - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); + + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glPushMatrix(); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glPopMatrix(); + if (!Game::waiting) { // hide the cursor while waiting for a key + glPushMatrix(); + glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0); + glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1); + glTranslatef(1, -1, 0); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4f(1, 1, 1, 1); + Game::cursortexture.bind(); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPopMatrix(); + } + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); //draw screen flash - if(flashamount>0) - { - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; + if (flashamount > 0) { + if (flashamount > 1)flashamount = 1; + if (flashdelay <= 0)flashamount -= multiplier; flashdelay--; - if(flashamount<0)flashamount=0; + if (flashamount < 0)flashamount = 0; glDisable(GL_DEPTH_TEST); // Disables Depth Testing glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -2173,23 +2173,23 @@ void DrawMenu() { glDepthMask(0); glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(flashr, flashg, flashb, flashamount); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPopMatrix(); // Restore The Old Projection Matrix glEnable(GL_DEPTH_TEST); // Enables Depth Testing diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 5d6f579..827c923 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -24,7 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Animation.h" #include "Texture.h" -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern float viewdistance; extern XYZ viewer; extern XYZ lightlocation; @@ -43,8 +43,8 @@ extern float volume; extern Objects objects; extern int detail; extern bool cellophane; -extern GLubyte bloodText[512*512*3]; -extern GLubyte wolfbloodText[512*512*3]; +extern GLubyte bloodText[512 * 512 * 3]; +extern GLubyte wolfbloodText[512 * 512 * 3]; extern bool ismotionblur; extern bool trilinear; extern bool osx; @@ -60,12 +60,12 @@ extern short vRefNum; extern long dirID; extern int mainmenu; extern bool visibleloading; -extern float flashamount,flashr,flashg,flashb; +extern float flashamount, flashr, flashg, flashb; extern int flashdelay; extern int whichjointstartarray[26]; extern int whichjointendarray[26]; extern int difficulty; -extern float tintr,tintg,tintb; +extern float tintr, tintg, tintb; extern float slomospeed; extern bool gamestarted; @@ -99,47 +99,47 @@ void LOG(const std::string &fmt, ...) void Dispose() { - LOGFUNC; + LOGFUNC; - if(Game::endgame==2){ + if (Game::endgame == 2) { Game::accountactive->endGame(); - Game::endgame=0; - } + Game::endgame = 0; + } - Account::saveFile(":Data:Users", Game::accountactive); + Account::saveFile(":Data:Users", Game::accountactive); - //textures.clear(); + //textures.clear(); - LOG("Shutting down sound system..."); + LOG("Shutting down sound system..."); - OPENAL_StopSound(OPENAL_ALL); + OPENAL_StopSound(OPENAL_ALL); // this is causing problems on Linux, but we'll force an _exit() a little // later in the shutdown process. --ryan. #if !PLATFORM_LINUX - for (int i=0; i < sounds_count; ++i) - { - OPENAL_Sample_Free(samp[i]); - } - - OPENAL_Close(); - if (texture.data) - { - free(texture.data); - } - texture.data = 0; + for (int i = 0; i < sounds_count; ++i) { + OPENAL_Sample_Free(samp[i]); + } + + OPENAL_Close(); + if (texture.data) { + free(texture.data); + } + texture.data = 0; #endif } -void Game::newGame(){ +void Game::newGame() +{ text = new Text(); skybox = new SkyBox(); } -void Game::deleteGame(){ - if(skybox) delete skybox; - if(text) delete text; +void Game::deleteGame() +{ + if (skybox) delete skybox; + if (text) delete text; terraintexture.destroy(); terraintexture2.destroy(); cursortexture.destroy(); @@ -149,54 +149,54 @@ void Game::deleteGame(){ hawktexture.destroy(); loadscreentexture.destroy(); - for(int i=0;i<10;i++) + for (int i = 0; i < 10; i++) Mainmenuitems[i].destroy(); - glDeleteTextures(1,&screentexture); - glDeleteTextures(1,&screentexture2); + glDeleteTextures(1, &screentexture); + glDeleteTextures(1, &screentexture2); Dispose(); } -void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize) +void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize) { - int i; - int bytesPerPixel; - - LOGFUNC; - - LOG(std::string("Loading (S)...") + fileName); - - //Load Image - float temptexdetail=texdetail; - texdetail=1; - //upload_image( fileName ); - //LoadTGA( fileName ); - - // Converting file to something os specific - char * fixedFN = ConvertFileName(fileName); - - //Load Image - unsigned char fileNamep[256]; - CopyCStringToPascal(fixedFN, fileNamep); - //Load Image - upload_image( fileNamep ,0); - texdetail=temptexdetail; - - //Is it valid? - if(1==1){ - bytesPerPixel=texture.bpp/8; - - int tempnum=0; - for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){ - if((i+1)%4||bytesPerPixel==3){ - array[tempnum]=texture.data[i]; - tempnum++; - } - } - } + int i; + int bytesPerPixel; + + LOGFUNC; + + LOG(std::string("Loading (S)...") + fileName); + + //Load Image + float temptexdetail = texdetail; + texdetail = 1; + //upload_image( fileName ); + //LoadTGA( fileName ); + + // Converting file to something os specific + char * fixedFN = ConvertFileName(fileName); + + //Load Image + unsigned char fileNamep[256]; + CopyCStringToPascal(fixedFN, fileNamep); + //Load Image + upload_image( fileNamep , 0); + texdetail = temptexdetail; + + //Is it valid? + if (1 == 1) { + bytesPerPixel = texture.bpp / 8; + + int tempnum = 0; + for (i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) { + if ((i + 1) % 4 || bytesPerPixel == 3) { + array[tempnum] = texture.data[i]; + tempnum++; + } + } + } } @@ -204,439 +204,438 @@ void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array //***************> ResizeGLScene() <******/ GLvoid Game::ReSizeGLScene(float fov, float pnear) { - if (screenheight==0) - { - screenheight=1; - } + if (screenheight == 0) { + screenheight = 1; + } - glViewport(0,0,screenwidth,screenheight); + glViewport(0, 0, screenwidth, screenheight); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); - gluPerspective(fov,(GLfloat)screenwidth/(GLfloat)screenheight,pnear,viewdistance); + gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } void Game::LoadingScreen() { - static float loadprogress; - static AbsoluteTime time = {0,0}; - static AbsoluteTime frametime = {0,0}; - AbsoluteTime currTime = UpTime (); - double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime); + static float loadprogress; + static AbsoluteTime time = {0, 0}; + static AbsoluteTime frametime = {0, 0}; + AbsoluteTime currTime = UpTime (); + double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime); - if (0 > deltaTime) // if negative microseconds - deltaTime /= -1000000.0; - else // else milliseconds - deltaTime /= 1000.0; + if (0 > deltaTime) // if negative microseconds + deltaTime /= -1000000.0; + else // else milliseconds + deltaTime /= 1000.0; - multiplier=deltaTime; - if(multiplier<.001)multiplier=.001; - if(multiplier>10)multiplier=10; - if(multiplier>.05){ - frametime = currTime; // reset for next time interval + multiplier = deltaTime; + if (multiplier < .001)multiplier = .001; + if (multiplier > 10)multiplier = 10; + if (multiplier > .05) { + frametime = currTime; // reset for next time interval - glLoadIdentity(); - //Clear to black - glClearColor(0,0,0,1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glLoadIdentity(); + //Clear to black + glClearColor(0, 0, 0, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - loadtime+=multiplier*4; + loadtime += multiplier * 4; - loadprogress=loadtime; - if(loadprogress>100)loadprogress=100; + loadprogress = loadtime; + if (loadprogress > 100)loadprogress = 100; - //loadprogress=abs(Random()%100); + //loadprogress=abs(Random()%100); - //Background + //Background - glEnable(GL_TEXTURE_2D); + glEnable(GL_TEXTURE_2D); loadscreentexture.bind(); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(.1-loadprogress/100,0+loadprogress/100+.3); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(.1-loadprogress/100,0+loadprogress/100+.3); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(.1-loadprogress/100,1+loadprogress/100+.3); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(.1-loadprogress/100,1+loadprogress/100+.3); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glEnable(GL_BLEND); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(.4+loadprogress/100,0+loadprogress/100); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(.4+loadprogress/100,0+loadprogress/100); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(.4+loadprogress/100,1+loadprogress/100); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(.4+loadprogress/100,1+loadprogress/100); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glDisable(GL_BLEND); - glDepthMask(1); - - glEnable(GL_TEXTURE_2D); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glEnable(GL_BLEND); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glDisable(GL_BLEND); + glDepthMask(1); + + glEnable(GL_TEXTURE_2D); loadscreentexture.bind(); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glScalef((float)screenwidth/2*(1.5-(loadprogress)/200),(float)screenheight/2*(1.5-(loadprogress)/200),1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glEnable(GL_BLEND); - //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); - glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0+.5,0+.5); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1+.5,0+.5); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1+.5,1+.5); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0+.5,1+.5); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glDisable(GL_BLEND); - glDepthMask(1); - - glEnable(GL_TEXTURE_2D); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnable(GL_BLEND); + //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); + glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0 + .5, 0 + .5); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1 + .5, 0 + .5); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1 + .5, 1 + .5); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0 + .5, 1 + .5); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glDisable(GL_BLEND); + glDepthMask(1); + + glEnable(GL_TEXTURE_2D); loadscreentexture.bind(); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glScalef((float)screenwidth/2*(100+loadprogress)/100,(float)screenheight/2*(100+loadprogress)/100,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glEnable(GL_BLEND); - glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,.4); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0+.2,0+.8); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1+.2,0+.8); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1+.2,1+.8); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0+.2,1+.8); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glDisable(GL_BLEND); - glDepthMask(1); - - //Text - - if(flashamount>0){ - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; - flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - swap_gl_buffers(); - } + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnable(GL_BLEND); + glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0 + .2, 0 + .8); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1 + .2, 0 + .8); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1 + .2, 1 + .8); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0 + .2, 1 + .8); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glDisable(GL_BLEND); + glDepthMask(1); + + //Text + + if (flashamount > 0) { + if (flashamount > 1)flashamount = 1; + if (flashdelay <= 0)flashamount -= multiplier; + flashdelay--; + if (flashamount < 0)flashamount = 0; + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(flashr, flashg, flashb, flashamount); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + swap_gl_buffers(); + } } void FadeLoadingScreen(float howmuch) { - static float loadprogress; - - glLoadIdentity(); - //Clear to black - glClearColor(0,0,0,1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - loadprogress=howmuch; - - //loadprogress=abs(Random()%100); - - //Background - - //glEnable(GL_TEXTURE_2D); - glDisable(GL_TEXTURE_2D); - //glBindTexture( GL_TEXTURE_2D, loadscreentexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glColor4f(loadprogress/100,0,0,1); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glDisable(GL_BLEND); - glDepthMask(1); - //Text - swap_gl_buffers(); + static float loadprogress; + + glLoadIdentity(); + //Clear to black + glClearColor(0, 0, 0, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + loadprogress = howmuch; + + //loadprogress=abs(Random()%100); + + //Background + + //glEnable(GL_TEXTURE_2D); + glDisable(GL_TEXTURE_2D); + //glBindTexture( GL_TEXTURE_2D, loadscreentexture); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glColor4f(loadprogress / 100, 0, 0, 1); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glDisable(GL_BLEND); + glDepthMask(1); + //Text + swap_gl_buffers(); } extern bool cmdline(const char *cmd); - + void Game::InitGame() { #if PLATFORM_MACOSX - ProcessSerialNumber PSN; - ProcessInfoRec pinfo; - FSSpec pspec; - OSStatus err; - /* set up process serial number */ - PSN.highLongOfPSN = 0; - PSN.lowLongOfPSN = kCurrentProcess; - /* set up info block */ - pinfo.processInfoLength = sizeof(pinfo); - pinfo.processName = NULL; - pinfo.processAppSpec = &pspec; - /* grab the vrefnum and directory */ - err = GetProcessInformation(&PSN, &pinfo); - if (err == noErr) { - vRefNum = pspec.vRefNum; - dirID = pspec.parID; - } + ProcessSerialNumber PSN; + ProcessInfoRec pinfo; + FSSpec pspec; + OSStatus err; + /* set up process serial number */ + PSN.highLongOfPSN = 0; + PSN.lowLongOfPSN = kCurrentProcess; + /* set up info block */ + pinfo.processInfoLength = sizeof(pinfo); + pinfo.processName = NULL; + pinfo.processAppSpec = &pspec; + /* grab the vrefnum and directory */ + err = GetProcessInformation(&PSN, &pinfo); + if (err == noErr) { + vRefNum = pspec.vRefNum; + dirID = pspec.parID; + } #endif - LOGFUNC; + LOGFUNC; - numchallengelevels=14; + numchallengelevels = 14; - accountactive=Account::loadFile(":Data:Users"); + accountactive = Account::loadFile(":Data:Users"); - tintr=1; - tintg=1; - tintb=1; + tintr = 1; + tintg = 1; + tintb = 1; - whichjointstartarray[0]=righthip; - whichjointendarray[0]=rightfoot; + whichjointstartarray[0] = righthip; + whichjointendarray[0] = rightfoot; - whichjointstartarray[1]=righthip; - whichjointendarray[1]=rightankle; + whichjointstartarray[1] = righthip; + whichjointendarray[1] = rightankle; - whichjointstartarray[2]=righthip; - whichjointendarray[2]=rightknee; + whichjointstartarray[2] = righthip; + whichjointendarray[2] = rightknee; - whichjointstartarray[3]=rightknee; - whichjointendarray[3]=rightankle; + whichjointstartarray[3] = rightknee; + whichjointendarray[3] = rightankle; - whichjointstartarray[4]=rightankle; - whichjointendarray[4]=rightfoot; + whichjointstartarray[4] = rightankle; + whichjointendarray[4] = rightfoot; - whichjointstartarray[5]=lefthip; - whichjointendarray[5]=leftfoot; + whichjointstartarray[5] = lefthip; + whichjointendarray[5] = leftfoot; - whichjointstartarray[6]=lefthip; - whichjointendarray[6]=leftankle; + whichjointstartarray[6] = lefthip; + whichjointendarray[6] = leftankle; - whichjointstartarray[7]=lefthip; - whichjointendarray[7]=leftknee; + whichjointstartarray[7] = lefthip; + whichjointendarray[7] = leftknee; - whichjointstartarray[8]=leftknee; - whichjointendarray[8]=leftankle; + whichjointstartarray[8] = leftknee; + whichjointendarray[8] = leftankle; - whichjointstartarray[9]=leftankle; - whichjointendarray[9]=leftfoot; + whichjointstartarray[9] = leftankle; + whichjointendarray[9] = leftfoot; - whichjointstartarray[10]=abdomen; - whichjointendarray[10]=rightshoulder; + whichjointstartarray[10] = abdomen; + whichjointendarray[10] = rightshoulder; - whichjointstartarray[11]=abdomen; - whichjointendarray[11]=rightelbow; + whichjointstartarray[11] = abdomen; + whichjointendarray[11] = rightelbow; - whichjointstartarray[12]=abdomen; - whichjointendarray[12]=rightwrist; + whichjointstartarray[12] = abdomen; + whichjointendarray[12] = rightwrist; - whichjointstartarray[13]=abdomen; - whichjointendarray[13]=righthand; + whichjointstartarray[13] = abdomen; + whichjointendarray[13] = righthand; - whichjointstartarray[14]=rightshoulder; - whichjointendarray[14]=rightelbow; + whichjointstartarray[14] = rightshoulder; + whichjointendarray[14] = rightelbow; - whichjointstartarray[15]=rightelbow; - whichjointendarray[15]=rightwrist; + whichjointstartarray[15] = rightelbow; + whichjointendarray[15] = rightwrist; - whichjointstartarray[16]=rightwrist; - whichjointendarray[16]=righthand; + whichjointstartarray[16] = rightwrist; + whichjointendarray[16] = righthand; - whichjointstartarray[17]=abdomen; - whichjointendarray[17]=leftshoulder; + whichjointstartarray[17] = abdomen; + whichjointendarray[17] = leftshoulder; - whichjointstartarray[18]=abdomen; - whichjointendarray[18]=leftelbow; + whichjointstartarray[18] = abdomen; + whichjointendarray[18] = leftelbow; - whichjointstartarray[19]=abdomen; - whichjointendarray[19]=leftwrist; + whichjointstartarray[19] = abdomen; + whichjointendarray[19] = leftwrist; - whichjointstartarray[20]=abdomen; - whichjointendarray[20]=lefthand; + whichjointstartarray[20] = abdomen; + whichjointendarray[20] = lefthand; - whichjointstartarray[21]=leftshoulder; - whichjointendarray[21]=leftelbow; + whichjointstartarray[21] = leftshoulder; + whichjointendarray[21] = leftelbow; - whichjointstartarray[22]=leftelbow; - whichjointendarray[22]=leftwrist; + whichjointstartarray[22] = leftelbow; + whichjointendarray[22] = leftwrist; - whichjointstartarray[23]=leftwrist; - whichjointendarray[23]=lefthand; + whichjointstartarray[23] = leftwrist; + whichjointendarray[23] = lefthand; - whichjointstartarray[24]=abdomen; - whichjointendarray[24]=neck; + whichjointstartarray[24] = abdomen; + whichjointendarray[24] = neck; - whichjointstartarray[25]=neck; - whichjointendarray[25]=head; + whichjointstartarray[25] = neck; + whichjointendarray[25] = head; - FadeLoadingScreen(0); + FadeLoadingScreen(0); - stillloading=1; + stillloading = 1; - texture.data = ( GLubyte* )malloc( 1024*1024*4 ); + texture.data = ( GLubyte* )malloc( 1024 * 1024 * 4 ); - int temptexdetail=texdetail; - texdetail=1; - text->LoadFontTexture(":Data:Textures:Font.png"); - text->BuildFont(); - texdetail=temptexdetail; + int temptexdetail = texdetail; + texdetail = 1; + text->LoadFontTexture(":Data:Textures:Font.png"); + text->BuildFont(); + texdetail = temptexdetail; - FadeLoadingScreen(10); + FadeLoadingScreen(10); - if(detail==2){ - texdetail=1; - } - if(detail==1){ - texdetail=2; - } - if(detail==0){ - texdetail=4; - } + if (detail == 2) { + texdetail = 1; + } + if (detail == 1) { + texdetail = 2; + } + if (detail == 0) { + texdetail = 4; + } - LOG("Initializing sound system..."); + LOG("Initializing sound system..."); - #if PLATFORM_LINUX +#if PLATFORM_LINUX int output = -1; - + unsigned char rc = 0; output = OPENAL_OUTPUT_ALSA; // Try alsa first... if (cmdline("forceoss")) // ...but let user override that. @@ -645,76 +644,74 @@ void Game::InitGame() output = OPENAL_OUTPUT_NOSOUND; OPENAL_SetOutput(output); - if ((rc = OPENAL_Init(44100, 32, 0)) == false) - { + if ((rc = OPENAL_Init(44100, 32, 0)) == false) { // if we tried ALSA and failed, fall back to OSS. - if ( (output == OPENAL_OUTPUT_ALSA) && (!cmdline("forcealsa")) ) - { + if ( (output == OPENAL_OUTPUT_ALSA) && (!cmdline("forcealsa")) ) { OPENAL_Close(); output = OPENAL_OUTPUT_OSS; OPENAL_SetOutput(output); - rc = OPENAL_Init(44100, 32, 0); + rc = OPENAL_Init(44100, 32, 0); } } - if (rc == false) - { + if (rc == false) { OPENAL_Close(); output = OPENAL_OUTPUT_NOSOUND; // we tried! just do silence. OPENAL_SetOutput(output); - rc = OPENAL_Init(44100, 32, 0); + rc = OPENAL_Init(44100, 32, 0); } - #else - OPENAL_Init(44100, 32, 0); - #endif +#else + OPENAL_Init(44100, 32, 0); +#endif + + OPENAL_SetSFXMasterVolume((int)(volume * 255)); + loadAllSounds(); - OPENAL_SetSFXMasterVolume((int)(volume*255)); - loadAllSounds(); + if (musictoggle) + emit_stream_np(stream_menutheme); - if(musictoggle) - emit_stream_np(stream_menutheme); + cursortexture.load(":Data:Textures:Cursor.png", 0, 1); - cursortexture.load(":Data:Textures:Cursor.png",0,1); + Mapcircletexture.load(":Data:Textures:MapCircle.png", 0, 1); + Mapboxtexture.load(":Data:Textures:MapBox.png", 0, 1); + Maparrowtexture.load(":Data:Textures:MapArrow.png", 0, 1); - Mapcircletexture.load(":Data:Textures:MapCircle.png",0,1); - Mapboxtexture.load(":Data:Textures:MapBox.png",0,1); - Maparrowtexture.load(":Data:Textures:MapArrow.png",0,1); + temptexdetail = texdetail; + if (texdetail > 2)texdetail = 2; + Mainmenuitems[0].load(":Data:Textures:Lugaru.png", 0, 0); + Mainmenuitems[1].load(":Data:Textures:Newgame.png", 0, 0); + Mainmenuitems[2].load(":Data:Textures:Options.png", 0, 0); + Mainmenuitems[3].load(":Data:Textures:Quit.png", 0, 0); + Mainmenuitems[4].load(":Data:Textures:Eyelid.png", 0, 1); + Mainmenuitems[5].load(":Data:Textures:Resume.png", 0, 0); + Mainmenuitems[6].load(":Data:Textures:Endgame.png", 0, 0); - temptexdetail=texdetail; - if(texdetail>2)texdetail=2; - Mainmenuitems[0].load(":Data:Textures:Lugaru.png",0,0); - Mainmenuitems[1].load(":Data:Textures:Newgame.png",0,0); - Mainmenuitems[2].load(":Data:Textures:Options.png",0,0); - Mainmenuitems[3].load(":Data:Textures:Quit.png",0,0); - Mainmenuitems[4].load(":Data:Textures:Eyelid.png",0,1); - Mainmenuitems[5].load(":Data:Textures:Resume.png",0,0); - Mainmenuitems[6].load(":Data:Textures:Endgame.png",0,0); - - //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1); - //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that - texdetail=temptexdetail; + //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1); + //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that + texdetail = temptexdetail; - FadeLoadingScreen(95); + FadeLoadingScreen(95); - gameon=0; - mainmenu=1; + gameon = 0; + mainmenu = 1; - stillloading=0; - firstload=0; + stillloading = 0; + firstload = 0; - newdetail=detail; - newscreenwidth=screenwidth; - newscreenheight=screenheight; + newdetail = detail; + newscreenwidth = screenwidth; + newscreenheight = screenheight; LoadMenu(); } -void Game::LoadScreenTexture() { +void Game::LoadScreenTexture() +{ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); - if(!Game::screentexture) + if (!Game::screentexture) glGenTextures( 1, &Game::screentexture ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); @@ -730,255 +727,255 @@ void Game::LoadScreenTexture() { //TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.h void Game::LoadStuff() { - static float temptexdetail; - static float viewdistdetail; - static int i,j; - float megascale =1; - - LOGFUNC; - - loadtime=0; - - stillloading=1; - - for(i=0;iLoadFontTexture(":Data:Textures:Font.png"); - text->BuildFont(); - texdetail=temptexdetail; - - numsounds=71; - - viewdistdetail=2; - viewdistance=50*megascale*viewdistdetail; - - if(detail==2){ - texdetail=1; - } - if(detail==1){ - texdetail=2; - } - if(detail==0){ - texdetail=4; - } - - realtexdetail=texdetail; - - numplayers=1; - - - LOG("Loading weapon data..."); - - Weapon::knifetextureptr.load(":Data:Textures:knife.png",0,1); - Weapon::bloodknifetextureptr.load(":Data:Textures:bloodknife.png",0,1); - Weapon::lightbloodknifetextureptr.load(":Data:Textures:lightbloodknife.png",0,1); - Weapon::swordtextureptr.load(":Data:Textures:sword.jpg",1,0); - Weapon::bloodswordtextureptr.load(":Data:Textures:Swordblood.jpg",1,0); - Weapon::lightbloodswordtextureptr.load(":Data:Textures:Swordbloodlight.jpg",1,0); - Weapon::stafftextureptr.load(":Data:Textures:Staff.jpg",1,0); - - Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1); - Weapon::throwingknifemodel.Scale(.001,.001,.001); - //Weapon::throwingknifemodel.Rotate(0,0,-90); - Weapon::throwingknifemodel.Rotate(90,0,0); - Weapon::throwingknifemodel.Rotate(0,90,0); - Weapon::throwingknifemodel.flat=0; - Weapon::throwingknifemodel.CalculateNormals(1); - //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1); - - Weapon::swordmodel.load((char *)":Data:Models:sword.solid",1); - Weapon::swordmodel.Scale(.001,.001,.001); - //Weapon::swordmodel.Rotate(0,0,-90); - Weapon::swordmodel.Rotate(90,0,0); - Weapon::swordmodel.Rotate(0,90,0); - Weapon::swordmodel.Rotate(0,0,90); - Weapon::swordmodel.flat=1; - Weapon::swordmodel.CalculateNormals(1); - //Weapon::swordmodel.ScaleNormals(-1,-1,-1); - - Weapon::staffmodel.load((char *)":Data:Models:staff.solid",1); - Weapon::staffmodel.Scale(.005,.005,.005); - //Weapon::staffmodel.Rotate(0,0,-90); - Weapon::staffmodel.Rotate(90,0,0); - Weapon::staffmodel.Rotate(0,90,0); - Weapon::staffmodel.Rotate(0,0,90); - Weapon::staffmodel.flat=1; - Weapon::staffmodel.CalculateNormals(1); - //Weapon::staffmodel.ScaleNormals(-1,-1,-1); - - terrain.shadowtexture.load(":Data:Textures:shadow.png",0,1); - terrain.bloodtexture.load(":Data:Textures:blood.png",0,1); - terrain.breaktexture.load(":Data:Textures:break.png",0,1); - terrain.bloodtexture2.load(":Data:Textures:blood.png",0,1); - - - terrain.footprinttexture.load(":Data:Textures:footprint.png",0,1); - terrain.bodyprinttexture.load(":Data:Textures:bodyprint.png",0,1); - hawktexture.load(":Data:Textures:hawk.png",0,1); - - - Sprite::cloudtexture.load(":Data:Textures:cloud.png",1,1); - Sprite::cloudimpacttexture.load(":Data:Textures:cloudimpact.png",1,1); - Sprite::bloodtexture.load(":Data:Textures:bloodparticle.png",1,1); - Sprite::snowflaketexture.load(":Data:Textures:snowflake.png",1,1); - Sprite::flametexture.load(":Data:Textures:flame.png",1,1); - Sprite::bloodflametexture.load(":Data:Textures:bloodflame.png",1,1); - Sprite::smoketexture.load(":Data:Textures:smoke.png",1,1); - Sprite::shinetexture.load(":Data:Textures:shine.png",1,0); - Sprite::splintertexture.load(":Data:Textures:splinter.png",1,1); - Sprite::leaftexture.load(":Data:Textures:leaf.png",1,1); - Sprite::toothtexture.load(":Data:Textures:tooth.png",1,1); - - yaw=0; - pitch=0; - ReSizeGLScene(90,.01); - - viewer=0; - - - if(detail)kTextureSize=1024; - if(detail==1)kTextureSize=512; - if(detail==0)kTextureSize=256; - - //Set up distant light - light.color[0]=.95; - light.color[1]=.95; - light.color[2]=1; - light.ambient[0]=.2; - light.ambient[1]=.2; - light.ambient[2]=.24; - light.location.x=1; - light.location.y=1; - light.location.z=-.2; - Normalise(&light.location); - - LoadingScreen(); - - SetUpLighting(); - - - fadestart=.6; - gravity=-10; - - texscale=.2/megascale/viewdistdetail; - terrain.scale=3*megascale*viewdistdetail; - - viewer.x=terrain.size/2*terrain.scale; - viewer.z=terrain.size/2*terrain.scale; - - hawk.load((char *)":Data:Models:hawk.solid",1); - hawk.Scale(.03,.03,.03); - hawk.Rotate(90,1,1); - hawk.CalculateNormals(0); - hawk.ScaleNormals(-1,-1,-1); - hawkcoords.x=terrain.size/2*terrain.scale-5-7; - hawkcoords.z=terrain.size/2*terrain.scale-5-7; - hawkcoords.y=terrain.getHeight(hawkcoords.x,hawkcoords.z)+25; - - eye.load((char *)":Data:Models:eye.solid",1); - eye.Scale(.03,.03,.03); - eye.CalculateNormals(0); - - cornea.load((char *)":Data:Models:cornea.solid",1); - cornea.Scale(.03,.03,.03); - cornea.CalculateNormals(0); - - iris.load((char *)":Data:Models:iris.solid",1); - iris.Scale(.03,.03,.03); - iris.CalculateNormals(0); - - LoadSave(":Data:Textures:Bloodfur.png",0,1,&bloodText[0],0); - LoadSave(":Data:Textures:Wolfbloodfur.png",0,1,&wolfbloodText[0],0); - - oldenvironment=-4; - - gameon=1; - mainmenu=0; - - firstload=0; - - loadAllAnimations(); - //Fix knife stab, too lazy to do it manually - XYZ moveamount; - moveamount=0; - moveamount.z=2; - for(i=0;iLoadFontTexture(":Data:Textures:Font.png"); + text->BuildFont(); + texdetail = temptexdetail; + + numsounds = 71; + + viewdistdetail = 2; + viewdistance = 50 * megascale * viewdistdetail; + + if (detail == 2) { + texdetail = 1; + } + if (detail == 1) { + texdetail = 2; + } + if (detail == 0) { + texdetail = 4; + } + + realtexdetail = texdetail; + + numplayers = 1; + + + LOG("Loading weapon data..."); + + Weapon::knifetextureptr.load(":Data:Textures:knife.png", 0, 1); + Weapon::bloodknifetextureptr.load(":Data:Textures:bloodknife.png", 0, 1); + Weapon::lightbloodknifetextureptr.load(":Data:Textures:lightbloodknife.png", 0, 1); + Weapon::swordtextureptr.load(":Data:Textures:sword.jpg", 1, 0); + Weapon::bloodswordtextureptr.load(":Data:Textures:Swordblood.jpg", 1, 0); + Weapon::lightbloodswordtextureptr.load(":Data:Textures:Swordbloodlight.jpg", 1, 0); + Weapon::stafftextureptr.load(":Data:Textures:Staff.jpg", 1, 0); + + Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid", 1); + Weapon::throwingknifemodel.Scale(.001, .001, .001); + //Weapon::throwingknifemodel.Rotate(0,0,-90); + Weapon::throwingknifemodel.Rotate(90, 0, 0); + Weapon::throwingknifemodel.Rotate(0, 90, 0); + Weapon::throwingknifemodel.flat = 0; + Weapon::throwingknifemodel.CalculateNormals(1); + //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1); + + Weapon::swordmodel.load((char *)":Data:Models:sword.solid", 1); + Weapon::swordmodel.Scale(.001, .001, .001); + //Weapon::swordmodel.Rotate(0,0,-90); + Weapon::swordmodel.Rotate(90, 0, 0); + Weapon::swordmodel.Rotate(0, 90, 0); + Weapon::swordmodel.Rotate(0, 0, 90); + Weapon::swordmodel.flat = 1; + Weapon::swordmodel.CalculateNormals(1); + //Weapon::swordmodel.ScaleNormals(-1,-1,-1); + + Weapon::staffmodel.load((char *)":Data:Models:staff.solid", 1); + Weapon::staffmodel.Scale(.005, .005, .005); + //Weapon::staffmodel.Rotate(0,0,-90); + Weapon::staffmodel.Rotate(90, 0, 0); + Weapon::staffmodel.Rotate(0, 90, 0); + Weapon::staffmodel.Rotate(0, 0, 90); + Weapon::staffmodel.flat = 1; + Weapon::staffmodel.CalculateNormals(1); + //Weapon::staffmodel.ScaleNormals(-1,-1,-1); + + terrain.shadowtexture.load(":Data:Textures:shadow.png", 0, 1); + terrain.bloodtexture.load(":Data:Textures:blood.png", 0, 1); + terrain.breaktexture.load(":Data:Textures:break.png", 0, 1); + terrain.bloodtexture2.load(":Data:Textures:blood.png", 0, 1); + + + terrain.footprinttexture.load(":Data:Textures:footprint.png", 0, 1); + terrain.bodyprinttexture.load(":Data:Textures:bodyprint.png", 0, 1); + hawktexture.load(":Data:Textures:hawk.png", 0, 1); + + + Sprite::cloudtexture.load(":Data:Textures:cloud.png", 1, 1); + Sprite::cloudimpacttexture.load(":Data:Textures:cloudimpact.png", 1, 1); + Sprite::bloodtexture.load(":Data:Textures:bloodparticle.png", 1, 1); + Sprite::snowflaketexture.load(":Data:Textures:snowflake.png", 1, 1); + Sprite::flametexture.load(":Data:Textures:flame.png", 1, 1); + Sprite::bloodflametexture.load(":Data:Textures:bloodflame.png", 1, 1); + Sprite::smoketexture.load(":Data:Textures:smoke.png", 1, 1); + Sprite::shinetexture.load(":Data:Textures:shine.png", 1, 0); + Sprite::splintertexture.load(":Data:Textures:splinter.png", 1, 1); + Sprite::leaftexture.load(":Data:Textures:leaf.png", 1, 1); + Sprite::toothtexture.load(":Data:Textures:tooth.png", 1, 1); + + yaw = 0; + pitch = 0; + ReSizeGLScene(90, .01); + + viewer = 0; + + + if (detail)kTextureSize = 1024; + if (detail == 1)kTextureSize = 512; + if (detail == 0)kTextureSize = 256; + + //Set up distant light + light.color[0] = .95; + light.color[1] = .95; + light.color[2] = 1; + light.ambient[0] = .2; + light.ambient[1] = .2; + light.ambient[2] = .24; + light.location.x = 1; + light.location.y = 1; + light.location.z = -.2; + Normalise(&light.location); + + LoadingScreen(); + + SetUpLighting(); + + + fadestart = .6; + gravity = -10; + + texscale = .2 / megascale / viewdistdetail; + terrain.scale = 3 * megascale * viewdistdetail; + + viewer.x = terrain.size / 2 * terrain.scale; + viewer.z = terrain.size / 2 * terrain.scale; + + hawk.load((char *)":Data:Models:hawk.solid", 1); + hawk.Scale(.03, .03, .03); + hawk.Rotate(90, 1, 1); + hawk.CalculateNormals(0); + hawk.ScaleNormals(-1, -1, -1); + hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7; + hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7; + hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25; + + eye.load((char *)":Data:Models:eye.solid", 1); + eye.Scale(.03, .03, .03); + eye.CalculateNormals(0); + + cornea.load((char *)":Data:Models:cornea.solid", 1); + cornea.Scale(.03, .03, .03); + cornea.CalculateNormals(0); + + iris.load((char *)":Data:Models:iris.solid", 1); + iris.Scale(.03, .03, .03); + iris.CalculateNormals(0); + + LoadSave(":Data:Textures:Bloodfur.png", 0, 1, &bloodText[0], 0); + LoadSave(":Data:Textures:Wolfbloodfur.png", 0, 1, &wolfbloodText[0], 0); + + oldenvironment = -4; + + gameon = 1; + mainmenu = 0; + + firstload = 0; + + loadAllAnimations(); + //Fix knife stab, too lazy to do it manually + XYZ moveamount; + moveamount = 0; + moveamount.z = 2; + for (i = 0; i < player[0].skeleton.num_joints; i++) { + for (j = 0; j < animation[knifesneakattackanim].numframes; j++) { + animation[knifesneakattackanim].position[i][j] += moveamount; + } + } + + LoadingScreen(); + + for (i = 0; i < player[0].skeleton.num_joints; i++) { + for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) { + animation[knifesneakattackedanim].position[i][j] += moveamount; + } + } + + LoadingScreen(); + + for (i = 0; i < player[0].skeleton.num_joints; i++) { + animation[dead1anim].position[i][1] = animation[dead1anim].position[i][0]; + animation[dead2anim].position[i][1] = animation[dead2anim].position[i][0]; + animation[dead3anim].position[i][1] = animation[dead3anim].position[i][0]; + animation[dead4anim].position[i][1] = animation[dead4anim].position[i][0]; + } + animation[dead1anim].speed[0] = 0.001; + animation[dead2anim].speed[0] = 0.001; + animation[dead3anim].speed[0] = 0.001; + animation[dead4anim].speed[0] = 0.001; + + animation[dead1anim].speed[1] = 0.001; + animation[dead2anim].speed[1] = 0.001; + animation[dead3anim].speed[1] = 0.001; + animation[dead4anim].speed[1] = 0.001; + + for (i = 0; i < player[0].skeleton.num_joints; i++) { + for (j = 0; j < animation[swordsneakattackanim].numframes; j++) { + animation[swordsneakattackanim].position[i][j] += moveamount; + } + } + LoadingScreen(); + for (j = 0; j < animation[swordsneakattackanim].numframes; j++) { + animation[swordsneakattackanim].weapontarget[j] += moveamount; + } + + LoadingScreen(); + + for (i = 0; i < player[0].skeleton.num_joints; i++) { + for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) { + animation[swordsneakattackedanim].position[i][j] += moveamount; + } + } + + LoadingScreen(); + temptexdetail = texdetail; + texdetail = 1; + texdetail = temptexdetail; + + LoadingScreen(); + + if (!screentexture) { LoadScreenTexture(); - } + } - if(targetlevel!=7){ - emit_sound_at(fireendsound); - } + if (targetlevel != 7) { + emit_sound_at(fireendsound); + } - stillloading=0; - loading=0; - changedelay=1; + stillloading = 0; + loading = 0; + changedelay = 1; - visibleloading=0; + visibleloading = 0; } diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 2cd513a..806d24e 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -45,8 +45,8 @@ using namespace Game; // Added more evilness needed for MSVC #ifdef _MSC_VER - #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) - #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) +#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) +#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) #endif @@ -54,7 +54,7 @@ extern float multiplier; extern XYZ viewer; extern int environment; extern Terrain terrain; -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; @@ -95,7 +95,7 @@ extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar extern bool decals; -extern float tintr,tintg,tintb; +extern float tintr, tintg, tintb; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -148,67 +148,80 @@ void Loadlevel(const char *name); -class CampaignLevel { +class CampaignLevel +{ private: - int width; - struct Position { int x,y; }; -public: - std::string mapname; - std::string description; - int choosenext; - /* - 0 = Immediately load next level at the end of this one. - 1 = Go back to the world map. - 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. - */ - //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. - std::vector nextlevel; - Position location; - CampaignLevel() : width(10) { - choosenext = 1; - location.x = 0; - location.y = 0; - } - int getStartX() { return 30+120+location.x*400/512; } - int getStartY() { return 30+30+(512-location.y)*400/512; } - int getEndX() { return getStartX()+width; } - int getEndY() { return getStartY()+width; } - XYZ getCenter() { - XYZ center; - center.x=getStartX()+width/2; - center.y=getStartY()+width/2; - return center; - } - int getWidth() { return width; } - istream& operator<< (istream& is) { - is.ignore(256,':'); - is.ignore(256,':'); - is.ignore(256,' '); - is >> mapname; - is.ignore(256,':'); - is >> description; - for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) { - description.replace(pos,1,1,' '); - } - is.ignore(256,':'); - is >> choosenext; - is.ignore(256,':'); - int numnext,next; - is >> numnext; - for(int j=0;j> next; - nextlevel.push_back(next-1); - } - is.ignore(256,':'); - is >> location.x; - is.ignore(256,':'); - is >> location.y; - return is; - } - friend istream& operator>> (istream& is, CampaignLevel& cl) { - return cl << is; - } + int width; + struct Position { + int x, y; + }; +public: + std::string mapname; + std::string description; + int choosenext; + /* + 0 = Immediately load next level at the end of this one. + 1 = Go back to the world map. + 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. + */ + //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. + std::vector nextlevel; + Position location; + CampaignLevel() : width(10) { + choosenext = 1; + location.x = 0; + location.y = 0; + } + int getStartX() { + return 30 + 120 + location.x * 400 / 512; + } + int getStartY() { + return 30 + 30 + (512 - location.y) * 400 / 512; + } + int getEndX() { + return getStartX() + width; + } + int getEndY() { + return getStartY() + width; + } + XYZ getCenter() { + XYZ center; + center.x = getStartX() + width / 2; + center.y = getStartY() + width / 2; + return center; + } + int getWidth() { + return width; + } + istream& operator<< (istream& is) { + is.ignore(256, ':'); + is.ignore(256, ':'); + is.ignore(256, ' '); + is >> mapname; + is.ignore(256, ':'); + is >> description; + for (int pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { + description.replace(pos, 1, 1, ' '); + } + is.ignore(256, ':'); + is >> choosenext; + is.ignore(256, ':'); + int numnext, next; + is >> numnext; + for (int j = 0; j < numnext; j++) { + is.ignore(256, ':'); + is >> next; + nextlevel.push_back(next - 1); + } + is.ignore(256, ':'); + is >> location.x; + is.ignore(256, ':'); + is >> location.y; + return is; + } + friend istream& operator>> (istream& is, CampaignLevel& cl) { + return cl << is; + } }; int indemo = 0; @@ -231,22 +244,22 @@ int musicselected = 0; static const char *rabbitskin[] = { -":Data:Textures:Fur3.jpg", -":Data:Textures:Fur.jpg", -":Data:Textures:Fur2.jpg", -":Data:Textures:Lynx.jpg", -":Data:Textures:Otter.jpg", -":Data:Textures:Opal.jpg", -":Data:Textures:Sable.jpg", -":Data:Textures:Chocolate.jpg", -":Data:Textures:BW2.jpg", -":Data:Textures:WB2.jpg" + ":Data:Textures:Fur3.jpg", + ":Data:Textures:Fur.jpg", + ":Data:Textures:Fur2.jpg", + ":Data:Textures:Lynx.jpg", + ":Data:Textures:Otter.jpg", + ":Data:Textures:Opal.jpg", + ":Data:Textures:Sable.jpg", + ":Data:Textures:Chocolate.jpg", + ":Data:Textures:BW2.jpg", + ":Data:Textures:WB2.jpg" }; static const char *wolfskin[] = { -":Data:Textures:Wolf.jpg", -":Data:Textures:Darkwolf.jpg", -":Data:Textures:Snowwolf.jpg" + ":Data:Textures:Wolf.jpg", + ":Data:Textures:Darkwolf.jpg", + ":Data:Textures:Snowwolf.jpg" }; #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; @@ -257,7 +270,7 @@ static const char **creatureskin[] = {rabbitskin, wolfskin}; /* Return true if PFX is a prefix of STR (case-insensitive). */ static bool stripfx(const char *str, const char *pfx) { - return !strncasecmp(str, pfx, strlen(pfx)); + return !strncasecmp(str, pfx, strlen(pfx)); } static const char *cmd_names[] = { @@ -283,130 +296,183 @@ static console_handler cmd_handlers[] = { // utility functions // TODO: this is slightly incorrect -inline float roughDirection(XYZ vec){ +inline float roughDirection(XYZ vec) +{ Normalise(&vec); - float angle=-asin(-vec.x)*180/M_PI; - if(vec.z<0) - angle=180-angle; + float angle = -asin(-vec.x) * 180 / M_PI; + if (vec.z < 0) + angle = 180 - angle; return angle; } -inline float roughDirectionTo(XYZ start, XYZ end){ - return roughDirection(end-start); +inline float roughDirectionTo(XYZ start, XYZ end) +{ + return roughDirection(end - start); } -inline float pitchOf(XYZ vec){ +inline float pitchOf(XYZ vec) +{ Normalise(&vec); - return -asin(vec.y)*180/M_PI; + return -asin(vec.y) * 180 / M_PI; +} +inline float pitchTo(XYZ start, XYZ end) +{ + return pitchOf(end - start); } -inline float pitchTo(XYZ start, XYZ end){ - return pitchOf(end-start); +inline float sq(float n) +{ + return n * n; } -inline float sq(float n) { return n*n; } -inline float stepTowardf(float from, float to, float by){ - if(fabs(from-to)to) return from-by; - else return from+by; +inline float stepTowardf(float from, float to, float by) +{ + if (fabs(from - to) < by) return to; + else if (from > to) return from - by; + else return from + by; } -void playdialogueboxsound(){ +void playdialogueboxsound() +{ XYZ temppos; - temppos=player[participantfocus[whichdialogue][indialogue]].coords; - temppos=temppos-viewer; + temppos = player[participantfocus[whichdialogue][indialogue]].coords; + temppos = temppos - viewer; Normalise(&temppos); - temppos+=viewer; - - int sound=-1; - switch(dialogueboxsound[whichdialogue][indialogue]){ - case -6: sound=alarmsound; break; - case -4: sound=consolefailsound; break; - case -3: sound=consolesuccesssound; break; - case -2: sound=firestartsound; break; - case -1: sound=fireendsound; break; - case 1: sound=rabbitchitter; break; - case 2: sound=rabbitchitter2; break; - case 3: sound=rabbitpainsound; break; - case 4: sound=rabbitpain1sound; break; - case 5: sound=rabbitattacksound; break; - case 6: sound=rabbitattack2sound; break; - case 7: sound=rabbitattack3sound; break; - case 8: sound=rabbitattack4sound; break; - case 9: sound=growlsound; break; - case 10: sound=growl2sound; break; - case 11: sound=snarlsound; break; - case 12: sound=snarl2sound; break; - case 13: sound=barksound; break; - case 14: sound=bark2sound; break; - case 15: sound=bark3sound; break; - case 16: sound=barkgrowlsound; break; - default: break; + temppos += viewer; + + int sound = -1; + switch (dialogueboxsound[whichdialogue][indialogue]) { + case -6: + sound = alarmsound; + break; + case -4: + sound = consolefailsound; + break; + case -3: + sound = consolesuccesssound; + break; + case -2: + sound = firestartsound; + break; + case -1: + sound = fireendsound; + break; + case 1: + sound = rabbitchitter; + break; + case 2: + sound = rabbitchitter2; + break; + case 3: + sound = rabbitpainsound; + break; + case 4: + sound = rabbitpain1sound; + break; + case 5: + sound = rabbitattacksound; + break; + case 6: + sound = rabbitattack2sound; + break; + case 7: + sound = rabbitattack3sound; + break; + case 8: + sound = rabbitattack4sound; + break; + case 9: + sound = growlsound; + break; + case 10: + sound = growl2sound; + break; + case 11: + sound = snarlsound; + break; + case 12: + sound = snarl2sound; + break; + case 13: + sound = barksound; + break; + case 14: + sound = bark2sound; + break; + case 15: + sound = bark3sound; + break; + case 16: + sound = barkgrowlsound; + break; + default: + break; } - if(sound!=-1) + if (sound != -1) emit_sound_at(sound, temppos); } // ================================================================ -bool AddClothes(const char *fileName, GLubyte *array) { - LOGFUNC; - //Load Image - unsigned char fileNamep[256]; - CopyCStringToPascal(fileName,fileNamep); - bool opened; - opened=upload_image( fileNamep ,1); - - float alphanum; - //Is it valid? - if(opened){ - if(tintr>1)tintr=1; - if(tintg>1)tintg=1; - if(tintb>1)tintb=1; - - if(tintr<0)tintr=0; - if(tintg<0)tintg=0; - if(tintb<0)tintb=0; - - int bytesPerPixel=texture.bpp/8; - - int tempnum=0; - alphanum=255; - for(int i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){ - if(bytesPerPixel==3)alphanum=255; - else if((i+1)%4==0)alphanum=texture.data[i]; - //alphanum/=2; - if((i+1)%4||bytesPerPixel==3){ - if((i%4)==0)texture.data[i]*=tintr; - if((i%4)==1)texture.data[i]*=tintg; - if((i%4)==2)texture.data[i]*=tintb; - array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255); - tempnum++; - } - } - } - else return 0; - return 1; +bool AddClothes(const char *fileName, GLubyte *array) +{ + LOGFUNC; + //Load Image + unsigned char fileNamep[256]; + CopyCStringToPascal(fileName, fileNamep); + bool opened; + opened = upload_image( fileNamep , 1); + + float alphanum; + //Is it valid? + if (opened) { + if (tintr > 1)tintr = 1; + if (tintg > 1)tintg = 1; + if (tintb > 1)tintb = 1; + + if (tintr < 0)tintr = 0; + if (tintg < 0)tintg = 0; + if (tintb < 0)tintb = 0; + + int bytesPerPixel = texture.bpp / 8; + + int tempnum = 0; + alphanum = 255; + for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) { + if (bytesPerPixel == 3)alphanum = 255; + else if ((i + 1) % 4 == 0)alphanum = texture.data[i]; + //alphanum/=2; + if ((i + 1) % 4 || bytesPerPixel == 3) { + if ((i % 4) == 0)texture.data[i] *= tintr; + if ((i % 4) == 1)texture.data[i] *= tintg; + if ((i % 4) == 2)texture.data[i] *= tintb; + array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255); + tempnum++; + } + } + } else return 0; + return 1; } static void ch_quit(const char *args) { - tryquit = 1; + tryquit = 1; } static void ch_map(const char *args) { - Loadlevel(args); - whichlevel = -2; - campaign = 0; + Loadlevel(args); + whichlevel = -2; + campaign = 0; } -static void ch_save(const char *args){ +static void ch_save(const char *args) +{ char buf[64]; snprintf(buf, 63, ":Data:Maps:%s", args); int mapvers = 12; FILE *tfile; - tfile=fopen( ConvertFileName(buf), "wb" ); + tfile = fopen( ConvertFileName(buf), "wb" ); fpackf(tfile, "Bi", mapvers); fpackf(tfile, "Bi", maptype); fpackf(tfile, "Bi", hostile); @@ -414,10 +480,10 @@ static void ch_save(const char *args){ 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 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", player[0].armorhead, player[0].armorhigh, player[0].armorlow); fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow); @@ -430,93 +496,93 @@ static void ch_save(const char *args){ fpackf(tfile, "Bi", numdialogues); - for(int k=0;k::max(); - for(int i=1; i::max(); - for(int i=0; i=0) - player[closest].scale = atof(args) * .2; + int closest = findClosestPlayer(); + if (closest >= 0) + player[closest].scale = atof(args) * .2; } static void set_proportion(int pnum, const char *args) { - float headprop,bodyprop,armprop,legprop; - - sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); - - if(player[pnum].creature==wolftype){ - player[pnum].proportionhead=1.1*headprop; - player[pnum].proportionbody=1.1*bodyprop; - player[pnum].proportionarms=1.1*armprop; - player[pnum].proportionlegs=1.1*legprop; - } else if(player[pnum].creature==rabbittype){ - player[pnum].proportionhead=1.2*headprop; - player[pnum].proportionbody=1.05*bodyprop; - player[pnum].proportionarms=1.00*armprop; - player[pnum].proportionlegs=1.1*legprop; - player[pnum].proportionlegs.y=1.05*legprop; - } + float headprop, bodyprop, armprop, legprop; + + sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); + + if (player[pnum].creature == wolftype) { + player[pnum].proportionhead = 1.1 * headprop; + player[pnum].proportionbody = 1.1 * bodyprop; + player[pnum].proportionarms = 1.1 * armprop; + player[pnum].proportionlegs = 1.1 * legprop; + } else if (player[pnum].creature == rabbittype) { + player[pnum].proportionhead = 1.2 * headprop; + player[pnum].proportionbody = 1.05 * bodyprop; + player[pnum].proportionarms = 1.00 * armprop; + player[pnum].proportionlegs = 1.1 * legprop; + player[pnum].proportionlegs.y = 1.05 * legprop; + } } static void ch_proportion(const char *args) { - set_proportion(0, args); + set_proportion(0, args); } static void ch_proportionnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_proportion(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_proportion(closest, args); } static void set_protection(int pnum, const char *args) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + float head, high, low; + sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; + player[pnum].protectionhead = head; + player[pnum].protectionhigh = high; + player[pnum].protectionlow = low; } static void ch_protection(const char *args) { - set_protection(0, args); + set_protection(0, args); } static void ch_protectionnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_protection(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_protection(closest, args); } static void set_armor(int pnum, const char *args) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + float head, high, low; + sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; + player[pnum].armorhead = head; + player[pnum].armorhigh = high; + player[pnum].armorlow = low; } static void ch_armor(const char *args) { - set_armor(0, args); + set_armor(0, args); } static void ch_armornear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_armor(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_armor(closest, args); } static void ch_protectionreset(const char *args) { - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); + set_protection(0, "1 1 1"); + set_armor(0, "1 1 1"); } static void set_metal(int pnum, const char *args) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + float head, high, low; + sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; + player[pnum].metalhead = head; + player[pnum].metalhigh = high; + player[pnum].metallow = low; } static void ch_metal(const char *args) { - set_metal(0, args); + set_metal(0, 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); + 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); } static void ch_noclothes(const char *args) { - set_noclothes(0, args); + set_noclothes(0, args); } static void ch_noclothesnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_noclothes(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_noclothes(closest, args); } static void set_clothes(int pnum, const char *args) { - char buf[64]; - snprintf(buf, 63, ":Data:Textures:%s.png", args); - - if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum])) - return; - - player[pnum].DoMipmaps(); - strcpy(player[pnum].clothes[player[pnum].numclothes],buf); - player[pnum].clothestintr[player[pnum].numclothes]=tintr; - player[pnum].clothestintg[player[pnum].numclothes]=tintg; - player[pnum].clothestintb[player[pnum].numclothes]=tintb; - player[pnum].numclothes++; + char buf[64]; + snprintf(buf, 63, ":Data:Textures:%s.png", args); + + if (!AddClothes(buf, &player[pnum].skeleton.skinText[pnum])) + return; + + player[pnum].DoMipmaps(); + strcpy(player[pnum].clothes[player[pnum].numclothes], buf); + player[pnum].clothestintr[player[pnum].numclothes] = tintr; + player[pnum].clothestintg[player[pnum].numclothes] = tintg; + player[pnum].clothestintb[player[pnum].numclothes] = tintb; + player[pnum].numclothes++; } static void ch_clothes(const char *args) { - set_clothes(0, args); + set_clothes(0, args); } static void ch_clothesnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_clothes(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_clothes(closest, args); } static void ch_belt(const char *args) { - player[0].skeleton.clothes = !player[0].skeleton.clothes; + player[0].skeleton.clothes = !player[0].skeleton.clothes; } static void ch_cellophane(const char *args) { - cellophane = !cellophane; - float mul = cellophane ? 0 : 1; - - for (int i = 0; i < numplayers; i++) { - player[i].proportionhead.z = player[i].proportionhead.x * mul; - player[i].proportionbody.z = player[i].proportionbody.x * mul; - player[i].proportionarms.z = player[i].proportionarms.x * mul; - player[i].proportionlegs.z = player[i].proportionlegs.x * mul; - } + cellophane = !cellophane; + float mul = cellophane ? 0 : 1; + + for (int i = 0; i < numplayers; i++) { + player[i].proportionhead.z = player[i].proportionhead.x * mul; + player[i].proportionbody.z = player[i].proportionbody.x * mul; + player[i].proportionarms.z = player[i].proportionarms.x * mul; + player[i].proportionlegs.z = player[i].proportionlegs.x * mul; + } } static void ch_funnybunny(const char *args) { - player[0].skeleton.id=0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow", - ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid", - ":Data:Models:Body2.solid",":Data:Models:Body3.solid", - ":Data:Models:Body4.solid",":Data:Models:Body5.solid", - ":Data:Models:Body6.solid",":Data:Models:Body7.solid", - ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1); - 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; - set_proportion(0, "1 1 1 1"); + player[0].skeleton.id = 0; + player[0].skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow", + ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid", + ":Data:Models:Body2.solid", ":Data:Models:Body3.solid", + ":Data:Models:Body4.solid", ":Data:Models:Body5.solid", + ":Data:Models:Body6.solid", ":Data:Models:Body7.solid", + ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1); + 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; + 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", - ":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; - set_proportion(0, "1 1 1 1"); + player[0].skeleton.id = 0; + player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low", + ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid", + ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid", + ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid", + ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid", + ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0); + 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; + set_proportion(0, "1 1 1 1"); } static void ch_wolfieisgod(const char *args) { - ch_wolfie(args); + ch_wolfie(args); } 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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &player[0].skeleton.skinText[0], &player[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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &player[0].skeleton.skinText[0], &player[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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[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); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &player[0].skeleton.skinText[0], &player[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; + for (int i = 1; i < numplayers; i++) + if (player[i].scale < 0.8 * 0.2) + player[i].scale = 0.8 * 0.2; } static void ch_tutorial(const char *args) { - tutoriallevel = atoi(args); + tutoriallevel = atoi(args); } static void ch_hostile(const char *args) { - hostile = atoi(args); + hostile = atoi(args); } static void ch_indemo(const char *args) { - indemo=1; - hotspot[numhotspots]=player[0].coords; - hotspotsize[numhotspots]=0; - hotspottype[numhotspots]=-111; - strcpy(hotspottext[numhotspots],"mapname"); - numhotspots++; + indemo = 1; + hotspot[numhotspots] = player[0].coords; + hotspotsize[numhotspots] = 0; + hotspottype[numhotspots] = -111; + strcpy(hotspottext[numhotspots], "mapname"); + numhotspots++; } static void ch_notindemo(const char *args) { - indemo=0; - numhotspots--; + indemo = 0; + numhotspots--; } static void ch_type(const char *args) { - int n = sizeof(editortypenames) / sizeof(editortypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, editortypenames[i])) { - editoractive = i; - break; - } + int n = sizeof(editortypenames) / sizeof(editortypenames[0]); + for (int i = 0; i < n; i++) + if (stripfx(args, editortypenames[i])) { + editoractive = i; + break; + } } static void ch_path(const char *args) { - int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, pathtypenames[i])) { - editorpathtype = i; - break; - } + int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); + for (int i = 0; i < n; i++) + if (stripfx(args, pathtypenames[i])) { + editorpathtype = i; + break; + } } static void ch_hs(const char *args) { - hotspot[numhotspots]=player[0].coords; + hotspot[numhotspots] = player[0].coords; - float size; - int type, shift; - sscanf(args, "%f%d %n", &size, &type, &shift); + float size; + int type, shift; + sscanf(args, "%f%d %n", &size, &type, &shift); - hotspotsize[numhotspots] = size; - hotspottype[numhotspots] = type; + hotspotsize[numhotspots] = size; + hotspottype[numhotspots] = type; - strcpy(hotspottext[numhotspots], args + shift); - strcat(hotspottext[numhotspots], "\n"); + strcpy(hotspottext[numhotspots], args + shift); + strcat(hotspottext[numhotspots], "\n"); - numhotspots++; + numhotspots++; } static void ch_dialogue(const char *args) { - int dlg; - char buf1[32], buf2[64]; - - sscanf(args, "%d %31s", &dlg, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - dialoguetype[numdialogues] = dlg; - - memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); - memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256,':'); - ipstream >> numdialogueboxes[numdialogues]; - for(int i=0;i> dialogueboxlocation[numdialogues][i]; - ipstream.ignore(256,':'); - ipstream >> dialogueboxcolor[numdialogues][i][0]; - ipstream >> dialogueboxcolor[numdialogues][i][1]; - ipstream >> dialogueboxcolor[numdialogues][i][2]; - ipstream.ignore(256,':'); - ipstream.getline(dialoguename[numdialogues][i],64); - ipstream.ignore(256,':'); - ipstream.ignore(256,' '); - ipstream.getline(dialoguetext[numdialogues][i],128); - for(int j=0;j<128;j++){ - if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n'; + int dlg; + char buf1[32], buf2[64]; + + sscanf(args, "%d %31s", &dlg, buf1); + snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); + + dialoguetype[numdialogues] = dlg; + + memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); + memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); + + ifstream ipstream(ConvertFileName(buf2)); + ipstream.ignore(256, ':'); + ipstream >> numdialogueboxes[numdialogues]; + for (int i = 0; i < numdialogueboxes[numdialogues]; i++) { + ipstream.ignore(256, ':'); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream >> dialogueboxlocation[numdialogues][i]; + ipstream.ignore(256, ':'); + ipstream >> dialogueboxcolor[numdialogues][i][0]; + ipstream >> dialogueboxcolor[numdialogues][i][1]; + ipstream >> dialogueboxcolor[numdialogues][i][2]; + ipstream.ignore(256, ':'); + ipstream.getline(dialoguename[numdialogues][i], 64); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream.getline(dialoguetext[numdialogues][i], 128); + for (int j = 0; j < 128; j++) { + if (dialoguetext[numdialogues][i][j] == '\\')dialoguetext[numdialogues][i][j] = '\n'; + } + ipstream.ignore(256, ':'); + ipstream >> dialogueboxsound[numdialogues][i]; } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } - for(int i=0;i> numdialogueboxes[whichdi]; - for(int i=0;i> dialogueboxlocation[whichdi][i]; - ipstream.ignore(256,':'); - ipstream >> dialogueboxcolor[whichdi][i][0]; - ipstream >> dialogueboxcolor[whichdi][i][1]; - ipstream >> dialogueboxcolor[whichdi][i][2]; - ipstream.ignore(256,':'); - ipstream.getline(dialoguename[whichdi][i],64); - ipstream.ignore(256,':'); - ipstream.ignore(256,' '); - ipstream.getline(dialoguetext[whichdi][i],128); - for(int j=0;j<128;j++){ - if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n'; + char buf1[32], buf2[64]; + int whichdi; + + sscanf(args, "%d %31s", &whichdi, buf1); + snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); + + memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi])); + memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi])); + + ifstream ipstream(ConvertFileName(buf2)); + ipstream.ignore(256, ':'); + ipstream >> numdialogueboxes[whichdi]; + for (int i = 0; i < numdialogueboxes[whichdi]; i++) { + ipstream.ignore(256, ':'); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream >> dialogueboxlocation[whichdi][i]; + ipstream.ignore(256, ':'); + ipstream >> dialogueboxcolor[whichdi][i][0]; + ipstream >> dialogueboxcolor[whichdi][i][1]; + ipstream >> dialogueboxcolor[whichdi][i][2]; + ipstream.ignore(256, ':'); + ipstream.getline(dialoguename[whichdi][i], 64); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream.getline(dialoguetext[whichdi][i], 128); + for (int j = 0; j < 128; j++) { + if (dialoguetext[whichdi][i][j] == '\\')dialoguetext[whichdi][i][j] = '\n'; + } + ipstream.ignore(256, ':'); + ipstream >> dialogueboxsound[whichdi][i]; } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - ipstream.close(); + ipstream.close(); } static void ch_fixtype(const char *args) { - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; + int dlg; + sscanf(args, "%d", &dlg); + dialoguetype[0] = dlg; } static void ch_fixrotation(const char *args) { - participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].yaw; + participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = player[participantfocus[whichdialogue][indialogue]].yaw; } static void ch_ddialogue(const char *args) { - if (numdialogues) - numdialogues--; + if (numdialogues) + numdialogues--; } static void ch_dhs(const char *args) { - if (numhotspots) - numhotspots--; + if (numhotspots) + numhotspots--; } static void ch_immobile(const char *args) { - player[0].immobile = 1; + player[0].immobile = 1; } static void ch_allimmobile(const char *args) { - for (int i = 1; i < numplayers; i++) - player[i].immobile = 1; + for (int i = 1; i < numplayers; i++) + player[i].immobile = 1; } static void ch_mobile(const char *args) { - player[0].immobile = 0; + player[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; - } - - 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); - - editoractive=typeactive; - player[0].immobile=0; + player[0].armorhead = 1; + player[0].armorhigh = 1; + player[0].armorlow = 1; + player[0].protectionhead = 1; + player[0].protectionhigh = 1; + player[0].protectionlow = 1; + player[0].metalhead = 1; + player[0].metalhigh = 1; + player[0].metallow = 1; + player[0].power = 1; + player[0].speedmult = 1; + player[0].scale = 1; + + if (player[0].creature == wolftype) { + player[0].proportionhead = 1.1; + player[0].proportionbody = 1.1; + player[0].proportionarms = 1.1; + player[0].proportionlegs = 1.1; + } else if (player[0].creature == rabbittype) { + player[0].proportionhead = 1.2; + player[0].proportionbody = 1.05; + player[0].proportionarms = 1.00; + player[0].proportionlegs = 1.1; + player[0].proportionlegs.y = 1.05; + } + + player[0].numclothes = 0; + player[0].skeleton.drawmodel.textureptr.load( + creatureskin[player[0].creature][player[0].whichskin], 1, + &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); + + editoractive = typeactive; + player[0].immobile = 0; } static void ch_play(const char *args) { - int dlg; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for(int i=0;i= numdialogues) + 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; + } + + directing = 0; + indialogue = 0; + + playdialogueboxsound(); } static void ch_mapkilleveryone(const char *args) { - maptype = mapkilleveryone; + maptype = mapkilleveryone; } static void ch_mapkillmost(const char *args) { - maptype = mapkillmost; + maptype = mapkillmost; } static void ch_mapkillsomeone(const char *args) { - maptype = mapkillsomeone; + maptype = mapkillsomeone; } static void ch_mapgosomewhere(const char *args) { - maptype = mapgosomewhere; + maptype = mapgosomewhere; } static void ch_viewdistance(const char *args) { - viewdistance = atof(args)*100; + viewdistance = atof(args) * 100; } static void ch_fadestart(const char *args) { - fadestart = atof(args); + fadestart = atof(args); } static void ch_slomo(const char *args) { - slomospeed = atof(args); - slomo = !slomo; - slomodelay = 1000; + slomospeed = atof(args); + slomo = !slomo; + slomodelay = 1000; } static void ch_slofreq(const char *args) { - slomofreq = atof(args); + slomofreq = atof(args); } static void ch_skytint(const char *args) { - sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); + sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; + skyboxlightr = skyboxr; + skyboxlightg = skyboxg; + skyboxlightb = skyboxb; - SetUpLighting(); + SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); + terrain.DoShadows(); + objects.DoShadows(); } static void ch_skylight(const char *args) { - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); + sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - SetUpLighting(); + SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); + terrain.DoShadows(); + objects.DoShadows(); } static void ch_skybox(const char *args) { - skyboxtexture = !skyboxtexture; + skyboxtexture = !skyboxtexture; - SetUpLighting(); + SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); + terrain.DoShadows(); + objects.DoShadows(); } static void cmd_dispatch(const string cmd) { - int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); - - for (i = 0; i < n_cmds; i++) - if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i])) - { - cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl; - cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str()); - break; - } - emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); + int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); + + for (i = 0; i < n_cmds; i++) + if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) { + cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl; + cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str()); + break; + } + emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); } /********************> Tick() <*****/ extern bool save_image(const char * fname); void Screenshot (void) { - char temp[1024]; - time_t t = time(NULL); - struct tm *tme = localtime(&t); - sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); - - #if defined(_WIN32) - mkdir("Screenshots"); - #else - mkdir("Screenshots", S_IRWXU); - #endif - - save_image(temp); + char temp[1024]; + time_t t = time(NULL); + struct tm *tme = localtime(&t); + sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); + +#if defined(_WIN32) + mkdir("Screenshots"); +#else + mkdir("Screenshots", S_IRWXU); +#endif + + save_image(temp); } -void Game::SetUpLighting(){ - if(environment==snowyenvironment) - light.setColors(.65,.65,.7,.4,.4,.44); - if(environment==desertenvironment) - light.setColors(.95,.95,.95,.4,.35,.3); - if(environment==grassyenvironment) - light.setColors(.95,.95,1,.4,.4,.44); - if(!skyboxtexture) - light.setColors(1,1,1,.4,.4,.4); - float average; - average=(skyboxlightr+skyboxlightg+skyboxlightb)/3; - light.color[0]*=(skyboxlightr+average)/2; - light.color[1]*=(skyboxlightg+average)/2; - light.color[2]*=(skyboxlightb+average)/2; - light.ambient[0]*=(skyboxlightr+average)/2; - light.ambient[1]*=(skyboxlightg+average)/2; - light.ambient[2]*=(skyboxlightb+average)/2; +void Game::SetUpLighting() +{ + if (environment == snowyenvironment) + light.setColors(.65, .65, .7, .4, .4, .44); + if (environment == desertenvironment) + light.setColors(.95, .95, .95, .4, .35, .3); + if (environment == grassyenvironment) + light.setColors(.95, .95, 1, .4, .4, .44); + if (!skyboxtexture) + light.setColors(1, 1, 1, .4, .4, .4); + float average; + average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; + light.color[0] *= (skyboxlightr + average) / 2; + light.color[1] *= (skyboxlightg + average) / 2; + light.color[2] *= (skyboxlightb + average) / 2; + light.ambient[0] *= (skyboxlightr + average) / 2; + light.ambient[1] *= (skyboxlightg + average) / 2; + light.ambient[2] *= (skyboxlightb + average) / 2; } -int findPathDist(int start,int end){ - int smallestcount,count,connected; - int last,last2,last3,last4; - int closest; - - smallestcount=1000; - for(int i=0;i<50;i++){ - count=0; - last=start; - last2=-1; - last3=-1; - last4=-1; - while(last!=end&&count<30){ - closest=-1; - for(int j=0;jminx-objects.model[i].boundingsphereradius&& - objects.position[i].xminy-objects.model[i].boundingsphereradius&& - objects.position[i].yminz-objects.model[i].boundingsphereradius&& - objects.position[i].z minx - objects.model[i].boundingsphereradius && + objects.position[i].x < maxx + objects.model[i].boundingsphereradius && + objects.position[i].y > miny - objects.model[i].boundingsphereradius && + objects.position[i].y < maxy + objects.model[i].boundingsphereradius && + objects.position[i].z > minz - objects.model[i].boundingsphereradius && + objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { + if ( objects.type[i] != treeleavestype && + objects.type[i] != bushtype && + objects.type[i] != firetype) { + colviewer = startpoint; + coltarget = endpoint; + if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)return i; + } + } + } + + //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; + + return -1; } -int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){ - static XYZ colpoint,colviewer,coltarget; - static float minx,minz,maxx,maxz,miny,maxy; - static int i; //FIXME: see below - - minx=min(startpoint.x,endpoint.x)-1; - miny=min(startpoint.y,endpoint.y)-1; - minz=min(startpoint.z,endpoint.z)-1; - maxx=max(startpoint.x,endpoint.x)+1; - maxy=max(startpoint.y,endpoint.y)+1; - maxz=max(startpoint.z,endpoint.z)+1; - - if(what!=1000){ - if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&& - objects.position[what].xminy-objects.model[what].boundingsphereradius&& - objects.position[what].yminz-objects.model[what].boundingsphereradius&& - objects.position[what].z minx - objects.model[what].boundingsphereradius && + objects.position[what].x < maxx + objects.model[what].boundingsphereradius && + objects.position[what].y > miny - objects.model[what].boundingsphereradius && + objects.position[what].y < maxy + objects.model[what].boundingsphereradius && + objects.position[what].z > minz - objects.model[what].boundingsphereradius && + objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { + if ( objects.type[what] != treeleavestype && + objects.type[what] != bushtype && + objects.type[what] != firetype) { + colviewer = startpoint; + coltarget = endpoint; //FIXME: i/what - if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.yaw[what])!=-1)return i; - } - } - } + if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)return i; + } + } + } - if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; + if (what == 1000)if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)return 1000; - return -1; + return -1; } void Setenvironment(int which) { - LOGFUNC; + LOGFUNC; - LOG(" Setting environment..."); + LOG(" Setting environment..."); - float temptexdetail; - environment=which; + float temptexdetail; + environment = which; - pause_sound(stream_snowtheme); - pause_sound(stream_grasstheme); - pause_sound(stream_deserttheme); - pause_sound(stream_wind); - pause_sound(stream_desertambient); + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); + pause_sound(stream_wind); + pause_sound(stream_desertambient); - if(environment==snowyenvironment){ - windvector=0; - windvector.z=3; - if(ambientsound) - emit_stream_np(stream_wind); + if (environment == snowyenvironment) { + windvector = 0; + windvector.z = 3; + if (ambientsound) + emit_stream_np(stream_wind); - objects.treetextureptr.load(":Data:Textures:snowtree.png",0,1); - objects.bushtextureptr.load(":Data:Textures:bushsnow.png",0,1); - objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg",1,0); - objects.boxtextureptr.load(":Data:Textures:snowbox.jpg",1,0); + objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1); + objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1); + objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0); + objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0); - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:snow.jpg",1,0); - terraintexture2.load(":Data:Textures:rock.jpg",1,0); + terraintexture.load(":Data:Textures:snow.jpg", 1, 0); + terraintexture2.load(":Data:Textures:rock.jpg", 1, 0); - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); + //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox->load( ":Data:Textures:Skybox(snow):Front.jpg", - ":Data:Textures:Skybox(snow):Left.jpg", - ":Data:Textures:Skybox(snow):Back.jpg", - ":Data:Textures:Skybox(snow):Right.jpg", - ":Data:Textures:Skybox(snow):Up.jpg", - ":Data:Textures:Skybox(snow):Down.jpg"); + temptexdetail = texdetail; + if (texdetail > 1)texdetail = 4; + skybox->load( ":Data:Textures:Skybox(snow):Front.jpg", + ":Data:Textures:Skybox(snow):Left.jpg", + ":Data:Textures:Skybox(snow):Back.jpg", + ":Data:Textures:Skybox(snow):Right.jpg", + ":Data:Textures:Skybox(snow):Up.jpg", + ":Data:Textures:Skybox(snow):Down.jpg"); - texdetail=temptexdetail; - } else if(environment==desertenvironment){ - windvector=0; - windvector.z=2; - objects.treetextureptr.load(":Data:Textures:deserttree.png",0,1); - objects.bushtextureptr.load(":Data:Textures:bushdesert.png",0,1); - objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg",1,0); - objects.boxtextureptr.load(":Data:Textures:desertbox.jpg",1,0); + texdetail = temptexdetail; + } else if (environment == desertenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1); + objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1); + objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0); + objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0); - if(ambientsound) - emit_stream_np(stream_desertambient); + if (ambientsound) + emit_stream_np(stream_desertambient); - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepsn1; - footstepsound4 = footstepsn2; + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepsn1; + footstepsound4 = footstepsn2; - terraintexture.load(":Data:Textures:sand.jpg",1,0); - terraintexture2.load(":Data:Textures:sandslope.jpg",1,0); + terraintexture.load(":Data:Textures:sand.jpg", 1, 0); + terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0); - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); + //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox->load( ":Data:Textures:Skybox(sand):Front.jpg", - ":Data:Textures:Skybox(sand):Left.jpg", - ":Data:Textures:Skybox(sand):Back.jpg", - ":Data:Textures:Skybox(sand):Right.jpg", - ":Data:Textures:Skybox(sand):Up.jpg", - ":Data:Textures:Skybox(sand):Down.jpg"); + temptexdetail = texdetail; + if (texdetail > 1)texdetail = 4; + skybox->load( ":Data:Textures:Skybox(sand):Front.jpg", + ":Data:Textures:Skybox(sand):Left.jpg", + ":Data:Textures:Skybox(sand):Back.jpg", + ":Data:Textures:Skybox(sand):Right.jpg", + ":Data:Textures:Skybox(sand):Up.jpg", + ":Data:Textures:Skybox(sand):Down.jpg"); - texdetail=temptexdetail; - } else if(environment==grassyenvironment){ - windvector=0; - windvector.z=2; - objects.treetextureptr.load(":Data:Textures:tree.png",0,1); - objects.bushtextureptr.load(":Data:Textures:bush.png",0,1); - objects.rocktextureptr.load(":Data:Textures:boulder.jpg",1,0); - objects.boxtextureptr.load(":Data:Textures:grassbox.jpg",1,0); + texdetail = temptexdetail; + } else if (environment == grassyenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1); + objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1); + objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0); + objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0); - if(ambientsound) - emit_stream_np(stream_wind, 100.); + if (ambientsound) + emit_stream_np(stream_wind, 100.); - footstepsound = footstepgr1; - footstepsound2 = footstepgr2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; + footstepsound = footstepgr1; + footstepsound2 = footstepgr2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:grassdirt.jpg",1,0); - terraintexture2.load(":Data:Textures:mossrock.jpg",1,0); + terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0); + terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0); - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); + //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox->load( ":Data:Textures:Skybox(grass):Front.jpg", - ":Data:Textures:Skybox(grass):Left.jpg", - ":Data:Textures:Skybox(grass):Back.jpg", - ":Data:Textures:Skybox(grass):Right.jpg", - ":Data:Textures:Skybox(grass):Up.jpg", - ":Data:Textures:Skybox(grass):Down.jpg"); + temptexdetail = texdetail; + if (texdetail > 1)texdetail = 4; + skybox->load( ":Data:Textures:Skybox(grass):Front.jpg", + ":Data:Textures:Skybox(grass):Left.jpg", + ":Data:Textures:Skybox(grass):Back.jpg", + ":Data:Textures:Skybox(grass):Right.jpg", + ":Data:Textures:Skybox(grass):Up.jpg", + ":Data:Textures:Skybox(grass):Down.jpg"); - texdetail=temptexdetail; - } - temptexdetail=texdetail; - texdetail=1; - terrain.load(":Data:Textures:heightmap.png"); + texdetail = temptexdetail; + } + temptexdetail = texdetail; + texdetail = 1; + terrain.load(":Data:Textures:heightmap.png"); - texdetail=temptexdetail; + texdetail = temptexdetail; } -void LoadCampaign() { - if(!accountactive) - return; - ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str())); - ipstream.ignore(256,':'); - int numlevels; - ipstream >> numlevels; - campaignlevels.clear(); - for(int i=0;i> cl; - campaignlevels.push_back(cl); - } - ipstream.close(); - - ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str())); - if(test.good()) { - Mainmenuitems[7].load((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),0,0); - } else { - Mainmenuitems[7].load(":Data:Textures:World.png",0,0); - } - - if(accountactive->getCampaignChoicesMade()==0) { - accountactive->setCampaignScore(0); - accountactive->resetFasttime(); - } +void LoadCampaign() +{ + if (!accountactive) + return; + ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str())); + ipstream.ignore(256, ':'); + int numlevels; + ipstream >> numlevels; + campaignlevels.clear(); + for (int i = 0; i < numlevels; i++) { + CampaignLevel cl; + ipstream >> cl; + campaignlevels.push_back(cl); + } + ipstream.close(); + + ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str())); + if (test.good()) { + Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0); + } else { + Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0); + } + + if (accountactive->getCampaignChoicesMade() == 0) { + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + } } -vector ListCampaigns() { - DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); - struct dirent *campaign = NULL; - if(!campaigns) { - perror("Problem while loading campaigns"); - cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; - exit(EXIT_FAILURE); - } - vector campaignNames; - while ((campaign = readdir(campaigns)) != NULL) { - string name(campaign->d_name); - if(name.length()<5) - continue; - if(!name.compare(name.length()-4,4,".txt")) { - campaignNames.push_back(name.substr(0,name.length()-4)); - } - } - closedir(campaigns); - return campaignNames; +vector ListCampaigns() +{ + DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); + struct dirent *campaign = NULL; + if (!campaigns) { + perror("Problem while loading campaigns"); + cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; + exit(EXIT_FAILURE); + } + vector campaignNames; + while ((campaign = readdir(campaigns)) != NULL) { + string name(campaign->d_name); + if (name.length() < 5) + continue; + if (!name.compare(name.length() - 4, 4, ".txt")) { + campaignNames.push_back(name.substr(0, name.length() - 4)); + } + } + closedir(campaigns); + return campaignNames; } -void Loadlevel(int which) { - stealthloading=0; - whichlevel=which; - - if(which == -1) { - tutoriallevel = -1; - Loadlevel("tutorial"); - } else if(which >= 0 && which <= 15) { - char buf[32]; - snprintf(buf, 32, "map%d", which + 1); // challenges - Loadlevel(buf); - } else - Loadlevel("mapsave"); +void Loadlevel(int which) +{ + stealthloading = 0; + whichlevel = which; + + if (which == -1) { + tutoriallevel = -1; + Loadlevel("tutorial"); + } else if (which >= 0 && which <= 15) { + char buf[32]; + snprintf(buf, 32, "map%d", which + 1); // challenges + Loadlevel(buf); + } else + Loadlevel("mapsave"); } -void Loadlevel(const char *name) { - int templength; - float lamefloat; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop,legprop,armprop,bodyprop; - - LOGFUNC; - - LOG(std::string("Loading level...") + name); - - if(!gameon) - visibleloading=1; - if(stealthloading) - visibleloading=0; - if(!stillloading) - loadtime=0; - gamestarted=1; - - numenvsounds=0; - - if(tutoriallevel!=-1) - tutoriallevel=0; - else - tutoriallevel=1; - - if(tutoriallevel==1) - tutorialstage=0; - if(tutorialstage==0) { - tutorialstagetime=0; - tutorialmaxtime=1; - } - loadingstuff=1; - pause_sound(whooshsound); - pause_sound(stream_firesound); - - // Change the map filename into something that is os specific - buf = (char*) alloca(strlen(pfx) + strlen(name) + 1); - sprintf(buf, "%s%s", pfx, name); - const char *FixedFN = ConvertFileName(buf); - - int mapvers; - FILE *tfile; - //~ char* buff=getcwd(NULL,0); - //~ cout << buff << " " << FixedFN << endl; - //~ free(buff); - tfile=fopen( FixedFN, "rb" ); - if(tfile) { - pause_sound(stream_firesound); - scoreadded=0; - windialogue=false; - hostiletime=0; - won=0; - - animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral); - - numdialogues=0; - - for(int i=0;i<20;i++) - dialoguegonethrough[i]=0; - - indialogue=-1; - cameramode=0; - - damagedealt=0; - damagetaken=0; - - if(accountactive) - difficulty=accountactive->getDifficulty(); - - numhotspots=0; - currenthotspot=-1; - bonustime=1; - - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - - freeze=0; - winfreeze=0; - - for(int i=0;i<100;i++) - bonusnum[i]=0; - - numfalls=0; - numflipfail=0; - numseen=0; - numstaffattack=0; - numswordattack=0; - numknifeattack=0; - numunarmedattack=0; - numescaped=0; - numflipped=0; - numwallflipped=0; - numthrowkill=0; - numafterkill=0; - numreversals=0; - numattacks=0; - maxalarmed=0; - numresponded=0; - - bonustotal=startbonustotal; - bonus=0; - gameon=1; - changedelay=0; - if(console){ - emit_sound_np(consolesuccesssound); - freeze=0; - console=false; - } - - if(!stealthloading){ - terrain.numdecals=0; - Sprite::deleteSprites(); - for(int i=0;igetDifficulty(); + + numhotspots = 0; + currenthotspot = -1; + bonustime = 1; + + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + + freeze = 0; + winfreeze = 0; + + for (int i = 0; i < 100; i++) + bonusnum[i] = 0; + + numfalls = 0; + numflipfail = 0; + numseen = 0; + numstaffattack = 0; + numswordattack = 0; + numknifeattack = 0; + numunarmedattack = 0; + numescaped = 0; + numflipped = 0; + numwallflipped = 0; + numthrowkill = 0; + numafterkill = 0; + numreversals = 0; + numattacks = 0; + maxalarmed = 0; + numresponded = 0; + + bonustotal = startbonustotal; + bonus = 0; + gameon = 1; + changedelay = 0; + if (console) { + emit_sound_np(consolesuccesssound); + freeze = 0; + console = false; + } + + if (!stealthloading) { + terrain.numdecals = 0; + Sprite::deleteSprites(); + for (int i = 0; i < objects.numobjects; i++) + objects.model[i].numdecals = 0; + + int j = objects.numobjects; + for (int i = 0; i < j; i++) { + objects.DeleteObject(0); + if (visibleloading) LoadingScreen(); - } + } - for(int i=0;i=15) + funpackf(tfile, "Bi", &mapvers); + if (mapvers >= 15) funpackf(tfile, "Bi", &indemo); - else - indemo=0; - if(mapvers>=5) + else + indemo = 0; + if (mapvers >= 5) funpackf(tfile, "Bi", &maptype); - else - maptype=mapkilleveryone; - if(mapvers>=6) + else + maptype = mapkilleveryone; + if (mapvers >= 6) funpackf(tfile, "Bi", &hostile); - else - hostile=1; - if(mapvers>=4) + else + hostile = 1; + if (mapvers >= 4) funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); - else{ - viewdistance=100; - fadestart=.6; - } - if(mapvers>=2) + else { + viewdistance = 100; + fadestart = .6; + } + if (mapvers >= 2) funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); - else{ - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - } - if(mapvers>=10) + else { + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + } + if (mapvers >= 10) funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); - else{ - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; - } - if(!stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].yaw,&player[0].targetyaw, &player[0].num_weapons); - if(stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons); - player[0].originalcoords=player[0].coords; - if(player[0].num_weapons>0&&player[0].num_weapons<5) - for(int j=0;j 0 && player[0].num_weapons < 5) + for (int j = 0; j < player[0].num_weapons; j++) { + player[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", &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, "Bi", &player[0].numclothes); + funpackf(tfile, "Bi", &player[0].numclothes); - if(mapvers>=9) - funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); - else{ - player[0].whichskin=0; - player[0].creature=rabbittype; - } + if (mapvers >= 9) + funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); + else { + player[0].whichskin = 0; + player[0].creature = rabbittype; + } - player[0].lastattack=-1; - player[0].lastattack2=-1; - player[0].lastattack3=-1; + player[0].lastattack = -1; + player[0].lastattack2 = -1; + player[0].lastattack3 = -1; //dialogues - if(mapvers>=8){ - funpackf(tfile, "Bi", &numdialogues); - for(int k=0;k= 8) { + funpackf(tfile, "Bi", &numdialogues); + for (int k = 0; k < numdialogues; k++) { funpackf(tfile, "Bi", &numdialogueboxes[k]); funpackf(tfile, "Bi", &dialoguetype[k]); - for(int l=0;l<10;l++){ + for (int l = 0; l < 10; l++) { funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z); funpackf(tfile, "Bf", &participantyaw[k][l]); } - for(int l=0;l128||templength<=0) - templength=128; + funpackf(tfile, "Bi", &templength); + if (templength > 128 || templength <= 0) + templength = 128; int m; - for(m=0;m64||templength<=0)templength=64; - for(m=0;m 64 || templength <= 0)templength = 64; + for (m = 0; m < templength; m++) { funpackf(tfile, "Bb", &dialoguename[k][l][m]); - if(dialoguename[k][l][m]=='\0') + if (dialoguename[k][l][m] == '\0') break; } dialoguename[k][l][m] = 0; @@ -1820,233 +1894,233 @@ void Loadlevel(const char *name) { funpackf(tfile, "Bi", &participantfocus[k][l]); funpackf(tfile, "Bi", &participantaction[k][l]); - for(m=0;m<10;m++) + for (m = 0; m < 10; m++) funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z); - funpackf(tfile, "Bf Bf",&dialoguecamerayaw[k][l],&dialoguecamerapitch[k][l]); + funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]); } } - }else - numdialogues=0; + } else + numdialogues = 0; - for(int k=0;k=7){ - funpackf(tfile, "Bi", &numhotspots); - for(int i=0;i= 7) { + funpackf(tfile, "Bi", &numhotspots); + for (int i = 0; i < numhotspots; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); funpackf(tfile, "Bi", &templength); - if(templength) - for(int l=0;lmaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - objects.radius=fast_sqrt(maxdistance); - } - - if(visibleloading) + float maxdistance = 0; + float tempdist; + //~ int whichclosest; + for (int i = 0; i < objects.numobjects; i++) { + tempdist = distsq(&objects.center, &objects.position[i]); + if (tempdist > maxdistance) { + //~ whichclosest=i; + maxdistance = tempdist; + } + } + objects.radius = fast_sqrt(maxdistance); + } + + if (visibleloading) LoadingScreen(); - //mapcenter=objects.center; - //mapradius=objects.radius; - - funpackf(tfile, "Bi", &numplayers); - int howmanyremoved=0; - bool removeanother=0; - if(numplayers>1&&numplayers 1 && numplayers < maxplayers) { + for (int i = 1; i < numplayers; i++) { + 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); - if(mapvers>=5) - funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive); - else - player[i-howmanyremoved].howactive=typeactive; - if(mapvers>=3) - funpackf(tfile, "Bf",&player[i-howmanyremoved].scale); - else - player[i-howmanyremoved].scale=-1; - if(mapvers>=11) - funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile); - else - player[i-howmanyremoved].immobile=0; - if(mapvers>=12) - funpackf(tfile, "Bf",&player[i-howmanyremoved].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){ - removeanother=1; - howmanyremoved++; - } - if(!removeanother){ - if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){ - for(int j=0;j=5) - funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]); - else - player[i-howmanyremoved].waypointtype[j] = wpkeepwalking; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint); - if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1) - player[i-howmanyremoved].waypoint=0; - - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow); - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow); - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow); - funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult); - - if(mapvers>=4) + 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); + if (mapvers >= 5) + funpackf(tfile, "Bi", &player[i - howmanyremoved].howactive); + else + player[i - howmanyremoved].howactive = typeactive; + if (mapvers >= 3) + funpackf(tfile, "Bf", &player[i - howmanyremoved].scale); + else + player[i - howmanyremoved].scale = -1; + if (mapvers >= 11) + funpackf(tfile, "Bb", &player[i - howmanyremoved].immobile); + else + player[i - howmanyremoved].immobile = 0; + if (mapvers >= 12) + funpackf(tfile, "Bf", &player[i - howmanyremoved].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) { + 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(); + 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); + if (mapvers >= 5) + funpackf(tfile, "Bi", &player[i - howmanyremoved].waypointtype[j]); + else + player[i - howmanyremoved].waypointtype[j] = wpkeepwalking; + } + + funpackf(tfile, "Bi", &player[i - howmanyremoved].waypoint); + if (player[i - howmanyremoved].waypoint > player[i - howmanyremoved].numwaypoints - 1) + player[i - howmanyremoved].waypoint = 0; + + funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].armorhead, &player[i - howmanyremoved].armorhigh, &player[i - howmanyremoved].armorlow); + funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].protectionhead, &player[i - howmanyremoved].protectionhigh, &player[i - howmanyremoved].protectionlow); + funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].metalhead, &player[i - howmanyremoved].metalhigh, &player[i - howmanyremoved].metallow); + funpackf(tfile, "Bf Bf", &player[i - howmanyremoved].power, &player[i - howmanyremoved].speedmult); + + if (mapvers >= 4) funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop); - else{ - headprop=1; - bodyprop=1; - armprop=1; - legprop=1; - } - if(player[i-howmanyremoved].creature==wolftype){ - player[i-howmanyremoved].proportionhead=1.1*headprop; - player[i-howmanyremoved].proportionbody=1.1*bodyprop; - player[i-howmanyremoved].proportionarms=1.1*armprop; - player[i-howmanyremoved].proportionlegs=1.1*legprop; - } - - if(player[i-howmanyremoved].creature==rabbittype){ - player[i-howmanyremoved].proportionhead=1.2*headprop; - player[i-howmanyremoved].proportionbody=1.05*bodyprop; - player[i-howmanyremoved].proportionarms=1.00*armprop; - player[i-howmanyremoved].proportionlegs=1.1*legprop; - player[i-howmanyremoved].proportionlegs.y=1.05*legprop; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes); - if(player[i-howmanyremoved].numclothes){ - for(int k=0;k30||numpathpoints<0) - numpathpoints=0; - for(int j=0;j 30 || numpathpoints < 0) + numpathpoints = 0; + for (int j = 0; j < numpathpoints; j++) { + funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); + for (int k = 0; k < numpathpointconnect[j]; k++) { funpackf(tfile, "Bi", &pathpointconnect[j][k]); } } - if(visibleloading) + if (visibleloading) LoadingScreen(); - funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius); + funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); - SetUpLighting(); - if(environment!=oldenvironment) + SetUpLighting(); + if (environment != oldenvironment) Setenvironment(environment); - oldenvironment=environment; - - if(!stealthloading){ - int j=objects.numobjects; - objects.numobjects=0; - for(int i=0;imaxplayers-1) - numplayers=maxplayers-1; - for(int i=0;i maxplayers - 1) + numplayers = maxplayers - 1; + 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; - if(i==0&&mapvers<9) - player[i].creature=rabbittype; - if(player[i].creature!=wolftype){ + 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; + if (i == 0 && mapvers < 9) + player[i].creature = rabbittype; + if (player[i].creature != wolftype) { player[i].skeleton.Load( (char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", @@ -2059,868 +2133,982 @@ void Loadlevel(const char *name) { (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid",0); - }else{ - if(player[i].creature!=wolftype){ - player[i].skeleton.Load( - (char *)":Data:Skeleton:Basic Figure", - (char *)":Data:Skeleton:Basic Figurelow", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Body.solid", - (char *)":Data:Models:Body2.solid", - (char *)":Data:Models:Body3.solid", - (char *)":Data:Models:Body4.solid", - (char *)":Data:Models:Body5.solid", - (char *)":Data:Models:Body6.solid", - (char *)":Data:Models:Body7.solid", - (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid",1); - player[i].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1); - } - if(player[i].creature==wolftype){ - player[i].skeleton.Load( - (char *)":Data:Skeleton:Basic Figure Wolf", - (char *)":Data:Skeleton:Basic Figure Wolf Low", - (char *)":Data:Skeleton:Rabbitbelt", - (char *)":Data:Models:Wolf.solid", - (char *)":Data:Models:Wolf2.solid", - (char *)":Data:Models:Wolf3.solid", - (char *)":Data:Models:Wolf4.solid", - (char *)":Data:Models:Wolf5.solid", - (char *)":Data:Models:Wolf6.solid", - (char *)":Data:Models:Wolf7.solid", - (char *)":Data:Models:Wolflow.solid", - (char *)":Data:Models:Belt.solid",0); - } - } - - - //~ int texsize; - //~ texsize=512*512*3/texdetail/texdetail; - - 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;jtutorialmaxtime){ - tutorialstage++; - tutorialsuccess=0; - if(tutorialstage<=1){ - canattack=0; - cananger=0; - reversaltrain=0; - } - switch(tutorialstage){ - case 1: - tutorialmaxtime=5; - break; case 2: - tutorialmaxtime=2; - break; case 3: - tutorialmaxtime=600; - break; case 4: - tutorialmaxtime=1000; - break; case 5: - tutorialmaxtime=600; - break; case 6: - tutorialmaxtime=600; - break; case 7: - tutorialmaxtime=600; - break; case 8: - tutorialmaxtime=600; - break; case 9: - tutorialmaxtime=600; - break; case 10: - tutorialmaxtime=2; - break; case 11: - tutorialmaxtime=1000; - break; case 12: - tutorialmaxtime=1000; - break; case 13: - tutorialmaxtime=2; - break; case 14: { - tutorialmaxtime=3; - - XYZ temp,temp2; - - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - - player[1].coords=(temp+temp2)/2; - - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;i0)tutorialsuccess=1; - break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1; - break; case 43: if(player[0].animTarget==knifeslashstartanim)tutorialsuccess=1; - break; case 44: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; - break; case 45: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; - break; case 46: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; - break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1; - break; default: break; - } - if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3; - if(tutorialstagetime==tutorialmaxtime-3){ - emit_sound_np(consolesuccesssound); - } + //~ int texsize; + //~ texsize=512*512*3/texdetail/texdetail; - if(tutorialsuccess>=1){ - if(tutorialstage==34||tutorialstage==35) - tutorialstagetime=tutorialmaxtime-1; - } - } + player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin], 1, &player[i].skeleton.skinText[0], &player[i].skeleton.skinsize); - if(tutorialstage<14||tutorialstage>=50){ - player[1].coords.y=300; - player[1].velocity=0; - } -} + 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]); + } + player[i].DoMipmaps(); + } -void doDebugKeys(){ - float headprop,bodyprop,armprop,legprop; - if(debugmode){ - if(Input::isKeyPressed(SDLK_h)){ - player[0].damagetolerance=200000; - player[0].damage=0; - player[0].burnt=0; - player[0].permanentdamage=0; - player[0].superpermanentdamage=0; - } + 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; + if (difficulty == 0) + player[i].speed -= .2; + if (difficulty == 1) + player[i].speed -= .1; + + player[i].velocity = 0; + player[i].oldcoords = player[i].coords; + player[i].realoldcoords = player[i].coords; + + player[i].id = i; + player[i].skeleton.id = i; + player[i].updatedelay = 0; + player[i].normalsupdatedelay = 0; + + player[i].aitype = passivetype; + player[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; + } + player[i].headless = 0; + player[i].currentoffset = 0; + player[i].targetoffset = 0; - if(Input::isKeyPressed(SDLK_j)){ - environment++; - if(environment>2) - environment=0; - Setenvironment(environment); - } + player[i].damagetolerance = 200; - if(Input::isKeyPressed(SDLK_c)){ - cameramode=1-cameramode; - } + if (player[i].creature == wolftype) { + if (i == 0 || player[i].scale < 0) + player[i].scale = .23; + player[i].damagetolerance = 300; + } - 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); - else - weapons[player[0].weaponids[0]].setType(sword); + 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; } - 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); - else - weapons[player[closest].weaponids[0]].setType(sword); - } - if(!player[closest].num_weapons){ - player[closest].weaponids[0]=weapons.size(); - - weapons.push_back(Weapon(knife,closest)); - - player[closest].num_weapons=1; - } - } + player[0].aitype = playercontrolled; + player[0].weaponactive = -1; + + if (difficulty == 1) + player[0].power = 1 / .9; + + if (difficulty == 0) + player[0].power = 1 / .8; + + if (difficulty == 1) + player[0].damagetolerance = 250; + if (difficulty == 0) + player[0].damagetolerance = 300; + if (difficulty == 0) + player[0].armorhead *= 1.5; + if (difficulty == 0) + player[0].armorhigh *= 1.5; + if (difficulty == 0) + player[0].armorlow *= 1.5; + cameraloc = player[0].coords; + cameraloc.y += 5; + yaw = player[0].yaw; + + hawkcoords = player[0].coords; + hawkcoords.y += 30; + + if (visibleloading) + LoadingScreen(); + //~ for(int i=0;i=0){ - player[closest].yaw+=multiplier*50; - player[closest].targetyaw=player[closest].yaw; - } +void doTutorial() +{ + if (tutorialstagetime > tutorialmaxtime) { + tutorialstage++; + tutorialsuccess = 0; + if (tutorialstage <= 1) { + canattack = 0; + cananger = 0; + reversaltrain = 0; } + switch (tutorialstage) { + case 1: + tutorialmaxtime = 5; + break; + case 2: + tutorialmaxtime = 2; + break; + case 3: + tutorialmaxtime = 600; + break; + case 4: + tutorialmaxtime = 1000; + break; + case 5: + tutorialmaxtime = 600; + break; + case 6: + tutorialmaxtime = 600; + break; + case 7: + tutorialmaxtime = 600; + break; + case 8: + tutorialmaxtime = 600; + break; + case 9: + tutorialmaxtime = 600; + break; + case 10: + tutorialmaxtime = 2; + break; + case 11: + tutorialmaxtime = 1000; + break; + case 12: + tutorialmaxtime = 1000; + break; + case 13: + tutorialmaxtime = 2; + break; + case 14: { + tutorialmaxtime = 3; + XYZ temp, temp2; - if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestPlayer(); - if(Input::isKeyDown(SDLK_LCTRL)) - closest=0; + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; - 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[1].coords = (temp + temp2) / 2; - player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin],1, - &player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); - } + emit_sound_at(fireendsound, player[1].coords); - if(player[closest].numclothes){ - for(int i=0;i=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(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(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; - - player[closest].proportionhead=1.1; - player[closest].proportionbody=1.1; - player[closest].proportionarms=1.1; - player[closest].proportionlegs=1.1; - player[closest].proportionlegs.y=1.1; - player[closest].scale=.23*5*player[0].scale; - - player[closest].damagetolerance=300; - } + break; + case 15: + tutorialmaxtime = 500; + break; + case 16: + tutorialmaxtime = 500; + break; + case 17: + tutorialmaxtime = 500; + break; + case 18: + tutorialmaxtime = 500; + break; + case 19: + tutorialstage = 20; + //tutorialmaxtime=500; + break; + case 20: + tutorialmaxtime = 500; + break; + case 21: + tutorialmaxtime = 500; + if (bonus == cannon) { + bonus = Slicebonus; + againbonus = 1; + } else againbonus = 0; + break; + case 22: + tutorialmaxtime = 500; + break; + case 23: + tutorialmaxtime = 500; + break; + case 24: + tutorialmaxtime = 500; + break; + case 25: + tutorialmaxtime = 500; + break; + case 26: + tutorialmaxtime = 2; + break; + case 27: + tutorialmaxtime = 4; + reversaltrain = 1; + cananger = 1; + player[1].aitype = attacktypecutoff; + break; + case 28: + tutorialmaxtime = 400; + break; + case 29: + tutorialmaxtime = 400; + player[0].escapednum = 0; + break; + case 30: + tutorialmaxtime = 4; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + break; + case 31: + tutorialmaxtime = 13; + break; + case 32: + tutorialmaxtime = 8; + break; + case 33: + tutorialmaxtime = 400; + cananger = 1; + canattack = 1; + player[1].aitype = attacktypecutoff; + break; + case 34: + tutorialmaxtime = 400; + break; + case 35: + tutorialmaxtime = 400; + break; + case 36: + tutorialmaxtime = 2; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + break; + case 37: + damagedealt = 0; + damagetaken = 0; + tutorialmaxtime = 50; + cananger = 1; + canattack = 1; + player[1].aitype = attacktypecutoff; + break; + case 38: + tutorialmaxtime = 4; + canattack = 0; + cananger = 0; + player[1].aitype = passivetype; + break; + case 39: { + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + Weapon w(knife, -1); + w.position = (temp + temp2) / 2; + w.tippoint = (temp + temp2) / 2; + + w.velocity = 0.1; + w.tipvelocity = 0.1; + w.missed = 1; + w.hitsomething = 0; + w.freetime = 0; + w.firstfree = 1; + w.physics = 1; + + weapons.push_back(w); + } + break; + case 40: + tutorialmaxtime = 300; + break; + case 41: + tutorialmaxtime = 300; + break; + case 42: + tutorialmaxtime = 8; + break; + case 43: + tutorialmaxtime = 300; + break; + case 44: + weapons[0].owner = 1; + player[0].weaponactive = -1; + player[0].num_weapons = 0; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + cananger = 1; + canattack = 1; + player[1].aitype = attacktypecutoff; + + tutorialmaxtime = 300; + break; + case 45: + weapons[0].owner = 1; + player[0].weaponactive = -1; + player[0].num_weapons = 0; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + tutorialmaxtime = 300; + break; + case 46: + weapons[0].owner = 1; + player[0].weaponactive = -1; + player[0].num_weapons = 0; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + weapons[0].setType(sword); + + tutorialmaxtime = 300; + break; + case 47: { + tutorialmaxtime = 10; + + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + Weapon w(sword, -1); + w.position = (temp + temp2) / 2; + w.tippoint = (temp + temp2) / 2; + + w.velocity = 0.1; + w.tipvelocity = 0.1; + w.missed = 1; + w.hitsomething = 0; + w.freetime = 0; + w.firstfree = 1; + w.physics = 1; + + weapons.push_back(w); + + weapons[0].owner = 1; + weapons[1].owner = 0; + player[0].weaponactive = 0; + player[0].num_weapons = 1; + player[0].weaponids[0] = 1; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + } + break; + case 48: + canattack = 0; + cananger = 0; + player[1].aitype = passivetype; + + tutorialmaxtime = 15; + + weapons[0].owner = 1; + weapons[1].owner = 0; + player[0].weaponactive = 0; + player[0].num_weapons = 1; + player[0].weaponids[0] = 1; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + if (player[0].weaponactive != -1) + weapons[player[0].weaponids[player[0].weaponactive]].setType(staff); + else + weapons[0].setType(staff); + break; + case 49: + canattack = 0; + cananger = 0; + player[1].aitype = passivetype; + + tutorialmaxtime = 200; + + weapons[1].position = 1000; + weapons[1].tippoint = 1000; + + weapons[0].setType(knife); + + weapons[0].owner = 0; + player[1].weaponactive = -1; + player[1].num_weapons = 0; + player[0].weaponactive = 0; + player[0].num_weapons = 1; + player[0].weaponids[0] = 0; + + break; + case 50: { + tutorialmaxtime = 8; + + XYZ temp, temp2; + emit_sound_at(fireendsound, player[1].coords); + + for (int i = 0; i < player[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; + 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; + + weapons.clear(); + } + break; + case 51: + tutorialmaxtime = 80000; + break; + default: + break; + } + if (tutorialstage <= 51)tutorialstagetime = 0; + } + + //Tutorial success + if (tutorialstagetime < tutorialmaxtime - 3) { + switch (tutorialstage) { + case 3: + if (deltah || deltav)tutorialsuccess += multiplier; + break; + case 4: + if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown)tutorialsuccess += multiplier; + break; + case 5: + if (player[0].jumpkeydown)tutorialsuccess = 1; + break; + case 6: + if (player[0].isCrouch())tutorialsuccess = 1; + break; + case 7: + if (player[0].animTarget == rollanim)tutorialsuccess = 1; + break; + case 8: + if (player[0].animTarget == sneakanim)tutorialsuccess += multiplier; + break; + case 9: + if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim)tutorialsuccess += multiplier; + break; + case 11: + if (player[0].isWallJump())tutorialsuccess = 1; + break; + case 12: + if (player[0].animTarget == flipanim)tutorialsuccess = 1; + break; + case 15: + if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim)tutorialsuccess = 1; + break; + case 16: + if (player[0].animTarget == winduppunchanim)tutorialsuccess = 1; + break; + case 17: + if (player[0].animTarget == spinkickanim)tutorialsuccess = 1; + break; + case 18: + if (player[0].animTarget == sweepanim)tutorialsuccess = 1; + break; + case 19: + if (player[0].animTarget == dropkickanim)tutorialsuccess = 1; + break; + case 20: + if (player[0].animTarget == rabbitkickanim)tutorialsuccess = 1; + break; + case 21: + if (bonus == cannon)tutorialsuccess = 1; + break; + case 22: + if (bonus == spinecrusher)tutorialsuccess = 1; + break; + case 23: + if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim)tutorialsuccess = 1; + break; + case 24: + if (player[0].animTarget == rabbittacklinganim)tutorialsuccess = 1; + break; + case 25: + if (player[0].animTarget == backhandspringanim)tutorialsuccess = 1; + break; + case 28: + if (animation[player[0].animTarget].attack == reversed && player[0].feint)tutorialsuccess = 1; + break; + case 29: + if (player[0].escapednum == 2) { + tutorialsuccess = 1; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + } + break; + case 33: + if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1; + break; + case 34: + if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1; + break; + case 35: + if (animation[player[0].animTarget].attack == reversal) { + tutorialsuccess = 1; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + } + break; + case 40: + if (player[0].num_weapons > 0)tutorialsuccess = 1; + break; + case 41: + if (player[0].weaponactive == -1 && player[0].num_weapons > 0)tutorialsuccess = 1; + break; + case 43: + if (player[0].animTarget == knifeslashstartanim)tutorialsuccess = 1; + break; + case 44: + if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1; + break; + case 45: + if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1; + break; + case 46: + if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1; + break; + case 49: + if (player[1].weaponstuck != -1)tutorialsuccess = 1; + break; + default: + break; + } + if (tutorialsuccess >= 1)tutorialstagetime = tutorialmaxtime - 3; + + + if (tutorialstagetime == tutorialmaxtime - 3) { + emit_sound_np(consolesuccesssound); + } + + if (tutorialsuccess >= 1) { + if (tutorialstage == 34 || tutorialstage == 35) + tutorialstagetime = tutorialmaxtime - 1; + } + } + + if (tutorialstage < 14 || tutorialstage >= 50) { + player[1].coords.y = 300; + player[1].velocity = 0; + } +} + +void doDebugKeys() +{ + float headprop, bodyprop, armprop, legprop; + if (debugmode) { + if (Input::isKeyPressed(SDLK_h)) { + player[0].damagetolerance = 200000; + player[0].damage = 0; + player[0].burnt = 0; + player[0].permanentdamage = 0; + player[0].superpermanentdamage = 0; + } + + if (Input::isKeyPressed(SDLK_j)) { + environment++; + if (environment > 2) + environment = 0; + Setenvironment(environment); + } + + if (Input::isKeyPressed(SDLK_c)) { + cameramode = 1 - cameramode; + } + + if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) { + if (player[0].num_weapons > 0) { + if (weapons[player[0].weaponids[0]].getType() == sword) + weapons[player[0].weaponids[0]].setType(staff); + else if (weapons[player[0].weaponids[0]].getType() == staff) + weapons[player[0].weaponids[0]].setType(knife); 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; + weapons[player[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); + else + weapons[player[closest].weaponids[0]].setType(sword); } + if (!player[closest].num_weapons) { + player[closest].weaponids[0] = weapons.size(); - 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; + weapons.push_back(Weapon(knife, closest)); + + player[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; + } + } + + + if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestPlayer(); + if (Input::isKeyDown(SDLK_LCTRL)) + 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].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 (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]); + } + player[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 (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 (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; + + player[closest].proportionhead = 1.1; + player[closest].proportionbody = 1.1; + player[closest].proportionarms = 1.1; + player[closest].proportionlegs = 1.1; + player[closest].proportionlegs.y = 1.1; + player[closest].scale = .23 * 5 * player[0].scale; + + player[closest].damagetolerance = 300; + } else { + player[closest].skeleton.id = closest; + player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1); + 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; + } + + 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 (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(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){ - slomo=1-slomo; - slomodelay=1000; + if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) { + slomo = 1 - slomo; + slomodelay = 1000; } - if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){ + if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) { int closest = -1; float closestdist = std::numeric_limits::max(); - for(int i=1; i=0 && distsq(&player[closest].coords,&player[0].coords)<144){ - blah=player[closest].coords; + if (closest >= 0 && distsq(&player[closest].coords, &player[0].coords) < 144) { + blah = player[closest].coords; emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for(int i=0;inumchallengelevels-1) - targetlevel=0; - loading=1; - leveltime=5; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + loading = 1; + leveltime = 5; } - if(editorenabled){ - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestPlayer(); - if(closest>=0){ + if (editorenabled) { + if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { //player[closest]=player[numplayers-1]; //player[closest].skeleton=player[numplayers-1].skeleton; numplayers--; } } - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){ - int closest=findClosestObject(); - if(closest>=0) - objects.position[closest].y-=500; + if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.position[closest].y -= 500; } - if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){ + if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) { //drawmode++; //if(drawmode>2)drawmode=0; - if(objects.numobjects1) - for(int i=0;i 1) + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &player[0].coords) < .5 && i != pathpointselected && !connected) { + alreadyconnected = 0; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i)alreadyconnected = 1; } - if(!alreadyconnected){ + if (!alreadyconnected) { numpathpointconnect[pathpointselected]++; - connected=1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i; + connected = 1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; } } } - if(!connected){ + if (!connected) { numpathpoints++; - pathpoint[numpathpoints-1]=player[0].coords; - numpathpointconnect[numpathpoints-1]=0; - if(numpathpoints>1&&pathpointselected!=-1){ + pathpoint[numpathpoints - 1] = player[0].coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; } - pathpointselected=numpathpoints-1; + pathpointselected = numpathpoints - 1; } } } - if(Input::isKeyPressed(SDLK_PERIOD)){ + if (Input::isKeyPressed(SDLK_PERIOD)) { pathpointselected++; - if(pathpointselected>=numpathpoints) - pathpointselected=-1; + if (pathpointselected >= numpathpoints) + pathpointselected = -1; } - if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){ + if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) { pathpointselected--; - if(pathpointselected<=-2) - pathpointselected=numpathpoints-1; + if (pathpointselected <= -2) + pathpointselected = numpathpoints - 1; } - if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){ - if(pathpointselected!=-1){ + if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) { + if (pathpointselected != -1) { numpathpoints--; - pathpoint[pathpointselected]=pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints]; - for(int i=0;ifiretype)editortype=0; + if (editortype == treeleavestype || editortype == 10)editortype++; + if (editortype > firetype)editortype = 0; } - if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editoryaw-=multiplier*100; - if(editoryaw<-.01)editoryaw=-.01; + if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01)editoryaw = -.01; } - if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editoryaw+=multiplier*100; + if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + editoryaw += multiplier * 100; } - if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize+=multiplier; + if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) { + editorsize += multiplier; } - if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize-=multiplier; - if(editorsize<.1)editorsize=.1; + if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1)editorsize = .1; } - if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){ - mapradius-=multiplier*10; + if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) { + mapradius -= multiplier * 10; } - if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){ - mapradius+=multiplier*10; + if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) { + mapradius += multiplier * 10; } - if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){ - editorpitch+=multiplier*100; + if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) { + editorpitch += multiplier * 100; } - if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){ - editorpitch-=multiplier*100; - if(editorpitch<-.01)editorpitch=-.01; + if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01)editorpitch = -.01; } - if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestObject(); - if(closest>=0) + if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) objects.DeleteObject(closest); } } } } -void doJumpReversals(){ - for(int k=0;k0&& - !player[k].skeleton.free&& - player[k].animTarget!=climbanim&& - player[k].animTarget!=hanganim){ - XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2; + if (distsq(&player[k].coords, &player[k].realoldcoords) > 0 && + !player[k].skeleton.free && + player[k].animTarget != climbanim && + player[k].animTarget != hanganim) { + XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2; int whichhit; - bool tempcollide=0; + bool tempcollide = 0; - if(player[k].collide<-.3) - player[k].collide=-.3; - if(player[k].collide>1) - player[k].collide=1; - player[k].collide-=multiplier*30; + if (player[k].collide < -.3) + player[k].collide = -.3; + if (player[k].collide > 1) + player[k].collide = 1; + player[k].collide -= multiplier * 30; //clip to terrain - player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z)); - - for(int l=0;l.5&&player[k].aitype==playercontrolled|| - objects.position[i].y>player[k].coords.y){ - lowpoint=player[k].coords; - if(player[k].animTarget!=jumpupanim&& - player[k].animTarget!=jumpdownanim&& + player[k].coords.y = max(player[k].coords.y, terrain.getHeight(player[k].coords.x, player[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]; + 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()) - lowpoint.y+=1.25; + lowpoint.y += 1.25; else - lowpoint.y+=1.3; - if( player[k].coords.yterrain.getHeight(player[k].coords.x,player[k].coords.z)-.1) - player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z); - if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.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; - tempcollide=1; + 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; + 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; - 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){ + 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; + 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); - if(k==0) + 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; - if(lowpointtarget.z<0) - player[k].yaw=180-player[k].yaw; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; - if(k==0) + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[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; + if (k == 0) numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, 90, 0) * 1.5; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumprightanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[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; - if(k==0)numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + 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; + if (lowpointtarget.z < 0)player[k].yaw = 180 - player[k].yaw; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; + if (k == 0)numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + player[k].facing * 2; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[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; - if(k==0)numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint-player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + 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; + if (lowpointtarget.z < 0)player[k].yaw = 180 - player[k].yaw; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; + if (k == 0)numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint - player[k].facing * 2; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[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; - if(k==0)numwallflipped++; + 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; + 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; + if (k == 0)numwallflipped++; } } } } } } - } - else if(objects.type[i]==rocktype){ - lowpoint2=player[k].coords; - lowpoint=player[k].coords; - lowpoint.y+=2; - if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.yaw[i])!=-1){ - player[k].coords=colpoint; - player[k].collide=1; - tempcollide=1; - - if(player[k].animTarget==jumpdownanim||player[k].isFlip()){ + } else if (objects.type[i] == rocktype) { + lowpoint2 = player[k].coords; + lowpoint = player[k].coords; + lowpoint.y += 2; + if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + player[k].coords = colpoint; + player[k].collide = 1; + tempcollide = 1; + + if (player[k].animTarget == jumpdownanim || player[k].isFlip()) { //flipped into a rock - if(player[k].isFlip()&&animation[player[k].animTarget].label[player[k].frameTarget]==7) + if (player[k].isFlip() && animation[player[k].animTarget].label[player[k].frameTarget] == 7) player[k].RagDoll(0); - if(player[k].animTarget==jumpupanim){ - player[k].jumppower=-4; - player[k].animTarget=player[k].getIdle(); + if (player[k].animTarget == jumpupanim) { + player[k].jumppower = -4; + player[k].animTarget = player[k].getIdle(); } - player[k].target=0; - player[k].frameTarget=0; - player[k].onterrain=1; + player[k].target = 0; + player[k].frameTarget = 0; + player[k].onterrain = 1; - if(player[k].id==0){ + if (player[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(); + 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(k==0){ - envsound[numenvsounds]=player[k].coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; + if (k == 0) { + envsound[numenvsounds] = player[k].coords; + envsoundvol[numenvsounds] = 16; + envsoundlife[numenvsounds] = .4; numenvsounds++; } @@ -3610,127 +3791,127 @@ void doAerialAcrobatics(){ } } - if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled)) - for(int l=0;l.5) - if(whichhit!=-1){ - if(whichhit!=-1&&player[k].animTarget!=jumpupanim&&player[k].animTarget!=jumpdownanim) - player[k].collided=1; - if(checkcollide(lowpoint7,lowpointtarget7)==-1) - if(checkcollide(lowpoint6,lowpointtarget6)==-1) - if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1) - for(int j=0;j<45;j++){ - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.4; - if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget, - &colpoint2,&objects.position[i],&objects.yaw[i])==-1){ - if(j<=6||j<=25&&player[k].animTarget==jumpdownanim) + lowpoint = player[k].coords; + lowpoint.y += .05; + facing = 0; + facing.z = -1; + facing = DoRotation(facing, 0, player[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.y += .1; + lowpointtarget = lowpoint + facing * 1.4; + lowpoint2 = lowpoint; + lowpointtarget2 = lowpointtarget; + lowpoint3 = lowpoint; + lowpointtarget3 = lowpointtarget; + lowpoint4 = lowpoint; + lowpointtarget4 = lowpointtarget; + lowpoint5 = lowpoint; + lowpointtarget5 = lowpointtarget; + lowpoint6 = lowpoint; + lowpointtarget6 = lowpointtarget; + lowpoint7 = lowpoint; + lowpointtarget7 = lowpoint; + lowpoint2.x += .1; + lowpointtarget2.x += .1; + lowpoint3.z += .1; + lowpointtarget3.z += .1; + lowpoint4.x -= .1; + lowpointtarget4.x -= .1; + lowpoint5.z -= .1; + lowpointtarget5.z -= .1; + lowpoint6.y += 45 / 13; + lowpointtarget6.y += 45 / 13; + lowpointtarget6 += facing * .6; + lowpointtarget7.y += 90 / 13; + whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (objects.friction[i] > .5) + if (whichhit != -1) { + if (whichhit != -1 && player[k].animTarget != jumpupanim && player[k].animTarget != jumpdownanim) + player[k].collided = 1; + if (checkcollide(lowpoint7, lowpointtarget7) == -1) + if (checkcollide(lowpoint6, lowpointtarget6) == -1) + if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + for (int j = 0; j < 45; j++) { + lowpoint = player[k].coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.4; + if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { + if (j <= 6 || j <= 25 && player[k].animTarget == jumpdownanim) break; - if(player[k].animTarget==jumpupanim||player[k].animTarget==jumpdownanim){ - lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0); - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.3; - flatfacing=player[k].coords; - player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0)*.01; - player[k].coords.y=lowpointtarget.y-.07; - player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale; - - if(j>10||!player[k].isRun()){ - if(player[k].animTarget==jumpdownanim||player[k].animTarget==jumpupanim){ - if(k==0) + if (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim) { + lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0); + lowpoint = player[k].coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.3; + flatfacing = player[k].coords; + player[k].coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + player[k].coords.y = lowpointtarget.y - .07; + player[k].currentoffset = (flatfacing - player[k].coords) / player[k].scale; + + if (j > 10 || !player[k].isRun()) { + if (player[k].animTarget == jumpdownanim || player[k].animTarget == jumpupanim) { + if (k == 0) pause_sound(whooshsound); } emit_sound_at(jumpsound, player[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; - if(lowpointtarget.z<0) - player[k].yaw=180-player[k].yaw; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[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; //player[k].velocity=lowpointtarget*.03; - player[k].velocity=0; + player[k].velocity = 0; //climb ledge (?) - if(player[k].animTarget==jumpupanim){ - player[k].animTarget=climbanim; - player[k].jumppower=0; - player[k].jumpclimb=1; + if (player[k].animTarget == jumpupanim) { + player[k].animTarget = climbanim; + player[k].jumppower = 0; + player[k].jumpclimb = 1; } - player[k].transspeed=6; - player[k].target=0; - player[k].frameTarget=1; + player[k].transspeed = 6; + player[k].target = 0; + player[k].frameTarget = 1; //hang ledge (?) - if(j>25){ + if (j > 25) { player[k].setAnimation(hanganim); - player[k].jumppower=0; + player[k].jumppower = 0; } } break; @@ -3742,564 +3923,573 @@ void doAerialAcrobatics(){ } } } - if(player[k].collide<=0){ + if (player[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 (!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)) { //stagger off ledge (?) - if(player[k].animTarget==staggerbackhighanim||player[k].animTarget==staggerbackhardanim) + if (player[k].animTarget == staggerbackhighanim || player[k].animTarget == staggerbackhardanim) player[k].RagDoll(0); player[k].setAnimation(jumpdownanim); - if(!k) - emit_sound_at(whooshsound, player[k].coords, 128.); + if (!k) + emit_sound_at(whooshsound, player[k].coords, 128.); } //gravity - player[k].velocity.y+=gravity; + player[k].velocity.y += gravity; } } } - player[k].realoldcoords=player[k].coords; + player[k].realoldcoords = player[k].coords; } } -void doAttacks(){ +void doAttacks() +{ static XYZ relative; static int randattack; - static bool playerrealattackkeydown=0; - - if(!Input::isKeyDown(attackkey)) - oldattackkey=0; - if(oldattackkey) - player[0].attackkeydown=0; - if(oldattackkey) - playerrealattackkeydown=0; - if(!oldattackkey) - playerrealattackkeydown=Input::isKeyDown(attackkey); - if((player[0].parriedrecently<=0|| - player[0].weaponactive==-1)&& - (!oldattackkey|| - (realthreat&& - player[0].lastattack!=swordslashanim&& - player[0].lastattack!=knifeslashstartanim&& - player[0].lastattack!=staffhitanim&& - player[0].lastattack!=staffspinhitanim))) - player[0].attackkeydown=Input::isKeyDown(attackkey); - if(Input::isKeyDown(attackkey)&& - !oldattackkey&& - !player[0].backkeydown){ - for(int k=0;k1) - for(int i=0;i 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) { //choose an attack - const float distance=distsq(&player[k].coords,&player[i].coords); - if(distance<4.5&& - !player[i].skeleton.free&& - player[i].howactive0&& - attackweapon==knife&& - player[i].bloodloss>player[i].damagetolerance/2) - player[k].animTarget=knifefollowanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + player[i].staggerdelay > 0 && + attackweapon == knife && + player[i].bloodloss > player[i].damagetolerance / 2) + player[k].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&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].animTarget=knifeslashstartanim; + 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 && + attackweapon == knife && + player[k].weaponmissdelay <= 0) + player[k].animTarget = knifeslashstartanim; //swordslash - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].animTarget].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].animTarget=swordslashanim; + else if (distance < 4.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].crouchkeydown && + attackweapon == sword && + player[k].weaponmissdelay <= 0) + player[k].animTarget = swordslashanim; //staffhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].animTarget].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].forwardkeydown) - player[k].animTarget=staffhitanim; + else if (distance < 4.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].crouchkeydown && + attackweapon == staff && + player[k].weaponmissdelay <= 0 && + !player[k].leftkeydown && + !player[k].rightkeydown && + !player[k].forwardkeydown) + player[k].animTarget = staffhitanim; //staffspinhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].animTarget].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0) - player[k].animTarget=staffspinhitanim; + else if (distance < 4.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].crouchkeydown && + attackweapon == staff && + player[k].weaponmissdelay <= 0) + player[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(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight) + player[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(player[k].scale * 5) && + animation[player[i].animTarget].height == lowheight && + animation[player[k].animTarget].attack != normalattack) + player[k].animTarget = lowkickanim; } else { //AI player - if(distance<4.5*sq(player[k].scale*5)){ - randattack=abs(Random()%5); - if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){ + if (distance < 4.5 * sq(player[k].scale * 5)) { + randattack = abs(Random() % 5); + if (!attackweapon && distance < 2.5 * sq(player[k].scale * 5)) { //sweep - if(randattack==0&&animation[player[i].animTarget].height!=lowheight) - player[k].animTarget=sweepanim; + if (randattack == 0 && animation[player[i].animTarget].height != lowheight) + player[k].animTarget = sweepanim; //upunch - else if(randattack==1&&animation[player[i].animTarget].height!=lowheight&& - !attackweapon) - player[k].animTarget=upunchanim; + else if (randattack == 1 && animation[player[i].animTarget].height != lowheight && + !attackweapon) + player[k].animTarget = upunchanim; //spinkick - else if(randattack==2&&animation[player[i].animTarget].height!=lowheight) - player[k].animTarget=spinkickanim; + else if (randattack == 2 && animation[player[i].animTarget].height != lowheight) + player[k].animTarget = spinkickanim; //lowkick - else if(animation[player[i].animTarget].height==lowheight) - player[k].animTarget=lowkickanim; + else if (animation[player[i].animTarget].height == lowheight) + player[k].animTarget = lowkickanim; } - if(attackweapon){ + if (attackweapon) { //sweep - if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==0&& - animation[player[i].animTarget].height!=lowheight) - player[k].animTarget=sweepanim; + if ((tutoriallevel != 1 || !attackweapon) && + distance < 2.5 * sq(player[k].scale * 5) && + randattack == 0 && + animation[player[i].animTarget].height != lowheight) + player[k].animTarget = sweepanim; //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].animTarget=knifeslashstartanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + attackweapon == knife && + player[k].weaponmissdelay <= 0) + player[k].animTarget = knifeslashstartanim; //swordslash - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].animTarget==swordslashanim)&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].animTarget=swordslashanim; + else if (!(player[0].victim == &player[i] && + player[0].hasvictim && + player[0].animTarget == swordslashanim) && + attackweapon == sword && + player[k].weaponmissdelay <= 0) + player[k].animTarget = swordslashanim; //staffhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].animTarget==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack<3) - player[k].animTarget=staffhitanim; + else if (!(player[0].victim == &player[i] && + player[0].hasvictim && + player[0].animTarget == swordslashanim) && + attackweapon == staff && + player[k].weaponmissdelay <= 0 && + randattack < 3) + player[k].animTarget = staffhitanim; //staffspinhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].animTarget==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack>=3) - player[k].animTarget=staffspinhitanim; + else if (!(player[0].victim == &player[i] && + player[0].hasvictim && + player[0].animTarget == swordslashanim) && + attackweapon == staff && + player[k].weaponmissdelay <= 0 && + randattack >= 3) + player[k].animTarget = staffspinhitanim; //spinkick - else if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==1&& - animation[player[i].animTarget].height!=lowheight) - player[k].animTarget=spinkickanim; + else if ((tutoriallevel != 1 || !attackweapon) && + distance < 2.5 * sq(player[k].scale * 5) && + randattack == 1 && + animation[player[i].animTarget].height != lowheight) + player[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(player[k].scale * 5) && + animation[player[i].animTarget].height == lowheight && + animation[player[k].animTarget].attack != normalattack) + player[k].animTarget = lowkickanim; } } } //upunch becomes wolfslap - if(player[k].animTarget==upunchanim&&player[k].creature==wolftype) - player[k].animTarget=wolfslapanim; + if (player[k].animTarget == upunchanim && player[k].creature == wolftype) + player[k].animTarget = wolfslapanim; } //sneak attacks - if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&& - player[i].howactive0&&player[k].madskills|| - player[i].surprised>0|| - player[i].aitype==passivetype|| - attackweapon&&player[i].stunned>0)&& - normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){ + if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) && + 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) { //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; + 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; } //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; + 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; } //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; + 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; } - 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; + 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; } } - if(animation[player[k].animTarget].attack==normalattack&& - player[k].victim==&player[i]&& - (!player[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; + if (animation[player[k].animTarget].attack == normalattack && + player[k].victim == &player[i] && + (!player[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; } - if(player[k].animTarget==knifefollowanim&& - player[k].victim==&player[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; + if (player[k].animTarget == knifefollowanim && + player[k].victim == &player[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; } } } - const bool hasstaff=attackweapon==staff; - if(k==0&&numplayers>1) - for(int i=0;i1000|| - player[k].isRun()|| - hasstaff|| - (attackweapon&& - (player[i].skeleton.longdead>2000|| - player[i].damage>player[i].damagetolerance/8|| - player[i].bloodloss>player[i].damagetolerance/2)&& - distance<1.5*sq(player[k].scale*5)))){ - player[k].victim=&player[i]; - player[k].hasvictim=1; - if(attackweapon&&tutoriallevel!=1){ + const bool hasstaff = attackweapon == staff; + if (k == 0 && numplayers > 1) + 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() || + hasstaff || + (attackweapon && + (player[i].skeleton.longdead > 2000 || + player[i].damage > player[i].damagetolerance / 8 || + player[i].bloodloss > player[i].damagetolerance / 2) && + distance < 1.5 * sq(player[k].scale * 5)))) { + player[k].victim = &player[i]; + player[k].hasvictim = 1; + if (attackweapon && tutoriallevel != 1) { //crouchstab - if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5)) - player[k].animTarget=crouchstabanim; + if (player[k].crouchkeydown && attackweapon == knife && distance < 1.5 * sq(player[k].scale * 5)) + player[k].animTarget = crouchstabanim; //swordgroundstab - if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword) - player[k].animTarget=swordgroundstabanim; + if (player[k].crouchkeydown && distance < 1.5 * sq(player[k].scale * 5) && attackweapon == sword) + player[k].animTarget = swordgroundstabanim; //staffgroundsmash - if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff) - player[k].animTarget=staffgroundsmashanim; + if (distance < 3.5 * sq(player[k].scale * 5) && attackweapon == staff) + player[k].animTarget = staffgroundsmashanim; } - if(distance<2.5&& - player[k].crouchkeydown&& - player[k].animTarget!=crouchstabanim&& - !attackweapon&& - player[i].dead&& - player[i].skeleton.free&& - player[i].skeleton.longdead>1000){ - player[k].animTarget=killanim; + if (distance < 2.5 && + player[k].crouchkeydown && + player[k].animTarget != crouchstabanim && + !attackweapon && + player[i].dead && + player[i].skeleton.free && + player[i].skeleton.longdead > 1000) { + player[k].animTarget = killanim; //TODO: refactor this out, what does it do? - for(int j=0;jcoords)) - player[k].victim=&player[i]; - }else{ - player[k].victim=&player[i]; - player[k].hasvictim=1; + 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]; + } else { + player[k].victim = &player[i]; + player[k].hasvictim = 1; } } } } - if(player[k].aitype==playercontrolled) + if (player[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)){ - oldattackkey=1; + 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)) { + oldattackkey = 1; player[k].setAnimation(rabbitkickanim); } //update counts - if(animation[player[k].animTarget].attack&&k==0){ + if (animation[player[k].animTarget].attack && k == 0) { numattacks++; - switch(attackweapon){ - case 0: numunarmedattack++; break; - case knife: numknifeattack++; break; - case sword: numswordattack++; break; - case staff: numstaffattack++; break; + switch (attackweapon) { + case 0: + numunarmedattack++; + break; + case knife: + numknifeattack++; + break; + case sword: + numswordattack++; + break; + case staff: + numstaffattack++; + break; } } } @@ -4308,550 +4498,550 @@ void doAttacks(){ } } -void doPlayerCollisions(){ - static XYZ rotatetarget; +void doPlayerCollisions() +{ + static XYZ rotatetarget; static float collisionradius; - if(numplayers>1) - for(int k=0;k 1) + 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)) - //neither is sleeping - if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping) - if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall) - //in same patch, neither is climbing - if(player[i].whichpatchx==player[k].whichpatchx&& - player[i].whichpatchz==player[k].whichpatchz&& - player[k].skeleton.oldfree==player[k].skeleton.free&& - player[i].skeleton.oldfree==player[i].skeleton.free&& - player[i].animTarget!=climbanim&& - player[i].animTarget!=hanganim&& - player[k].animTarget!=climbanim&& - player[k].animTarget!=hanganim) - //players are close (bounding box test) - if(player[i].coords.y>player[k].coords.y-3) - if(player[i].coords.yplayer[k].coords.x-3) - if(player[i].coords.xplayer[k].coords.z-3) - if(player[i].coords.zskeleton.free) - collisionradius=3; - if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&& - (distsq(&tempcoords1,&tempcoords2)1)|| - (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)|| - (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){ - rotatetarget=player[k].velocity-player[i].velocity; - if((player[i].animTarget!=getupfrombackanim&&player[i].animTarget!=getupfromfrontanim|| - player[i].skeleton.free)&& - (player[k].animTarget!=getupfrombackanim&&player[k].animTarget!=getupfromfrontanim|| - player[k].skeleton.free)) - if((((k!=0&&findLengthfast(&rotatetarget)>150|| - k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&& - normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&& - (k==0|| - k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].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){ - //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(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, player[i].coords); - } - - player[i].RagDoll(0); - if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){ - award_bonus(0, aimbonus); - } - player[i].DoDamage(findLengthfast(&rotatetarget)/4); - player[k].RagDoll(0); - if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){ - award_bonus(0, aimbonus); // Huh, again? - } - player[k].DoDamage(findLengthfast(&rotatetarget)/4); + if ((animation[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)) + //neither is sleeping + if (player[i].howactive <= typesleeping && player[k].howactive <= typesleeping) + if (player[i].howactive != typesittingwall && player[k].howactive != typesittingwall) + //in same patch, neither is climbing + if (player[i].whichpatchx == player[k].whichpatchx && + player[i].whichpatchz == player[k].whichpatchz && + player[k].skeleton.oldfree == player[k].skeleton.free && + player[i].skeleton.oldfree == player[i].skeleton.free && + player[i].animTarget != climbanim && + player[i].animTarget != hanganim && + player[k].animTarget != climbanim && + player[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) { + //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(); + } + } - for(int j=0;jskeleton.free) + collisionradius = 3; + if ((!player[i].skeleton.oldfree || !player[k].skeleton.oldfree) && + (distsq(&tempcoords1, &tempcoords2) < collisionradius || + distsq(&player[i].coords, &player[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); + camerashake += .3; + player[l].skeleton.longdead = 0; + player[0].lastcollide = 1; + } + } - } - } - 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 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; - 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 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 ((((k != 0 && findLengthfast(&rotatetarget) > 150 || + k == 0 && findLengthfast(&rotatetarget) > 50 && player[0].rabbitkickragdoll) && + normaldotproduct(rotatetarget, player[k].coords - player[i].coords) > 0) && + (k == 0 || + k != 0 && player[i].skeleton.oldfree == 1 && animation[player[k].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) { + //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 (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, player[i].coords); + } + + player[i].RagDoll(0); + if (player[i].damage > player[i].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[i].dead) { + award_bonus(0, aimbonus); + } + player[i].DoDamage(findLengthfast(&rotatetarget) / 4); + player[k].RagDoll(0); + if (player[k].damage > player[k].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[k].dead) { + award_bonus(0, aimbonus); // Huh, again? + } + player[k].DoDamage(findLengthfast(&rotatetarget) / 4); + + 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 < player[k].skeleton.num_joints; j++) { + player[k].skeleton.joints[j].velocity = player[k].skeleton.joints[j].velocity / 5 + player[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 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; + 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); + if (!editorenabled) + player[k].howactive = typeactive; + } + if (player[i].howactive == typeactive || hostile) + if (player[i].isIdle()) { + if (player[i].howactive < typesleeping) + player[i].setAnimation(player[k].getStop()); + else + player[i].setAnimation(getupfromfrontanim); + if (!editorenabled) + player[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; + 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; + award_bonus(i, AboveBonus); + } + } + } + } + } + player[i].CheckKick(); + player[k].CheckKick(); + } + } } } -void doAI(int i){ +void doAI(int i) +{ static bool connected; - if(player[i].aitype!=playercontrolled&&indialogue==-1){ - player[i].jumpclimb=0; + if (player[i].aitype != playercontrolled && indialogue == -1) { + player[i].jumpclimb = 0; //disable movement in editor - if(editorenabled) - player[i].stunned=1; + if (editorenabled) + player[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[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; + player[i].pause = 1; //pathfinding - if(player[i].aitype==pathfindtype){ - if(player[i].finalpathfindpoint==-1){ + if (player[i].aitype == pathfindtype) { + if (player[i].finalpathfindpoint == -1) { float closestdistance; float tempdist; int closest; XYZ colpoint; - closest=-1; - closestdistance=-1; - for(int j=0;j.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((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[0].coords.y .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 ((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[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 && !editorenabled) - player[i].aitype=attacktypecutoff; - - if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){ - player[i].losupdatedelay=.2; - for(int j=0;j0) - if(player[j].coords.y 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(player[i].aitype==attacktypecutoff&&musictype!=2) - if(player[i].creature!=wolftype){ - player[i].stunned=.6; - player[i].surprised=.6; + if (player[i].aitype == attacktypecutoff && musictype != 2) + if (player[i].creature != wolftype) { + player[i].stunned = .6; + player[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; + 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 (player[i].waypoint > player[i].numwaypoints - 1) + player[i].waypoint = 0; } } - if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0) - player[i].forwardkeydown=1; + if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) + player[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); - 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); + 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); + 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); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=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; //hearing sounds - if(!editorenabled){ - if(player[i].howactive<=typesleeping) - if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile) - for(int j=0;j0&&distsq(&player[i].coords,&envsound[j])< - 2*(vol+vol*(player[i].creature==rabbittype)*3)) - player[i].aitype=attacktypecutoff; + if (!editorenabled) { + if (player[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; } - if(player[i].aitype!=passivetype){ - if(player[i].howactive==typesleeping) + if (player[i].aitype != passivetype) { + if (player[i].howactive == typesleeping) player[i].setAnimation(getupfromfrontanim); - player[i].howactive=typeactive; + player[i].howactive = typeactive; } } - if(player[i].howactive0)){ - float smelldistance=50; - if(j==0&&player[j].num_weapons>0){ - if(weapons[player[j].weaponids[0]].bloody) - smelldistance=100; - if(player[j].num_weapons==2) - if(weapons[player[j].weaponids[1]].bloody) - smelldistance=100; + for (int j = 0; j < numplayers; j++) { + if (j == 0 || (player[j].dead && player[j].bloodloss > 0)) { + float smelldistance = 50; + if (j == 0 && player[j].num_weapons > 0) { + if (weapons[player[j].weaponids[0]].bloody) + smelldistance = 100; + if (player[j].num_weapons == 2) + if (weapons[player[j].weaponids[1]].bloody) + smelldistance = 100; } - if(j!=0) - smelldistance=100; - windsmell=windvector; + if (j != 0) + smelldistance = 100; + windsmell = windvector; Normalise(&windsmell); - windsmell=windsmell*2+player[j].coords; - if(distsq(&player[i].coords,&windsmell)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; + if (player[i].howactive < typesleeping && player[i].losupdatedelay < 0 && !editorenabled && player[i].occluded < 2) { + player[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 ((-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; else - player[i].lastseentime-=.6; + player[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 (player[i].lastseentime <= 0) { + player[i].aitype = searchtype; + player[i].lastchecktime = 12; + player[i].lastseen = player[j].coords; + player[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 (player[i].aitype == attacktypecutoff && musictype != 2) { + if (player[i].creature != wolftype) { + player[i].stunned = .6; + player[i].surprised = .6; } - if(player[i].creature==wolftype){ - player[i].stunned=.47; - player[i].surprised=.47; + if (player[i].creature == wolftype) { + player[i].stunned = .47; + player[i].surprised = .47; } numseen++; } @@ -4859,687 +5049,689 @@ void doAI(int i){ //search for player int j; - if(player[i].aitype==searchtype){ - player[i].aiupdatedelay-=multiplier; - player[i].losupdatedelay-=multiplier; - if(!player[i].pause) - player[i].lastseentime-=multiplier; - player[i].lastchecktime-=multiplier; - - if(player[i].isRun()&&!player[i].onground){ - if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1){ - player[i].velocity=0; + if (player[i].aitype == searchtype) { + player[i].aiupdatedelay -= multiplier; + player[i].losupdatedelay -= multiplier; + if (!player[i].pause) + player[i].lastseentime -= multiplier; + player[i].lastchecktime -= multiplier; + + if (player[i].isRun() && !player[i].onground) { + if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) { + XYZ test2 = player[i].coords + player[i].facing; + test2.y += 5; + XYZ test = player[i].coords + player[i].facing; + test.y -= 10; + j = checkcollide(test2, test, player[i].laststanding); + if (j == -1) + j = checkcollide(test2, test); + if (j == -1) { + player[i].velocity = 0; player[i].setAnimation(player[i].getStop()); - player[i].targetyaw+=180; - player[i].stunned=.5; + 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; - } - else player[i].laststanding=j; + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; + } else player[i].laststanding = j; } } //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 (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; } - 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); - 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); + 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); + 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); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile)) - for(int k=0;k .8 && player[i].jumppower >= 5)) + player[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(!player[0].dead&& - player[i].losupdatedelay<0&& - !editorenabled&& - player[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; + if (!player[0].dead && + player[i].losupdatedelay < 0 && + !editorenabled && + player[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; } - if(abs(Random()%2)||animation[player[i].animTarget].height!=lowheight) + if (abs(Random() % 2) || animation[player[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((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)){ - /* //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) - */ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + if (distsq(&player[i].coords, &player[0].coords) < 400) + if (normaldotproduct(player[i].facing, player[0].coords - player[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)) { + /* //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) + */ + player[i].aitype = attacktypecutoff; + player[i].lastseentime = 1; } } //player escaped - if(player[i].lastseentime<0){ + if (player[i].lastseentime < 0) { //player[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; + 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(player[i].aitype!=gethelptype) - player[i].runninghowlong=0; + if (player[i].aitype != gethelptype) + player[i].runninghowlong = 0; //get help from buddies - if(player[i].aitype==gethelptype) { - player[i].runninghowlong+=multiplier; - player[i].aiupdatedelay-=multiplier; + if (player[i].aitype == gethelptype) { + player[i].runninghowlong += multiplier; + player[i].aiupdatedelay -= multiplier; - if(player[i].aiupdatedelay<0||player[i].ally==0) { - player[i].aiupdatedelay=.2; + if (player[i].aiupdatedelay < 0 || player[i].ally == 0) { + player[i].aiupdatedelay = .2; //find closest ally //TODO: factor out closest search somehow - if(!player[i].ally) { - int closest=-1; - float closestdist=-1; - for(int k=0;k0){ - 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 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(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetyaw+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); + 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); + 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); - if(leftdist.8&&player[i].jumppower>=5) - player[i].jumpkeydown=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; } //retreiving a weapon on the ground - if(player[i].aitype==getweapontype){ - player[i].aiupdatedelay-=multiplier; - player[i].lastchecktime-=multiplier; + if (player[i].aitype == getweapontype) { + player[i].aiupdatedelay -= multiplier; + player[i].lastchecktime -= multiplier; - if(player[i].aiupdatedelay<0){ - player[i].aiupdatedelay=.2; + if (player[i].aiupdatedelay < 0) { + player[i].aiupdatedelay = .2; //ALLY IS WEPON - if(player[i].ally<0){ - int closest=-1; - float closestdist=-1; - for(int k=0;k=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 (!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; } //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; - - - 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); - 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); + 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; + + + 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); + 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); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; + 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; } - if(player[i].aitype==attacktypecutoff){ - player[i].aiupdatedelay-=multiplier; + if (player[i].aitype == attacktypecutoff) { + player[i].aiupdatedelay -= multiplier; //dodge or reverse rabbit kicks, knife throws, flips - if(player[i].damage.5) - player[i].stunned=1; + 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; } //go for weapon on the ground - if(player[i].wentforweapon<3) - for(int k=0;kterrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1) { - player[i].velocity=0; + if (player[i].isRun() && !player[i].onground) + if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) { + XYZ test2 = player[i].coords + player[i].facing; + test2.y += 5; + XYZ test = player[i].coords + player[i].facing; + test.y -= 10; + j = checkcollide(test2, test, player[i].laststanding); + if (j == -1) + j = checkcollide(test2, test); + if (j == -1) { + player[i].velocity = 0; player[i].setAnimation(player[i].getStop()); - player[i].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; + 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; } else - player[i].laststanding=j; + player[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 (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; } //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 (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) { //draw weapon - if(player[i].weaponactive==-1&&player[i].num_weapons>0) - player[i].drawkeydown=Random()%2; + if (player[i].weaponactive == -1 && player[i].num_weapons > 0) + player[i].drawkeydown = Random() % 2; else - player[i].drawkeydown=0; - player[i].rabbitkickenabled=Random()%2; + player[i].drawkeydown = 0; + player[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 = 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; else - player[i].forwardkeydown=0; + player[i].forwardkeydown = 0; //chill out around the corpse - if(player[0].dead){ - player[i].forwardkeydown=0; - if(Random()%10==0) - player[i].forwardkeydown=1; - if(Random()%100==0){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; + if (player[0].dead) { + player[i].forwardkeydown = 0; + if (Random() % 10 == 0) + player[i].forwardkeydown = 1; + if (Random() % 100 == 0) { + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; } } - 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); + 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); //attack!!! - if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype) - player[i].attackkeydown=1; + if (Random() % 2 == 0 || player[i].weaponactive != -1 || player[i].creature == wolftype) + player[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; + player[i].attackkeydown = 0; + if (player[i].isRun() && Random() % 6 && distsq(&player[i].coords, &player[0].coords) > 7) + player[i].attackkeydown = 0; //TODO: wat - if(player[i].aitype!=playercontrolled&& - (player[i].isIdle()|| - player[i].isCrouch()|| - player[i].isRun())){ - int target=-2; - for(int j=0;jcoords)<4&& - player[j].victim==&player[i]&& - (player[j].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))){ - if(target>=0) - target=-1; + if (player[i].aitype != playercontrolled && + (player[i].isIdle() || + player[i].isCrouch() || + player[i].isRun())) { + int target = -2; + for (int j = 0; j < numplayers; j++) + if (j != i && !player[j].skeleton.free && + player[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 && + (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))) { + if (target >= 0) + target = -1; else - target=j; + target = j; } - if(target>=0) + if (target >= 0) player[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 (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; //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(tutoriallevel==1) - if(!canattack) - player[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) - if(-1!=checkcollide(facing,flatfacing)){ - if(!player[i].pause) - player[i].lastseentime-=.2; - if(player[i].lastseentime<=0&& - (player[i].creature!=wolftype|| - player[i].weaponstuck==-1)){ - player[i].aitype=searchtype; - player[i].lastchecktime=12; - player[i].lastseen=player[0].coords; - player[i].lastseentime=12; + if (normaldotproduct(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 (tutoriallevel == 1) + if (!canattack) + player[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) + 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; } - }else - player[i].lastseentime=1; + } else + player[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; - test.y-=40; - if(-1==checkcollide(player[0].coords,test)) - player[i].stunned=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; + test.y -= 40; + if (-1 == checkcollide(player[0].coords, test)) + player[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 (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; } XYZ facing; - facing=0; - facing.z=-1; - - XYZ flatfacing=DoRotation(facing,0,player[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; - }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); + facing = 0; + facing.z = -1; + + XYZ flatfacing = DoRotation(facing, 0, player[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; + } 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); } } } -void updateSettingsMenu(){ +void updateSettingsMenu() +{ char sbuf[256]; - if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59) - sprintf (sbuf, "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight); + if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59) + sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight); else - sprintf (sbuf, "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight); - Menu::setText(0,sbuf); - if(newdetail==0) Menu::setText(1,"Detail: Low"); - if(newdetail==1) Menu::setText(1,"Detail: Medium"); - if(newdetail==2) Menu::setText(1,"Detail: High"); - if(bloodtoggle==0) Menu::setText(2,"Blood: Off"); - if(bloodtoggle==1) Menu::setText(2,"Blood: On, low detail"); - if(bloodtoggle==2) Menu::setText(2,"Blood: On, high detail (slower)"); - if(difficulty==0) Menu::setText(3,"Difficulty: Easier"); - if(difficulty==1) Menu::setText(3,"Difficulty: Difficult"); - if(difficulty==2) Menu::setText(3,"Difficulty: Insane"); - Menu::setText(4,ismotionblur?"Blur Effects: Enabled (less compatible)":"Blur Effects: Disabled (more compatible)"); - Menu::setText(5,decals?"Decals: Enabled (slower)":"Decals: Disabled"); - Menu::setText(6,musictoggle?"Music: Enabled":"Music: Disabled"); - Menu::setText(9,invertmouse?"Invert mouse: Yes":"Invert mouse: No"); - sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity*5)); - Menu::setText(10,sbuf); - sprintf (sbuf, "Volume: %d%%", (int)(volume*100)); - Menu::setText(11,sbuf); - Menu::setText(13,showdamagebar?"Damage Bar: On":"Damage Bar: Off"); - if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth) + sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); + Menu::setText(0, sbuf); + if (newdetail == 0) Menu::setText(1, "Detail: Low"); + if (newdetail == 1) Menu::setText(1, "Detail: Medium"); + if (newdetail == 2) Menu::setText(1, "Detail: High"); + if (bloodtoggle == 0) Menu::setText(2, "Blood: Off"); + if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail"); + if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)"); + if (difficulty == 0) Menu::setText(3, "Difficulty: Easier"); + if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult"); + if (difficulty == 2) Menu::setText(3, "Difficulty: Insane"); + Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)"); + Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled"); + Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled"); + Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No"); + sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5)); + Menu::setText(10, sbuf); + sprintf (sbuf, "Volume: %d%%", (int)(volume * 100)); + Menu::setText(11, sbuf); + Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off"); + if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth) sprintf (sbuf, "Back"); else sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)"); - Menu::setText(8,sbuf); + Menu::setText(8, sbuf); } -void updateStereoConfigMenu(){ +void updateStereoConfigMenu() +{ char sbuf[256]; sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); - Menu::setText(0,sbuf); + Menu::setText(0, sbuf); sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); - Menu::setText(1,sbuf); + Menu::setText(1, sbuf); sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); - Menu::setText(2,sbuf); + Menu::setText(2, sbuf); } -void updateControlsMenu(){ - Menu::setText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey))); - Menu::setText(1,(string)"Back: " +(keyselect==1?"_":Input::keyToChar(backkey))); - Menu::setText(2,(string)"Left: " +(keyselect==2?"_":Input::keyToChar(leftkey))); - Menu::setText(3,(string)"Right: " +(keyselect==3?"_":Input::keyToChar(rightkey))); - Menu::setText(4,(string)"Crouch: " +(keyselect==4?"_":Input::keyToChar(crouchkey))); - Menu::setText(5,(string)"Jump: " +(keyselect==5?"_":Input::keyToChar(jumpkey))); - Menu::setText(6,(string)"Draw: " +(keyselect==6?"_":Input::keyToChar(drawkey))); - Menu::setText(7,(string)"Throw: " +(keyselect==7?"_":Input::keyToChar(throwkey))); - Menu::setText(8,(string)"Attack: " +(keyselect==8?"_":Input::keyToChar(attackkey))); - if(debugmode) - Menu::setText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey))); +void updateControlsMenu() +{ + Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey))); + Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey))); + Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey))); + Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey))); + Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey))); + Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey))); + Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey))); + Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey))); + Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey))); + if (debugmode) + Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey))); } /* @@ -5558,599 +5750,604 @@ Values of mainmenu : 18 stereo configuration */ -void Game::LoadMenu(){ +void Game::LoadMenu() +{ Menu::clearMenu(); - switch(mainmenu) { - case 1: - case 2: - Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128); - Menu::addButtonImage(1,Mainmenuitems[mainmenu==1?1:5],18,480-152-32,128,32); - Menu::addButtonImage(2,Mainmenuitems[2],18,480-228-32,112,32); - Menu::addButtonImage(3,Mainmenuitems[mainmenu==1?3:6],18,480-306-32,mainmenu==1?68:132,32); + switch (mainmenu) { + case 1: + case 2: + Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128); + Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32); + Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32); + Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32); break; - case 3: - Menu::addButton( 0,"",10+20,440); - Menu::addButton( 1,"",10+60,405); - Menu::addButton( 2,"",10+70,370); - Menu::addButton( 3,"",10+20-1000,335-1000); - Menu::addButton( 4,"",10 ,335); - Menu::addButton( 5,"",10+60,300); - Menu::addButton( 6,"",10+70,265); - Menu::addButton( 9,"",10 ,230); - Menu::addButton(10,"",20 ,195); - Menu::addButton(11,"",10+60,160); - Menu::addButton(13,"",30 ,125); - Menu::addButton( 7,"-Configure Controls-",10+15, 90); - Menu::addButton(12,"-Configure Stereo -",10+15, 55); - Menu::addButton(8,"Back",10,10); - updateSettingsMenu(); + case 3: + Menu::addButton( 0, "", 10 + 20, 440); + Menu::addButton( 1, "", 10 + 60, 405); + Menu::addButton( 2, "", 10 + 70, 370); + Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000); + Menu::addButton( 4, "", 10 , 335); + Menu::addButton( 5, "", 10 + 60, 300); + Menu::addButton( 6, "", 10 + 70, 265); + Menu::addButton( 9, "", 10 , 230); + Menu::addButton(10, "", 20 , 195); + Menu::addButton(11, "", 10 + 60, 160); + Menu::addButton(13, "", 30 , 125); + Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90); + Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55); + Menu::addButton(8, "Back", 10, 10); + updateSettingsMenu(); break; - case 4: - Menu::addButton(0,"",10 ,400); - Menu::addButton(1,"",10+40,360); - Menu::addButton(2,"",10+40,320); - Menu::addButton(3,"",10+30,280); - Menu::addButton(4,"",10+20,240); - Menu::addButton(5,"",10+40,200); - Menu::addButton(6,"",10+40,160); - Menu::addButton(7,"",10+30,120); - Menu::addButton(8,"",10+20,80); - if(debugmode) - Menu::addButton(9,"",10+10,40); - Menu::addButton(debugmode?10:9,"Back",10,10); - updateControlsMenu(); + case 4: + Menu::addButton(0, "", 10 , 400); + Menu::addButton(1, "", 10 + 40, 360); + Menu::addButton(2, "", 10 + 40, 320); + Menu::addButton(3, "", 10 + 30, 280); + Menu::addButton(4, "", 10 + 20, 240); + Menu::addButton(5, "", 10 + 40, 200); + Menu::addButton(6, "", 10 + 40, 160); + Menu::addButton(7, "", 10 + 30, 120); + Menu::addButton(8, "", 10 + 20, 80); + if (debugmode) + Menu::addButton(9, "", 10 + 10, 40); + Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10); + updateControlsMenu(); break; - case 5: { - LoadCampaign(); - Menu::addLabel(-1,accountactive->getName(),5,400); - Menu::addButton(1,"Tutorial",5,300); - Menu::addButton(2,"Challenge",5,240); - Menu::addButton(3,"Delete User",400,10); - Menu::addButton(4,"Main Menu",5,10); - Menu::addButton(5,"Change User",5,180); - Menu::addButton(6,"Campaign : "+accountactive->getCurrentCampaign(),200,420); - - //show campaign map - //with (2,-5) offset from old code - Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400); - //show levels - int numlevels = accountactive->getCampaignChoicesMade(); - numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1; - for(int i=0;i=accountactive->getCampaignChoicesMade(); - if(!active) - itemsize/=2; - - if(i>=1){ - XYZ start=campaignlevels[i-1].getCenter(); - Menu::addMapLine(start.x,start.y,midpoint.x-start.x,midpoint.y-start.y,0.5,active?1:0.5,active?1:0.5,0,0); - } - Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture, - midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0); + case 5: { + LoadCampaign(); + Menu::addLabel(-1, accountactive->getName(), 5, 400); + Menu::addButton(1, "Tutorial", 5, 300); + Menu::addButton(2, "Challenge", 5, 240); + Menu::addButton(3, "Delete User", 400, 10); + Menu::addButton(4, "Main Menu", 5, 10); + Menu::addButton(5, "Change User", 5, 180); + Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420); + + //show campaign map + //with (2,-5) offset from old code + Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400); + //show levels + int numlevels = accountactive->getCampaignChoicesMade(); + numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1; + for (int i = 0; i < numlevels; i++) { + XYZ midpoint = campaignlevels[i].getCenter(); + float itemsize = campaignlevels[i].getWidth(); + const bool active = i >= accountactive->getCampaignChoicesMade(); + if (!active) + itemsize /= 2; + + if (i >= 1) { + XYZ start = campaignlevels[i - 1].getCenter(); + Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0); + } + Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture, + midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0); - if(active){ - Menu::addMapLabel(-2,campaignlevels[i].description, - campaignlevels[i].getStartX()+10, - campaignlevels[i].getStartY()-4); - } + if (active) { + Menu::addMapLabel(-2, campaignlevels[i].description, + campaignlevels[i].getStartX() + 10, + campaignlevels[i].getStartY() - 4); } - } break; - case 6: - Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400); - Menu::addButton(1,"Yes",10,360); - Menu::addButton(2,"No",10,320); - break; - case 7: - if(Account::getNbAccounts()<8) - Menu::addButton(0,"New User",10,400); - else - Menu::addLabel(0,"No More Users",10,400); - Menu::addLabel(-2,"",20,400); - Menu::addButton(Account::getNbAccounts()+1,"Back",10,10); - for(int i=0;igetName(),10,340-20*(i+1)); - break; - case 8: - Menu::addButton(0,"Easier",10,400); - Menu::addButton(1,"Difficult",10,360); - Menu::addButton(2,"Insane",10,320); - break; - case 9: - for(int i=0;igetHighScore(i)); - for(int j=strlen(temp);j<(32-17);j++) - strcat(temp," "); - name+=temp; - sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60)); - if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0"); - name+=temp; - sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60); - name+=temp; - - Menu::addButton(i,name,10,400-i*25,i>accountactive->getProgress()?0.5:1,0,0); - } - - Menu::addButton(-1," High Score Best Time",10,440); - Menu::addButton(numchallengelevels,"Back",10,10); - break; - case 10: { - Menu::addLabel(0,"Congratulations!",220,330); - Menu::addLabel(1,"You have avenged your family and",140,300); - Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270); - Menu::addButton(3,"Back",10,10); - char sbuf[256]; - sprintf(sbuf,"Your score: %d",(int)accountactive->getCampaignScore()); - Menu::addLabel(4,sbuf,190,200); - sprintf(sbuf,"Highest score: %d",(int)accountactive->getCampaignHighScore()); - Menu::addLabel(5,sbuf,190,180); - } break; - case 18: - Menu::addButton(0,"",70,400); - Menu::addButton(1,"",10,360); - Menu::addButton(2,"",40,320); - Menu::addButton(3,"Back",10,10); - updateStereoConfigMenu(); + } + } + break; + case 6: + Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400); + Menu::addButton(1, "Yes", 10, 360); + Menu::addButton(2, "No", 10, 320); + break; + case 7: + if (Account::getNbAccounts() < 8) + Menu::addButton(0, "New User", 10, 400); + else + Menu::addLabel(0, "No More Users", 10, 400); + Menu::addLabel(-2, "", 20, 400); + Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10); + for (int i = 0; i < Account::getNbAccounts(); i++) + Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1)); + break; + case 8: + Menu::addButton(0, "Easier", 10, 400); + Menu::addButton(1, "Difficult", 10, 360); + Menu::addButton(2, "Insane", 10, 320); + break; + case 9: + for (int i = 0; i < numchallengelevels; i++) { + char temp[255]; + string name = ""; + sprintf (temp, "Level %d", i + 1); + for (int j = strlen(temp); j < 17; j++) + strcat(temp, " "); + name += temp; + sprintf (temp, "%d", (int)accountactive->getHighScore(i)); + for (int j = strlen(temp); j < (32 - 17); j++) + strcat(temp, " "); + name += temp; + sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60)); + if ((int)(accountactive->getFastTime(i)) % 60 < 10)strcat(temp, "0"); + name += temp; + sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60); + name += temp; + + Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0); + } + + Menu::addButton(-1, " High Score Best Time", 10, 440); + Menu::addButton(numchallengelevels, "Back", 10, 10); + break; + case 10: { + Menu::addLabel(0, "Congratulations!", 220, 330); + Menu::addLabel(1, "You have avenged your family and", 140, 300); + Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270); + Menu::addButton(3, "Back", 10, 10); + char sbuf[256]; + sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore()); + Menu::addLabel(4, sbuf, 190, 200); + sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore()); + Menu::addLabel(5, sbuf, 190, 180); + } + break; + case 18: + Menu::addButton(0, "", 70, 400); + Menu::addButton(1, "", 10, 360); + Menu::addButton(2, "", 40, 320); + Menu::addButton(3, "Back", 10, 10); + updateStereoConfigMenu(); break; } } extern SDL_Rect **resolutions; -void MenuTick(){ +void MenuTick() +{ //menu buttons - selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight); + selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight); // some specific case where we do something even if the left mouse button is not pressed. - if((mainmenu==5) && (endgame==2)) { - accountactive->endGame(); - endgame=0; - } - if(mainmenu==10) - endgame=2; - if(mainmenu==18 && Input::isKeyPressed(MOUSEBUTTON2) && selected==1){ - stereoseparation-=0.001; + if ((mainmenu == 5) && (endgame == 2)) { + accountactive->endGame(); + endgame = 0; + } + if (mainmenu == 10) + endgame = 2; + if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) { + stereoseparation -= 0.001; updateStereoConfigMenu(); } - static int oldmainmenu=mainmenu; + static int oldmainmenu = mainmenu; char sbuf[256]; - if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - switch(mainmenu) { - case 1: - case 2: - switch(selected) { - case 1: - if(gameon) { //resume - mainmenu=0; - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } else { //new game - fireSound(firestartsound); - flash(); - mainmenu=(accountactive?5:7); - selected=-1; - } - break; - case 2: //options - fireSound(); - flash(); - mainmenu=3; - if(newdetail>2) newdetail=detail; - if(newdetail<0) newdetail=detail; - if(newscreenwidth>3000) newscreenwidth=screenwidth; - if(newscreenwidth<0) newscreenwidth=screenwidth; - if(newscreenheight>3000) newscreenheight=screenheight; - if(newscreenheight<0) newscreenheight=screenheight; - break; - case 3: - fireSound(); - flash(); - if(gameon){ //end game - gameon=0; - mainmenu=1; - } else { //quit - tryquit=1; - pause_sound(stream_menutheme); - } - break; - } - break; - case 3: - fireSound(); - bool isCustomResolution,found; - switch(selected){ - case 0: - isCustomResolution = true; - found = false; - for(int i = 0; (!found) && (resolutions[i]); i++) { - if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) - isCustomResolution = false; - - if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { - i++; - if(resolutions[i] != NULL) { - newscreenwidth = (int) resolutions[i]->w; - newscreenheight = (int) resolutions[i]->h; - } else if(isCustomResolution){ - if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } else { - newscreenwidth = screenwidth; - newscreenheight = screenheight; - } - } else { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - found = true; - } - } - - if(!found) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - break; - case 1: - newdetail++; - if(newdetail>2) newdetail=0; - break; - case 2: - bloodtoggle++; - if(bloodtoggle>2) bloodtoggle=0; - break; - case 3: - difficulty++; - if(difficulty>2) difficulty=0; - break; - case 4: - ismotionblur = !ismotionblur; - break; - case 5: - decals = !decals; - break; - case 6: - musictoggle = !musictoggle; - if(musictoggle) { - emit_stream_np(stream_menutheme); - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - break; - case 7: // controls - flash(); - mainmenu=4; - selected=-1; - keyselect=-1; - break; - case 8: - flash(); - SaveSettings(); - mainmenu=gameon?2:1; - break; - case 9: - invertmouse = !invertmouse; - break; - case 10: - usermousesensitivity+=.2; - if(usermousesensitivity>2) - usermousesensitivity=.2; - break; - case 11: - volume+=.1f; - if(volume>1.0001f) - volume=0; - OPENAL_SetSFXMasterVolume((int)(volume*255)); - break; - case 12: - flash(); - newstereomode = stereomode; - mainmenu=18; - keyselect=-1; - break; - case 13: - showdamagebar = !showdamagebar; - break; - } - updateSettingsMenu(); - break; - case 4: - if(!waiting) { - fireSound(); - if(selected<(debugmode?10:9) && keyselect==-1) - keyselect=selected; - if(keyselect!=-1) - setKeySelected(); - if(selected==(debugmode?10:9)){ - flash(); - mainmenu=3; - } - } - updateControlsMenu(); - break; - case 5: - fireSound(); - flash(); - if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=7; - if(firstload) - TickOnceAfter(); - else - LoadStuff(); - whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade(); - actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0); - visibleloading=1; - stillloading=1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - switch(selected){ - case 1: - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=-1; - if(firstload) { - TickOnceAfter(); - } else - LoadStuff(); - Loadlevel(-1); - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - break; - case 2: - mainmenu=9; - break; - case 3: - mainmenu=6; - break; - case 4: - mainmenu=(gameon?2:1); - break; - case 5: - mainmenu=7; - break; - case 6: - vector campaigns = ListCampaigns(); - vector::iterator c; - if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) { - if(!campaigns.empty()) - accountactive->setCurrentCampaign(campaigns.front()); - } else { - c++; - if(c==campaigns.end()) - c=campaigns.begin(); - accountactive->setCurrentCampaign(*c); - } - LoadMenu(); - break; - } - break; - case 6: - fireSound(); - if(selected==1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu=7; - } else if(selected==2) { - flash(); - mainmenu=5; - } - break; - case 7: - fireSound(); - if(selected==0 && Account::getNbAccounts()<8){ - entername=1; - } else if (selected < Account::getNbAccounts()+1) { - flash(); - mainmenu=5; - accountactive=Account::get(selected-1); - } else if (selected == Account::getNbAccounts()+1) { - flash(); - if(accountactive) - mainmenu=5; - else - mainmenu=1; - for(int j=0;j<255;j++){ - displaytext[0][j]=0; - } - displaychars[0]=0; - displayselected=0; - entername=0; - } - break; - case 8: - fireSound(); - flash(); - if(selected<=2) - accountactive->setDifficulty(selected); - mainmenu=5; - break; - case 9: - if(selectedgetProgress()){ - fireSound(); - flash(); - - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=selected; - if(firstload) - TickOnceAfter(); - else - LoadStuff(); - Loadlevel(selected); - campaign=0; - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - if(selected==numchallengelevels){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 10: - if(selected==3){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 18: - if(selected==1) - stereoseparation+=0.001; - else { - fireSound(); - if(selected==0){ - newstereomode = (StereoMode)(newstereomode + 1); - while(!CanInitStereo(newstereomode)){ - printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); - newstereomode = (StereoMode)(newstereomode + 1); - if(newstereomode >= stereoCount) - newstereomode = stereoNone; - } - } else if(selected==2) { - stereoreverse = !stereoreverse; - } else if(selected==3) { - flash(); - mainmenu=3; - - stereomode = newstereomode; - InitStereo(stereomode); - } - } - updateStereoConfigMenu(); - break; - } - } - - if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { + if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus + switch (mainmenu) { + case 1: + case 2: + switch (selected) { + case 1: + if (gameon) { //resume + mainmenu = 0; + pause_sound(stream_menutheme); + resume_stream(leveltheme); + } else { //new game + fireSound(firestartsound); + flash(); + mainmenu = (accountactive ? 5 : 7); + selected = -1; + } + break; + case 2: //options + fireSound(); + flash(); + mainmenu = 3; + if (newdetail > 2) newdetail = detail; + if (newdetail < 0) newdetail = detail; + if (newscreenwidth > 3000) newscreenwidth = screenwidth; + if (newscreenwidth < 0) newscreenwidth = screenwidth; + if (newscreenheight > 3000) newscreenheight = screenheight; + if (newscreenheight < 0) newscreenheight = screenheight; + break; + case 3: + fireSound(); + flash(); + if (gameon) { //end game + gameon = 0; + mainmenu = 1; + } else { //quit + tryquit = 1; + pause_sound(stream_menutheme); + } + break; + } + break; + case 3: + fireSound(); + bool isCustomResolution, found; + switch (selected) { + case 0: + isCustomResolution = true; + found = false; + for (int i = 0; (!found) && (resolutions[i]); i++) { + if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) + isCustomResolution = false; + + if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { + i++; + if (resolutions[i] != NULL) { + newscreenwidth = (int) resolutions[i]->w; + newscreenheight = (int) resolutions[i]->h; + } else if (isCustomResolution) { + if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } else { + newscreenwidth = screenwidth; + newscreenheight = screenheight; + } + } else { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } + found = true; + } + } + + if (!found) { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } + break; + case 1: + newdetail++; + if (newdetail > 2) newdetail = 0; + break; + case 2: + bloodtoggle++; + if (bloodtoggle > 2) bloodtoggle = 0; + break; + case 3: + difficulty++; + if (difficulty > 2) difficulty = 0; + break; + case 4: + ismotionblur = !ismotionblur; + break; + case 5: + decals = !decals; + break; + case 6: + musictoggle = !musictoggle; + if (musictoggle) { + emit_stream_np(stream_menutheme); + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; + } + } + break; + case 7: // controls + flash(); + mainmenu = 4; + selected = -1; + keyselect = -1; + break; + case 8: + flash(); + SaveSettings(); + mainmenu = gameon ? 2 : 1; + break; + case 9: + invertmouse = !invertmouse; + break; + case 10: + usermousesensitivity += .2; + if (usermousesensitivity > 2) + usermousesensitivity = .2; + break; + case 11: + volume += .1f; + if (volume > 1.0001f) + volume = 0; + OPENAL_SetSFXMasterVolume((int)(volume * 255)); + break; + case 12: + flash(); + newstereomode = stereomode; + mainmenu = 18; + keyselect = -1; + break; + case 13: + showdamagebar = !showdamagebar; + break; + } + updateSettingsMenu(); + break; + case 4: + if (!waiting) { + fireSound(); + if (selected < (debugmode ? 10 : 9) && keyselect == -1) + keyselect = selected; + if (keyselect != -1) + setKeySelected(); + if (selected == (debugmode ? 10 : 9)) { + flash(); + mainmenu = 3; + } + } + updateControlsMenu(); + break; + case 5: + fireSound(); + flash(); + if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = 7; + if (firstload) + TickOnceAfter(); + else + LoadStuff(); + whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade(); + actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0); + visibleloading = 1; + stillloading = 1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign = 1; + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + } + switch (selected) { + case 1: + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = -1; + if (firstload) { + TickOnceAfter(); + } else + LoadStuff(); + Loadlevel(-1); + + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + break; + case 2: + mainmenu = 9; + break; + case 3: + mainmenu = 6; + break; + case 4: + mainmenu = (gameon ? 2 : 1); + break; + case 5: + mainmenu = 7; + break; + case 6: + vector campaigns = ListCampaigns(); + vector::iterator c; + if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) { + if (!campaigns.empty()) + accountactive->setCurrentCampaign(campaigns.front()); + } else { + c++; + if (c == campaigns.end()) + c = campaigns.begin(); + accountactive->setCurrentCampaign(*c); + } + LoadMenu(); + break; + } + break; + case 6: + fireSound(); + if (selected == 1) { + flash(); + accountactive = Account::destroy(accountactive); + mainmenu = 7; + } else if (selected == 2) { + flash(); + mainmenu = 5; + } + break; + case 7: + fireSound(); + if (selected == 0 && Account::getNbAccounts() < 8) { + entername = 1; + } else if (selected < Account::getNbAccounts() + 1) { + flash(); + mainmenu = 5; + accountactive = Account::get(selected - 1); + } else if (selected == Account::getNbAccounts() + 1) { + flash(); + if (accountactive) + mainmenu = 5; + else + mainmenu = 1; + for (int j = 0; j < 255; j++) { + displaytext[0][j] = 0; + } + displaychars[0] = 0; + displayselected = 0; + entername = 0; + } + break; + case 8: + fireSound(); + flash(); + if (selected <= 2) + accountactive->setDifficulty(selected); + mainmenu = 5; + break; + case 9: + if (selected < numchallengelevels && selected <= accountactive->getProgress()) { + fireSound(); + flash(); + + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = selected; + if (firstload) + TickOnceAfter(); + else + LoadStuff(); + Loadlevel(selected); + campaign = 0; + + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + } + if (selected == numchallengelevels) { + fireSound(); + flash(); + mainmenu = 5; + } + break; + case 10: + if (selected == 3) { + fireSound(); + flash(); + mainmenu = 5; + } + break; + case 18: + if (selected == 1) + stereoseparation += 0.001; + else { + fireSound(); + if (selected == 0) { + newstereomode = (StereoMode)(newstereomode + 1); + while (!CanInitStereo(newstereomode)) { + printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); + newstereomode = (StereoMode)(newstereomode + 1); + if (newstereomode >= stereoCount) + newstereomode = stereoNone; + } + } else if (selected == 2) { + stereoreverse = !stereoreverse; + } else if (selected == 3) { + flash(); + mainmenu = 3; + + stereomode = newstereomode; + InitStereo(stereomode); + } + } + updateStereoConfigMenu(); + break; + } + } + + if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { + tryquit = 1; + if (mainmenu == 3) { SaveSettings(); } } OPENAL_SetFrequency(channels[stream_menutheme], 22050); - if(entername){ - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { // the input as finished - if(displaychars[0]){ // with enter + if (entername) { + inputText(displaytext[0], &displayselected, &displaychars[0]); + if (!waiting) { // the input as finished + if (displaychars[0]) { // with enter accountactive = Account::add(string(displaytext[0])); - mainmenu=8; + mainmenu = 8; flash(); fireSound(firestartsound); - for(int i=0;i<255;i++){ - displaytext[0][i]=0; + for (int i = 0; i < 255; i++) { + displaytext[0][i] = 0; } - displaychars[0]=0; + displaychars[0] = 0; - displayselected=0; + displayselected = 0; } - entername=0; + entername = 0; LoadMenu(); } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; + + displayblinkdelay -= multiplier; + if (displayblinkdelay <= 0) { + displayblinkdelay = .3; + displayblink = 1 - displayblink; } } - if(entername){ - Menu::setText(0,displaytext[0],20,400,-1,-1); - Menu::setText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1); + if (entername) { + Menu::setText(0, displaytext[0], 20, 400, -1, -1); + Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); } - if(oldmainmenu!=mainmenu) + if (oldmainmenu != mainmenu) LoadMenu(); - oldmainmenu=mainmenu; + oldmainmenu = mainmenu; } -void Game::Tick(){ - static XYZ facing,flatfacing; - static int target; +void Game::Tick() +{ + static XYZ facing, flatfacing; + static int target; - for(int i=0;i<15;i++){ - displaytime[i]+=multiplier; - } + for (int i = 0; i < 15; i++) { + displaytime[i] += multiplier; + } - keyboardfrozen=false; + keyboardfrozen = false; Input::Tick(); - if(Input::isKeyPressed(SDLK_F6)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoreverse=true; - else - stereoreverse=false; - - if(stereoreverse) - printf("Stereo reversed\n"); - else - printf("Stereo unreversed\n"); - } - - if(Input::isKeyDown(SDLK_F7)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoseparation -= 0.001; - else - stereoseparation -= 0.010; - printf("Stereo decreased increased to %f\n", stereoseparation); - } - - if(Input::isKeyDown(SDLK_F8)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoseparation += 0.001; - else - stereoseparation += 0.010; - printf("Stereo separation increased to %f\n", stereoseparation); - } - - - if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){ - if(tutorialstage!=51) - tutorialstagetime=tutorialmaxtime; - emit_sound_np(consolefailsound, 128.); - } + if (Input::isKeyPressed(SDLK_F6)) { + if (Input::isKeyDown(SDLK_LSHIFT)) + stereoreverse = true; + else + stereoreverse = false; + + if (stereoreverse) + printf("Stereo reversed\n"); + else + printf("Stereo unreversed\n"); + } + + if (Input::isKeyDown(SDLK_F7)) { + if (Input::isKeyDown(SDLK_LSHIFT)) + stereoseparation -= 0.001; + else + stereoseparation -= 0.010; + printf("Stereo decreased increased to %f\n", stereoseparation); + } + + if (Input::isKeyDown(SDLK_F8)) { + if (Input::isKeyDown(SDLK_LSHIFT)) + stereoseparation += 0.001; + else + stereoseparation += 0.010; + printf("Stereo separation increased to %f\n", stereoseparation); + } + + + if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) { + if (tutorialstage != 51) + tutorialstagetime = tutorialmaxtime; + emit_sound_np(consolefailsound, 128.); + } /* Values of mainmenu : @@ -6167,324 +6364,327 @@ void Game::Tick(){ 11 Same that 9 ??? => unused 18 stereo configuration */ - - if(!console) { + + if (!console) { //campaign over? - if(mainmenu&&endgame==1) - mainmenu=10; + if (mainmenu && endgame == 1) + mainmenu = 10; //go to level select after completing a campaign level - if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) { - mainmenu=5; - gameon=0; - winfreeze=0; + if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) { + mainmenu = 5; + gameon = 0; + winfreeze = 0; fireSound(); flash(); - if(musictoggle) { + if (musictoggle) { OPENAL_SetFrequency(OPENAL_ALL, 0.001); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - LoadMenu(); + LoadMenu(); } //escape key pressed - if(Input::isKeyPressed(SDLK_ESCAPE)&& - (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) { - selected=-1; - if(mainmenu==0&&!winfreeze) - mainmenu=2; //pause - else if(mainmenu==1||mainmenu==2){ - mainmenu=0; //unpause + if (Input::isKeyPressed(SDLK_ESCAPE) && + (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) { + selected = -1; + if (mainmenu == 0 && !winfreeze) + mainmenu = 2; //pause + else if (mainmenu == 1 || mainmenu == 2) { + mainmenu = 0; //unpause } //play menu theme - if(musictoggle&&(mainmenu==1||mainmenu==2)){ + if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { OPENAL_SetFrequency(OPENAL_ALL, 0.001); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } //on resume, play level music - if(!mainmenu){ + if (!mainmenu) { pause_sound(stream_menutheme); resume_stream(leveltheme); } //finished with settings menu - if(mainmenu==3){ - SaveSettings(); - } + if (mainmenu == 3) { + SaveSettings(); + } //effects - if(mainmenu>=3&&mainmenu!=8){ - fireSound(); - flash(); - } + if (mainmenu >= 3 && mainmenu != 8) { + fireSound(); + flash(); + } //go back - switch(mainmenu){ - case 3: case 5: - mainmenu=gameon?2:1; break; - case 4: case 18: - mainmenu=3; break; - case 6: case 7: case 9: case 10: - mainmenu=5; break; - } - } - } - - if(mainmenu) { + switch (mainmenu) { + case 3: + case 5: + mainmenu = gameon ? 2 : 1; + break; + case 4: + case 18: + mainmenu = 3; + break; + case 6: + case 7: + case 9: + case 10: + mainmenu = 5; + break; + } + } + } + + if (mainmenu) { MenuTick(); - } + } - if(!mainmenu) { - if(hostile==1)hostiletime+=multiplier; - else hostiletime=0; - if(!winfreeze)leveltime+=multiplier; + if (!mainmenu) { + if (hostile == 1)hostiletime += multiplier; + else hostiletime = 0; + if (!winfreeze)leveltime += multiplier; //keys - if(Input::isKeyPressed(SDLK_v)&&debugmode){ - freeze=1-freeze; - if(freeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } - } - - if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode) - chatting=1; - - if(chatting){ - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { - if(displaychars[0]){ - for(int j=0;j<255;j++) - displaytext[0][j]=0; - displaychars[0]=0; - displayselected=0; - } - chatting=0; - } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; - } - } - if(chatting) - keyboardfrozen=true; - - if(Input::isKeyPressed(consolekey)&&debugmode) { - console=!console; - if(console) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } else { - freeze=0; - waiting=false; - } - } - - if(console) - freeze=1; - if(console&&!Input::isKeyDown(SDLK_LMETA)) { - inputText(consoletext[0],&consoleselected,&consolechars[0]); - if(!waiting) { - if(consolechars[0]>0) { - consoletext[0][consolechars[0]]='\0'; + if (Input::isKeyPressed(SDLK_v) && debugmode) { + freeze = 1 - freeze; + if (freeze) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + } + } + + if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode) + chatting = 1; + + if (chatting) { + inputText(displaytext[0], &displayselected, &displaychars[0]); + if (!waiting) { + if (displaychars[0]) { + for (int j = 0; j < 255; j++) + displaytext[0][j] = 0; + displaychars[0] = 0; + displayselected = 0; + } + chatting = 0; + } + + displayblinkdelay -= multiplier; + if (displayblinkdelay <= 0) { + displayblinkdelay = .3; + displayblink = 1 - displayblink; + } + } + if (chatting) + keyboardfrozen = true; + + if (Input::isKeyPressed(consolekey) && debugmode) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + } else { + freeze = 0; + waiting = false; + } + } + + if (console) + freeze = 1; + if (console && !Input::isKeyDown(SDLK_LMETA)) { + inputText(consoletext[0], &consoleselected, &consolechars[0]); + if (!waiting) { + if (consolechars[0] > 0) { + consoletext[0][consolechars[0]] = '\0'; cmd_dispatch(consoletext[0]); - for(int k=14;k>=1;k--) { - for(int j=0;j<255;j++) - consoletext[k][j]=consoletext[k-1][j]; - consolechars[k]=consolechars[k-1]; - } - for(int j=0;j<255;j++) - consoletext[0][j]=0; - consolechars[0]=0; - consoleselected=0; - } - } - - consoleblinkdelay-=multiplier; - if(consoleblinkdelay<=0) { - consoleblinkdelay=.3; - consoleblink=1-consoleblink; - } - } - - - - if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { - SaveSettings(); - } - } - - static int oldwinfreeze; - if(winfreeze&&!oldwinfreeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - emit_sound_np(consolesuccesssound); - } - if(winfreeze==0) - oldwinfreeze=winfreeze; - else + for (int k = 14; k >= 1; k--) { + for (int j = 0; j < 255; j++) + consoletext[k][j] = consoletext[k - 1][j]; + consolechars[k] = consolechars[k - 1]; + } + for (int j = 0; j < 255; j++) + consoletext[0][j] = 0; + consolechars[0] = 0; + consoleselected = 0; + } + } + + consoleblinkdelay -= multiplier; + if (consoleblinkdelay <= 0) { + consoleblinkdelay = .3; + consoleblink = 1 - consoleblink; + } + } + + + + if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { + tryquit = 1; + if (mainmenu == 3) { + SaveSettings(); + } + } + + static int oldwinfreeze; + if (winfreeze && !oldwinfreeze) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + emit_sound_np(consolesuccesssound); + } + if (winfreeze == 0) + oldwinfreeze = winfreeze; + else oldwinfreeze++; - if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign) - if(winfreeze) - winfreeze=0; - if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){ - if(console){ - console=false; - freeze=0; - } else if(winfreeze) { - mainmenu=9; - gameon=0; - } + if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign) + if (winfreeze) + winfreeze = 0; + if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) { + if (console) { + console = false; + freeze = 0; + } else if (winfreeze) { + mainmenu = 9; + gameon = 0; + } } - if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){ + if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { //dialogues static float talkdelay = 0; - if(indialogue!=-1) - talkdelay=1; - talkdelay-=multiplier; + if (indialogue != -1) + talkdelay = 1; + talkdelay -= multiplier; - if(talkdelay<=0&&indialogue==-1&&animation[player[0].animTarget].height!=highheight) - for(int i=0;i49){ - realdialoguetype=dialoguetype[i]-50; - special=1; + if (dialoguetype[i] > 49) { + realdialoguetype = dialoguetype[i] - 50; + special = 1; + } else if (dialoguetype[i] > 39) { + realdialoguetype = dialoguetype[i] - 40; + special = 1; + } else if (dialoguetype[i] > 29) { + realdialoguetype = dialoguetype[i] - 30; + special = 1; + } else if (dialoguetype[i] > 19) { + realdialoguetype = dialoguetype[i] - 20; + special = 1; + } else if (dialoguetype[i] > 9) { + realdialoguetype = dialoguetype[i] - 10; + special = 1; + } else { + realdialoguetype = dialoguetype[i]; + special = 0; } - else if(dialoguetype[i]>39){ - realdialoguetype=dialoguetype[i]-40; - special=1; - } - else if(dialoguetype[i]>29){ - realdialoguetype=dialoguetype[i]-30; - special=1; - } - else if(dialoguetype[i]>19){ - realdialoguetype=dialoguetype[i]-20; - special=1; - } - else if(dialoguetype[i]>9){ - realdialoguetype=dialoguetype[i]-10; - special=1; - } - else { - realdialoguetype=dialoguetype[i]; - special=0; - } - if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&& - realdialoguetype0&& - (dialoguegonethrough[i]==0||!special)&& - (special||Input::isKeyPressed(attackkey))){ - if(distsq(&player[0].coords,&player[realdialoguetype].coords)<6|| - player[realdialoguetype].howactive>=typedead1|| - dialoguetype[i]>40&&dialoguetype[i]<50){ - whichdialogue=i; - for(int j=0;j 40 && dialoguetype[i] < 50) && + realdialoguetype < numplayers && + realdialoguetype > 0 && + (dialoguegonethrough[i] == 0 || !special) && + (special || Input::isKeyPressed(attackkey))) { + if (distsq(&player[0].coords, &player[realdialoguetype].coords) < 6 || + player[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; } - directing=0; - indialogue=0; - dialoguetime=0; + directing = 0; + indialogue = 0; + dialoguetime = 0; dialoguegonethrough[i]++; - if(dialogueboxsound[whichdialogue][indialogue]!=0){ + if (dialogueboxsound[whichdialogue][indialogue] != 0) { playdialogueboxsound(); } } } } - windvar+=multiplier; - smoketex+=multiplier; - tutorialstagetime+=multiplier; + windvar += multiplier; + smoketex += multiplier; + tutorialstagetime += multiplier; //hotspots static float hotspotvisual[40]; - if(numhotspots){ + if (numhotspots) { XYZ hotspotsprite; - if(editorenabled) - for(int i=0;i0){ - hotspot[i]=player[hotspottype[i]].coords; + for (int i = 0; i < numhotspots; i++) { + if (hotspottype[i] <= 10 && hotspottype[i] > 0) { + hotspot[i] = player[hotspottype[i]].coords; } } } //Tutorial - if(tutoriallevel){ + if (tutoriallevel) { doTutorial(); } //bonuses - if(tutoriallevel!=1){ - if(bonustime==0&& - bonus!=solidhit&& - bonus!=spinecrusher&& - bonus!=tracheotomy&& - bonus!=backstab&& - bonusvalue>10){ + if (tutoriallevel != 1) { + if (bonustime == 0 && + bonus != solidhit && + bonus != spinecrusher && + bonus != tracheotomy && + bonus != backstab && + bonusvalue > 10) { emit_sound_np(consolesuccesssound); } - } else if(bonustime==0){ + } else if (bonustime == 0) { emit_sound_np(fireendsound); } - if(bonustime==0){ - if(bonus!=solidhit&& - bonus!=twoxcombo&& - bonus!=threexcombo&& - bonus!=fourxcombo&& - bonus!=megacombo) + if (bonustime == 0) { + if (bonus != solidhit && + bonus != twoxcombo && + bonus != threexcombo && + bonus != fourxcombo && + bonus != megacombo) bonusnum[bonus]++; else - bonusnum[bonus]+=0.15; - if(tutoriallevel) - bonusvalue=0; - bonusvalue/=bonusnum[bonus]; - bonustotal+=bonusvalue; + bonusnum[bonus] += 0.15; + if (tutoriallevel) + bonusvalue = 0; + bonusvalue /= bonusnum[bonus]; + bonustotal += bonusvalue; } - bonustime+=multiplier; + bonustime += multiplier; //snow effects - if(environment==snowyenvironment){ - precipdelay-=multiplier; - while(precipdelay<0){ - precipdelay+=.04; - if(!detail) - precipdelay+=.04; - XYZ footvel,footpoint; - - footvel=0; - footpoint=viewer+viewerfacing*6; - footpoint.y+=((float)abs(Random()%1200))/100-6; - footpoint.x+=((float)abs(Random()%1200))/100-6; - footpoint.z+=((float)abs(Random()%1200))/100-6; - Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1); + if (environment == snowyenvironment) { + precipdelay -= multiplier; + while (precipdelay < 0) { + precipdelay += .04; + if (!detail) + precipdelay += .04; + XYZ footvel, footpoint; + + footvel = 0; + footpoint = viewer + viewerfacing * 6; + footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6; + Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1); } } @@ -6495,194 +6695,192 @@ void Game::Tick(){ static XYZ oldviewer; //control keys - if(indialogue==-1){ - player[0].forwardkeydown=Input::isKeyDown(forwardkey); - player[0].leftkeydown=Input::isKeyDown(leftkey); - player[0].backkeydown=Input::isKeyDown(backkey); - player[0].rightkeydown=Input::isKeyDown(rightkey); - player[0].jumpkeydown=Input::isKeyDown(jumpkey); - player[0].crouchkeydown=Input::isKeyDown(crouchkey); - player[0].drawkeydown=Input::isKeyDown(drawkey); - player[0].throwkeydown=Input::isKeyDown(throwkey); + if (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); + } 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; } - else - { - player[0].forwardkeydown=0; - player[0].leftkeydown=0; - player[0].backkeydown=0; - player[0].rightkeydown=0; - player[0].jumpkeydown=0; - player[0].crouchkeydown=0; - player[0].drawkeydown=0; - player[0].throwkeydown=0; - } - - if(!player[0].jumpkeydown) - player[0].jumpclimb=0; - - - if(indialogue!=-1){ - cameramode=1; - if(directing){ - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-pitch,0,0); - facing=DoRotation(facing,0,0-yaw,0); - - flatfacing=0; - flatfacing.z=-1; - - flatfacing=DoRotation(flatfacing,0,-yaw,0); - - if(Input::isKeyDown(forwardkey)) - viewer+=facing*multiplier*4; - if(Input::isKeyDown(backkey)) - viewer-=facing*multiplier*4; - if(Input::isKeyDown(leftkey)) - viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4; - if(Input::isKeyDown(rightkey)) - viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4; - if(Input::isKeyDown(jumpkey)) - viewer.y+=multiplier*4; - if(Input::isKeyDown(crouchkey)) - viewer.y-=multiplier*4; - if( Input::isKeyPressed(SDLK_1)|| - Input::isKeyPressed(SDLK_2)|| - Input::isKeyPressed(SDLK_3)|| - Input::isKeyPressed(SDLK_4)|| - Input::isKeyPressed(SDLK_5)|| - Input::isKeyPressed(SDLK_6)|| - Input::isKeyPressed(SDLK_7)|| - Input::isKeyPressed(SDLK_8)|| - Input::isKeyPressed(SDLK_9)|| - Input::isKeyPressed(SDLK_0)|| - Input::isKeyPressed(SDLK_MINUS)){ + + if (!player[0].jumpkeydown) + player[0].jumpclimb = 0; + + + if (indialogue != -1) { + cameramode = 1; + if (directing) { + facing = 0; + facing.z = -1; + + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); + + flatfacing = 0; + flatfacing.z = -1; + + flatfacing = DoRotation(flatfacing, 0, -yaw, 0); + + if (Input::isKeyDown(forwardkey)) + viewer += facing * multiplier * 4; + if (Input::isKeyDown(backkey)) + viewer -= facing * multiplier * 4; + if (Input::isKeyDown(leftkey)) + viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4; + if (Input::isKeyDown(rightkey)) + viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4; + if (Input::isKeyDown(jumpkey)) + viewer.y += multiplier * 4; + if (Input::isKeyDown(crouchkey)) + viewer.y -= multiplier * 4; + if ( Input::isKeyPressed(SDLK_1) || + Input::isKeyPressed(SDLK_2) || + Input::isKeyPressed(SDLK_3) || + Input::isKeyPressed(SDLK_4) || + Input::isKeyPressed(SDLK_5) || + Input::isKeyPressed(SDLK_6) || + Input::isKeyPressed(SDLK_7) || + Input::isKeyPressed(SDLK_8) || + Input::isKeyPressed(SDLK_9) || + Input::isKeyPressed(SDLK_0) || + Input::isKeyPressed(SDLK_MINUS)) { int whichend; - if(Input::isKeyPressed(SDLK_1))whichend=1; - if(Input::isKeyPressed(SDLK_2))whichend=2; - if(Input::isKeyPressed(SDLK_3))whichend=3; - if(Input::isKeyPressed(SDLK_4))whichend=4; - if(Input::isKeyPressed(SDLK_5))whichend=5; - if(Input::isKeyPressed(SDLK_6))whichend=6; - if(Input::isKeyPressed(SDLK_7))whichend=7; - if(Input::isKeyPressed(SDLK_8))whichend=8; - if(Input::isKeyPressed(SDLK_9))whichend=9; - if(Input::isKeyPressed(SDLK_0))whichend=0; - if(Input::isKeyPressed(SDLK_MINUS)) - whichend=-1; - if(whichend!=-1){ - participantfocus[whichdialogue][indialogue]=whichend; - participantlocation[whichdialogue][whichend]=player[whichend].coords; - participantyaw[whichdialogue][whichend]=player[whichend].yaw; + if (Input::isKeyPressed(SDLK_1))whichend = 1; + if (Input::isKeyPressed(SDLK_2))whichend = 2; + if (Input::isKeyPressed(SDLK_3))whichend = 3; + if (Input::isKeyPressed(SDLK_4))whichend = 4; + if (Input::isKeyPressed(SDLK_5))whichend = 5; + if (Input::isKeyPressed(SDLK_6))whichend = 6; + if (Input::isKeyPressed(SDLK_7))whichend = 7; + if (Input::isKeyPressed(SDLK_8))whichend = 8; + if (Input::isKeyPressed(SDLK_9))whichend = 9; + if (Input::isKeyPressed(SDLK_0))whichend = 0; + if (Input::isKeyPressed(SDLK_MINUS)) + whichend = -1; + if (whichend != -1) { + participantfocus[whichdialogue][indialogue] = whichend; + participantlocation[whichdialogue][whichend] = player[whichend].coords; + participantyaw[whichdialogue][whichend] = player[whichend].yaw; } - if(whichend==-1){ - participantfocus[whichdialogue][indialogue]=-1; + if (whichend == -1) { + participantfocus[whichdialogue][indialogue] = -1; } - if(player[participantfocus[whichdialogue][indialogue]].dead){ - indialogue=-1; - directing=0; - cameramode=0; + if (player[participantfocus[whichdialogue][indialogue]].dead) { + indialogue = -1; + directing = 0; + cameramode = 0; } - dialoguecamera[whichdialogue][indialogue]=viewer; - dialoguecamerayaw[whichdialogue][indialogue]=yaw; - dialoguecamerapitch[whichdialogue][indialogue]=pitch; + dialoguecamera[whichdialogue][indialogue] = viewer; + dialoguecamerayaw[whichdialogue][indialogue] = yaw; + dialoguecamerapitch[whichdialogue][indialogue] = pitch; indialogue++; - if(indialogue=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; + if (indialogue >= numdialogueboxes[whichdialogue]) { + indialogue = -1; + directing = 0; + cameramode = 0; } } - if(!directing){ + if (!directing) { pause_sound(whooshsound); - viewer=dialoguecamera[whichdialogue][indialogue]; - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1); - yaw=dialoguecamerayaw[whichdialogue][indialogue]; - pitch=dialoguecamerapitch[whichdialogue][indialogue]; - if(dialoguetime>0.5) - if( Input::isKeyPressed(SDLK_1)|| - Input::isKeyPressed(SDLK_2)|| - Input::isKeyPressed(SDLK_3)|| - Input::isKeyPressed(SDLK_4)|| - Input::isKeyPressed(SDLK_5)|| - Input::isKeyPressed(SDLK_6)|| - Input::isKeyPressed(SDLK_7)|| - Input::isKeyPressed(SDLK_8)|| - Input::isKeyPressed(SDLK_9)|| - Input::isKeyPressed(SDLK_0)|| - Input::isKeyPressed(SDLK_MINUS)|| - Input::isKeyPressed(attackkey)){ + viewer = dialoguecamera[whichdialogue][indialogue]; + viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1); + yaw = dialoguecamerayaw[whichdialogue][indialogue]; + pitch = dialoguecamerapitch[whichdialogue][indialogue]; + if (dialoguetime > 0.5) + if ( Input::isKeyPressed(SDLK_1) || + Input::isKeyPressed(SDLK_2) || + Input::isKeyPressed(SDLK_3) || + Input::isKeyPressed(SDLK_4) || + Input::isKeyPressed(SDLK_5) || + Input::isKeyPressed(SDLK_6) || + Input::isKeyPressed(SDLK_7) || + Input::isKeyPressed(SDLK_8) || + Input::isKeyPressed(SDLK_9) || + Input::isKeyPressed(SDLK_0) || + Input::isKeyPressed(SDLK_MINUS) || + Input::isKeyPressed(attackkey)) { indialogue++; - if(indialogue=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; - if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){ - hostile=1; + if (indialogue >= numdialogueboxes[whichdialogue]) { + indialogue = -1; + directing = 0; + cameramode = 0; + if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) { + hostile = 1; } - if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){ - windialogue=true; + if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) { + windialogue = true; } - if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){ - hostile=1; - for(int i=1;i 49 && dialoguetype[whichdialogue] < 60) { + hostile = 1; + for (int i = 1; i < numplayers; i++) { player[i].aitype = attacktypecutoff; } } @@ -6690,27 +6888,27 @@ void Game::Tick(){ } } - if(!player[0].jumpkeydown){ - player[0].jumptogglekeydown=0; + if (!player[0].jumpkeydown) { + player[0].jumptogglekeydown = 0; } - if(player[0].jumpkeydown&& - player[0].animTarget!=jumpupanim&& - player[0].animTarget!=jumpdownanim&& + if (player[0].jumpkeydown && + player[0].animTarget != jumpupanim && + player[0].animTarget != jumpdownanim && !player[0].isFlip()) - player[0].jumptogglekeydown=1; + player[0].jumptogglekeydown = 1; - dialoguetime+=multiplier; - hawkyaw+=multiplier*25; - realhawkcoords=0; - realhawkcoords.x=25; - realhawkcoords=DoRotation(realhawkcoords,0,hawkyaw,0)+hawkcoords; - hawkcalldelay-=multiplier/2; + dialoguetime += multiplier; + hawkyaw += multiplier * 25; + realhawkcoords = 0; + realhawkcoords.x = 25; + realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords; + hawkcalldelay -= multiplier / 2; - if(hawkcalldelay<=0){ + if (hawkcalldelay <= 0) { emit_sound_at(hawksound, realhawkcoords); - hawkcalldelay=16+abs(Random()%8); + hawkcalldelay = 16 + abs(Random() % 8); } doDebugKeys(); @@ -6721,13 +6919,13 @@ void Game::Tick(){ doJumpReversals(); - for(int k=0;k.8) - player[i].avoidcollided=0; + if (player[i].collided > .8) + player[i].avoidcollided = 0; doAI(i); - if(animation[player[i].animTarget].attack==reversed){ + 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].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; + player[i].throwkeydown = 0; } - if(indialogue!=-1){ - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].crouchkeydown=0; - player[i].drawkeydown=0; - player[i].throwkeydown=0; + if (indialogue != -1) { + player[i].forwardkeydown = 0; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].jumpkeydown = 0; + player[i].crouchkeydown = 0; + player[i].drawkeydown = 0; + player[i].throwkeydown = 0; } - if(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 (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(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 (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(i!=0&&player[i].surprised<=0&& - player[i].aitype==attacktypecutoff&& - !player[i].dead&& - !player[i].skeleton.free&& - animation[player[i].animTarget].attack==neutral) - numresponded=1; + if (i != 0 && player[i].surprised <= 0 && + player[i].aitype == attacktypecutoff && + !player[i].dead && + !player[i].skeleton.free && + animation[player[i].animTarget].attack == neutral) + numresponded = 1; - if(!player[i].throwkeydown) - player[i].throwtogglekeydown=0; + if (!player[i].throwkeydown) + player[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)){ - for(int j=0;jid) - 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){ - if(weapons[j].getType()!=staff) + if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) { + player[i].throwtogglekeydown = 1; + player[i].hasvictim = 0; + + if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || + player[i].aitype == playercontrolled) && + weapons[j].owner == -1 || + player[i].victim && + weapons[j].owner == player[i].victim->id) + if (distsqflat(&player[i].coords, &weapons[j].position) < 2 && player[i].weaponactive == -1) + if (distsq(&player[i].coords, &weapons[j].position) < 1 || player[i].victim) { + if (weapons[j].getType() != staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); - player[i].weaponactive=0; - weapons[j].owner=player[i].id; - if(player[i].num_weapons>0) - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; + player[i].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; + player[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.yid) - if(distsqflat(&player[i].coords,&weapons[k].position)<3&& - player[i].weaponactive==-1){ - if(weapons[k].getType()!=staff) + if (player[i].isFlip()) { + player[i].throwtogglekeydown = 1; + player[i].hasvictim = 0; + + for (int k = 0; k < weapons.size(); k++) { + if (player[i].weaponactive == -1) + if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || + player[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) { + 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].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; + player[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(numplayers>1) - for(int j=0;j0&& - 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; + if (player[i].isCrouch() || + player[i].animTarget == sneakanim || + player[i].isRun() || + player[i].isIdle() || player[i].animTarget == rollanim || + player[i].animTarget == backhandspringanim) { + if (numplayers > 1) + for (int j = 0; j < numplayers; j++) { + if (player[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); + player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords); } - if(player[i].animTarget==rollanim||player[i].animTarget==backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - player[i].hasvictim=1; + 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 (player[i].hasvictim) { bool fleshstuck; - fleshstuck=0; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - fleshstuck=1; + fleshstuck = 0; + if (player[i].victim->weaponstuck != -1) { + if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) { + fleshstuck = 1; } } - if(!fleshstuck){ - if(weapons[k].getType()!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); + if (!fleshstuck) { + if (weapons[k].getType() != staff) + emit_sound_at(knifedrawsound, player[i].coords, 128.); } - if(fleshstuck) - emit_sound_at(fleshstabremovesound, player[i].coords, 128.); + if (fleshstuck) + emit_sound_at(fleshstabremovesound, player[i].coords, 128.); - player[i].weaponactive=0; - if(weapons[k].owner!=-1){ - if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0; - else player[i].victim->num_weapons=1; + player[i].weaponactive = 0; + if (weapons[k].owner != -1) { + if (player[i].victim->num_weapons == 1)player[i].victim->num_weapons = 0; + else player[i].victim->num_weapons = 1; - player[i].victim->skeleton.longdead=0; - player[i].victim->skeleton.free=1; - player[i].victim->skeleton.broken=0; + player[i].victim->skeleton.longdead = 0; + player[i].victim->skeleton.free = 1; + player[i].victim->skeleton.broken = 0; - for(int l=0;lskeleton.num_joints;l++){ - player[i].victim->skeleton.joints[l].velchange=0; - player[i].victim->skeleton.joints[l].locked=0; + 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; } XYZ relative; - relative=0; - relative.y=10; + relative = 0; + relative.y = 10; Normalise(&relative); - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons[k].position; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons[k].bloody=2; - weapons[k].blooddrip=5; - player[i].victim->weaponstuck=-1; - player[i].victim->bloodloss+=2000; + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[k].position; + if (player[i].victim->weaponstuck != -1) { + if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) { + if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + weapons[k].bloody = 2; + weapons[k].blooddrip = 5; + player[i].victim->weaponstuck = -1; + player[i].victim->bloodloss += 2000; player[i].victim->DoDamage(2000); } } - 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 (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]; } - player[i].victim->weaponactive=-1; + player[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; + 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; } - weapons[k].owner=i; - if(player[i].num_weapons>0){ - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; + weapons[k].owner = i; + 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; + player[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|| + 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(numplayers>1) - for(int j=0;j1.5&& - !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]; + 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); + player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords); + player[i].targettilt2 = pitchTo(player[i].coords, player[j].coords); } - if(player[i].isFlip()){ - if(player[i].weaponactive!=-1){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; + if (player[i].isFlip()) { + if (player[i].weaponactive != -1) { + player[i].throwtogglekeydown = 1; + player[i].victim = &player[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[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); Normalise(&aim); - aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0); + 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; + 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]; + if (player[i].num_weapons) { + player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons]; } - player[i].weaponactive=-1; + player[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; + 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 (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; } - player[i].weaponactive=-1; - for(int j=0;j1) - for(int j=0;j 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(numplayers>1) - for(int j=0;jcoords)<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(target>=0) - target=-1; + 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 (target >= 0) + target = -1; else - target=j; + target = j; } } } - if(target>=0) + if (target >= 0) player[target].Reverse(); - player[i].lowreversaldelay=.5; + player[i].lowreversaldelay = .5; - if(player[i].isIdle()){ + if (player[i].isIdle()) { player[i].setAnimation(player[i].getCrouch()); - player[i].transspeed=10; + player[i].transspeed = 10; } - if(player[i].isRun()|| - (player[i].isStop()&& - (player[i].leftkeydown|| - player[i].rightkeydown|| - player[i].forwardkeydown|| - player[i].backkeydown))){ + 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; + player[i].transspeed = 20; } } - if(!player[i].crouchkeydown){ + if (!player[i].crouchkeydown) { //Uncrouch - if(!player[i].isRun()&&player[i].animTarget!=sneakanim&&i==0)player[i].superruntoggle=0; - target=-2; - if(player[i].isCrouch()){ - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].animTarget==spinkickanim)&& - player[i].isCrouch()){ - if(target>=0) - target=-1; + if (!player[i].isRun() && player[i].animTarget != sneakanim && i == 0)player[i].superruntoggle = 0; + target = -2; + if (player[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()) { + if (target >= 0) + target = -1; else - target=j; + target = j; } } } - if(target>=0) + if (target >= 0) player[target].Reverse(); - player[i].highreversaldelay=.5; + player[i].highreversaldelay = .5; - if(player[i].isCrouch()){ - if(!player[i].wasCrouch()){ - player[i].animCurrent=player[i].getCrouch(); - player[i].frameCurrent=0; + if (player[i].isCrouch()) { + if (!player[i].wasCrouch()) { + player[i].animCurrent = player[i].getCrouch(); + player[i].frameCurrent = 0; } player[i].setAnimation(player[i].getIdle()); - player[i].transspeed=10; + player[i].transspeed = 10; } } - if(player[i].animTarget==sneakanim){ + if (player[i].animTarget == sneakanim) { player[i].setAnimation(player[i].getIdle()); - player[i].transspeed=10; + player[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) + 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); else player[i].setAnimation(player[i].getRun()); } - if(player[i].isCrouch()){ - player[i].animTarget=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].frameTarget=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[i].frameTarget = 0; } - if(player[i].animTarget==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ + if (player[i].animTarget == hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/) { player[i].setAnimation(climbanim); - player[i].frameTarget=1; - player[i].jumpclimb=1; + player[i].frameTarget = 1; + player[i].jumpclimb = 1; } - if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){ - player[i].velocity+=absflatfacing*5*multiplier; + if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[i].velocity += absflatfacing * 5 * multiplier; } - player[i].forwardstogglekeydown=1; - movekey=1; + player[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)){ + 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(player[i].isCrouch()){ - player[i].animTarget=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].frameTarget=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[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 (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[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; - movekey=1; + player[i].targetyaw -= 90; + if (player[i].forwardkeydown)player[i].targetyaw += 45; + if (player[i].backkeydown)player[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)){ + 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(player[i].isCrouch()){ - player[i].animTarget=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].frameTarget=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[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 (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[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; - movekey=1; + player[i].targetyaw += 90; + if (player[i].forwardkeydown)player[i].targetyaw -= 45; + if (player[i].backkeydown)player[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)){ + 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(player[i].isCrouch()){ - player[i].animTarget=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].frameTarget=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[i].frameTarget = 0; } - if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){ - player[i].velocity-=absflatfacing*5*multiplier; + if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[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 (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 ( !player[i].leftkeydown&&!player[i].rightkeydown) - player[i].targetyaw+=180; - movekey=1; + if ( !player[i].leftkeydown && !player[i].rightkeydown) + player[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; + 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); + player[i].yaw = player[i].targetyaw; + player[i].transspeed = 20; + player[i].FootLand(0, 1); + player[i].FootLand(1, 1); - facing=0; - facing.z=-1; - flatfacing=DoRotation(facing,0,player[i].targetyaw+180,0); + facing = 0; + facing.z = -1; + flatfacing = DoRotation(facing, 0, player[i].targetyaw + 180, 0); - if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale; - if(!movekey)player[i].velocity=0; + if (movekey)player[i].velocity = flatfacing * player[i].speed * 45 * player[i].scale; + if (!movekey)player[i].velocity = 0; //Dodge sweep? - target=-2; - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].animTarget==sweepanim)){ - if(target>=0)target=-1; - else target=j; + 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 (target >= 0)target = -1; + else target = j; } } } - if(target>=0)player[i].velocity.y=1; - else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){ - player[i].velocity.y=7; - player[i].crouchtogglekeydown=1; - } - else player[i].velocity.y=5; - - if(mousejump&&i==0&&debugmode){ - if(!player[i].isLanding())player[i].tempdeltav=deltav; - if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000; - } + if (target >= 0)player[i].velocity.y = 1; + else if (player[i].crouchkeydown || player[i].aitype != playercontrolled) { + player[i].velocity.y = 7; + player[i].crouchtogglekeydown = 1; + } else player[i].velocity.y = 5; + + if (mousejump && i == 0 && debugmode) { + if (!player[i].isLanding())player[i].tempdeltav = deltav; + if (player[i].tempdeltav < 0)player[i].velocity.y -= (float)(player[i].tempdeltav) / multiplier / 1000; + } - player[i].coords.y+=.2; - player[i].jumppower-=1; + player[i].coords.y += .2; + player[i].jumppower -= 1; - if (!i) - emit_sound_at(whooshsound, player[i].coords, 128.); + if (!i) + emit_sound_at(whooshsound, player[i].coords, 128.); - emit_sound_at(jumpsound, player[i].coords, 128.); + emit_sound_at(jumpsound, player[i].coords, 128.); } - if((player[i].isIdle())&&player[i].jumppower>1){ + 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; + player[i].frameTarget = 2; + player[i].landhard = 0; + player[i].jumpstart = 1; + player[i].tempdeltav = deltav; } - if(player[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; + if (player[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; } - if(player[i].jumppower<=multiplier*6){ - player[i].velocity.y+=player[i].jumppower; - player[i].jumppower=0; + if (player[i].jumppower <= multiplier * 6) { + player[i].velocity.y += player[i].jumppower; + player[i].jumppower = 0; } } - if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30; + if (((floatjump || editorenabled) && debugmode) && i == 0)player[i].velocity.y += multiplier * 30; } - if(!movekey){ - if(player[i].isRun()||player[i].animTarget==walkanim) + 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 (player[i].animTarget == sneakanim) { + player[i].animTarget = player[i].getCrouch(); + if (player[i].animCurrent == sneakanim) + player[i].target = 0; + player[i].frameTarget = 0; } } - if(player[i].animTarget==walkanim&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype|| - (player[i].aitype==passivetype&& - player[i].numwaypoints<=1))) + 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)) + if (player[i].isRun() && (player[i].aitype == passivetype)) player[i].setAnimation(player[i].getStop()); } } - if(player[i].animTarget==rollanim) - player[i].targetyaw=oldtargetyaw; + if (player[i].animTarget == rollanim) + player[i].targetyaw = oldtargetyaw; } //Rotation - for(int k=0;k180){ - if(player[k].yaw>player[k].targetyaw) - player[k].yaw-=360; + 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; else - player[k].yaw+=360; + player[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)) + 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 (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(player[k].isRun()) - player[k].targettilt=(player[k].yaw-player[k].targetyaw)/4; + if (player[k].isRun()) + player[k].targettilt = (player[k].yaw - player[k].targetyaw) / 4; - player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150); - player[k].grabdelay-=multiplier; + player[k].tilt = stepTowardf(player[k].tilt, player[k].targettilt, multiplier * 150); + player[k].grabdelay -= multiplier; } //do animations - for(int k=0;k=0;j--){ - envsoundlife[j]-=multiplier; - if(envsoundlife[j]<0){ + + for (int j = numenvsounds - 1; j >= 0; j--) { + envsoundlife[j] -= multiplier; + if (envsoundlife[j] < 0) { numenvsounds--; - envsoundlife[j]=envsoundlife[numenvsounds]; - envsound[j]=envsound[numenvsounds]; + envsoundlife[j] = envsoundlife[numenvsounds]; + envsound[j] = envsound[numenvsounds]; } } - if(slomo) + if (slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq); else OPENAL_SetFrequency(OPENAL_ALL, 22050); - if(tutoriallevel==1){ + if (tutoriallevel == 1) { XYZ temp; XYZ temp2; XYZ temp3; XYZ oldtemp; XYZ oldtemp2; - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - temp3.x=1038; - temp3.y=76; - temp3.z=453; - oldtemp=temp; - oldtemp2=temp2; - if(tutorialstage>=51) - if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){ + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + temp3.x = 1038; + temp3.y = 76; + temp3.z = 453; + oldtemp = temp; + oldtemp2 = temp2; + if (tutorialstage >= 51) + if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[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); emit_stream_np(stream_menutheme); - gameon=0; - mainmenu=5; + gameon = 0; + mainmenu = 5; fireSound(); flash(); } - if(tutorialstage<51) - if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){ + 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); - player[0].coords=(oldtemp+oldtemp2)/2; + player[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){ + 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); - for(int i=0;i90) - pitch=90; - if(pitch<-70) - pitch=-70; - } +void Game::TickOnce() +{ + if (mainmenu) + yaw += multiplier * 5; + else if (directing || indialogue == -1) { + yaw += deltah * .7; + if (!invertmouse) + pitch += deltav * .7; + if (invertmouse) + pitch -= deltav * .7; + if (pitch > 90) + pitch = 90; + if (pitch < -70) + pitch = -70; + } } -void Game::TickOnceAfter(){ - static XYZ colviewer; - static XYZ coltarget; - static XYZ target; - static XYZ col; - static XYZ facing; - static float changedelay; - static bool alldead; - static float unseendelay; - static float cameraspeed; - - if(!mainmenu){ - static int oldmusictype=musictype; - - if(environment==snowyenvironment) - leveltheme=stream_snowtheme; - if(environment==grassyenvironment) - leveltheme=stream_grasstheme; - if(environment==desertenvironment) - leveltheme=stream_deserttheme; - - realthreat=0; - - musictype=leveltheme; - for(int i=0;i0) - musictype=stream_fighttheme; - } - - - if(loading==2){ - musictype=stream_menutheme; - musicvolume[2]=512; - musicvolume[0]=0; - musicvolume[1]=0; - musicvolume[3]=0; - } - - if(musictoggle) - if(musictype!=oldmusictype&&musictype==stream_fighttheme) - emit_sound_np(alarmsound); - musicselected=musictype; - - if(musicselected==leveltheme) - musicvolume[0]+=multiplier*450; - else - musicvolume[0]-=multiplier*450; - if(musicselected==stream_fighttheme) - musicvolume[1]+=multiplier*450; - else - musicvolume[1]-=multiplier*450; - if(musicselected==stream_menutheme) - musicvolume[2]+=multiplier*450; - else - musicvolume[2]-=multiplier*450; - - for(int i=0;i<3;i++){ - if(musicvolume[i]<0) - musicvolume[i]=0; - if(musicvolume[i]>512) - musicvolume[i]=512; - } - - if(musicvolume[2]>128&&!loading&&!mainmenu) - musicvolume[2]=128; - - if(musictoggle){ - if(musicvolume[0]>0&&oldmusicvolume[0]<=0) - emit_stream_np(leveltheme, musicvolume[0]); - if(musicvolume[1]>0&&oldmusicvolume[1]<=0) - emit_stream_np(stream_fighttheme, musicvolume[1]); - if(musicvolume[2]>0&&oldmusicvolume[2]<=0) - emit_stream_np(stream_menutheme, musicvolume[2]); - if(musicvolume[0]<=0&&oldmusicvolume[0]>0) - pause_sound(leveltheme); - if(musicvolume[1]<=0&&oldmusicvolume[1]>0) - pause_sound(stream_fighttheme); - if(musicvolume[2]<=0&&oldmusicvolume[2]>0) - pause_sound(stream_menutheme); - - if(musicvolume[0]!=oldmusicvolume[0]) - OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); - if(musicvolume[1]!=oldmusicvolume[1]) - OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); - if(musicvolume[2]!=oldmusicvolume[2]) - OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); - - for(int i=0;i<3;i++) - oldmusicvolume[i]=musicvolume[i]; - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - killhotspot=2; - for(int i=0;i10&&hotspottype[i]<20){ - if(player[hotspottype[i]-10].dead==0) - killhotspot=0; - else if(killhotspot==2) - killhotspot=1; - } - } - if(killhotspot==2) - killhotspot=0; - - - winhotspot=false; - for(int i=0;i 0) + musictype = stream_fighttheme; + } + + + if (loading == 2) { + musictype = stream_menutheme; + musicvolume[2] = 512; + musicvolume[0] = 0; + musicvolume[1] = 0; + musicvolume[3] = 0; + } + + if (musictoggle) + if (musictype != oldmusictype && musictype == stream_fighttheme) + emit_sound_np(alarmsound); + musicselected = musictype; + + if (musicselected == leveltheme) + musicvolume[0] += multiplier * 450; + else + musicvolume[0] -= multiplier * 450; + if (musicselected == stream_fighttheme) + musicvolume[1] += multiplier * 450; + else + musicvolume[1] -= multiplier * 450; + if (musicselected == stream_menutheme) + musicvolume[2] += multiplier * 450; + else + musicvolume[2] -= multiplier * 450; + + for (int i = 0; i < 3; i++) { + if (musicvolume[i] < 0) + musicvolume[i] = 0; + if (musicvolume[i] > 512) + musicvolume[i] = 512; + } + + if (musicvolume[2] > 128 && !loading && !mainmenu) + musicvolume[2] = 128; + + if (musictoggle) { + if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) + emit_stream_np(leveltheme, musicvolume[0]); + if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) + emit_stream_np(stream_fighttheme, musicvolume[1]); + if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) + emit_stream_np(stream_menutheme, musicvolume[2]); + if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) + pause_sound(leveltheme); + if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) + pause_sound(stream_fighttheme); + if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) + pause_sound(stream_menutheme); + + if (musicvolume[0] != oldmusicvolume[0]) + OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); + if (musicvolume[1] != oldmusicvolume[1]) + OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); + if (musicvolume[2] != oldmusicvolume[2]) + OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); + + for (int i = 0; i < 3; i++) + oldmusicvolume[i] = musicvolume[i]; + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; + } + } + + killhotspot = 2; + for (int i = 0; i < numhotspots; i++) { + if (hotspottype[i] > 10 && hotspottype[i] < 20) { + if (player[hotspottype[i] - 10].dead == 0) + killhotspot = 0; + else if (killhotspot == 2) + killhotspot = 1; + } + } + if (killhotspot == 2) + killhotspot = 0; + + + winhotspot = false; + for (int i = 0; i < numhotspots; i++) + if (hotspottype[i] == -1) + if (distsq(&player[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) numalarmed++; - if(numalarmed>maxalarmed) - maxalarmed=numalarmed; - - if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){ - if(player[0].dead&&changedelay<=0){ - changedelay=1; - targetlevel=whichlevel; - } - alldead=true; - for(int i=1;i maxalarmed) + maxalarmed = numalarmed; + + if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { + if (player[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) { + alldead = false; break; - } - } - - - if(alldead&&!player[0].dead&&maptype==mapkilleveryone) { - changedelay=1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - if(winhotspot||windialogue) { - changedelay=0.1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - - if(killhotspot){ - changedelay=1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - if(changedelay>0&&!player[0].dead&&!won) { - //high scores, awards, win - if(campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); - scoreadded=1; - } else { - accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime); - } - won=1; - } - } - - if(!winfreeze){ - - if(leveltime<1){ - loading=0; - changedelay=.1; - alldead=false; - winhotspot=false; - killhotspot=0; - } - - if(!editorenabled&&gameon&&!mainmenu) { - if(changedelay!=-999) - changedelay-=multiplier/7; - if(player[0].dead) - targetlevel=whichlevel; - if(loading==2&&!campaign){ - flash(); - - fireSound(firestartsound); - - if(!player[0].dead&&targetlevel!=whichlevel) - startbonustotal=bonustotal; - if(player[0].dead) + } + } + + + if (alldead && !player[0].dead && maptype == mapkilleveryone) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1)targetlevel = 0; + } + if (winhotspot || windialogue) { + changedelay = 0.1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1)targetlevel = 0; + } + + + if (killhotspot) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1)targetlevel = 0; + } + + if (changedelay > 0 && !player[0].dead && !won) { + //high scores, awards, win + if (campaign) { + accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + scoreadded = 1; + } else { + accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + } + won = 1; + } + } + + if (!winfreeze) { + + if (leveltime < 1) { + loading = 0; + changedelay = .1; + alldead = false; + winhotspot = false; + killhotspot = 0; + } + + if (!editorenabled && gameon && !mainmenu) { + if (changedelay != -999) + changedelay -= multiplier / 7; + if (player[0].dead) + targetlevel = whichlevel; + if (loading == 2 && !campaign) { + flash(); + + fireSound(firestartsound); + + if (!player[0].dead && targetlevel != whichlevel) + startbonustotal = bonustotal; + if (player[0].dead) Loadlevel(whichlevel); - else + else Loadlevel(targetlevel); - fireSound(); + fireSound(); - loading=3; - } - if(loading==2&&targetlevel==whichlevel){ - flash(); - loadtime=0; + loading = 3; + } + if (loading == 2 && targetlevel == whichlevel) { + flash(); + loadtime = 0; - fireSound(firestartsound); + fireSound(firestartsound); - Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); + Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); - fireSound(); + fireSound(); - loading=3; - } - if(changedelay<=-999&& - whichlevel!=-2&& - !loading&& - (player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| + loading = 3; + } + if (changedelay <= -999 && + whichlevel != -2 && + !loading && + (player[0].dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || (killhotspot))) - loading=1; - if((player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| - (windialogue)|| - (killhotspot))&& - changedelay<=0) { - if(whichlevel!=-2&&!loading&&!player[0].dead) { - winfreeze=true; - changedelay=-999; + loading = 1; + if ((player[0].dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (killhotspot)) && + changedelay <= 0) { + if (whichlevel != -2 && !loading && !player[0].dead) { + winfreeze = true; + changedelay = -999; } - if(player[0].dead) - loading=1; - } - } + if (player[0].dead) + loading = 1; + } + } - if(campaign) { + if (campaign) { // campaignchoosenext determines what to do when the level is complete: // 0 = load next level // 1 = go back to level select screen // 2 = stealthload next level - if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) { - if(campaignlevels[actuallevel].nextlevel.empty()) - endgame=1; - } else if(mainmenu==0&&winfreeze) { - stealthloading = (campaignlevels[actuallevel].choosenext==2); + if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) { + if (campaignlevels[actuallevel].nextlevel.empty()) + endgame = 1; + } else if (mainmenu == 0 && winfreeze) { + stealthloading = (campaignlevels[actuallevel].choosenext == 2); - if(!stealthloading){ - fireSound(firestartsound); + if (!stealthloading) { + fireSound(firestartsound); - flash(); - } - - startbonustotal=0; - - LoadCampaign(); - - loading=2; - loadtime=0; - targetlevel=7; - if(!firstload) - LoadStuff(); - whichchoice=0; - actuallevel=campaignlevels[actuallevel].nextlevel.front(); - visibleloading=1; - stillloading=1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); + flash(); + } - stealthloading=0; - } + startbonustotal = 0; + + LoadCampaign(); + + loading = 2; + loadtime = 0; + targetlevel = 7; + if (!firstload) + LoadStuff(); + whichchoice = 0; + actuallevel = campaignlevels[actuallevel].nextlevel.front(); + visibleloading = 1; + stillloading = 1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign = 1; + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + + stealthloading = 0; + } } - if(loading==3) - loading=0; + if (loading == 3) + loading = 0; } - oldmusictype=musictype; - } - - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-pitch,0,0); - facing=DoRotation(facing,0,0-yaw,0); - 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; - else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - target.y+=.1; - if(player[0].skeleton.free){ - for(int i=0;itarget.y) - target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y; - } - target.y+=.1; - } - if(player[0].skeleton.free!=2/*&&!autocam*/){ - cameraspeed=20; - if(findLengthfast(&player[0].velocity)>400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)2.3)cameradist=2.3; - viewer=cameraloc-facing*cameradist; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;j target.y) + target.y = player[0].skeleton.joints[i].position.y * player[0].scale + player[0].coords.y; + } + target.y += .1; + } + if (player[0].skeleton.free != 2/*&&!autocam*/) { + cameraspeed = 20; + if (findLengthfast(&player[0].velocity) > 400) { + cameraspeed = 20 + (findLength(&player[0].velocity) - 20) * .96; + } + if (player[0].skeleton.free == 0 && player[0].animTarget != hanganim && player[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)cameraloc = cameraloc + coltarget * multiplier * cameraspeed; + else cameraloc = cameraloc + coltarget * multiplier * 8; + } + if (editorenabled)cameraloc = target; + cameradist += multiplier * 5; + if (cameradist > 2.3)cameradist = 2.3; + viewer = cameraloc - facing * cameradist; + colviewer = viewer; + coltarget = cameraloc; + objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + if (terrain.patchobjectnum[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]; + 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]; + colviewer = viewer; + if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { + viewer = colviewer; } } - cameradist=findDistance(&viewer,&target); - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6); - if(cameraloc.y400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4; - cameradist+=multiplier*5; - if(cameradist>3.3)cameradist=3.3; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)1) - { - Normalise(&coltarget); - if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; - else cameraloc=cameraloc+coltarget*multiplier*8; - } - if(editorenabled)cameraloc=target; - viewer=cameraloc; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;j400){ + cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; + } + if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4; + cameradist+=multiplier*5; + if(cameradist>3.3)cameradist=3.3; + coltarget=target-cameraloc; + if(findLengthfast(&coltarget)1) + { + Normalise(&coltarget); + if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; + else cameraloc=cameraloc+coltarget*multiplier*8; + } + if(editorenabled)cameraloc=target; + viewer=cameraloc; + colviewer=viewer; + coltarget=cameraloc; + objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); + if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) + for(int j=0;j.8)camerashake=.8; - //if(woozy>10)woozy=10; - //woozy+=multiplier; - woozy+=multiplier; - if(player[0].dead)camerashake=0; - if(player[0].dead)woozy=0; - camerashake-=multiplier*2; - blackout-=multiplier*2; - //if(player[0].isCrouch())woozy-=multiplier*8; - if(camerashake<0)camerashake=0; - if(blackout<0)blackout=0; - //if(woozy<0)woozy=0; - if(camerashake){ - viewer.x+=(float)(Random()%100)*.0005*camerashake; - viewer.y+=(float)(Random()%100)*.0005*camerashake; - viewer.z+=(float)(Random()%100)*.0005*camerashake; - } - } + if (camerashake > .8)camerashake = .8; + //if(woozy>10)woozy=10; + //woozy+=multiplier; + woozy += multiplier; + if (player[0].dead)camerashake = 0; + if (player[0].dead)woozy = 0; + camerashake -= multiplier * 2; + blackout -= multiplier * 2; + //if(player[0].isCrouch())woozy-=multiplier*8; + if (camerashake < 0)camerashake = 0; + if (blackout < 0)blackout = 0; + //if(woozy<0)woozy=0; + if (camerashake) { + viewer.x += (float)(Random() % 100) * .0005 * camerashake; + viewer.y += (float)(Random() % 100) * .0005 * camerashake; + viewer.z += (float)(Random() % 100) * .0005 * camerashake; + } + } } diff --git a/Source/Globals.cpp b/Source/Globals.cpp index 6add2e2..b3f3613 100644 --- a/Source/Globals.cpp +++ b/Source/Globals.cpp @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -54,11 +54,11 @@ float windvar = 0; float precipdelay = 0; float gamespeed = 0; float oldgamespeed = 0; -float tintr = 0,tintg = 0,tintb = 0; +float tintr = 0, tintg = 0, tintb = 0; int difficulty = 0; float multiplier = 0; float realmultiplier = 0; -float screenwidth = 0,screenheight = 0; +float screenwidth = 0, screenheight = 0; float viewdistance = 0; XYZ viewer; XYZ viewerfacing; @@ -85,8 +85,8 @@ float playerdist = 0; Objects objects; int slomo = 0; float slomodelay = 0; -GLubyte bloodText[512*512*3] = {0}; -GLubyte wolfbloodText[512*512*3] = {0}; +GLubyte bloodText[512 * 512 * 3] = {0}; +GLubyte wolfbloodText[512 * 512 * 3] = {0}; float colors[3] = {0}; int bloodtoggle = 0; bool osx = false; @@ -103,7 +103,7 @@ bool ambientsound = false; bool mousejump = false; bool freeze = false; bool winfreeze = false; -float flashamount = 0,flashr = 0,flashg = 0,flashb = 0; +float flashamount = 0, flashr = 0, flashg = 0, flashb = 0; int flashdelay = 0; bool vblsync = false; float motionbluramount = 0; @@ -129,7 +129,7 @@ XYZ hotspot[40]; int hotspottype[40] = {0}; float hotspotsize[40] = {0}; char hotspottext[40][256] = {0}; -int currenthotspot = 0; +int currenthotspot = 0; int killhotspot = 0; float menupulse = 0; diff --git a/Source/Input.cpp b/Source/Input.cpp index f7ab1ff..08c5732 100644 --- a/Source/Input.cpp +++ b/Source/Input.cpp @@ -11,7 +11,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -25,62 +25,68 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. extern bool keyboardfrozen; -bool keyDown[SDLK_LAST+6]; -bool keyPressed[SDLK_LAST+6]; +bool keyDown[SDLK_LAST + 6]; +bool keyPressed[SDLK_LAST + 6]; -void Input::Tick(){ +void Input::Tick() +{ SDL_PumpEvents(); - Uint8 *keyState = SDL_GetKeyState(NULL); - for(int i=0;i=SDLK_LAST+6) // really useful? check that. +bool Input::isKeyDown(int k) +{ + if (keyboardfrozen || k >= SDLK_LAST + 6) // really useful? check that. return false; return keyDown[k]; } -bool Input::isKeyPressed(int k) { - if(keyboardfrozen||k>=SDLK_LAST+6) +bool Input::isKeyPressed(int k) +{ + if (keyboardfrozen || k >= SDLK_LAST + 6) return false; return keyPressed[k]; } -const char* Input::keyToChar(unsigned short i) { - if(i FUNCTION PROTOTYPES <**/ -class Input { - public: - static void Tick(); - static bool isKeyDown(int k); - static bool isKeyPressed(int k); - static const char* keyToChar(unsigned short which); - static unsigned short CharToKey(const char* which); - static Boolean MouseClicked(); +class Input +{ +public: + static void Tick(); + static bool isKeyDown(int k); + static bool isKeyPressed(int k); + static const char* keyToChar(unsigned short which); + static unsigned short CharToKey(const char* which); + static Boolean MouseClicked(); }; #endif diff --git a/Source/Lights.cpp b/Source/Lights.cpp index 9a351c9..ab93c86 100644 --- a/Source/Lights.cpp +++ b/Source/Lights.cpp @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -22,73 +22,75 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. /**> HEADER FILES <**/ #include "Lights.h" -void SetUpLight(Light* whichsource, int whichlight){ - static float qattenuation[]={0.0002f}; - static float cattenuation[]={1.5f}; - static float lattenuation[]={0.5f}; - static float zattenuation[]={0.0f}; - - //Initialize lights - if(whichlight==0){ - GLfloat LightAmbient[]= { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f}; - GLfloat LightDiffuse[]= { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f }; - GLfloat LightPosition[]= { whichsource->location.x, whichsource->location.y, whichsource->location.z, 0.0f }; - - //glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation); - glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); - glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); - glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); - glEnable(GL_LIGHT0); - }else{ - GLenum lightselect=GL_LIGHT1; - switch (whichlight){ - case 2: - lightselect=GL_LIGHT2; - break; - case 3: - lightselect=GL_LIGHT3; - break; - case 4: - lightselect=GL_LIGHT4; - break; - case 5: - lightselect=GL_LIGHT5; - break; - case 6: - lightselect=GL_LIGHT6; - break; - case 7: - lightselect=GL_LIGHT7; - break; - } - - GLfloat LightAmbient[]= { 0, 0, 0, 1.0f}; - GLfloat LightDiffuse[]= { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f }; - GLfloat LightPosition[]= { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f }; - - glLightfv(lightselect, GL_QUADRATIC_ATTENUATION, qattenuation); - glLightfv(lightselect, GL_POSITION, LightPosition); - glLightfv(lightselect, GL_AMBIENT, LightAmbient); - glLightfv(lightselect, GL_DIFFUSE, LightDiffuse); - glEnable(lightselect); - - } +void SetUpLight(Light* whichsource, int whichlight) +{ + static float qattenuation[] = {0.0002f}; + static float cattenuation[] = {1.5f}; + static float lattenuation[] = {0.5f}; + static float zattenuation[] = {0.0f}; + + //Initialize lights + if (whichlight == 0) { + GLfloat LightAmbient[] = { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f}; + GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f }; + GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 0.0f }; + + //glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation); + glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); + glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); + glEnable(GL_LIGHT0); + } else { + GLenum lightselect = GL_LIGHT1; + switch (whichlight) { + case 2: + lightselect = GL_LIGHT2; + break; + case 3: + lightselect = GL_LIGHT3; + break; + case 4: + lightselect = GL_LIGHT4; + break; + case 5: + lightselect = GL_LIGHT5; + break; + case 6: + lightselect = GL_LIGHT6; + break; + case 7: + lightselect = GL_LIGHT7; + break; + } + + GLfloat LightAmbient[] = { 0, 0, 0, 1.0f}; + GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f }; + GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f }; + + glLightfv(lightselect, GL_QUADRATIC_ATTENUATION, qattenuation); + glLightfv(lightselect, GL_POSITION, LightPosition); + glLightfv(lightselect, GL_AMBIENT, LightAmbient); + glLightfv(lightselect, GL_DIFFUSE, LightDiffuse); + glEnable(lightselect); + + } } -void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float ambientg, float ambientb){ - static float qattenuation[]={0.0f}; +void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float ambientg, float ambientb) +{ + static float qattenuation[] = {0.0f}; - //Initialize lights + //Initialize lights - if(whichlight==0){ - GLfloat LightAmbient[]= { ambientr, ambientg, ambientb, 1.0f}; - GLfloat LightDiffuse[]= { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f }; - GLfloat LightPosition[]= { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f }; + if (whichlight == 0) { + GLfloat LightAmbient[] = { ambientr, ambientg, ambientb, 1.0f}; + GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f }; + GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f }; - glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation); - glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); - glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); - glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); - glEnable(GL_LIGHT0); - } + glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation); + glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); + glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); + glEnable(GL_LIGHT0); + } } diff --git a/Source/Lights.h b/Source/Lights.h index 483d1e0..275e350 100644 --- a/Source/Lights.h +++ b/Source/Lights.h @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -27,21 +27,22 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "gamegl.h" #include "Quaternions.h" -class Light{ +class Light +{ public: - GLint type; - GLfloat color[3]; - GLfloat ambient[3]; - int attach; - XYZ location; + GLint type; + GLfloat color[3]; + GLfloat ambient[3]; + int attach; + XYZ location; inline void setColors(GLfloat cr, GLfloat cg, GLfloat cb, - GLfloat ar, GLfloat ag, GLfloat ab){ - color[0]=cr; - color[1]=cg; - color[2]=cb; - ambient[0]=ar; - ambient[1]=ag; - ambient[2]=ab; + GLfloat ar, GLfloat ag, GLfloat ab) { + color[0] = cr; + color[1] = cg; + color[2] = cb; + ambient[0] = ar; + ambient[1] = ag; + ambient[2] = ab; } }; diff --git a/Source/MacCompatibility.cpp b/Source/MacCompatibility.cpp index e82b1b7..738739d 100644 --- a/Source/MacCompatibility.cpp +++ b/Source/MacCompatibility.cpp @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -62,83 +62,79 @@ static int QueryPerformanceCounter(LARGE_INTEGER *liptr) class AppTime { public: - AppTime() - { - counterRate = 1; - baseCounter = 0; - QueryPerformanceFrequency( (LARGE_INTEGER*)&counterRate); - QueryPerformanceCounter( (LARGE_INTEGER*)&baseCounter); - } - __int64 counterRate; // LARGE_INTEGER type has no math functions so use int64 - __int64 baseCounter; + AppTime() { + counterRate = 1; + baseCounter = 0; + QueryPerformanceFrequency( (LARGE_INTEGER*)&counterRate); + QueryPerformanceCounter( (LARGE_INTEGER*)&baseCounter); + } + __int64 counterRate; // LARGE_INTEGER type has no math functions so use int64 + __int64 baseCounter; }; static AppTime g_appTime; void CopyCStringToPascal( const char* src, unsigned char dst[256]) { - int len = strlen( src); - dst[ 0] = len; - memcpy( dst + 1, src, len); + int len = strlen( src); + dst[ 0] = len; + memcpy( dst + 1, src, len); } void CopyPascalStringToC( const unsigned char* src, char* dst) { - int len = src[ 0]; - memcpy( dst, src + 1, len); - dst[ len] = 0; + int len = src[ 0]; + memcpy( dst, src + 1, len); + dst[ len] = 0; } AbsoluteTime UpTime() { - __int64 counter; - QueryPerformanceCounter( (LARGE_INTEGER*)&counter); + __int64 counter; + QueryPerformanceCounter( (LARGE_INTEGER*)&counter); - counter -= g_appTime.baseCounter; + counter -= g_appTime.baseCounter; - AbsoluteTime time; - time.lo = (unsigned long)counter; - time.hi = (unsigned long)(counter >> 32); - return time; + AbsoluteTime time; + time.lo = (unsigned long)counter; + time.hi = (unsigned long)(counter >> 32); + return time; } Duration AbsoluteDeltaToDuration( AbsoluteTime& a, AbsoluteTime& b) { - __int64 value = a.hi; - value <<= 32; - value |= a.lo; - __int64 value2 = b.hi; - value2 <<= 32; - value2 |= b.lo; - value -= value2; - - if (value <= 0) - return durationImmediate; - - __int64 frac = value % g_appTime.counterRate; - value /= g_appTime.counterRate; - - Duration time; - - if (value == 0) - { - frac *= -1000000; - frac /= g_appTime.counterRate; - time = (Duration)frac; - } - else - { - frac *= 1000; - frac /= g_appTime.counterRate; - value *= 1000; - value += frac; - time = (Duration)value; - } - - return time; + __int64 value = a.hi; + value <<= 32; + value |= a.lo; + __int64 value2 = b.hi; + value2 <<= 32; + value2 |= b.lo; + value -= value2; + + if (value <= 0) + return durationImmediate; + + __int64 frac = value % g_appTime.counterRate; + value /= g_appTime.counterRate; + + Duration time; + + if (value == 0) { + frac *= -1000000; + frac /= g_appTime.counterRate; + time = (Duration)frac; + } else { + frac *= 1000; + frac /= g_appTime.counterRate; + value *= 1000; + value += frac; + time = (Duration)value; + } + + return time; } @@ -163,13 +159,11 @@ static int locateOneElement(char *buf) return(1); /* quick rejection: exists in current case. */ ptr = strrchr(buf, '/'); /* find entry at end of path. */ - if (ptr == NULL) - { + if (ptr == NULL) { dirp = opendir("."); ptr = buf; } /* if */ - else - { + else { *ptr = '\0'; dirp = opendir(buf); *ptr = '/'; @@ -177,10 +171,8 @@ static int locateOneElement(char *buf) } /* else */ struct dirent *dent; - while ((dent = readdir(dirp)) != NULL) - { - if (strcasecmp(dent->d_name, ptr) == 0) - { + while ((dent = readdir(dirp)) != NULL) { + if (strcasecmp(dent->d_name, ptr) == 0) { strcpy(ptr, dent->d_name); /* found a match. Overwrite with this case. */ closedir(dirp); return(1); @@ -205,8 +197,7 @@ static inline const char *getUserDirByUID(void) static inline const char *getPrefPath(void) { static char *prefpath = NULL; - if (prefpath == NULL) - { + if (prefpath == NULL) { const char *homedir = getenv("HOME"); if (homedir == NULL) homedir = getUserDirByUID(); @@ -232,16 +223,13 @@ static int locateCorrectCase(char *buf, bool makedirs) char *prevptr; ptr = prevptr = buf; - while (ptr = strchr(ptr + 1, '/')) - { + while (ptr = strchr(ptr + 1, '/')) { *ptr = '\0'; /* block this path section off */ rc = locateOneElement(buf); - if (!rc) - { + if (!rc) { if (makedirs) /* normal if we're writing; build dirs! */ mkdir(buf, S_IRWXU); - else - { + else { *ptr = '/'; /* restore path separator */ return(-2); /* missing element in path. */ } /* else */ @@ -284,25 +272,24 @@ char* ConvertFileName( const char* orgfilename, const char *mode) if (orgfilename == g_filename) // recursion? return g_filename; - // translate filename into proper path name - if (orgfilename[ 0] == ':') - orgfilename++; - strcpy( g_filename, orgfilename); + // translate filename into proper path name + if (orgfilename[ 0] == ':') + orgfilename++; + strcpy( g_filename, orgfilename); - for (int n = 0; g_filename[ n]; n++) - { - if (g_filename[ n] == ':') - g_filename[ n] = '/'; + for (int n = 0; g_filename[ n]; n++) { + if (g_filename[ n] == ':') + g_filename[ n] = '/'; - else if (g_filename[ n] == '\\') - g_filename[ n] = '/'; - } + else if (g_filename[ n] == '\\') + g_filename[ n] = '/'; + } - #if PLATFORM_UNIX +#if PLATFORM_UNIX locateCorrectFile(g_filename, mode); - #endif +#endif - return g_filename; + return g_filename; } #endif diff --git a/Source/MacCompatibility.h b/Source/MacCompatibility.h index e9b2905..17745cd 100644 --- a/Source/MacCompatibility.h +++ b/Source/MacCompatibility.h @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -55,10 +55,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. typedef bool Boolean; -struct Point -{ - short v; - short h; +struct Point { + short v; + short h; }; typedef signed char SInt8; @@ -72,35 +71,33 @@ void CopyCStringToPascal( const char* src, unsigned char dst[256]); void CopyPascalStringToC( const unsigned char* src, char* dst); -typedef struct AbsoluteTime -{ - unsigned long hi; - unsigned long lo; -} AbsoluteTime; +typedef struct AbsoluteTime { + unsigned long hi; + unsigned long lo; +} AbsoluteTime; AbsoluteTime UpTime(); // NOTE: returns time since app started, not system start -typedef long Duration; - -enum -{ - durationMicrosecond = -1, - durationMillisecond = 1, - durationSecond = 1000, - durationMinute = 1000 * 60, - durationHour = 1000 * 60 * 60, - durationDay = 1000 * 60 * 60 * 24, - durationForever = 0x7FFFFFFF, - durationImmediate = 0, -}; +typedef long Duration; + +enum { + durationMicrosecond = -1, + durationMillisecond = 1, + durationSecond = 1000, + durationMinute = 1000 * 60, + durationHour = 1000 * 60 * 60, + durationDay = 1000 * 60 * 60 * 24, + durationForever = 0x7FFFFFFF, + durationImmediate = 0, +}; Duration AbsoluteDeltaToDuration( AbsoluteTime& a, AbsoluteTime& b); #ifdef _MSC_VER inline bool isnormal( double x) { - int ret = _fpclass( x); - return (ret == _FPCLASS_NN || ret == _FPCLASS_PN); + int ret = _fpclass( x); + return (ret == _FPCLASS_NN || ret == _FPCLASS_PN); } #else #include diff --git a/Source/Menu.cpp b/Source/Menu.cpp index 5414049..8eb10e4 100644 --- a/Source/Menu.cpp +++ b/Source/Menu.cpp @@ -8,34 +8,39 @@ using namespace Menu; extern float multiplier; struct MenuItem { - enum MenuItemType{NONE,LABEL,BUTTON,IMAGE,IMAGEBUTTON,MAPMARKER,MAPLINE,MAPLABEL} type; + enum MenuItemType {NONE, LABEL, BUTTON, IMAGE, IMAGEBUTTON, MAPMARKER, MAPLINE, MAPLABEL} type; int id; string text; Texture texture; - int x,y,w,h; - float r,g,b; + int x, y, w, h; + float r, g, b; float effectfade; float linestartsize; float lineendsize; void init(MenuItemType _type, int _id, const string& _text, Texture _texture, - int _x, int _y, int _w, int _h, float _r, float _g, float _b, - float _linestartsize=1, float _lineendsize=1){ - type=_type; - id=_id; - text=_text; - texture=_texture; - x=_x; y=_y; w=_w; h=_h; - r=_r; g=_g; b=_b; - effectfade=0; - linestartsize=_linestartsize; - lineendsize=_lineendsize; - if(type==MenuItem::BUTTON){ - if(w==-1) - w=text.length()*10; - if(h==-1) - h=20; + int _x, int _y, int _w, int _h, float _r, float _g, float _b, + float _linestartsize = 1, float _lineendsize = 1) { + type = _type; + id = _id; + text = _text; + texture = _texture; + x = _x; + y = _y; + w = _w; + h = _h; + r = _r; + g = _g; + b = _b; + effectfade = 0; + linestartsize = _linestartsize; + lineendsize = _lineendsize; + if (type == MenuItem::BUTTON) { + if (w == -1) + w = text.length() * 10; + if (h == -1) + h = 20; } } }; @@ -45,136 +50,149 @@ vector items; -void Menu::clearMenu(){ +void Menu::clearMenu() +{ items.clear(); } -void Menu::addLabel(int id,const string& text,int x,int y,float r,float g,float b){ +void Menu::addLabel(int id, const string& text, int x, int y, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::LABEL,id,text,Texture(),x,y,-1,-1,r,g,b); + items.back().init(MenuItem::LABEL, id, text, Texture(), x, y, -1, -1, r, g, b); } -void Menu::addButton(int id,const string& text,int x,int y,float r,float g,float b){ +void Menu::addButton(int id, const string& text, int x, int y, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::BUTTON,id,text,Texture(),x,y,-1,-1,r,g,b); + items.back().init(MenuItem::BUTTON, id, text, Texture(), x, y, -1, -1, r, g, b); } -void Menu::addImage(int id,Texture texture,int x,int y,int w,int h,float r,float g,float b){ +void Menu::addImage(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::IMAGE,id,"",texture,x,y,w,h,r,g,b); + items.back().init(MenuItem::IMAGE, id, "", texture, x, y, w, h, r, g, b); } -void Menu::addButtonImage(int id,Texture texture,int x,int y,int w,int h,float r,float g,float b){ +void Menu::addButtonImage(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::IMAGEBUTTON,id,"",texture,x,y,w,h,r,g,b); + items.back().init(MenuItem::IMAGEBUTTON, id, "", texture, x, y, w, h, r, g, b); } -void Menu::addMapLine(int x, int y, int w, int h, float startsize, float endsize, float r,float g,float b){ +void Menu::addMapLine(int x, int y, int w, int h, float startsize, float endsize, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::MAPLINE,-1,"",Texture(),x,y,w,h,r,g,b,startsize,endsize); + items.back().init(MenuItem::MAPLINE, -1, "", Texture(), x, y, w, h, r, g, b, startsize, endsize); } -void Menu::addMapMarker(int id,Texture texture,int x,int y,int w,int h,float r,float g,float b){ +void Menu::addMapMarker(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::MAPMARKER,id,"",texture,x,y,w,h,r,g,b); + items.back().init(MenuItem::MAPMARKER, id, "", texture, x, y, w, h, r, g, b); } -void Menu::addMapLabel(int id,const string& text,int x,int y,float r,float g,float b){ +void Menu::addMapLabel(int id, const string& text, int x, int y, float r, float g, float b) +{ items.push_back(MenuItem()); - items.back().init(MenuItem::MAPLABEL,id,text,Texture(),x,y,-1,-1,r,g,b); + items.back().init(MenuItem::MAPLABEL, id, text, Texture(), x, y, -1, -1, r, g, b); } -void Menu::setText(int id,const string& text){ - for(vector::iterator it=items.begin();it!=items.end();it++) - if(it->id==id){ - it->text=text; - it->w=it->text.length()*10; +void Menu::setText(int id, const string& text) +{ + for (vector::iterator it = items.begin(); it != items.end(); it++) + if (it->id == id) { + it->text = text; + it->w = it->text.length() * 10; break; } } -void Menu::setText(int id,const string& text,int x,int y,int w,int h){ - for(vector::iterator it=items.begin();it!=items.end();it++) - if(it->id==id){ - it->text=text; - it->x=x; - it->y=y; - if(w==-1) - it->w=it->text.length()*10; - if(h==-1) - it->h=20; +void Menu::setText(int id, const string& text, int x, int y, int w, int h) +{ + for (vector::iterator it = items.begin(); it != items.end(); it++) + if (it->id == id) { + it->text = text; + it->x = x; + it->y = y; + if (w == -1) + it->w = it->text.length() * 10; + if (h == -1) + it->h = 20; break; } } -int Menu::getSelected(int mousex, int mousey){ - for(vector::iterator it=items.begin();it!=items.end();it++) - if(it->type==MenuItem::BUTTON || it->type==MenuItem::IMAGEBUTTON || it->type==MenuItem::MAPMARKER) { - int mx=mousex; - int my=mousey; - if(it->type==MenuItem::MAPMARKER){ - mx-=1; - my+=2; +int Menu::getSelected(int mousex, int mousey) +{ + for (vector::iterator it = items.begin(); it != items.end(); it++) + if (it->type == MenuItem::BUTTON || it->type == MenuItem::IMAGEBUTTON || it->type == MenuItem::MAPMARKER) { + int mx = mousex; + int my = mousey; + if (it->type == MenuItem::MAPMARKER) { + mx -= 1; + my += 2; } - if(mx>=it->x && mxx+it->w && my>=it->y && myy+it->h) + if (mx >= it->x && mx < it->x + it->w && my >= it->y && my < it->y + it->h) return it->id; } return -1; } -void GUITick(){ - for(vector::iterator it=items.begin();it!=items.end();it++){ - if(it->id==Game::selected){ - it->effectfade+=multiplier*5; - if(it->effectfade>1) - it->effectfade=1; - }else{ - it->effectfade-=multiplier*5; - if(it->effectfade<0) - it->effectfade=0; - } +void GUITick() +{ + for (vector::iterator it = items.begin(); it != items.end(); it++) { + if (it->id == Game::selected) { + it->effectfade += multiplier * 5; + if (it->effectfade > 1) + it->effectfade = 1; + } else { + it->effectfade -= multiplier * 5; + if (it->effectfade < 0) + it->effectfade = 0; + } } } -void Menu::drawItems(){ +void Menu::drawItems() +{ GUITick(); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); - for(vector::iterator it=items.begin();it!=items.end();it++){ - switch(it->type){ + for (vector::iterator it = items.begin(); it != items.end(); it++) { + switch (it->type) { case MenuItem::IMAGE: case MenuItem::IMAGEBUTTON: case MenuItem::MAPMARKER: - glColor4f(it->r,it->g,it->b,1); + glColor4f(it->r, it->g, it->b, 1); glPushMatrix(); - if(it->type==MenuItem::MAPMARKER){ - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glTranslatef(2.5,-4.5,0); //from old code - }else{ - glBlendFunc(GL_SRC_ALPHA,GL_ONE); + if (it->type == MenuItem::MAPMARKER) { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glTranslatef(2.5, -4.5, 0); //from old code + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE); } it->texture.bind(); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(it->x,it->y,0); - glTexCoord2f(1,0); - glVertex3f(it->x+it->w,it->y,0); - glTexCoord2f(1,1); - glVertex3f(it->x+it->w,it->y+it->h,0); - glTexCoord2f(0,1); - glVertex3f(it->x,it->y+it->h,0); + glTexCoord2f(0, 0); + glVertex3f(it->x, it->y, 0); + glTexCoord2f(1, 0); + glVertex3f(it->x + it->w, it->y, 0); + glTexCoord2f(1, 1); + glVertex3f(it->x + it->w, it->y + it->h, 0); + glTexCoord2f(0, 1); + glVertex3f(it->x, it->y + it->h, 0); glEnd(); - if(it->type!=MenuItem::IMAGE){ + if (it->type != MenuItem::IMAGE) { //mouseover highlight - for(int i=0;i<10;i++){ - if(1-((float)i)/10-(1-it->effectfade)>0){ - glColor4f(it->r,it->g,it->b,(1-((float)i)/10-(1-it->effectfade))*.25); + for (int i = 0; i < 10; i++) { + if (1 - ((float)i) / 10 - (1 - it->effectfade) > 0) { + glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade))*.25); glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(it->x-((float)i)*1/2, it->y-((float)i)*1/2, 0); - glTexCoord2f(1,0); - glVertex3f(it->x+it->w+((float)i)*1/2, it->y-((float)i)*1/2, 0); - glTexCoord2f(1,1); - glVertex3f(it->x+it->w+((float)i)*1/2, it->y+it->h+((float)i)*1/2, 0); - glTexCoord2f(0,1); - glVertex3f(it->x-((float)i)*1/2, it->y+it->h+((float)i)*1/2, 0); + glTexCoord2f(0, 0); + glVertex3f(it->x - ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0); + glTexCoord2f(1, 0); + glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y - ((float)i) * 1 / 2, 0); + glTexCoord2f(1, 1); + glVertex3f(it->x + it->w + ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0); + glTexCoord2f(0, 1); + glVertex3f(it->x - ((float)i) * 1 / 2, it->y + it->h + ((float)i) * 1 / 2, 0); glEnd(); } } @@ -183,55 +201,56 @@ void Menu::drawItems(){ break; case MenuItem::LABEL: case MenuItem::BUTTON: - glColor4f(it->r,it->g,it->b,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - Game::text->glPrint(it->x,it->y,it->text.c_str(),0,1,640,480); - if(it->type!=MenuItem::LABEL){ + glColor4f(it->r, it->g, it->b, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + Game::text->glPrint(it->x, it->y, it->text.c_str(), 0, 1, 640, 480); + if (it->type != MenuItem::LABEL) { //mouseover highlight - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - for(int i=0;i<15;i++){ - if(1-((float)i)/15-(1-it->effectfade)>0){ - glColor4f(it->r,it->g,it->b,(1-((float)i)/10-(1-it->effectfade))*.25); - Game::text->glPrint(it->x-((float)i),it->y,it->text.c_str(),0,1+((float)i)/70,640,480); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + for (int i = 0; i < 15; i++) { + if (1 - ((float)i) / 15 - (1 - it->effectfade) > 0) { + glColor4f(it->r, it->g, it->b, (1 - ((float)i) / 10 - (1 - it->effectfade))*.25); + Game::text->glPrint(it->x - ((float)i), it->y, it->text.c_str(), 0, 1 + ((float)i) / 70, 640, 480); } } } break; case MenuItem::MAPLABEL: - Game::text->glPrintOutlined(0.9,0,0,it->x,it->y,it->text.c_str(),0,0.6,640,480); + Game::text->glPrintOutlined(0.9, 0, 0, it->x, it->y, it->text.c_str(), 0, 0.6, 640, 480); break; case MenuItem::MAPLINE: { XYZ linestart; - linestart.x=it->x; - linestart.y=it->y; - linestart.z=0; + linestart.x = it->x; + linestart.y = it->y; + linestart.z = 0; XYZ lineend; - lineend.x=it->x+it->w; - lineend.y=it->y+it->h; - lineend.z=0; - XYZ offset=lineend-linestart; - XYZ fac=offset; + lineend.x = it->x + it->w; + lineend.y = it->y + it->h; + lineend.z = 0; + XYZ offset = lineend - linestart; + XYZ fac = offset; Normalise(&fac); - offset=DoRotation(offset,0,0,90); + offset = DoRotation(offset, 0, 0, 90); Normalise(&offset); - linestart+=fac*4*it->linestartsize; - lineend-=fac*4*it->lineendsize; + linestart += fac * 4 * it->linestartsize; + lineend -= fac * 4 * it->lineendsize; - glDisable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glColor4f(it->r,it->g,it->b,1); + glDisable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4f(it->r, it->g, it->b, 1); glPushMatrix(); - glTranslatef(2,-5,0); //from old code + glTranslatef(2, -5, 0); //from old code glBegin(GL_QUADS); - glVertex3f(linestart.x-offset.x*it->linestartsize, linestart.y-offset.y*it->linestartsize, 0.0f); - glVertex3f(linestart.x+offset.x*it->linestartsize, linestart.y+offset.y*it->linestartsize, 0.0f); - glVertex3f(lineend.x+offset.x*it->lineendsize, lineend.y+offset.y*it->lineendsize, 0.0f); - glVertex3f(lineend.x-offset.x*it->lineendsize, lineend.y-offset.y*it->lineendsize, 0.0f); + glVertex3f(linestart.x - offset.x * it->linestartsize, linestart.y - offset.y * it->linestartsize, 0.0f); + glVertex3f(linestart.x + offset.x * it->linestartsize, linestart.y + offset.y * it->linestartsize, 0.0f); + glVertex3f(lineend.x + offset.x * it->lineendsize, lineend.y + offset.y * it->lineendsize, 0.0f); + glVertex3f(lineend.x - offset.x * it->lineendsize, lineend.y - offset.y * it->lineendsize, 0.0f); glEnd(); glPopMatrix(); glEnable(GL_TEXTURE_2D); - } break; + } + break; } } } diff --git a/Source/Menu.h b/Source/Menu.h index 6a1911a..5abeeb1 100644 --- a/Source/Menu.h +++ b/Source/Menu.h @@ -3,19 +3,20 @@ #include "Game.h" -namespace Menu { - void clearMenu(); - void addLabel(int id,const string& text,int x,int y,float r=1,float g=0,float b=0); - void addButton(int id,const string& text,int x,int y,float r=1,float g=0,float b=0); - void addImage(int id,Texture texture,int x,int y,int w,int h,float r=1,float g=1,float b=1); - void addButtonImage(int id,Texture texture,int x,int y,int w,int h,float r=1,float g=1,float b=1); - void addMapLine(int x, int y, int w, int h, float startsize, float endsize, float r,float g,float b); - void addMapMarker(int id,Texture texture,int x,int y,int w,int h,float r,float g,float b); - void addMapLabel(int id,const string& text,int x,int y,float r=1,float g=0,float b=0); - void setText(int id,const string& text); - void setText(int id,const string& text,int x,int y,int w,int h); - int getSelected(int mousex, int mousey); - void drawItems(); +namespace Menu +{ +void clearMenu(); +void addLabel(int id, const string& text, int x, int y, float r = 1, float g = 0, float b = 0); +void addButton(int id, const string& text, int x, int y, float r = 1, float g = 0, float b = 0); +void addImage(int id, Texture texture, int x, int y, int w, int h, float r = 1, float g = 1, float b = 1); +void addButtonImage(int id, Texture texture, int x, int y, int w, int h, float r = 1, float g = 1, float b = 1); +void addMapLine(int x, int y, int w, int h, float startsize, float endsize, float r, float g, float b); +void addMapMarker(int id, Texture texture, int x, int y, int w, int h, float r, float g, float b); +void addMapLabel(int id, const string& text, int x, int y, float r = 1, float g = 0, float b = 0); +void setText(int id, const string& text); +void setText(int id, const string& text, int x, int y, int w, int h); +int getSelected(int mousex, int mousey); +void drawItems(); } #endif diff --git a/Source/Models.cpp b/Source/Models.cpp index 9f92cb5..609d1b1 100644 --- a/Source/Models.cpp +++ b/Source/Models.cpp @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -31,1497 +31,1515 @@ extern bool decals; extern bool visibleloading; -int Model::LineCheck(XYZ *p1,XYZ *p2, XYZ *p, XYZ *move, float *rotate) +int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) { - static int j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - - *p1=*p1-*move; - *p2=*p2-*move; - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - if(*rotate)*p2=DoRotation(*p2,0,-*rotate,0); - if(!sphere_line_intersection(p1,p2,&boundingspherecenter, - &boundingsphereradius))return -1; - firstintersecting=-1; - - for (j=0;jx)*(point.x-p1->x)+(point.y-p1->y)*(point.y-p1->y)+(point.z-p1->z)*(point.z-p1->z); - if((distancex) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = j; + *p = point; + } + } + + if (*rotate)*p = DoRotation(*p, 0, *rotate, 0); + *p = *p + *move; + return firstintersecting; } -int Model::LineCheckSlide(XYZ *p1,XYZ *p2, XYZ *p, XYZ *move, float *rotate) +int Model::LineCheckSlide(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) { - static int j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - - *p1=*p1-*move; - *p2=*p2-*move; - if(!sphere_line_intersection(p1,p2,&boundingspherecenter, - &boundingsphereradius))return -1; - firstintersecting=-1; - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - if(*rotate)*p2=DoRotation(*p2,0,-*rotate,0); - - for (j=0;jx)*(point.x-p1->x)+(point.y-p1->y)*(point.y-p1->y)+(point.z-p1->z)*(point.z-p1->z); - if((distancex)+(facenormals[firstintersecting].y*p2->y)+(facenormals[firstintersecting].z*p2->z)-((facenormals[firstintersecting].x*vertex[Triangles[firstintersecting].vertex[0]].x)+(facenormals[firstintersecting].y*vertex[Triangles[firstintersecting].vertex[0]].y)+(facenormals[firstintersecting].z*vertex[Triangles[firstintersecting].vertex[0]].z))); - *p2-=facenormals[firstintersecting]*distance; - - if(*rotate)*p2=DoRotation(*p2,0,*rotate,0); - *p2=*p2+*move; - return firstintersecting; + static int j; + static float distance; + static float olddistance; + static int intersecting; + static int firstintersecting; + static XYZ point; + + *p1 = *p1 - *move; + *p2 = *p2 - *move; + if (!sphere_line_intersection(p1, p2, &boundingspherecenter, + &boundingsphereradius))return -1; + firstintersecting = -1; + if (*rotate)*p1 = DoRotation(*p1, 0, -*rotate, 0); + if (*rotate)*p2 = DoRotation(*p2, 0, -*rotate, 0); + + for (j = 0; j < TriangleNum; j++) { + intersecting = LineFacetd(p1, p2, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], &facenormals[j], &point); + distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = j; + } + } + + distance = abs((facenormals[firstintersecting].x * p2->x) + (facenormals[firstintersecting].y * p2->y) + (facenormals[firstintersecting].z * p2->z) - ((facenormals[firstintersecting].x * vertex[Triangles[firstintersecting].vertex[0]].x) + (facenormals[firstintersecting].y * vertex[Triangles[firstintersecting].vertex[0]].y) + (facenormals[firstintersecting].z * vertex[Triangles[firstintersecting].vertex[0]].z))); + *p2 -= facenormals[firstintersecting] * distance; + + if (*rotate)*p2 = DoRotation(*p2, 0, *rotate, 0); + *p2 = *p2 + *move; + return firstintersecting; } -int Model::LineCheckPossible(XYZ *p1,XYZ *p2, XYZ *p, XYZ *move, float *rotate) +int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) { - static int j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - - *p1=*p1-*move; - *p2=*p2-*move; - if(!sphere_line_intersection(p1,p2,&boundingspherecenter, - &boundingsphereradius))return -1; - firstintersecting=-1; - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - if(*rotate)*p2=DoRotation(*p2,0,-*rotate,0); - - if(numpossible>0&&numpossible=0&&possible[j]x)*(point.x-p1->x)+(point.y-p1->y)*(point.y-p1->y)+(point.z-p1->z)*(point.z-p1->z); - if((distance 0 && numpossible < TriangleNum) + for (j = 0; j < numpossible; j++) { + if (possible[j] >= 0 && possible[j] < TriangleNum) { + intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &facenormals[possible[j]], &point); + distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = possible[j]; + *p = point; + } + } + } + + if (*rotate)*p = DoRotation(*p, 0, *rotate, 0); + *p = *p + *move; + return firstintersecting; } -int Model::LineCheckSlidePossible(XYZ *p1,XYZ *p2, XYZ *p, XYZ *move, float *rotate) +int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) { - static int j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - - *p1=*p1-*move; - *p2=*p2-*move; - if(!sphere_line_intersection(p1,p2,&boundingspherecenter, - &boundingsphereradius))return -1; - firstintersecting=-1; - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - if(*rotate)*p2=DoRotation(*p2,0,-*rotate,0); - - if(numpossible) - for (j=0;j=0&&possible[j]x)*(point.x-p1->x)+(point.y-p1->y)*(point.y-p1->y)+(point.z-p1->z)*(point.z-p1->z); - if((distance0){ - distance=abs((facenormals[firstintersecting].x*p2->x)+(facenormals[firstintersecting].y*p2->y)+(facenormals[firstintersecting].z*p2->z)-((facenormals[firstintersecting].x*vertex[Triangles[firstintersecting].vertex[0]].x)+(facenormals[firstintersecting].y*vertex[Triangles[firstintersecting].vertex[0]].y)+(facenormals[firstintersecting].z*vertex[Triangles[firstintersecting].vertex[0]].z))); - *p2-=facenormals[firstintersecting]*distance; - } - - if(*rotate)*p2=DoRotation(*p2,0,*rotate,0); - *p2=*p2+*move; - return firstintersecting; + static int j; + static float distance; + static float olddistance; + static int intersecting; + static int firstintersecting; + static XYZ point; + + *p1 = *p1 - *move; + *p2 = *p2 - *move; + if (!sphere_line_intersection(p1, p2, &boundingspherecenter, + &boundingsphereradius))return -1; + firstintersecting = -1; + if (*rotate)*p1 = DoRotation(*p1, 0, -*rotate, 0); + if (*rotate)*p2 = DoRotation(*p2, 0, -*rotate, 0); + + if (numpossible) + for (j = 0; j < numpossible; j++) { + if (possible[j] >= 0 && possible[j] < TriangleNum) { + intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &facenormals[possible[j]], &point); + distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = possible[j]; + } + } + } + + if (firstintersecting > 0) { + distance = abs((facenormals[firstintersecting].x * p2->x) + (facenormals[firstintersecting].y * p2->y) + (facenormals[firstintersecting].z * p2->z) - ((facenormals[firstintersecting].x * vertex[Triangles[firstintersecting].vertex[0]].x) + (facenormals[firstintersecting].y * vertex[Triangles[firstintersecting].vertex[0]].y) + (facenormals[firstintersecting].z * vertex[Triangles[firstintersecting].vertex[0]].z))); + *p2 -= facenormals[firstintersecting] * distance; + } + + if (*rotate)*p2 = DoRotation(*p2, 0, *rotate, 0); + *p2 = *p2 + *move; + return firstintersecting; } -int Model::SphereCheck(XYZ *p1,float radius, XYZ *p, XYZ *move, float *rotate) +int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate) { - static int i,j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - static XYZ oldp1; - static XYZ start,end; - - firstintersecting=-1; - - oldp1=*p1; - *p1=*p1-*move; - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - if(distsq(p1,&boundingspherecenter)>radius*radius+boundingsphereradius*boundingsphereradius)return -1; - - for(i=0;i<4;i++){ - for (j=0;jx)+(facenormals[j].y*p1->y)+(facenormals[j].z*p1->z)-((facenormals[j].x*vertex[Triangles[j].vertex[0]].x)+(facenormals[j].y*vertex[Triangles[j].vertex[0]].y)+(facenormals[j].z*vertex[Triangles[j].vertex[0]].z))); - if(distancey=point.y+radius; - }*/ - } - } - if((distance radius * radius + boundingsphereradius * boundingsphereradius)return -1; + + for (i = 0; i < 4; i++) { + for (j = 0; j < TriangleNum; j++) { + intersecting = 0; + distance = abs((facenormals[j].x * p1->x) + (facenormals[j].y * p1->y) + (facenormals[j].z * p1->z) - ((facenormals[j].x * vertex[Triangles[j].vertex[0]].x) + (facenormals[j].y * vertex[Triangles[j].vertex[0]].y) + (facenormals[j].z * vertex[Triangles[j].vertex[0]].z))); + if (distance < radius) { + point = *p1 - facenormals[j] * distance; + if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))intersecting = 1; + if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], + &vertex[Triangles[j].vertex[1]], + p1, &radius); + if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], + &vertex[Triangles[j].vertex[2]], + p1, &radius); + if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], + &vertex[Triangles[j].vertex[2]], + p1, &radius); + if (intersecting) { + *p1 += facenormals[j] * (distance - radius); + /*start=*p1; + end=*p1; + end.y-=radius; + if(LineFacetd(&start,&end,&vertex[Triangles[j].vertex[0]],&vertex[Triangles[j].vertex[1]],&vertex[Triangles[j].vertex[2]],&facenormals[j],&point)){ + p1->y=point.y+radius; + }*/ + } + } + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = j; + *p = point; + } + } + } + if (*rotate)*p = DoRotation(*p, 0, *rotate, 0); + *p = *p + *move; + if (*rotate)*p1 = DoRotation(*p1, 0, *rotate, 0); + *p1 += *move; + return firstintersecting; } -int Model::SphereCheckPossible(XYZ *p1,float radius, XYZ *move, float *rotate) +int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate) { - static int i,j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - static XYZ oldp1; - static XYZ start,end; - - firstintersecting=-1; - - oldp1=*p1; - *p1=*p1-*move; - - numpossible=0; - - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - if(distsq(p1,&boundingspherecenter)>radius*radius+boundingsphereradius*boundingsphereradius){*p1=oldp1; return -1;} - - for (j=0;jx)+(facenormals[j].y*p1->y)+(facenormals[j].z*p1->z)-((facenormals[j].x*vertex[Triangles[j].vertex[0]].x)+(facenormals[j].y*vertex[Triangles[j].vertex[0]].y)+(facenormals[j].z*vertex[Triangles[j].vertex[0]].z))); - if(distance=0&&j radius * radius + boundingsphereradius * boundingsphereradius) { + *p1 = oldp1; + return -1; + } + + for (j = 0; j < TriangleNum; j++) { + intersecting = 0; + distance = abs((facenormals[j].x * p1->x) + (facenormals[j].y * p1->y) + (facenormals[j].z * p1->z) - ((facenormals[j].x * vertex[Triangles[j].vertex[0]].x) + (facenormals[j].y * vertex[Triangles[j].vertex[0]].y) + (facenormals[j].z * vertex[Triangles[j].vertex[0]].z))); + if (distance < radius) { + point = *p1 - facenormals[j] * distance; + if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))intersecting = 1; + if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], + &vertex[Triangles[j].vertex[1]], + p1, &radius); + if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], + &vertex[Triangles[j].vertex[2]], + p1, &radius); + if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], + &vertex[Triangles[j].vertex[2]], + p1, &radius); + if (intersecting) { + //if(j>=0&&jboundingsphereradius){ - boundingsphereradius=distsq(&vertex[j],&vertex[i])/2; - boundingspherecenter=(vertex[i]+vertex[j])/2; - } - } - } - boundingsphereradius=fast_sqrt(boundingsphereradius); - - return 1; + FILE *tfile; + long i; + + int oldvertexNum, oldTriangleNum; + oldvertexNum = vertexNum; + oldTriangleNum = TriangleNum; + + type = notextype; + color = 0; + + tfile = fopen( ConvertFileName(filename), "rb" ); + // read model settings + + fseek(tfile, 0, SEEK_SET); + funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + + // read the model data + deallocate(); + + numpossible = 0; + + owner = (int*)malloc(sizeof(int) * vertexNum); + possible = (int*)malloc(sizeof(int) * TriangleNum); + vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); + Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); + + for (i = 0; i < vertexNum; i++) { + funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z); + } + + for (i = 0; i < TriangleNum; i++) { + // funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]); + short vertex[ 6]; + funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]); + Triangles[i].vertex[ 0] = vertex[ 0]; + Triangles[i].vertex[ 1] = vertex[ 2]; + Triangles[i].vertex[ 2] = vertex[ 4]; + funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]); + funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]); + } + + fclose(tfile); + + UpdateVertexArray(); + + for (i = 0; i < vertexNum; i++) { + owner[i] = -1; + } + + static int j; + boundingsphereradius = 0; + for (i = 0; i < vertexNum; i++) { + for (j = 0; j < vertexNum; j++) { + if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) { + boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; + boundingspherecenter = (vertex[i] + vertex[j]) / 2; + } + } + } + boundingsphereradius = fast_sqrt(boundingsphereradius); + + return 1; } -bool Model::load(const char *filename,bool texture ) +bool Model::load(const char *filename, bool texture ) { - FILE *tfile; - long i; + FILE *tfile; + long i; - LOGFUNC; + LOGFUNC; - LOG(std::string("Loading model...") + filename); + LOG(std::string("Loading model...") + filename); - if(visibleloading) - Game::LoadingScreen(); + if (visibleloading) + Game::LoadingScreen(); - int oldvertexNum,oldTriangleNum; - oldvertexNum=vertexNum; - oldTriangleNum=TriangleNum; + int oldvertexNum, oldTriangleNum; + oldvertexNum = vertexNum; + oldTriangleNum = TriangleNum; - type = normaltype; - color=0; + type = normaltype; + color = 0; - tfile=fopen( ConvertFileName(filename), "rb" ); - // read model settings + tfile = fopen( ConvertFileName(filename), "rb" ); + // read model settings - fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + fseek(tfile, 0, SEEK_SET); + funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); - // read the model data - deallocate(); + // read the model data + deallocate(); - numpossible=0; + numpossible = 0; - owner = (int*)malloc(sizeof(int)*vertexNum); - possible = (int*)malloc(sizeof(int)*TriangleNum); - vertex = (XYZ*)malloc(sizeof(XYZ)*vertexNum); - normals = (XYZ*)malloc(sizeof(XYZ)*vertexNum); - facenormals = (XYZ*)malloc(sizeof(XYZ)*TriangleNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle)*TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat)*TriangleNum*24); + owner = (int*)malloc(sizeof(int) * vertexNum); + possible = (int*)malloc(sizeof(int) * TriangleNum); + vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); + normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum); + facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum); + Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); - for(i=0;iboundingsphereradius){ - boundingsphereradius=distsq(&vertex[j],&vertex[i])/2; - boundingspherecenter=(vertex[i]+vertex[j])/2; - } - } - } - boundingsphereradius=fast_sqrt(boundingsphereradius); + static int j; + boundingsphereradius = 0; + for (i = 0; i < vertexNum; i++) { + for (j = 0; j < vertexNum; j++) { + if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) { + boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; + boundingspherecenter = (vertex[i] + vertex[j]) / 2; + } + } + } + boundingsphereradius = fast_sqrt(boundingsphereradius); - return 1; + return 1; } -bool Model::loaddecal(const char *filename,bool texture ) +bool Model::loaddecal(const char *filename, bool texture ) { - FILE *tfile; - long i,j; - - LOGFUNC; - - // Changing the filename so that its more os specific - char * FixedFN = ConvertFileName(filename); - - LOG(std::string("Loading decal...") + FixedFN); - - int oldvertexNum,oldTriangleNum; - oldvertexNum=vertexNum; - oldTriangleNum=TriangleNum; - - type = decalstype; - numdecals=0; - color=0; - - tfile=fopen( FixedFN, "rb" ); - // read model settings - - - fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); - - // read the model data - - deallocate(); - - numpossible=0; - - owner = (int*)malloc(sizeof(int)*vertexNum); - possible = (int*)malloc(sizeof(int)*TriangleNum); - vertex = (XYZ*)malloc(sizeof(XYZ)*vertexNum); - normals = (XYZ*)malloc(sizeof(XYZ)*vertexNum); - facenormals = (XYZ*)malloc(sizeof(XYZ)*TriangleNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle)*TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat)*TriangleNum*24); - - - for(i=0;iboundingsphereradius){ - boundingsphereradius=distsq(&vertex[j],&vertex[i])/2; - boundingspherecenter=(vertex[i]+vertex[j])/2; - } - } - } - boundingsphereradius=fast_sqrt(boundingsphereradius); - - //allow decals - if(!decaltexcoords){ - decaltexcoords = (float***)malloc(sizeof(float**)*max_model_decals); - for(i=0;i boundingsphereradius) { + boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; + boundingspherecenter = (vertex[i] + vertex[j]) / 2; + } + } + } + boundingsphereradius = fast_sqrt(boundingsphereradius); + + //allow decals + if (!decaltexcoords) { + decaltexcoords = (float***)malloc(sizeof(float**)*max_model_decals); + for (i = 0; i < max_model_decals; i++) { + decaltexcoords[i] = (float**)malloc(sizeof(float*) * 3); + for (j = 0; j < 3; j++) { + decaltexcoords[i][j] = (float*)malloc(sizeof(float) * 2); + } + } + //if(decalvertex)free(decalvertex); + decalvertex = (XYZ**)malloc(sizeof(XYZ*)*max_model_decals); + for (i = 0; i < max_model_decals; i++) { + decalvertex[i] = (XYZ*)malloc(sizeof(XYZ) * 3); + } + + decaltype = (int*)malloc(sizeof(int) * max_model_decals); + decalopacity = (float*)malloc(sizeof(float) * max_model_decals); + decalrotation = (float*)malloc(sizeof(float) * max_model_decals); + decalalivetime = (float*)malloc(sizeof(float) * max_model_decals); + decalposition = (XYZ*)malloc(sizeof(XYZ) * max_model_decals); + } + + return 1; } bool Model::loadraw(char *filename ) { - FILE *tfile; - long i; + FILE *tfile; + long i; - LOGFUNC; + LOGFUNC; - LOG(std::string("Loading raw...") + filename); + LOG(std::string("Loading raw...") + filename); - int oldvertexNum,oldTriangleNum; - oldvertexNum=vertexNum; - oldTriangleNum=TriangleNum; + int oldvertexNum, oldTriangleNum; + oldvertexNum = vertexNum; + oldTriangleNum = TriangleNum; - type = rawtype; - color=0; + type = rawtype; + color = 0; - tfile=fopen( ConvertFileName(filename), "rb" ); - // read model settings + tfile = fopen( ConvertFileName(filename), "rb" ); + // read model settings - fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + fseek(tfile, 0, SEEK_SET); + funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); - // read the model data - deallocate(); + // read the model data + deallocate(); - numpossible=0; + numpossible = 0; - owner = (int*)malloc(sizeof(int)*vertexNum); - possible = (int*)malloc(sizeof(int)*TriangleNum); - vertex = (XYZ*)malloc(sizeof(XYZ)*vertexNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle)*TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat)*TriangleNum*24); + owner = (int*)malloc(sizeof(int) * vertexNum); + possible = (int*)malloc(sizeof(int) * TriangleNum); + vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); + Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); - for(i=0;iboundingsphereradius){ - boundingsphereradius=distsq(&vertex[j],&vertex[i])/2; - boundingspherecenter=(vertex[i]+vertex[j])/2; - } - } - } - boundingsphereradius=fast_sqrt(boundingsphereradius); + static int i; + for (i = 0; i < vertexNum; i++) { + vertex[i].x *= xscale; + vertex[i].y *= yscale; + vertex[i].z *= zscale; + } + UpdateVertexArray(); + + static int j; + + boundingsphereradius = 0; + for (i = 0; i < vertexNum; i++) { + for (j = 0; j < vertexNum; j++) { + if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) { + boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; + boundingspherecenter = (vertex[i] + vertex[j]) / 2; + } + } + } + boundingsphereradius = fast_sqrt(boundingsphereradius); } -void Model::ScaleNormals(float xscale,float yscale,float zscale) +void Model::ScaleNormals(float xscale, float yscale, float zscale) { - if(type!=normaltype&&type!=decalstype)return; - static int i; - for(i=0; iboundingsphereradius){ - boundingsphereradius=distsq(&vertex[j],&vertex[i])/2; - boundingspherecenter=(vertex[i]+vertex[j])/2; - } - } - } - boundingsphereradius=fast_sqrt(boundingsphereradius); + static int i; + for (i = 0; i < vertexNum; i++) { + vertex[i].x += xtrans; + vertex[i].y += ytrans; + vertex[i].z += ztrans; + } + UpdateVertexArray(); + + static int j; + boundingsphereradius = 0; + for (i = 0; i < vertexNum; i++) { + for (j = 0; j < vertexNum; j++) { + if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) { + boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; + boundingspherecenter = (vertex[i] + vertex[j]) / 2; + } + } + } + boundingsphereradius = fast_sqrt(boundingsphereradius); } -void Model::Rotate(float xang,float yang,float zang) +void Model::Rotate(float xang, float yang, float zang) { - static int i; - for(i=0; iboundingsphereradius){ - boundingsphereradius=distsq(&vertex[j],&vertex[i])/2; - boundingspherecenter=(vertex[i]+vertex[j])/2; - } - } - } - boundingsphereradius=fast_sqrt(boundingsphereradius); + static int i; + for (i = 0; i < vertexNum; i++) { + vertex[i] = DoRotation(vertex[i], xang, yang, zang); + } + UpdateVertexArray(); + + static int j; + boundingsphereradius = 0; + for (i = 0; i < vertexNum; i++) { + for (j = 0; j < vertexNum; j++) { + if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) { + boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; + boundingspherecenter = (vertex[i] + vertex[j]) / 2; + } + } + } + boundingsphereradius = fast_sqrt(boundingsphereradius); } void Model::CalculateNormals(bool facenormalise) { - if(visibleloading) - Game::LoadingScreen(); - static int i; - if(type!=normaltype&&type!=decalstype)return; - - for(i=0; i=0&&Triangles[i].vertex[1]>=0&&Triangles[i].vertex[2]>=0){ - if(isnormal(vertex[Triangles[i].vertex[0]].x)&&isnormal(vertex[Triangles[i].vertex[0]].y)&&isnormal(vertex[Triangles[i].vertex[0]].z) - &&isnormal(vertex[Triangles[i].vertex[1]].x)&&isnormal(vertex[Triangles[i].vertex[1]].y)&&isnormal(vertex[Triangles[i].vertex[1]].z) - &&isnormal(vertex[Triangles[i].vertex[2]].x)&&isnormal(vertex[Triangles[i].vertex[2]].y)&&isnormal(vertex[Triangles[i].vertex[2]].z)){ - */ - glTexCoord2f(Triangles[i].gx[0],Triangles[i].gy[0]); - if(color)glColor3f(normals[Triangles[i].vertex[0]].x,normals[Triangles[i].vertex[0]].y,normals[Triangles[i].vertex[0]].z); - if(!color&&!flat)glNormal3f(normals[Triangles[i].vertex[0]].x,normals[Triangles[i].vertex[0]].y,normals[Triangles[i].vertex[0]].z); - if(!color&&flat)glNormal3f(facenormals[i].x,facenormals[i].y,facenormals[i].y); - glVertex3f(vertex[Triangles[i].vertex[0]].x,vertex[Triangles[i].vertex[0]].y,vertex[Triangles[i].vertex[0]].z); - - glTexCoord2f(Triangles[i].gx[1],Triangles[i].gy[1]); - if(color)glColor3f(normals[Triangles[i].vertex[1]].x,normals[Triangles[i].vertex[1]].y,normals[Triangles[i].vertex[1]].z); - if(!color&&!flat)glNormal3f(normals[Triangles[i].vertex[1]].x,normals[Triangles[i].vertex[1]].y,normals[Triangles[i].vertex[1]].z); - if(!color&&flat)glNormal3f(facenormals[i].x,facenormals[i].y,facenormals[i].y); - glVertex3f(vertex[Triangles[i].vertex[1]].x,vertex[Triangles[i].vertex[1]].y,vertex[Triangles[i].vertex[1]].z); - - glTexCoord2f(Triangles[i].gx[2],Triangles[i].gy[2]); - if(color)glColor3f(normals[Triangles[i].vertex[2]].x,normals[Triangles[i].vertex[2]].y,normals[Triangles[i].vertex[2]].z); - if(!color&&!flat)glNormal3f(normals[Triangles[i].vertex[2]].x,normals[Triangles[i].vertex[2]].y,normals[Triangles[i].vertex[2]].z); - if(!color&&flat)glNormal3f(facenormals[i].x,facenormals[i].y,facenormals[i].y); - glVertex3f(vertex[Triangles[i].vertex[2]].x,vertex[Triangles[i].vertex[2]].y,vertex[Triangles[i].vertex[2]].z); - //} - //} - } - glEnd(); + textureptr.bind(); + glBegin(GL_TRIANGLES); + for (int i = 0; i < TriangleNum; i++) { + /*if(Triangles[i].vertex[0]=0&&Triangles[i].vertex[1]>=0&&Triangles[i].vertex[2]>=0){ + if(isnormal(vertex[Triangles[i].vertex[0]].x)&&isnormal(vertex[Triangles[i].vertex[0]].y)&&isnormal(vertex[Triangles[i].vertex[0]].z) + &&isnormal(vertex[Triangles[i].vertex[1]].x)&&isnormal(vertex[Triangles[i].vertex[1]].y)&&isnormal(vertex[Triangles[i].vertex[1]].z) + &&isnormal(vertex[Triangles[i].vertex[2]].x)&&isnormal(vertex[Triangles[i].vertex[2]].y)&&isnormal(vertex[Triangles[i].vertex[2]].z)){ + */ + glTexCoord2f(Triangles[i].gx[0], Triangles[i].gy[0]); + if (color)glColor3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); + if (!color && !flat)glNormal3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); + if (!color && flat)glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + glVertex3f(vertex[Triangles[i].vertex[0]].x, vertex[Triangles[i].vertex[0]].y, vertex[Triangles[i].vertex[0]].z); + + glTexCoord2f(Triangles[i].gx[1], Triangles[i].gy[1]); + if (color)glColor3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z); + if (!color && !flat)glNormal3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z); + if (!color && flat)glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + glVertex3f(vertex[Triangles[i].vertex[1]].x, vertex[Triangles[i].vertex[1]].y, vertex[Triangles[i].vertex[1]].z); + + glTexCoord2f(Triangles[i].gx[2], Triangles[i].gy[2]); + if (color)glColor3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z); + if (!color && !flat)glNormal3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z); + if (!color && flat)glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z); + //} + //} + } + glEnd(); } void Model::draw() { - if(type!=normaltype&&type!=decalstype)return; + if (type != normaltype && type != decalstype)return; - glEnableClientState(GL_NORMAL_ARRAY); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if(!color)glInterleavedArrays( GL_T2F_N3F_V3F,8*sizeof(GLfloat),&vArray[0]); - if(color)glInterleavedArrays( GL_T2F_C3F_V3F,8*sizeof(GLfloat),&vArray[0]); - textureptr.bind(); + if (!color)glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + if (color)glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + textureptr.bind(); #if PLATFORM_MACOSX - glLockArraysEXT( 0, TriangleNum*3); + glLockArraysEXT( 0, TriangleNum * 3); #endif - glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3); + glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3); #if PLATFORM_MACOSX - glUnlockArraysEXT(); + glUnlockArraysEXT(); #endif - if(!color)glDisableClientState(GL_NORMAL_ARRAY); - if(color)glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - //drawimmediate(); + if (!color)glDisableClientState(GL_NORMAL_ARRAY); + if (color)glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + //drawimmediate(); } //TODO: phase out in favor of Texture void Model::drawdifftex(GLuint texture) { - glEnableClientState(GL_NORMAL_ARRAY); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if(!color)glInterleavedArrays( GL_T2F_N3F_V3F,8*sizeof(GLfloat),&vArray[0]); - if(color)glInterleavedArrays( GL_T2F_C3F_V3F,8*sizeof(GLfloat),&vArray[0]); + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if (!color)glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + if (color)glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); - glBindTexture(GL_TEXTURE_2D,(unsigned long)texture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glBindTexture(GL_TEXTURE_2D, (unsigned long)texture); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); #ifndef WIN32 - glLockArraysEXT( 0, TriangleNum*3); + glLockArraysEXT( 0, TriangleNum * 3); #endif - glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3); + glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3); #ifndef WIN32 - glUnlockArraysEXT(); + glUnlockArraysEXT(); #endif - if(!color)glDisableClientState(GL_NORMAL_ARRAY); - if(color)glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - //drawdiffteximmediate(texture); + if (!color)glDisableClientState(GL_NORMAL_ARRAY); + if (color)glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + //drawdiffteximmediate(texture); } void Model::drawdifftex(Texture texture) { - glEnableClientState(GL_NORMAL_ARRAY); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if(!color)glInterleavedArrays( GL_T2F_N3F_V3F,8*sizeof(GLfloat),&vArray[0]); - if(color)glInterleavedArrays( GL_T2F_C3F_V3F,8*sizeof(GLfloat),&vArray[0]); + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if (!color)glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + if (color)glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); - texture.bind(); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + texture.bind(); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); #ifndef WIN32 - glLockArraysEXT( 0, TriangleNum*3); + glLockArraysEXT( 0, TriangleNum * 3); #endif - glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3); + glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3); #ifndef WIN32 - glUnlockArraysEXT(); + glUnlockArraysEXT(); #endif - if(!color)glDisableClientState(GL_NORMAL_ARRAY); - if(color)glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - //drawdiffteximmediate(texture); + if (!color)glDisableClientState(GL_NORMAL_ARRAY); + if (color)glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + //drawdiffteximmediate(texture); } void Model::drawdiffteximmediate(GLuint texture) { - glBindTexture(GL_TEXTURE_2D,(unsigned long)texture); - - glBegin(GL_TRIANGLES); - for(int i=0;i=0&&Triangles[i].vertex[1]>=0&&Triangles[i].vertex[2]>=0){ - if(isnormal(vertex[Triangles[i].vertex[0]].x)&&isnormal(vertex[Triangles[i].vertex[0]].y)&&isnormal(vertex[Triangles[i].vertex[0]].z) - &&isnormal(vertex[Triangles[i].vertex[1]].x)&&isnormal(vertex[Triangles[i].vertex[1]].y)&&isnormal(vertex[Triangles[i].vertex[1]].z) - &&isnormal(vertex[Triangles[i].vertex[2]].x)&&isnormal(vertex[Triangles[i].vertex[2]].y)&&isnormal(vertex[Triangles[i].vertex[2]].z)){ - */glTexCoord2f(Triangles[i].gx[0],Triangles[i].gy[0]); - if(color)glColor3f(normals[Triangles[i].vertex[0]].x,normals[Triangles[i].vertex[0]].y,normals[Triangles[i].vertex[0]].z); - if(!color&&!flat)glNormal3f(normals[Triangles[i].vertex[0]].x,normals[Triangles[i].vertex[0]].y,normals[Triangles[i].vertex[0]].z); - if(!color&&flat)glNormal3f(facenormals[i].x,facenormals[i].y,facenormals[i].y); - glVertex3f(vertex[Triangles[i].vertex[0]].x,vertex[Triangles[i].vertex[0]].y,vertex[Triangles[i].vertex[0]].z); - - glTexCoord2f(Triangles[i].gx[1],Triangles[i].gy[1]); - if(color)glColor3f(normals[Triangles[i].vertex[1]].x,normals[Triangles[i].vertex[1]].y,normals[Triangles[i].vertex[1]].z); - if(!color&&!flat)glNormal3f(normals[Triangles[i].vertex[1]].x,normals[Triangles[i].vertex[1]].y,normals[Triangles[i].vertex[1]].z); - if(!color&&flat)glNormal3f(facenormals[i].x,facenormals[i].y,facenormals[i].y); - glVertex3f(vertex[Triangles[i].vertex[1]].x,vertex[Triangles[i].vertex[1]].y,vertex[Triangles[i].vertex[1]].z); - - glTexCoord2f(Triangles[i].gx[2],Triangles[i].gy[2]); - if(color)glColor3f(normals[Triangles[i].vertex[2]].x,normals[Triangles[i].vertex[2]].y,normals[Triangles[i].vertex[2]].z); - if(!color&&!flat)glNormal3f(normals[Triangles[i].vertex[2]].x,normals[Triangles[i].vertex[2]].y,normals[Triangles[i].vertex[2]].z); - if(!color&&flat)glNormal3f(facenormals[i].x,facenormals[i].y,facenormals[i].y); - glVertex3f(vertex[Triangles[i].vertex[2]].x,vertex[Triangles[i].vertex[2]].y,vertex[Triangles[i].vertex[2]].z); - //} - //} - } - glEnd(); + glBindTexture(GL_TEXTURE_2D, (unsigned long)texture); + + glBegin(GL_TRIANGLES); + for (int i = 0; i < TriangleNum; i++) { + /*if(Triangles[i].vertex[0]=0&&Triangles[i].vertex[1]>=0&&Triangles[i].vertex[2]>=0){ + if(isnormal(vertex[Triangles[i].vertex[0]].x)&&isnormal(vertex[Triangles[i].vertex[0]].y)&&isnormal(vertex[Triangles[i].vertex[0]].z) + &&isnormal(vertex[Triangles[i].vertex[1]].x)&&isnormal(vertex[Triangles[i].vertex[1]].y)&&isnormal(vertex[Triangles[i].vertex[1]].z) + &&isnormal(vertex[Triangles[i].vertex[2]].x)&&isnormal(vertex[Triangles[i].vertex[2]].y)&&isnormal(vertex[Triangles[i].vertex[2]].z)){ + */glTexCoord2f(Triangles[i].gx[0], Triangles[i].gy[0]); + if (color)glColor3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); + if (!color && !flat)glNormal3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); + if (!color && flat)glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + glVertex3f(vertex[Triangles[i].vertex[0]].x, vertex[Triangles[i].vertex[0]].y, vertex[Triangles[i].vertex[0]].z); + + glTexCoord2f(Triangles[i].gx[1], Triangles[i].gy[1]); + if (color)glColor3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z); + if (!color && !flat)glNormal3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z); + if (!color && flat)glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + glVertex3f(vertex[Triangles[i].vertex[1]].x, vertex[Triangles[i].vertex[1]].y, vertex[Triangles[i].vertex[1]].z); + + glTexCoord2f(Triangles[i].gx[2], Triangles[i].gy[2]); + if (color)glColor3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z); + if (!color && !flat)glNormal3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z); + if (!color && flat)glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z); + //} + //} + } + glEnd(); } -void Model::drawdecals(Texture shadowtexture,Texture bloodtexture,Texture bloodtexture2,Texture breaktexture) +void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloodtexture2, Texture breaktexture) { - if(decals){ - if(type!=decalstype)return; - static int i,j; - static float distancemult; - static int lasttype; - static float viewdistsquared; - static bool blend; - - viewdistsquared=viewdistance*viewdistance; - blend=1; - - lasttype=-1; - glEnable(GL_BLEND); - glDisable(GL_LIGHTING); - glDisable(GL_CULL_FACE); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDepthMask(0); - if(numdecals>max_model_decals)numdecals=max_model_decals; - for(i=0;i58)glColor4f(1,1,1,decalopacity[i]*(60-decalalivetime[i])/2); - } - if((decaltype[i]==blooddecal||decaltype[i]==blooddecalfast||decaltype[i]==blooddecalslow)){ - glColor4f(1,1,1,decalopacity[i]); - if(decalalivetime[i]<4)glColor4f(1,1,1,decalopacity[i]*decalalivetime[i]*.25); - if(decalalivetime[i]>58)glColor4f(1,1,1,decalopacity[i]*(60-decalalivetime[i])/2); - } - lasttype=decaltype[i]; - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_TRIANGLES); - for(int j=0;j<3;j++) - { - glTexCoord2f(decaltexcoords[i][j][0], decaltexcoords[i][j][1]); glVertex3f(decalvertex[i][j].x,decalvertex[i][j].y,decalvertex[i][j].z); - } - glEnd(); - glPopMatrix(); - } - for(i=numdecals-1;i>=0;i--){ - decalalivetime[i]+=multiplier; - if(decaltype[i]==blooddecalslow)decalalivetime[i]-=multiplier*2/3; - if(decaltype[i]==blooddecalfast)decalalivetime[i]+=multiplier*4; - if(decaltype[i]==shadowdecal)DeleteDecal(i); - if((decaltype[i]==blooddecal||decaltype[i]==blooddecalfast||decaltype[i]==blooddecalslow)&&decalalivetime[i]>=60)DeleteDecal(i); - } - glAlphaFunc(GL_GREATER, 0.0001); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - } + if (decals) { + if (type != decalstype)return; + static int i, j; + static float distancemult; + static int lasttype; + static float viewdistsquared; + static bool blend; + + viewdistsquared = viewdistance * viewdistance; + blend = 1; + + lasttype = -1; + glEnable(GL_BLEND); + glDisable(GL_LIGHTING); + glDisable(GL_CULL_FACE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDepthMask(0); + if (numdecals > max_model_decals)numdecals = max_model_decals; + for (i = 0; i < numdecals; i++) { + if (decaltype[i] == blooddecalfast && decalalivetime[i] < 2)decalalivetime[i] = 2; + + if (decaltype[i] == shadowdecal && decaltype[i] != lasttype) { + shadowtexture.bind(); + if (!blend) { + blend = 1; + glAlphaFunc(GL_GREATER, 0.0001); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + } + if (decaltype[i] == breakdecal && decaltype[i] != lasttype) { + breaktexture.bind(); + if (!blend) { + blend = 1; + glAlphaFunc(GL_GREATER, 0.0001); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + } + if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalslow) && decaltype[i] != lasttype) { + bloodtexture.bind(); + if (blend) { + blend = 0; + glAlphaFunc(GL_GREATER, 0.15); + glBlendFunc(GL_ONE, GL_ZERO); + } + } + if ((decaltype[i] == blooddecalfast) && decaltype[i] != lasttype) { + bloodtexture2.bind(); + if (blend) { + blend = 0; + glAlphaFunc(GL_GREATER, 0.15); + glBlendFunc(GL_ONE, GL_ZERO); + } + } + if (decaltype[i] == shadowdecal) { + glColor4f(1, 1, 1, decalopacity[i]); + } + if (decaltype[i] == breakdecal) { + glColor4f(1, 1, 1, decalopacity[i]); + if (decalalivetime[i] > 58)glColor4f(1, 1, 1, decalopacity[i] * (60 - decalalivetime[i]) / 2); + } + if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalfast || decaltype[i] == blooddecalslow)) { + glColor4f(1, 1, 1, decalopacity[i]); + if (decalalivetime[i] < 4)glColor4f(1, 1, 1, decalopacity[i]*decalalivetime[i]*.25); + if (decalalivetime[i] > 58)glColor4f(1, 1, 1, decalopacity[i] * (60 - decalalivetime[i]) / 2); + } + lasttype = decaltype[i]; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); + glBegin(GL_TRIANGLES); + for (int j = 0; j < 3; j++) { + glTexCoord2f(decaltexcoords[i][j][0], decaltexcoords[i][j][1]); + glVertex3f(decalvertex[i][j].x, decalvertex[i][j].y, decalvertex[i][j].z); + } + glEnd(); + glPopMatrix(); + } + for (i = numdecals - 1; i >= 0; i--) { + decalalivetime[i] += multiplier; + if (decaltype[i] == blooddecalslow)decalalivetime[i] -= multiplier * 2 / 3; + if (decaltype[i] == blooddecalfast)decalalivetime[i] += multiplier * 4; + if (decaltype[i] == shadowdecal)DeleteDecal(i); + if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalfast || decaltype[i] == blooddecalslow) && decalalivetime[i] >= 60)DeleteDecal(i); + } + glAlphaFunc(GL_GREATER, 0.0001); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } void Model::DeleteDecal(int which) { - if(decals){ - if(type!=decalstype)return; - decaltype[which]=decaltype[numdecals-1]; - decalposition[which]=decalposition[numdecals-1]; - for(int i=0;i<3;i++){ - decalvertex[which][i]=decalvertex[numdecals-1][i]; - decaltexcoords[which][i][0]=decaltexcoords[numdecals-1][i][0]; - decaltexcoords[which][i][1]=decaltexcoords[numdecals-1][i][1]; - } - decalrotation[which]=decalrotation[numdecals-1]; - decalalivetime[which]=decalalivetime[numdecals-1]; - decalopacity[which]=decalopacity[numdecals-1]; - numdecals--; - } + if (decals) { + if (type != decalstype)return; + decaltype[which] = decaltype[numdecals - 1]; + decalposition[which] = decalposition[numdecals - 1]; + for (int i = 0; i < 3; i++) { + decalvertex[which][i] = decalvertex[numdecals - 1][i]; + decaltexcoords[which][i][0] = decaltexcoords[numdecals - 1][i][0]; + decaltexcoords[which][i][1] = decaltexcoords[numdecals - 1][i][1]; + } + decalrotation[which] = decalrotation[numdecals - 1]; + decalalivetime[which] = decalalivetime[numdecals - 1]; + decalopacity[which] = decalopacity[numdecals - 1]; + numdecals--; + } } -void Model::MakeDecal(int atype, XYZ *where,float *size, float *opacity, float *rotation){ - if(decals){ - if(type!=decalstype)return; - - static float placex,placez; - static XYZ rot; - //static XYZ point,point1,point2; - static float distance; - static int i,j; - - if(*opacity>0) - if(distsq(where,&boundingspherecenter)<(boundingsphereradius+*size)*(boundingsphereradius+*size)) - for(i=0;iy||vertex[Triangles[i].vertex[1]].yy||vertex[Triangles[i].vertex[2]].yy)){ - decalposition[numdecals]=*where; - decaltype[numdecals]=atype; - decalrotation[numdecals]=*rotation; - decalalivetime[numdecals]=0; - distance=abs(((facenormals[i].x*where->x)+(facenormals[i].y*where->y)+(facenormals[i].z*where->z)-((facenormals[i].x*vertex[Triangles[i].vertex[0]].x)+(facenormals[i].y*vertex[Triangles[i].vertex[0]].y)+(facenormals[i].z*vertex[Triangles[i].vertex[0]].z)))/facenormals[i].y); - decalopacity[numdecals]=*opacity-distance/10; - - if(decalopacity[numdecals>0]){ - placex=vertex[Triangles[i].vertex[0]].x; - placez=vertex[Triangles[i].vertex[0]].z; - - decaltexcoords[numdecals][0][0]=(placex-where->x)/(*size)/2+.5; - decaltexcoords[numdecals][0][1]=(placez-where->z)/(*size)/2+.5; - - decalvertex[numdecals][0].x=placex; - decalvertex[numdecals][0].z=placez; - decalvertex[numdecals][0].y=vertex[Triangles[i].vertex[0]].y; - - - placex=vertex[Triangles[i].vertex[1]].x; - placez=vertex[Triangles[i].vertex[1]].z; - - decaltexcoords[numdecals][1][0]=(placex-where->x)/(*size)/2+.5; - decaltexcoords[numdecals][1][1]=(placez-where->z)/(*size)/2+.5; - - decalvertex[numdecals][1].x=placex; - decalvertex[numdecals][1].z=placez; - decalvertex[numdecals][1].y=vertex[Triangles[i].vertex[1]].y; - - - placex=vertex[Triangles[i].vertex[2]].x; - placez=vertex[Triangles[i].vertex[2]].z; - - decaltexcoords[numdecals][2][0]=(placex-where->x)/(*size)/2+.5; - decaltexcoords[numdecals][2][1]=(placez-where->z)/(*size)/2+.5; - - decalvertex[numdecals][2].x=placex; - decalvertex[numdecals][2].z=placez; - decalvertex[numdecals][2].y=vertex[Triangles[i].vertex[2]].y; - - if(!(decaltexcoords[numdecals][0][0]<0&&decaltexcoords[numdecals][1][0]<0&&decaltexcoords[numdecals][2][0]<0)) - if(!(decaltexcoords[numdecals][0][1]<0&&decaltexcoords[numdecals][1][1]<0&&decaltexcoords[numdecals][2][1]<0)) - if(!(decaltexcoords[numdecals][0][0]>1&&decaltexcoords[numdecals][1][0]>1&&decaltexcoords[numdecals][2][0]>1)) - if(!(decaltexcoords[numdecals][0][1]>1&&decaltexcoords[numdecals][1][1]>1&&decaltexcoords[numdecals][2][1]>1)) - { - if(decalrotation[numdecals]){ - for(j=0;j<3;j++){ - rot.y=0; - rot.x=decaltexcoords[numdecals][j][0]-.5; - rot.z=decaltexcoords[numdecals][j][1]-.5; - rot=DoRotation(rot,0,-decalrotation[numdecals],0); - decaltexcoords[numdecals][j][0]=rot.x+.5; - decaltexcoords[numdecals][j][1]=rot.z+.5; - } - } - if(numdecals 0) + if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size)) + for (i = 0; i < TriangleNum; i++) { + if (facenormals[i].y < -.1 && (vertex[Triangles[i].vertex[0]].y < where->y || vertex[Triangles[i].vertex[1]].y < where->y || vertex[Triangles[i].vertex[2]].y < where->y)) { + decalposition[numdecals] = *where; + decaltype[numdecals] = atype; + decalrotation[numdecals] = *rotation; + decalalivetime[numdecals] = 0; + distance = abs(((facenormals[i].x * where->x) + (facenormals[i].y * where->y) + (facenormals[i].z * where->z) - ((facenormals[i].x * vertex[Triangles[i].vertex[0]].x) + (facenormals[i].y * vertex[Triangles[i].vertex[0]].y) + (facenormals[i].z * vertex[Triangles[i].vertex[0]].z))) / facenormals[i].y); + decalopacity[numdecals] = *opacity - distance / 10; + + if (decalopacity[numdecals > 0]) { + placex = vertex[Triangles[i].vertex[0]].x; + placez = vertex[Triangles[i].vertex[0]].z; + + decaltexcoords[numdecals][0][0] = (placex - where->x) / (*size) / 2 + .5; + decaltexcoords[numdecals][0][1] = (placez - where->z) / (*size) / 2 + .5; + + decalvertex[numdecals][0].x = placex; + decalvertex[numdecals][0].z = placez; + decalvertex[numdecals][0].y = vertex[Triangles[i].vertex[0]].y; + + + placex = vertex[Triangles[i].vertex[1]].x; + placez = vertex[Triangles[i].vertex[1]].z; + + decaltexcoords[numdecals][1][0] = (placex - where->x) / (*size) / 2 + .5; + decaltexcoords[numdecals][1][1] = (placez - where->z) / (*size) / 2 + .5; + + decalvertex[numdecals][1].x = placex; + decalvertex[numdecals][1].z = placez; + decalvertex[numdecals][1].y = vertex[Triangles[i].vertex[1]].y; + + + placex = vertex[Triangles[i].vertex[2]].x; + placez = vertex[Triangles[i].vertex[2]].z; + + decaltexcoords[numdecals][2][0] = (placex - where->x) / (*size) / 2 + .5; + decaltexcoords[numdecals][2][1] = (placez - where->z) / (*size) / 2 + .5; + + decalvertex[numdecals][2].x = placex; + decalvertex[numdecals][2].z = placez; + decalvertex[numdecals][2].y = vertex[Triangles[i].vertex[2]].y; + + if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0)) + if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0)) + if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1)) + if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) { + if (decalrotation[numdecals]) { + for (j = 0; j < 3; j++) { + rot.y = 0; + rot.x = decaltexcoords[numdecals][j][0] - .5; + rot.z = decaltexcoords[numdecals][j][1] - .5; + rot = DoRotation(rot, 0, -decalrotation[numdecals], 0); + decaltexcoords[numdecals][j][0] = rot.x + .5; + decaltexcoords[numdecals][j][1] = rot.z + .5; + } + } + if (numdecals < max_model_decals - 1)numdecals++; + } + } + } + } + } } -void Model::MakeDecal(int atype, XYZ where,float size, float opacity, float rotation){ - if(decals){ - if(type!=decalstype)return; - - static float placex,placez; - static XYZ rot; - //static XYZ point,point1,point2; - static float distance; - static int i,j; - - if(opacity>0) - if(distsq(&where,&boundingspherecenter)<(boundingsphereradius+size)*(boundingsphereradius+size)) - for(i=0;iabs(facenormals[i].x)&&abs(facenormals[i].y)>abs(facenormals[i].z)){ - decalposition[numdecals]=where; - decaltype[numdecals]=atype; - decalrotation[numdecals]=rotation; - decalalivetime[numdecals]=0; - decalopacity[numdecals]=opacity-distance/10; - - if(decalopacity[numdecals>0]){ - placex=vertex[Triangles[i].vertex[0]].x; - placez=vertex[Triangles[i].vertex[0]].z; - - decaltexcoords[numdecals][0][0]=(placex-where.x)/(size)/2+.5; - decaltexcoords[numdecals][0][1]=(placez-where.z)/(size)/2+.5; - - decalvertex[numdecals][0].x=placex; - decalvertex[numdecals][0].z=placez; - decalvertex[numdecals][0].y=vertex[Triangles[i].vertex[0]].y; - - - placex=vertex[Triangles[i].vertex[1]].x; - placez=vertex[Triangles[i].vertex[1]].z; - - decaltexcoords[numdecals][1][0]=(placex-where.x)/(size)/2+.5; - decaltexcoords[numdecals][1][1]=(placez-where.z)/(size)/2+.5; - - decalvertex[numdecals][1].x=placex; - decalvertex[numdecals][1].z=placez; - decalvertex[numdecals][1].y=vertex[Triangles[i].vertex[1]].y; - - - placex=vertex[Triangles[i].vertex[2]].x; - placez=vertex[Triangles[i].vertex[2]].z; - - decaltexcoords[numdecals][2][0]=(placex-where.x)/(size)/2+.5; - decaltexcoords[numdecals][2][1]=(placez-where.z)/(size)/2+.5; - - decalvertex[numdecals][2].x=placex; - decalvertex[numdecals][2].z=placez; - decalvertex[numdecals][2].y=vertex[Triangles[i].vertex[2]].y; - - if(!(decaltexcoords[numdecals][0][0]<0&&decaltexcoords[numdecals][1][0]<0&&decaltexcoords[numdecals][2][0]<0)) - if(!(decaltexcoords[numdecals][0][1]<0&&decaltexcoords[numdecals][1][1]<0&&decaltexcoords[numdecals][2][1]<0)) - if(!(decaltexcoords[numdecals][0][0]>1&&decaltexcoords[numdecals][1][0]>1&&decaltexcoords[numdecals][2][0]>1)) - if(!(decaltexcoords[numdecals][0][1]>1&&decaltexcoords[numdecals][1][1]>1&&decaltexcoords[numdecals][2][1]>1)) - { - if(decalrotation[numdecals]){ - for(j=0;j<3;j++){ - rot.y=0; - rot.x=decaltexcoords[numdecals][j][0]-.5; - rot.z=decaltexcoords[numdecals][j][1]-.5; - rot=DoRotation(rot,0,-decalrotation[numdecals],0); - decaltexcoords[numdecals][j][0]=rot.x+.5; - decaltexcoords[numdecals][j][1]=rot.z+.5; - } - } - if(numdecalsabs(facenormals[i].y)&&abs(facenormals[i].x)>abs(facenormals[i].z)){ - decalposition[numdecals]=where; - decaltype[numdecals]=atype; - decalrotation[numdecals]=rotation; - decalalivetime[numdecals]=0; - decalopacity[numdecals]=opacity-distance/10; - - if(decalopacity[numdecals>0]){ - placex=vertex[Triangles[i].vertex[0]].y; - placez=vertex[Triangles[i].vertex[0]].z; - - decaltexcoords[numdecals][0][0]=(placex-where.y)/(size)/2+.5; - decaltexcoords[numdecals][0][1]=(placez-where.z)/(size)/2+.5; - - decalvertex[numdecals][0].x=vertex[Triangles[i].vertex[0]].x; - decalvertex[numdecals][0].z=placez; - decalvertex[numdecals][0].y=placex; - - - placex=vertex[Triangles[i].vertex[1]].y; - placez=vertex[Triangles[i].vertex[1]].z; - - decaltexcoords[numdecals][1][0]=(placex-where.y)/(size)/2+.5; - decaltexcoords[numdecals][1][1]=(placez-where.z)/(size)/2+.5; - - decalvertex[numdecals][1].x=vertex[Triangles[i].vertex[1]].x; - decalvertex[numdecals][1].z=placez; - decalvertex[numdecals][1].y=placex; - - - placex=vertex[Triangles[i].vertex[2]].y; - placez=vertex[Triangles[i].vertex[2]].z; - - decaltexcoords[numdecals][2][0]=(placex-where.y)/(size)/2+.5; - decaltexcoords[numdecals][2][1]=(placez-where.z)/(size)/2+.5; - - decalvertex[numdecals][2].x=vertex[Triangles[i].vertex[2]].x; - decalvertex[numdecals][2].z=placez; - decalvertex[numdecals][2].y=placex; - - if(!(decaltexcoords[numdecals][0][0]<0&&decaltexcoords[numdecals][1][0]<0&&decaltexcoords[numdecals][2][0]<0)) - if(!(decaltexcoords[numdecals][0][1]<0&&decaltexcoords[numdecals][1][1]<0&&decaltexcoords[numdecals][2][1]<0)) - if(!(decaltexcoords[numdecals][0][0]>1&&decaltexcoords[numdecals][1][0]>1&&decaltexcoords[numdecals][2][0]>1)) - if(!(decaltexcoords[numdecals][0][1]>1&&decaltexcoords[numdecals][1][1]>1&&decaltexcoords[numdecals][2][1]>1)) - { - if(decalrotation[numdecals]){ - for(j=0;j<3;j++){ - rot.y=0; - rot.x=decaltexcoords[numdecals][j][0]-.5; - rot.z=decaltexcoords[numdecals][j][1]-.5; - rot=DoRotation(rot,0,-decalrotation[numdecals],0); - decaltexcoords[numdecals][j][0]=rot.x+.5; - decaltexcoords[numdecals][j][1]=rot.z+.5; - } - } - if(numdecalsabs(facenormals[i].y)&&abs(facenormals[i].z)>abs(facenormals[i].x)){ - decalposition[numdecals]=where; - decaltype[numdecals]=atype; - decalrotation[numdecals]=rotation; - decalalivetime[numdecals]=0; - decalopacity[numdecals]=opacity-distance/10; - - if(decalopacity[numdecals>0]){ - placex=vertex[Triangles[i].vertex[0]].x; - placez=vertex[Triangles[i].vertex[0]].y; - - decaltexcoords[numdecals][0][0]=(placex-where.x)/(size)/2+.5; - decaltexcoords[numdecals][0][1]=(placez-where.y)/(size)/2+.5; - - decalvertex[numdecals][0].x=placex; - decalvertex[numdecals][0].z=vertex[Triangles[i].vertex[0]].z; - decalvertex[numdecals][0].y=placez; - - - placex=vertex[Triangles[i].vertex[1]].x; - placez=vertex[Triangles[i].vertex[1]].y; - - decaltexcoords[numdecals][1][0]=(placex-where.x)/(size)/2+.5; - decaltexcoords[numdecals][1][1]=(placez-where.y)/(size)/2+.5; - - decalvertex[numdecals][1].x=placex; - decalvertex[numdecals][1].z=vertex[Triangles[i].vertex[1]].z; - decalvertex[numdecals][1].y=placez; - - - placex=vertex[Triangles[i].vertex[2]].x; - placez=vertex[Triangles[i].vertex[2]].y; - - decaltexcoords[numdecals][2][0]=(placex-where.x)/(size)/2+.5; - decaltexcoords[numdecals][2][1]=(placez-where.y)/(size)/2+.5; - - decalvertex[numdecals][2].x=placex; - decalvertex[numdecals][2].z=vertex[Triangles[i].vertex[2]].z; - decalvertex[numdecals][2].y=placez; - - if(!(decaltexcoords[numdecals][0][0]<0&&decaltexcoords[numdecals][1][0]<0&&decaltexcoords[numdecals][2][0]<0)) - if(!(decaltexcoords[numdecals][0][1]<0&&decaltexcoords[numdecals][1][1]<0&&decaltexcoords[numdecals][2][1]<0)) - if(!(decaltexcoords[numdecals][0][0]>1&&decaltexcoords[numdecals][1][0]>1&&decaltexcoords[numdecals][2][0]>1)) - if(!(decaltexcoords[numdecals][0][1]>1&&decaltexcoords[numdecals][1][1]>1&&decaltexcoords[numdecals][2][1]>1)) - { - if(decalrotation[numdecals]){ - for(j=0;j<3;j++){ - rot.y=0; - rot.x=decaltexcoords[numdecals][j][0]-.5; - rot.z=decaltexcoords[numdecals][j][1]-.5; - rot=DoRotation(rot,0,-decalrotation[numdecals],0); - decaltexcoords[numdecals][j][0]=rot.x+.5; - decaltexcoords[numdecals][j][1]=rot.z+.5; - } - } - if(numdecals 0) + if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size)) + for (i = 0; i < TriangleNum; i++) { + distance = abs(((facenormals[i].x * where.x) + (facenormals[i].y * where.y) + (facenormals[i].z * where.z) - ((facenormals[i].x * vertex[Triangles[i].vertex[0]].x) + (facenormals[i].y * vertex[Triangles[i].vertex[0]].y) + (facenormals[i].z * vertex[Triangles[i].vertex[0]].z)))); + if (distance < .02 && abs(facenormals[i].y) > abs(facenormals[i].x) && abs(facenormals[i].y) > abs(facenormals[i].z)) { + decalposition[numdecals] = where; + decaltype[numdecals] = atype; + decalrotation[numdecals] = rotation; + decalalivetime[numdecals] = 0; + decalopacity[numdecals] = opacity - distance / 10; + + if (decalopacity[numdecals > 0]) { + placex = vertex[Triangles[i].vertex[0]].x; + placez = vertex[Triangles[i].vertex[0]].z; + + decaltexcoords[numdecals][0][0] = (placex - where.x) / (size) / 2 + .5; + decaltexcoords[numdecals][0][1] = (placez - where.z) / (size) / 2 + .5; + + decalvertex[numdecals][0].x = placex; + decalvertex[numdecals][0].z = placez; + decalvertex[numdecals][0].y = vertex[Triangles[i].vertex[0]].y; + + + placex = vertex[Triangles[i].vertex[1]].x; + placez = vertex[Triangles[i].vertex[1]].z; + + decaltexcoords[numdecals][1][0] = (placex - where.x) / (size) / 2 + .5; + decaltexcoords[numdecals][1][1] = (placez - where.z) / (size) / 2 + .5; + + decalvertex[numdecals][1].x = placex; + decalvertex[numdecals][1].z = placez; + decalvertex[numdecals][1].y = vertex[Triangles[i].vertex[1]].y; + + + placex = vertex[Triangles[i].vertex[2]].x; + placez = vertex[Triangles[i].vertex[2]].z; + + decaltexcoords[numdecals][2][0] = (placex - where.x) / (size) / 2 + .5; + decaltexcoords[numdecals][2][1] = (placez - where.z) / (size) / 2 + .5; + + decalvertex[numdecals][2].x = placex; + decalvertex[numdecals][2].z = placez; + decalvertex[numdecals][2].y = vertex[Triangles[i].vertex[2]].y; + + if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0)) + if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0)) + if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1)) + if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) { + if (decalrotation[numdecals]) { + for (j = 0; j < 3; j++) { + rot.y = 0; + rot.x = decaltexcoords[numdecals][j][0] - .5; + rot.z = decaltexcoords[numdecals][j][1] - .5; + rot = DoRotation(rot, 0, -decalrotation[numdecals], 0); + decaltexcoords[numdecals][j][0] = rot.x + .5; + decaltexcoords[numdecals][j][1] = rot.z + .5; + } + } + if (numdecals < max_model_decals - 1)numdecals++; + } + } + } else if (distance < .02 && abs(facenormals[i].x) > abs(facenormals[i].y) && abs(facenormals[i].x) > abs(facenormals[i].z)) { + decalposition[numdecals] = where; + decaltype[numdecals] = atype; + decalrotation[numdecals] = rotation; + decalalivetime[numdecals] = 0; + decalopacity[numdecals] = opacity - distance / 10; + + if (decalopacity[numdecals > 0]) { + placex = vertex[Triangles[i].vertex[0]].y; + placez = vertex[Triangles[i].vertex[0]].z; + + decaltexcoords[numdecals][0][0] = (placex - where.y) / (size) / 2 + .5; + decaltexcoords[numdecals][0][1] = (placez - where.z) / (size) / 2 + .5; + + decalvertex[numdecals][0].x = vertex[Triangles[i].vertex[0]].x; + decalvertex[numdecals][0].z = placez; + decalvertex[numdecals][0].y = placex; + + + placex = vertex[Triangles[i].vertex[1]].y; + placez = vertex[Triangles[i].vertex[1]].z; + + decaltexcoords[numdecals][1][0] = (placex - where.y) / (size) / 2 + .5; + decaltexcoords[numdecals][1][1] = (placez - where.z) / (size) / 2 + .5; + + decalvertex[numdecals][1].x = vertex[Triangles[i].vertex[1]].x; + decalvertex[numdecals][1].z = placez; + decalvertex[numdecals][1].y = placex; + + + placex = vertex[Triangles[i].vertex[2]].y; + placez = vertex[Triangles[i].vertex[2]].z; + + decaltexcoords[numdecals][2][0] = (placex - where.y) / (size) / 2 + .5; + decaltexcoords[numdecals][2][1] = (placez - where.z) / (size) / 2 + .5; + + decalvertex[numdecals][2].x = vertex[Triangles[i].vertex[2]].x; + decalvertex[numdecals][2].z = placez; + decalvertex[numdecals][2].y = placex; + + if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0)) + if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0)) + if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1)) + if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) { + if (decalrotation[numdecals]) { + for (j = 0; j < 3; j++) { + rot.y = 0; + rot.x = decaltexcoords[numdecals][j][0] - .5; + rot.z = decaltexcoords[numdecals][j][1] - .5; + rot = DoRotation(rot, 0, -decalrotation[numdecals], 0); + decaltexcoords[numdecals][j][0] = rot.x + .5; + decaltexcoords[numdecals][j][1] = rot.z + .5; + } + } + if (numdecals < max_model_decals - 1)numdecals++; + } + } + } else if (distance < .02 && abs(facenormals[i].z) > abs(facenormals[i].y) && abs(facenormals[i].z) > abs(facenormals[i].x)) { + decalposition[numdecals] = where; + decaltype[numdecals] = atype; + decalrotation[numdecals] = rotation; + decalalivetime[numdecals] = 0; + decalopacity[numdecals] = opacity - distance / 10; + + if (decalopacity[numdecals > 0]) { + placex = vertex[Triangles[i].vertex[0]].x; + placez = vertex[Triangles[i].vertex[0]].y; + + decaltexcoords[numdecals][0][0] = (placex - where.x) / (size) / 2 + .5; + decaltexcoords[numdecals][0][1] = (placez - where.y) / (size) / 2 + .5; + + decalvertex[numdecals][0].x = placex; + decalvertex[numdecals][0].z = vertex[Triangles[i].vertex[0]].z; + decalvertex[numdecals][0].y = placez; + + + placex = vertex[Triangles[i].vertex[1]].x; + placez = vertex[Triangles[i].vertex[1]].y; + + decaltexcoords[numdecals][1][0] = (placex - where.x) / (size) / 2 + .5; + decaltexcoords[numdecals][1][1] = (placez - where.y) / (size) / 2 + .5; + + decalvertex[numdecals][1].x = placex; + decalvertex[numdecals][1].z = vertex[Triangles[i].vertex[1]].z; + decalvertex[numdecals][1].y = placez; + + + placex = vertex[Triangles[i].vertex[2]].x; + placez = vertex[Triangles[i].vertex[2]].y; + + decaltexcoords[numdecals][2][0] = (placex - where.x) / (size) / 2 + .5; + decaltexcoords[numdecals][2][1] = (placez - where.y) / (size) / 2 + .5; + + decalvertex[numdecals][2].x = placex; + decalvertex[numdecals][2].z = vertex[Triangles[i].vertex[2]].z; + decalvertex[numdecals][2].y = placez; + + if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0)) + if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0)) + if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1)) + if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) { + if (decalrotation[numdecals]) { + for (j = 0; j < 3; j++) { + rot.y = 0; + rot.x = decaltexcoords[numdecals][j][0] - .5; + rot.z = decaltexcoords[numdecals][j][1] - .5; + rot = DoRotation(rot, 0, -decalrotation[numdecals], 0); + decaltexcoords[numdecals][j][0] = rot.x + .5; + decaltexcoords[numdecals][j][1] = rot.z + .5; + } + } + if (numdecals < max_model_decals - 1)numdecals++; + } + } + } + } + } } Model::~Model() { - deallocate(); + deallocate(); textureptr.destroy(); } void Model::deallocate() { - int i = 0, j = 0; + int i = 0, j = 0; - if(owner)free(owner); - owner = 0; + if (owner)free(owner); + owner = 0; - if(possible)free(possible); - possible = 0; + if (possible)free(possible); + possible = 0; - if(vertex)free(vertex); - vertex = 0; + if (vertex)free(vertex); + vertex = 0; - if(normals)free(normals); - normals = 0; + if (normals)free(normals); + normals = 0; - if(facenormals)free(facenormals); - facenormals = 0; + if (facenormals)free(facenormals); + facenormals = 0; - if(Triangles)free(Triangles); - Triangles = 0; + if (Triangles)free(Triangles); + Triangles = 0; - if(vArray)free(vArray); - vArray = 0; + if (vArray)free(vArray); + vArray = 0; - //allow decals - if(decaltexcoords) - { - for(i=0;ix/(terrain.size/subdivision*terrain.scale); - whichpatchz=p1->z/(terrain.size/subdivision*terrain.scale); - - if(whichpatchx>=0&&whichpatchz>=0&&whichpatchx0&&terrain.patchobjectnum[whichpatchx][whichpatchz]<500) - for(j=0;jx / (terrain.size / subdivision * terrain.scale); + whichpatchz = p1->z / (terrain.size / subdivision * terrain.scale); + + if (whichpatchx >= 0 && whichpatchz >= 0 && whichpatchx < subdivision && whichpatchz < subdivision) + if (terrain.patchobjectnum[whichpatchx][whichpatchz] > 0 && terrain.patchobjectnum[whichpatchx][whichpatchz] < 500) + for (j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { + i = terrain.patchobjects[whichpatchx][whichpatchz][j]; + possible[i] = 0; + if (model[i].SphereCheckPossible(p1, radius, &position[i], &yaw[i]) != -1) { + possible[i] = 1; + } + } } void Objects::Draw() { - static float distance; - static int i,j; - static XYZ moved,terrainlight; - bool hidden; - - for(i=0;i