From: Côme Chilliet Date: Sat, 19 Aug 2017 10:55:56 +0000 (+0200) Subject: Added methods for hasWeapon and isPlayerControlled X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=be5fc624393b132863a7d9a97c811bc695b86e5b;p=lugaru.git Added methods for hasWeapon and isPlayerControlled Some tests on id == 0 may be replaced by isPlayerControlled as well, but it does not always makes sense (I’d say stuff specific to main player should still test id == 0) --- diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index c7075da..4ff18e8 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1643,8 +1643,8 @@ void doJumpReversals() Person::players[i]->skeleton.oldfree == 0 && (Person::players[i]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpupanim) && - (Person::players[i]->aitype == playercontrolled || - Person::players[k]->aitype == playercontrolled) && + (Person::players[i]->isPlayerControlled() || + Person::players[k]->isPlayerControlled()) && ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) || (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) { if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) && @@ -1655,8 +1655,8 @@ void doJumpReversals() Person::players[k]->animTarget != getupfromfrontanim && Animation::animations[Person::players[k]->animTarget].height == middleheight && normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && - ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || - Person::players[k]->aitype != playercontrolled)) { + ((Person::players[k]->isPlayerControlled() && Person::players[k]->attackkeydown) || + !Person::players[k]->isPlayerControlled())) { Person::players[i]->victim = Person::players[k]; Person::players[i]->velocity = 0; Person::players[i]->animCurrent = jumpreversedanim; @@ -1695,8 +1695,8 @@ void doJumpReversals() Person::players[i]->animTarget != getupfromfrontanim && Animation::animations[Person::players[i]->animTarget].height == middleheight && normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && - ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || - Person::players[i]->aitype != playercontrolled)) { + ((Person::players[i]->isPlayerControlled() && Person::players[i]->attackkeydown) || + !Person::players[i]->isPlayerControlled())) { Person::players[k]->victim = Person::players[i]; Person::players[k]->velocity = 0; Person::players[k]->animCurrent = jumpreversedanim; @@ -1801,7 +1801,7 @@ void doAerialAcrobatics() for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (Object::objects[i]->type != rocktype || - Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled || + Object::objects[i]->scale > .5 && Person::players[k]->isPlayerControlled() || Object::objects[i]->position.y > Person::players[k]->coords.y) { lowpoint = Person::players[k]->coords; if (Person::players[k]->animTarget != jumpupanim && @@ -1823,7 +1823,7 @@ void doAerialAcrobatics() tempcollide = 1; //wall jumps //TODO: refactor four similar blocks - if (Person::players[k]->aitype == playercontrolled && + if (Person::players[k]->isPlayerControlled() && (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && @@ -1979,7 +1979,7 @@ void doAerialAcrobatics() Person::players[k]->coords.y -= 1.35; Person::players[k]->collide = 1; - if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) && + if ((Person::players[k]->grabdelay <= 0 || !Person::players[k]->isPlayerControlled()) && (Person::players[k]->animCurrent != climbanim && Person::players[k]->animCurrent != hanganim && !Person::players[k]->isWallJump() || @@ -2157,7 +2157,7 @@ void doAttacks() playerrealattackkeydown = Input::isKeyDown(attackkey); } if ((Person::players[0]->parriedrecently <= 0 || - Person::players[0]->weaponactive == -1) && + !Person::players[0]->hasWeapon()) && (!oldattackkey || (realthreat && Person::players[0]->lastattack != swordslashanim && @@ -2189,7 +2189,7 @@ void doAttacks() Person::players[k]->attackkeydown = 0; } if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) { - if (Person::players[k]->aitype != playercontrolled) { + if (!Person::players[k]->isPlayerControlled()) { Person::players[k]->victim = Person::players[0]; } //attack key pressed @@ -2244,7 +2244,7 @@ void doAttacks() Person::players[k]->animTarget == walkanim || Person::players[k]->animTarget == sneakanim || Person::players[k]->isCrouch())) { - const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType(); + const int attackweapon = (Person::players[k]->hasWeapon() ? weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType() : 0); //normal attacks (?) Person::players[k]->hasvictim = 0; if (Person::players.size() > 1) { @@ -2271,7 +2271,7 @@ void doAttacks() Person::players[i]->animTarget != getupfromfrontanim) { Person::players[k]->victim = Person::players[i]; Person::players[k]->hasvictim = 1; - if (Person::players[k]->aitype == playercontrolled) { //human player + if (Person::players[k]->isPlayerControlled()) { //human player //sweep if (distance < 2.5 * sq(Person::players[k]->scale * 5) && Person::players[k]->crouchkeydown && @@ -2657,7 +2657,7 @@ void doAttacks() } } } - if (Person::players[k]->aitype == playercontrolled) { + if (Person::players[k]->isPlayerControlled()) { //rabbit kick if (Person::players[k]->attackkeydown && Person::players[k]->isRun() && @@ -2669,7 +2669,7 @@ void doAttacks() Person::players[k]->victim->animTarget != getupfrombackanim && Person::players[k]->victim->animTarget != getupfromfrontanim && Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && - Person::players[k]->aitype != playercontrolled && //wat??? + !Person::players[k]->isPlayerControlled() && //wat??? normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && Person::players[k]->rabbitkickenabled) || Person::players[k]->jumpkeydown)) { @@ -3462,7 +3462,7 @@ void Game::Tick() Person::players[i]->targetheadyaw = yaw; Person::players[i]->targetheadpitch = pitch; } - if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { + if (i != 0 && Person::players[i]->isPlayerControlled() && !Dialog::inDialog()) { if (!Animation::animations[Person::players[i]->animTarget].attack && Person::players[i]->animTarget != staggerbackhighanim && Person::players[i]->animTarget != staggerbackhardanim && @@ -3599,7 +3599,7 @@ void Game::Tick() //pick up weapon if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) { - if (Person::players[i]->weaponactive == -1 && + if (!Person::players[i]->hasWeapon() && Person::players[i]->num_weapons < 2 && (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || @@ -3607,19 +3607,19 @@ void Game::Tick() Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim || Person::players[i]->isFlip() || - Person::players[i]->aitype != playercontrolled)) { + !Person::players[i]->isPlayerControlled())) { for (unsigned j = 0; j < weapons.size(); j++) { if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && + Person::players[i]->isPlayerControlled()) && weapons[j].owner == -1 && - Person::players[i]->weaponactive == -1) { + !Person::players[i]->hasWeapon()) { if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) { if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) { if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim || Person::players[i]->isRun() || Person::players[i]->isIdle() || - Person::players[i]->aitype != playercontrolled) { + !Person::players[i]->isPlayerControlled()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); @@ -3630,11 +3630,11 @@ void Game::Tick() Person::players[i]->hasvictim = 0; if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && + Person::players[i]->isPlayerControlled()) && weapons[j].owner == -1 || Person::players[i]->victim && weapons[j].owner == int(Person::players[i]->victim->id)) { - if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) { + if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && !Person::players[i]->hasWeapon()) { if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) { if (weapons[j].getType() != staff) { emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); @@ -3647,7 +3647,7 @@ void Game::Tick() } } else if ((Person::players[i]->isIdle() || Person::players[i]->isFlip() || - Person::players[i]->aitype != playercontrolled) && + !Person::players[i]->isPlayerControlled()) && distsq(&Person::players[i]->coords, &weapons[j].position) < 5 && Person::players[i]->coords.y < weapons[j].position.y) { if (!Person::players[i]->isFlip()) { @@ -3660,14 +3660,14 @@ void Game::Tick() Person::players[i]->hasvictim = 0; for (unsigned k = 0; k < weapons.size(); k++) { - if (Person::players[i]->weaponactive == -1) { + if (!Person::players[i]->hasWeapon()) { if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && + Person::players[i]->isPlayerControlled()) && weapons[k].owner == -1 || Person::players[i]->victim && weapons[k].owner == int(Person::players[i]->victim->id)) { if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 && - Person::players[i]->weaponactive == -1) { + !Person::players[i]->hasWeapon()) { if (weapons[k].getType() != staff) { emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); } @@ -3689,7 +3689,7 @@ void Game::Tick() Person::players[i]->animTarget == backhandspringanim) { if (Person::players.size() > 1) { for (unsigned j = 0; j < Person::players.size(); j++) { - if (Person::players[i]->weaponactive == -1) { + if (!Person::players[i]->hasWeapon()) { if (j != i) { if (Person::players[j]->num_weapons && Person::players[j]->skeleton.free && @@ -3790,7 +3790,7 @@ void Game::Tick() } } } - if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { + if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) { if (weapons[Person::players[i]->weaponids[0]].getType() == knife) { if (Person::players[i]->isIdle() || Person::players[i]->isRun() || @@ -3815,7 +3815,7 @@ void Game::Tick() Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords); } if (Person::players[i]->isFlip()) { - if (Person::players[i]->weaponactive != -1) { + if (Person::players[i]->hasWeapon()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; XYZ aim; @@ -3841,7 +3841,7 @@ void Game::Tick() } } } - if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { + if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) { if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) { Person::players[i]->throwtogglekeydown = 1; XYZ tempVelocity = Person::players[i]->velocity * .2; @@ -3866,16 +3866,16 @@ void Game::Tick() } //draw weapon - if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) { + if (i == 0 || !Person::players[0]->dead || (Person::players[i]->hasWeapon())) { if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown || (Person::players[i]->num_weapons == 2) && - (Person::players[i]->weaponactive == -1) && + (!Person::players[i]->hasWeapon()) && Person::players[i]->isIdle() || Person::players[0]->dead && - (Person::players[i]->weaponactive != -1) && + (Person::players[i]->hasWeapon()) && i != 0) { bool isgood = true; - if (Person::players[i]->weaponactive != -1) { + if (Person::players[i]->hasWeapon()) { if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) { isgood = false; } @@ -3886,8 +3886,8 @@ void Game::Tick() Person::players[i]->drawtogglekeydown = 1; } if ((Person::players[i]->isIdle() || - (Person::players[i]->aitype != playercontrolled && - Person::players[0]->weaponactive != -1 && + (!Person::players[i]->isPlayerControlled() && + Person::players[0]->hasWeapon() && Person::players[i]->isRun())) && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == sword) { @@ -3903,7 +3903,7 @@ void Game::Tick() } //clean weapon - if (Person::players[i]->weaponactive != -1) { + if (Person::players[i]->hasWeapon()) { if (Person::players[i]->isCrouch() && weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && bloodtoggle && @@ -4081,7 +4081,7 @@ void Game::Tick() } Person::players[i]->frameTarget = 0; } - if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { + if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||!Person::players[i]->isPlayerControlled())*/) { Person::players[i]->setTargetAnimation(climbanim); Person::players[i]->frameTarget = 1; Person::players[i]->jumpclimb = 1; @@ -4242,7 +4242,7 @@ void Game::Tick() } if (target >= 0) { Person::players[i]->velocity.y = 1; - } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) { + } else if (Person::players[i]->crouchkeydown || !Person::players[i]->isPlayerControlled()) { Person::players[i]->velocity.y = 7; Person::players[i]->crouchtogglekeydown = 1; } else { @@ -4278,7 +4278,7 @@ void Game::Tick() (((!floatjump && !editorenabled) || !devtools) || - Person::players[i]->aitype != playercontrolled)) { + !Person::players[i]->isPlayerControlled())) { if (Person::players[i]->jumppower > multiplier * 6) { Person::players[i]->velocity.y += multiplier * 6; Person::players[i]->jumppower -= multiplier * 6; diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index 279fb32..d0e8f08 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -596,14 +596,14 @@ int Person::getIdle() if ((!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < Person::players.size())) { - if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) { + if ((isPlayerControlled() && (stunned <= 0) && !hasWeapon()) || pause) { return PersonType::types[creature].animFightIdle; } - if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) { + if (isPlayerControlled() && (stunned <= 0) && hasWeapon()) { if (weapons[weaponids[weaponactive]].getType() == knife) { return knifefightidleanim; } - if (weapons[weaponids[weaponactive]].getType() == sword && victim->weaponactive != -1) { + if (weapons[weaponids[weaponactive]].getType() == sword && victim->hasWeapon()) { return swordfightidlebothanim; } if (weapons[weaponids[weaponactive]].getType() == sword) { @@ -613,7 +613,7 @@ int Person::getIdle() return swordfightidleanim; } } - if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause) { + if (!isPlayerControlled() && (stunned <= 0) && creature != wolftype) { return fightsidestep; } } @@ -658,7 +658,7 @@ int Person::getCrouch() */ int Person::getRun() { - if (superruntoggle && (weaponactive == -1)) { + if (superruntoggle && (!hasWeapon())) { return PersonType::types[creature].animRunning; } else { return PersonType::types[creature].animRun; @@ -786,7 +786,7 @@ void Person::DoBloodBig(float howmuch, int which) } if (!Tutorial::active || id == 0) { - if (aitype != playercontrolled && howmuch > 0) { + if (!isPlayerControlled() && howmuch > 0) { // play pain sounds int whichsound = -1; @@ -966,7 +966,7 @@ void Person::DoBloodBig(float howmuch, int which) deathbleeding += bleeding; bloodloss += bleeding * 3; - if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { + if (!Tutorial::active && !isPlayerControlled() && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; @@ -1175,7 +1175,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) deathbleeding += bleeding; bloodloss += bleeding * 3; - if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { + if (!Tutorial::active && !isPlayerControlled() && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; @@ -1195,7 +1195,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) */ void Person::Reverse() { - if (!((victim->aitype == playercontrolled || hostiletime > 1 || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim && (!Tutorial::active || cananger) && hostile)) { + if (!((victim->isPlayerControlled() || hostiletime > 1 || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim && (!Tutorial::active || cananger) && hostile)) { return; } @@ -1228,7 +1228,7 @@ void Person::Reverse() victim->animTarget = upunchreversalanim; } if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { - if (victim->weaponactive != -1) { + if (victim->hasWeapon()) { victim->throwtogglekeydown = 1; XYZ tempVelocity = victim->velocity * .2; if (tempVelocity.x == 0) { @@ -1255,7 +1255,7 @@ void Person::Reverse() victim->animTarget = staffhitreversalanim; } if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) { - if (victim->weaponactive != -1) { + if (victim->hasWeapon()) { victim->throwtogglekeydown = 1; XYZ tempVelocity = victim->velocity * .2; if (tempVelocity.x == 0) { @@ -1281,7 +1281,7 @@ void Person::Reverse() victim->animTarget = staffspinhitreversalanim; } if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { - if (victim->weaponactive != -1) { + if (victim->hasWeapon()) { victim->throwtogglekeydown = 1; XYZ tempVelocity = victim->velocity * .2; if (tempVelocity.x == 0) { @@ -1307,7 +1307,7 @@ void Person::Reverse() victim->animTarget = swordslashreversalanim; } if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) { - if (victim->weaponactive != -1) { + if (victim->hasWeapon()) { victim->throwtogglekeydown = 1; XYZ tempVelocity = victim->velocity * .2; if (tempVelocity.x == 0) { @@ -1360,7 +1360,7 @@ void Person::Reverse() victim->victim = this->shared_from_this(); victim->targetyaw = targetyaw + 180; } - if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) { + if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->hasWeapon()) { animTarget = swordslashparriedanim; parriedrecently = .4; victim->parriedrecently = 0; @@ -1371,7 +1371,7 @@ void Person::Reverse() victim->targetyaw = targetyaw + 180; if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) { - if (victim->weaponactive != -1) { + if (victim->hasWeapon()) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { if (weapons[victim->weaponids[0]].getType() == staff) { weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; @@ -1408,7 +1408,7 @@ void Person::Reverse() } if (abs(Random() % 20) == 0) { - if (weaponactive != -1) { + if (hasWeapon()) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { if (weapons[victim->weaponids[0]].getType() == staff) { weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; @@ -1493,7 +1493,7 @@ void Person::Reverse() velocity = 0; victim->velocity = 0; - if (aitype != playercontrolled) { + if (!isPlayerControlled()) { feint = 0; if (escapednum < 2) { int chances = ((difficulty == 2) ? 3 : ((difficulty == 1) ? 5 : 10)); @@ -1553,7 +1553,7 @@ void Person::DoDamage(float howmuch) if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile)) { aitype = attacktypecutoff; } - if (!Tutorial::active && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { + if (!Tutorial::active && !isPlayerControlled() && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; @@ -1596,7 +1596,7 @@ void Person::DoDamage(float howmuch) // play sounds if (!Tutorial::active || id == 0) { - if (speechdelay <= 0 && !dead && aitype != playercontrolled) { + if (speechdelay <= 0 && !dead && !isPlayerControlled()) { int whichsound = -1; if (creature == wolftype) { @@ -1889,7 +1889,7 @@ void Person::RagDoll(bool checkcollision) // drop weapon if (Random() % 2 == 0) { - if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) { + if (hasWeapon() && animTarget != rabbitkickanim && num_weapons > 0) { weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale); weapons[weaponids[0]].velocity.x += .01; num_weapons--; @@ -2047,11 +2047,11 @@ void Person::DoAnimations() } if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) { crouchtogglekeydown = 0; - if (aitype == playercontrolled) { + if (isPlayerControlled()) { feint = 0; } } else { - if (!crouchtogglekeydown && Animation::animations[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain)) { + if (!crouchtogglekeydown && Animation::animations[animTarget].attack == reversed && isPlayerControlled() && (escapednum < 2 || reversaltrain)) { feint = 1; } if (!isFlip()) { @@ -2101,20 +2101,15 @@ void Person::DoAnimations() } } - if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (targetFrame().label || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) { + if (!drawtogglekeydown && drawkeydown && (!hasWeapon() || num_weapons == 1) && (targetFrame().label || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) { if (weapons[weaponids[0]].getType() == knife) { - if (weaponactive == -1) { + if (!hasWeapon()) { weaponactive = 0; + emit_sound_at(knifedrawsound, coords, 128); } else if (weaponactive == 0) { weaponactive = -1; - } - - if (weaponactive == -1) { emit_sound_at(knifesheathesound, coords); } - if (weaponactive != -1) { - emit_sound_at(knifedrawsound, coords, 128); - } } drawtogglekeydown = 1; } @@ -2155,7 +2150,7 @@ void Person::DoAnimations() whichsound = footstepsound4; } } - if (targetFrame().label == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { + if (targetFrame().label == 4 && (!hasWeapon() || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { if (Animation::animations[animTarget].attack != neutral) { unsigned r = abs(Random() % 3); if (r == 0) { @@ -2205,7 +2200,7 @@ void Person::DoAnimations() if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) { if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) { int whichsound = -1; - if (targetFrame().label == 4 && aitype != playercontrolled) { + if (targetFrame().label == 4 && !isPlayerControlled()) { if (Animation::animations[animTarget].attack != neutral) { unsigned r = abs(Random() % 4); whichsound = PersonType::types[creature].soundsAttack[r]; @@ -2235,7 +2230,7 @@ void Person::DoAnimations() if (animCurrent == removeknifeanim && currentFrame().label == 5) { for (unsigned i = 0; i < weapons.size(); i++) { if (weapons[i].owner == -1) { - if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) { + if (distsqflat(&coords, &weapons[i].position) < 4 && !hasWeapon()) { if (distsq(&coords, &weapons[i].position) >= 1) { if (weapons[i].getType() != staff) { emit_sound_at(knifedrawsound, coords, 128.); @@ -2261,7 +2256,7 @@ void Person::DoAnimations() } } if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free)) { - if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) { + if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && !hasWeapon()) { if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) { bool fleshstuck = false; if (weapons[i].owner != -1) { @@ -2335,8 +2330,9 @@ void Person::DoAnimations() } if (animCurrent == drawleftanim && currentFrame().label == 5) { - if (weaponactive == -1) { + if (!hasWeapon()) { weaponactive = 0; + emit_sound_at(knifedrawsound, coords, 128.); } else if (weaponactive == 0) { weaponactive = -1; if (num_weapons == 2) { @@ -2345,13 +2341,8 @@ void Person::DoAnimations() weaponids[0] = weaponids[1]; weaponids[1] = buffer; } - } - if (weaponactive == -1) { emit_sound_at(knifesheathesound, coords, 128.); } - if (weaponactive != -1) { - emit_sound_at(knifedrawsound, coords, 128.); - } } if ((animCurrent == walljumprightkickanim && animTarget == walljumprightkickanim) || (animCurrent == walljumpleftkickanim && animTarget == walljumpleftkickanim)) { @@ -3017,7 +3008,7 @@ void Person::DoAnimations() camerashake += .4; } - if (weaponactive != -1) { + if (hasWeapon()) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { if (weapons[victim->weaponids[0]].getType() == staff) { weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; @@ -3037,7 +3028,7 @@ void Person::DoAnimations() } if (animCurrent == knifethrowanim && currentFrame().label == 5) { - if (weaponactive != -1) { + if (hasWeapon()) { escapednum = 0; XYZ aim; aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); @@ -3064,7 +3055,7 @@ void Person::DoAnimations() emit_sound_at(knifeslicesound, victim->coords); } //victim->jointVel(abdomen)+=relative*damagemult*200; - if (Animation::animations[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { + if (Animation::animations[victim->animTarget].attack && (!victim->isPlayerControlled() || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { if (victim->id != 0 || difficulty == 2) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -3074,7 +3065,7 @@ void Person::DoAnimations() } victim->lowreversaldelay = 0; victim->highreversaldelay = 0; - if (aitype != playercontrolled) { + if (!isPlayerControlled()) { weaponmissdelay = .6; } @@ -3110,7 +3101,7 @@ void Person::DoAnimations() } if (animCurrent == swordslashanim && currentFrame().label == 5 && victim->animTarget != rollanim) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim) { - if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) { + if (!victim->hasWeapon() || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) { award_bonus(id, Slashbonus); escapednum = 0; if (!Tutorial::active) { @@ -3153,7 +3144,7 @@ void Person::DoAnimations() Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1); } } else { - if (victim->weaponactive != -1) { + if (victim->hasWeapon()) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { if (weapons[victim->weaponids[0]].getType() == staff) { weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; @@ -3470,7 +3461,7 @@ void Person::DoAnimations() } if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) { - if (victim->weaponactive != -1 && victim->num_weapons > 0) { + if (victim->hasWeapon() && victim->num_weapons > 0) { if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) { takeWeapon(victim->weaponids[victim->weaponactive]); victim->num_weapons--; @@ -3561,13 +3552,13 @@ void Person::DoAnimations() award_bonus(id, Reversal); bool doslice; - if (weaponactive == -1) { - doslice = PersonType::types[creature].hasClaws; - } else { + if (hasWeapon()) { doslice = (weapons[weaponids[0]].getType() != staff); + } else { + doslice = PersonType::types[creature].hasClaws; } if (doslice) { - if (weaponactive == -1) { + if (!hasWeapon()) { emit_sound_at(clawslicesound, victim->coords, 128.); victim->spurt = 1; victim->DoBloodBig(2 / victim->armorhigh, 175); @@ -3650,13 +3641,13 @@ void Person::DoAnimations() victim->damage = victim->damagetolerance; victim->permanentdamage = victim->damagetolerance - 1; bool doslice; - if (weaponactive == -1) { - doslice = PersonType::types[creature].hasClaws; - } else { + if (hasWeapon()) { doslice = (weapons[weaponids[0]].getType() != staff); + } else { + doslice = PersonType::types[creature].hasClaws; } if (doslice) { - if (weaponactive == -1) { + if (!hasWeapon()) { emit_sound_at(clawslicesound, victim->coords, 128.); victim->spurt = 1; victim->DoBloodBig(2, 175); @@ -3673,7 +3664,7 @@ void Person::DoAnimations() } if (hasvictim && (animCurrent == knifefollowanim || animCurrent == knifesneakattackanim) && currentFrame().label == 5) { - if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) { + if (hasWeapon() && victim->bloodloss < victim->damagetolerance) { escapednum = 0; if (animTarget == knifefollowanim) { victim->DoBloodBig(200, 210); @@ -3729,7 +3720,7 @@ void Person::DoAnimations() victim->skeleton.joints[i].velocity = 0; } } - if (weaponactive != -1 && Animation::animations[victim->animTarget].attack != reversal) { + if (hasWeapon() && Animation::animations[victim->animTarget].attack != reversal) { emit_sound_at(fleshstabremovesound, victim->coords); if (bloodtoggle) { weapons[weaponids[weaponactive]].bloody = 2; @@ -3751,7 +3742,7 @@ void Person::DoAnimations() } if (hasvictim && (animCurrent == swordsneakattackanim) && currentFrame().label == 5) { - if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) { + if (hasWeapon() && victim->bloodloss < victim->damagetolerance) { award_bonus(id, backstab); escapednum = 0; @@ -3785,7 +3776,7 @@ void Person::DoAnimations() for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } - if (weaponactive != -1) { + if (hasWeapon()) { emit_sound_at(fleshstabremovesound, victim->coords); if (bloodtoggle) { weapons[weaponids[weaponactive]].bloody = 2; @@ -3815,19 +3806,19 @@ void Person::DoAnimations() victim->spurt = 1; DoBlood(.2, 240); } - if (weaponactive == -1) { + if (!hasWeapon()) { if (!Tutorial::active) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } } bool doslice; - if (weaponactive == -1) { - doslice = PersonType::types[creature].hasClaws; - } else { + if (hasWeapon()) { doslice = (weapons[weaponids[0]].getType() != staff); + } else { + doslice = PersonType::types[creature].hasClaws; } if (doslice) { - if (weaponactive == -1) { + if (!hasWeapon()) { emit_sound_at(clawslicesound, victim->coords, 128.); victim->spurt = 1; victim->DoBloodBig(2 / victim->armorhead, 175); @@ -3925,8 +3916,9 @@ void Person::DoAnimations() if (animCurrent == crouchdrawrightanim) { animTarget = getCrouch(); } - if (weaponactive == -1) { + if (!hasWeapon()) { weaponactive = 0; + emit_sound_at(knifedrawsound, coords, 128.); } else if (weaponactive == 0) { weaponactive = -1; if (num_weapons == 2) { @@ -3935,14 +3927,8 @@ void Person::DoAnimations() weaponids[0] = weaponids[1]; weaponids[1] = buffer; } - } - - if (weaponactive == -1) { emit_sound_at(knifesheathesound, coords, 128.); } - if (weaponactive != -1) { - emit_sound_at(knifedrawsound, coords, 128.); - } } if (animCurrent == rollanim) { animTarget = getCrouch(); @@ -4296,7 +4282,7 @@ void Person::DoAnimations() animTarget = getIdle(); lastfeint = 0; } - if (animCurrent == blockhighleftanim && aitype != playercontrolled) { + if (animCurrent == blockhighleftanim && !isPlayerControlled()) { animTarget = blockhighleftstrikeanim; } if (animCurrent == knifeslashstartanim || animCurrent == knifethrowanim || animCurrent == swordslashanim || animCurrent == staffhitanim || animCurrent == staffgroundsmashanim || animCurrent == staffspinhitanim) { @@ -4518,7 +4504,7 @@ void Person::DoStuff() targetoffset = 0; } - if (num_weapons == 1 && weaponactive != -1) { + if (num_weapons == 1 && hasWeapon()) { weaponstuck = -1; } @@ -4565,7 +4551,7 @@ void Person::DoStuff() frameTarget = 0; } } - if (weaponactive == -1 && num_weapons > 0) { + if (!hasWeapon() && num_weapons > 0) { if (weapons[weaponids[0]].getType() == staff) { weaponactive = 0; } @@ -4677,7 +4663,7 @@ void Person::DoStuff() deathbleeding = 0; } if (bloodloss > damagetolerance && Animation::animations[animTarget].attack == neutral) { - if (weaponactive != -1) { + if (hasWeapon()) { weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; num_weapons--; @@ -5108,7 +5094,7 @@ void Person::DoStuff() RagDoll(0); - if (weaponactive != -1) { + if (hasWeapon()) { weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; num_weapons--; @@ -5165,7 +5151,7 @@ void Person::DoStuff() if (permanentdamage > damagetolerance && dead != 2) { DoBlood(1, 255); - if (weaponactive != -1) { + if (hasWeapon()) { weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; num_weapons--; @@ -5699,7 +5685,7 @@ void Person::DoStuff() if (Tutorial::active && id != 0) { play = 0; } - if (play && aitype != playercontrolled) { + if (play && !isPlayerControlled()) { int whichsound = -1; if (speechdelay <= 0) { unsigned int i = abs(Random() % 4); @@ -5885,7 +5871,7 @@ void Person::DoStuff() } } - if (weaponactive != -1) { + if (hasWeapon()) { if (weapons[weaponids[weaponactive]].getType() != staff) { righthandmorphstart = 1; righthandmorphend = 1; @@ -7338,7 +7324,7 @@ bool Person::addClothes(const int& clothesId) void Person::doAI() { - if (aitype != playercontrolled && !Dialog::inDialog()) { + if (!isPlayerControlled() && !Dialog::inDialog()) { jumpclimb = 0; //disable movement in editor if (Game::editorenabled) { @@ -8011,7 +7997,7 @@ void Person::doAI() lastseentime = 12; if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile)) { - if (ally < 0 || weaponactive != -1 || lastchecktime <= 0) { + if (ally < 0 || hasWeapon() || lastchecktime <= 0) { aitype = attacktypecutoff; lastseentime = 1; } @@ -8083,7 +8069,7 @@ void Person::doAI() if (isIdle()) { crouchkeydown = 1; } - if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) { + if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->hasWeapon()) { if (weapons[Person::players[0]->weaponids[0]].getType() == knife) { if (isIdle() || isCrouch() || isRun() || isFlip()) { if (abs(Random() % 2) == 0) { @@ -8197,7 +8183,7 @@ void Person::doAI() animTarget != backhandspringanim && animTarget != dodgebackanim) { //draw weapon - if (weaponactive == -1 && num_weapons > 0) { + if (!hasWeapon() && num_weapons > 0) { drawkeydown = Random() % 2; } else { drawkeydown = 0; @@ -8216,11 +8202,11 @@ void Person::doAI() lookyaw = targetyaw; aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000); - if (distsq(&coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || weaponactive != -1)) { + if (distsq(&coords, &Person::players[0]->coords) > 5 && (!Person::players[0]->hasWeapon() || hasWeapon())) { forwardkeydown = 1; } else if ((distsq(&coords, &Person::players[0]->coords) > 16 || distsq(&coords, &Person::players[0]->coords) < 9) && - Person::players[0]->weaponactive != -1) { + Person::players[0]->hasWeapon()) { forwardkeydown = 1; } else if (Random() % 6 == 0 || (creature == wolftype && Random() % 3 == 0)) { forwardkeydown = 1; @@ -8254,7 +8240,7 @@ void Person::doAI() targetyaw += 90 * (whichdirection * 2 - 1); } //attack!!! - if (Random() % 2 == 0 || weaponactive != -1 || creature == wolftype) { + if (Random() % 2 == 0 || hasWeapon() || creature == wolftype) { attackkeydown = 1; } else { attackkeydown = 0; @@ -8264,7 +8250,7 @@ void Person::doAI() } //TODO: wat - if (aitype != playercontrolled && + if (!isPlayerControlled() && (isIdle() || isCrouch() || isRun())) { @@ -8280,9 +8266,9 @@ void Person::doAI() Person::players[j]->lastattack3 == Person::players[j]->animTarget && (Random() % 2 == 0 || difficulty == 2) || (isIdle() || isRun()) && - Person::players[j]->weaponactive != -1 || + Person::players[j]->hasWeapon() || Person::players[j]->animTarget == swordslashanim && - weaponactive != -1 || + hasWeapon() || Person::players[j]->animTarget == staffhitanim || Person::players[j]->animTarget == staffspinhitanim)) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 && @@ -8297,7 +8283,7 @@ void Person::doAI() Person::players[j]->animTarget == knifeslashstartanim || Person::players[j]->animTarget == swordslashanim && (distsq(&Person::players[j]->coords, &coords) < 2 || - weaponactive != -1))) { + hasWeapon()))) { if (target >= 0) { target = -1; } else { @@ -8421,6 +8407,6 @@ void Person::doAI() bool Person::catchKnife() { return - ((PersonType::types[creature].knifeCatchingType == 0) && (Random() % 2 != 0) && (weaponactive == -1) && (aitype == attacktypecutoff)) || - ((PersonType::types[creature].knifeCatchingType == 1) && (Random() % 3 != 0) && (weaponactive == -1) && (isIdle() || isRun() || animTarget == walkanim)); + ((PersonType::types[creature].knifeCatchingType == 0) && (Random() % 2 != 0) && (!hasWeapon()) && (aitype == attacktypecutoff)) || + ((PersonType::types[creature].knifeCatchingType == 1) && (Random() % 3 != 0) && (!hasWeapon()) && (isIdle() || isRun() || animTarget == walkanim)); } diff --git a/Source/Objects/Person.hpp b/Source/Objects/Person.hpp index 9492fb7..89d5b40 100644 --- a/Source/Objects/Person.hpp +++ b/Source/Objects/Person.hpp @@ -402,6 +402,9 @@ public: void doAI(); bool catchKnife(); + + bool hasWeapon() { return (weaponactive != -1); } + bool isPlayerControlled() { return (aitype == playercontrolled); } }; const int maxplayers = 10; diff --git a/Source/Tutorial.cpp b/Source/Tutorial.cpp index 22ec959..c60ad9b 100644 --- a/Source/Tutorial.cpp +++ b/Source/Tutorial.cpp @@ -302,7 +302,7 @@ void Tutorial::Do(float multiplier) Person::players[1]->num_weapons = 1; Person::players[1]->weaponids[0] = 0; - if (Person::players[0]->weaponactive != -1) { + if (Person::players[0]->hasWeapon()) { weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff); } else { weapons[0].setType(staff); @@ -508,7 +508,7 @@ void Tutorial::Do(float multiplier) } break; case 41: - if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0) { + if (!Person::players[0]->hasWeapon() && Person::players[0]->num_weapons > 0) { success = 1; } break;