X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameTick.cpp;h=827f82b34957ea793ec5da6b8f02253087a9c7ce;hp=9afacced235878340de42e6afb33737a163ae2db;hb=88961157fe4a88fb10320b4ce211ca697f639e7e;hpb=f38eb24f446b94d592d97b24b315bb44bed7b12c diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 9afacce..827f82b 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1,6 +1,6 @@ /* Copyright (C) 2003, 2010 - Wolfire Games -Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. @@ -21,6 +21,21 @@ along with Lugaru. If not, see . // Enable full math definitions #define _USE_MATH_DEFINES +#include "Game.hpp" + +#include "Animation/Animation.hpp" +#include "Audio/openal_wrapper.hpp" +#include "Devtools/ConsoleCmds.hpp" +#include "Level/Awards.hpp" +#include "Level/Campaign.hpp" +#include "Level/Dialog.hpp" +#include "Level/Hotspot.hpp" +#include "Menu/Menu.hpp" +#include "Tutorial.hpp" +#include "User/Settings.hpp" +#include "Utils/Folders.hpp" +#include "Utils/Input.hpp" + #if PLATFORM_UNIX #include #include @@ -29,23 +44,11 @@ along with Lugaru. If not, see . #include #endif - -#include -#include +#include #include +#include #include -#include "Game.h" -#include "openal_wrapper.h" -#include "Settings.h" -#include "Input.h" -#include "Animation.h" -#include "Awards.h" -#include "Menu.h" -#include "ConsoleCmds.h" -#include "Dialog.h" -#include "Utils/Folders.h" - -#include +#include #include using namespace std; @@ -57,7 +60,6 @@ using namespace Game; #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) #endif - extern float multiplier; extern XYZ viewer; extern int environment; @@ -66,7 +68,6 @@ extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; -extern Objects objects; extern int slomo; extern float slomodelay; extern bool floatjump; @@ -88,8 +89,8 @@ extern bool mousejump; extern float viewdistance; extern bool freeze; extern XYZ windvector; -extern bool debugmode; -static int leveltheme; +extern bool devtools; +int leveltheme; extern int mainmenu; extern int oldmainmenu; extern bool visibleloading; @@ -100,7 +101,7 @@ extern float envsoundlife[30]; extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar -extern bool decals; +extern bool decalstoggle; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -111,12 +112,7 @@ extern float skyboxlightb; extern float fadestart; extern float slomospeed; extern float slomofreq; -extern int tutoriallevel; extern float smoketex; -extern float tutorialstagetime; -extern int tutorialstage; -extern float tutorialmaxtime; -extern float tutorialsuccess; extern bool againbonus; extern bool reversaltrain; extern bool canattack; @@ -130,14 +126,6 @@ extern float hostiletime; extern bool gamestarted; -extern int numhotspots; -extern int killhotspot; -extern XYZ hotspot[40]; -extern int hotspottype[40]; -extern float hotspotsize[40]; -extern char hotspottext[40][256]; -extern int currenthotspot; - extern int hostile; extern bool stillloading; @@ -147,87 +135,8 @@ extern bool campaign; extern void toggleFullscreen(); -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 (size_t 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; - } -}; - bool won = false; -int entername = 0; -vector campaignlevels; int whichchoice = 0; -int actuallevel = 0; bool winhotspot = false; bool windialogue = false; bool realthreat = 0; @@ -239,7 +148,7 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; -const char *rabbitskin[] = { +const char* rabbitskin[] = { "Textures/Fur3.jpg", "Textures/Fur.jpg", "Textures/Fur2.jpg", @@ -252,29 +161,30 @@ const char *rabbitskin[] = { "Textures/WB2.jpg" }; -const char *wolfskin[] = { +const char* wolfskin[] = { "Textures/Wolf.jpg", "Textures/DarkWolf.jpg", "Textures/SnowWolf.jpg" }; -const char **creatureskin[] = {rabbitskin, wolfskin}; +const char** creatureskin[] = { rabbitskin, wolfskin }; #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; -STATIC_ASSERT (rabbittype == 0 && wolftype == 1) +STATIC_ASSERT(rabbittype == 0 && wolftype == 1) // utility functions // TODO: this is slightly incorrect -inline float roughDirection(XYZ vec) +float roughDirection(XYZ vec) { Normalise(&vec); float angle = -asin(-vec.x) * 180 / M_PI; - if (vec.z < 0) + if (vec.z < 0) { angle = 180 - angle; + } return angle; } -inline float roughDirectionTo(XYZ start, XYZ end) +float roughDirectionTo(XYZ start, XYZ end) { return roughDirection(end - start); } @@ -283,102 +193,104 @@ inline float pitchOf(XYZ vec) Normalise(&vec); return -asin(vec.y) * 180 / M_PI; } -inline float pitchTo(XYZ start, XYZ end) +float pitchTo(XYZ start, XYZ end) { return pitchOf(end - start); } -inline float sq(float n) +float sq(float n) { return n * n; } inline float stepTowardf(float from, float to, float by) { - if (fabs(from - to) < by) + if (fabs(from - to) < by) { return to; - else if (from > to) + } else if (from > to) { return from - by; - else + } else { return from + by; + } } void Game::playdialoguescenesound() { XYZ temppos; - temppos = Person::players[Dialog::currentScene().participantfocus]->coords; + temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords; temppos = temppos - viewer; Normalise(&temppos); temppos += viewer; int sound = -1; switch (Dialog::currentScene().sound) { - 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; + 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); + } } // ================================================================ @@ -388,11 +300,11 @@ int Game::findClosestPlayer() int closest = -1; float closestdist = std::numeric_limits::max(); - for (unsigned i = 1; i < Person::players.size(); i++) { + for (unsigned int i = 1; i < Person::players.size(); i++) { float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; - closest = i; + closest = (int)i; } } return closest; @@ -403,11 +315,12 @@ static int findClosestObject() int closest = -1; float closestdist = std::numeric_limits::max(); - for (int i = 0; i < objects.numobjects; i++) { - float distance = distsq(&objects.position[i], &Person::players[0]->coords); + for (unsigned int i = 0; i < Object::objects.size(); i++) { + float distance = distsq(&Object::objects[i]->position, + &Person::players[0]->coords); if (distance < closestdist) { closestdist = distance; - closest = i; + closest = (int)i; } } return closest; @@ -417,42 +330,43 @@ 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++) + 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_screenshot(const char * fname); -void Screenshot (void) +extern bool save_screenshot(const char* fname); +void Screenshot(void) { char filename[1024]; time_t t = time(NULL); - struct tm *tme = localtime(&t); - sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png", + struct tm* tme = localtime(&t); + sprintf(filename, "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"); -#endif - save_screenshot(filename); } void Game::SetUpLighting() { - if (environment == snowyenvironment) + if (environment == snowyenvironment) { light.setColors(.65, .65, .7, .4, .4, .44); - if (environment == desertenvironment) + } + if (environment == desertenvironment) { light.setColors(.95, .95, .95, .4, .35, .3); - if (environment == grassyenvironment) + } + if (environment == grassyenvironment) { light.setColors(.95, .95, 1, .4, .4, .44); - if (!skyboxtexture) + } + if (!skyboxtexture) { light.setColors(1, 1, 1, .4, .4, .4); + } float average; average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; light.color[0] *= (skyboxlightr + average) / 2; @@ -463,123 +377,6 @@ void Game::SetUpLighting() 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; j < numpathpoints; j++) { - if (j != last && j != last2 && j != last3 && j != last4) { - connected = 0; - if (numpathpointconnect[j]) - for (int k = 0; k < numpathpointconnect[j]; k++) { - if (pathpointconnect[j][k] == last)connected = 1; - } - if (!connected) - if (numpathpointconnect[last]) - for (int k = 0; k < numpathpointconnect[last]; k++) { - if (pathpointconnect[last][k] == j)connected = 1; - } - if (connected) - if (closest == -1 || Random() % 2 == 0) { - closest = j; - } - } - } - last4 = last3; - last3 = last2; - last2 = last; - last = closest; - count++; - } - if (count < smallestcount) - smallestcount = count; - } - return smallestcount; -} - -int Game::checkcollide(XYZ startpoint, XYZ endpoint) -{ - static XYZ colpoint, colviewer, coltarget; - static float minx, minz, maxx, maxz, miny, maxy; - - 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; - - for (int i = 0; i < objects.numobjects; i++) { - if ( objects.position[i].x > 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; - } - } - } - - 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].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 (what == 1000) - if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) - return 1000; - - return -1; -} - void Setenvironment(int which) { LOGFUNC; @@ -595,17 +392,17 @@ void Setenvironment(int which) pause_sound(stream_wind); pause_sound(stream_desertambient); - if (environment == snowyenvironment) { windvector = 0; windvector.z = 3; - if (ambientsound) + if (ambientsound) { emit_stream_np(stream_wind); + } - objects.treetextureptr.load("Textures/SnowTree.png", 0); - objects.bushtextureptr.load("Textures/BushSnow.png", 0); - objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); - objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); + Object::treetextureptr.load("Textures/SnowTree.png", 0); + Object::bushtextureptr.load("Textures/BushSnow.png", 0); + Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + Object::boxtextureptr.load("Textures/SnowBox.jpg", 1); footstepsound = footstepsn1; footstepsound2 = footstepsn2; @@ -615,32 +412,29 @@ void Setenvironment(int which) terraintexture.load("Textures/Snow.jpg", 1); terraintexture2.load("Textures/Rock.jpg", 1); - temptexdetail = texdetail; - if (texdetail > 1) + if (texdetail > 1) { texdetail = 4; - skybox->load( "Textures/Skybox(snow)/Front.jpg", - "Textures/Skybox(snow)/Left.jpg", - "Textures/Skybox(snow)/Back.jpg", - "Textures/Skybox(snow)/Right.jpg", - "Textures/Skybox(snow)/Up.jpg", - "Textures/Skybox(snow)/Down.jpg"); - - - + } + skybox->load("Textures/Skybox(snow)/Front.jpg", + "Textures/Skybox(snow)/Left.jpg", + "Textures/Skybox(snow)/Back.jpg", + "Textures/Skybox(snow)/Right.jpg", + "Textures/Skybox(snow)/Up.jpg", + "Textures/Skybox(snow)/Down.jpg"); texdetail = temptexdetail; } else if (environment == desertenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load("Textures/DesertTree.png", 0); - objects.bushtextureptr.load("Textures/BushDesert.png", 0); - objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); - objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); - + Object::treetextureptr.load("Textures/DesertTree.png", 0); + Object::bushtextureptr.load("Textures/BushDesert.png", 0); + Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + Object::boxtextureptr.load("Textures/DesertBox.jpg", 1); - if (ambientsound) + if (ambientsound) { emit_stream_np(stream_desertambient); + } footstepsound = footstepsn1; footstepsound2 = footstepsn2; @@ -650,31 +444,29 @@ void Setenvironment(int which) terraintexture.load("Textures/Sand.jpg", 1); terraintexture2.load("Textures/SandSlope.jpg", 1); - temptexdetail = texdetail; - if (texdetail > 1) + if (texdetail > 1) { texdetail = 4; - skybox->load( "Textures/Skybox(sand)/Front.jpg", - "Textures/Skybox(sand)/Left.jpg", - "Textures/Skybox(sand)/Back.jpg", - "Textures/Skybox(sand)/Right.jpg", - "Textures/Skybox(sand)/Up.jpg", - "Textures/Skybox(sand)/Down.jpg"); - - - + } + skybox->load("Textures/Skybox(sand)/Front.jpg", + "Textures/Skybox(sand)/Left.jpg", + "Textures/Skybox(sand)/Back.jpg", + "Textures/Skybox(sand)/Right.jpg", + "Textures/Skybox(sand)/Up.jpg", + "Textures/Skybox(sand)/Down.jpg"); texdetail = temptexdetail; } else if (environment == grassyenvironment) { windvector = 0; windvector.z = 2; - objects.treetextureptr.load("Textures/Tree.png", 0); - objects.bushtextureptr.load("Textures/Bush.png", 0); - objects.rocktextureptr.load("Textures/Boulder.jpg", 1); - objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); + Object::treetextureptr.load("Textures/Tree.png", 0); + Object::bushtextureptr.load("Textures/Bush.png", 0); + Object::rocktextureptr.load("Textures/Boulder.jpg", 1); + Object::boxtextureptr.load("Textures/GrassBox.jpg", 1); - if (ambientsound) + if (ambientsound) { emit_stream_np(stream_wind, 100.); + } footstepsound = footstepgr1; footstepsound2 = footstepgr2; @@ -684,18 +476,16 @@ void Setenvironment(int which) terraintexture.load("Textures/GrassDirt.jpg", 1); terraintexture2.load("Textures/MossRock.jpg", 1); - temptexdetail = texdetail; - if (texdetail > 1) + if (texdetail > 1) { texdetail = 4; - skybox->load( "Textures/Skybox(grass)/Front.jpg", - "Textures/Skybox(grass)/Left.jpg", - "Textures/Skybox(grass)/Back.jpg", - "Textures/Skybox(grass)/Right.jpg", - "Textures/Skybox(grass)/Up.jpg", - "Textures/Skybox(grass)/Down.jpg"); - - + } + skybox->load("Textures/Skybox(grass)/Front.jpg", + "Textures/Skybox(grass)/Left.jpg", + "Textures/Skybox(grass)/Back.jpg", + "Textures/Skybox(grass)/Right.jpg", + "Textures/Skybox(grass)/Up.jpg", + "Textures/Skybox(grass)/Down.jpg"); texdetail = temptexdetail; } @@ -706,84 +496,30 @@ void Setenvironment(int which) texdetail = temptexdetail; } -void LoadCampaign() -{ - if (!accountactive) - return; - ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt")); - if (!ipstream.good()) { - if (accountactive->getCurrentCampaign() == "main") { - cerr << "Could not found main campaign!" << endl; - return; - } - cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl; - accountactive->setCurrentCampaign("main"); - return LoadCampaign(); - } - 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(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png")); - if (test.good()) { - Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0); - } else { - Mainmenuitems[7].load("Textures/World.png", 0); - } - - if (accountactive->getCampaignChoicesMade() == 0) { - accountactive->setCampaignScore(0); - accountactive->resetFasttime(); - } -} - -vector ListCampaigns() -{ - errno = 0; - DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str()); - struct dirent *campaign = NULL; - if (!campaigns) { - perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str()); - 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 Game::Loadlevel(int which) +bool Game::LoadLevel(int which) { stealthloading = 0; whichlevel = which; if (which == -1) { - tutoriallevel = -1; - Loadlevel("tutorial"); + return LoadLevel("tutorial", true); } else if (which >= 0 && which <= 15) { char buf[32]; snprintf(buf, 32, "map%d", which + 1); // challenges - Loadlevel(buf); - } else - Loadlevel("mapsave"); + return LoadLevel(buf); + } else { + return LoadLevel("mapsave"); + } } -void Game::Loadlevel(const std::string& name) +bool Game::LoadLevel(const std::string& name, bool tutorial) { + const std::string level_path = Folders::getResourcePath("Maps/" + name); + if (!Folders::file_exists(level_path)) { + perror(std::string("LoadLevel: Could not open file '" + level_path).c_str()); + return false; + } + int indemo; // FIXME this should be removed int templength; float lamefloat; @@ -792,34 +528,35 @@ void Game::Loadlevel(const std::string& name) LOG(std::string("Loading level...") + name); - if (!gameon) - visibleloading = 1; - if (stealthloading) - visibleloading = 0; - if (!stillloading) + if (!gameon) { + visibleloading = true; + } + if (stealthloading) { + visibleloading = false; + } + if (!stillloading) { loadtime = 0; + } gamestarted = 1; numenvsounds = 0; - if (tutoriallevel != -1) - tutoriallevel = 0; - else - tutoriallevel = 1; + Tutorial::active = tutorial; - if (tutoriallevel == 1) - tutorialstage = 0; - if (tutorialstage == 0) { - tutorialstagetime = 0; - tutorialmaxtime = 1; + if (Tutorial::active) { + Tutorial::stage = 0; + } + if (Tutorial::stage == 0) { + Tutorial::stagetime = 0; + Tutorial::maxtime = 1; } pause_sound(whooshsound); pause_sound(stream_firesound); int mapvers; - FILE *tfile; + FILE* tfile; errno = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); + tfile = Folders::openMandatoryFile(level_path, "rb"); pause_sound(stream_firesound); scoreadded = 0; @@ -827,7 +564,7 @@ void Game::Loadlevel(const std::string& name) hostiletime = 0; won = 0; - animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral); + //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral); Dialog::dialogs.clear(); @@ -837,11 +574,12 @@ void Game::Loadlevel(const std::string& name) damagedealt = 0; damagetaken = 0; - if (accountactive) - difficulty = accountactive->getDifficulty(); + if (Account::hasActive()) { + difficulty = Account::active().getDifficulty(); + } - numhotspots = 0; - currenthotspot = -1; + Hotspot::hotspots.clear(); + Hotspot::current = -1; bonustime = 1; skyboxtexture = 1; @@ -852,8 +590,9 @@ void Game::Loadlevel(const std::string& name) freeze = 0; winfreeze = 0; - for (int i = 0; i < 100; i++) + for (unsigned char i = 0; i < 100; i++) { bonusnum[i] = 0; + } numfalls = 0; numflipfail = 0; @@ -883,58 +622,56 @@ void Game::Loadlevel(const std::string& name) } if (!stealthloading) { - terrain.numdecals = 0; + terrain.decals.clear(); 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 < subdivision; i++) - for (int j = 0; j < subdivision; j++) - terrain.patchobjectnum[i][j] = 0; - if (visibleloading) - LoadingScreen(); + for (int i = 0; i < subdivision; i++) { + for (int j = 0; j < subdivision; j++) { + terrain.patchobjects[i][j].clear(); + } + } + Game::LoadingScreen(); } weapons.clear(); Person::players.resize(1); funpackf(tfile, "Bi", &mapvers); - if (mapvers >= 15) + if (mapvers < 12) { + cerr << name << " has obsolete map version " << mapvers << endl; + } + if (mapvers >= 15) { funpackf(tfile, "Bi", &indemo); - else + } else { indemo = 0; - if (mapvers >= 5) + } + if (mapvers >= 5) { funpackf(tfile, "Bi", &maptype); - else + } else { maptype = mapkilleveryone; - if (mapvers >= 6) + } + if (mapvers >= 6) { funpackf(tfile, "Bi", &hostile); - else + } else { hostile = 1; - if (mapvers >= 4) + } + if (mapvers >= 4) { funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); - else { + } else { viewdistance = 100; fadestart = .6; } - if (mapvers >= 2) + if (mapvers >= 2) { funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); - else { + } else { skyboxtexture = 1; skyboxr = 1; skyboxg = 1; skyboxb = 1; } - if (mapvers >= 10) + if (mapvers >= 10) { funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); - else { + } else { skyboxlightr = skyboxr; skyboxlightg = skyboxg; skyboxlightb = skyboxb; @@ -945,16 +682,16 @@ void Game::Loadlevel(const std::string& name) } else { funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons); } - if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) + if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) { for (int j = 0; j < Person::players[0]->num_weapons; j++) { Person::players[0]->weaponids[j] = weapons.size(); int type; funpackf(tfile, "Bi", &type); weapons.push_back(Weapon(type, 0)); } + } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow); funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow); @@ -963,9 +700,9 @@ void Game::Loadlevel(const std::string& name) funpackf(tfile, "Bi", &Person::players[0]->numclothes); - if (mapvers >= 9) + if (mapvers >= 9) { funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature); - else { + } else { Person::players[0]->whichskin = 0; Person::players[0]->creature = rabbittype; } @@ -981,162 +718,112 @@ void Game::Loadlevel(const std::string& name) for (int k = 0; k < Person::players[0]->numclothes; k++) { funpackf(tfile, "Bi", &templength); - for (int l = 0; l < templength; l++) + for (int l = 0; l < templength; l++) { funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]); + } Person::players[0]->clothes[k][templength] = '\0'; funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]); } funpackf(tfile, "Bi", &environment); - funpackf(tfile, "Bi", &objects.numobjects); - for (int i = 0; i < objects.numobjects; i++) { - funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]); - if (objects.type[i] == treeleavestype) - objects.scale[i] = objects.scale[i - 1]; + if (environment != oldenvironment) { + Setenvironment(environment); } + oldenvironment = environment; + + Object::LoadObjectsFromFile(tfile, stealthloading); if (mapvers >= 7) { + int numhotspots; 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); + if (numhotspots < 0) { + cerr << "Map " << name << " have an invalid number of hotspots" << endl; + numhotspots = 0; + } + Hotspot::hotspots.resize(numhotspots); + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z); funpackf(tfile, "Bi", &templength); - if (templength) - for (int l = 0; l < templength; l++) - funpackf(tfile, "Bb", &hotspottext[i][l]); - hotspottext[i][templength] = '\0'; - if (hotspottype[i] == -111) + if (templength) { + for (int l = 0; l < templength; l++) { + funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]); + } + } + Hotspot::hotspots[i].text[templength] = '\0'; + if (Hotspot::hotspots[i].type == -111) { indemo = 1; + } } - } else - numhotspots = 0; + } else { + Hotspot::hotspots.clear(); + } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); if (!stealthloading) { - objects.center = 0; - for (int i = 0; i < objects.numobjects; i++) - objects.center += objects.position[i]; - objects.center /= objects.numobjects; - - - if (visibleloading) - LoadingScreen(); - - float maxdistance = 0; - float tempdist; - for (int i = 0; i < objects.numobjects; i++) { - tempdist = distsq(&objects.center, &objects.position[i]); - if (tempdist > maxdistance) { - maxdistance = tempdist; - } - } - objects.radius = fast_sqrt(maxdistance); + Object::ComputeCenter(); + Object::ComputeRadius(); } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); int numplayers; funpackf(tfile, "Bi", &numplayers); if (numplayers > maxplayers) { cout << "Warning: this level contains more players than allowed" << endl; } + unsigned j = 1; for (int i = 1; i < numplayers; i++) { - unsigned j = 1; try { Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); j++; } catch (InvalidPersonException e) { + cerr << "Invalid Person found in " << name << endl; } } - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); funpackf(tfile, "Bi", &numpathpoints); - if (numpathpoints > 30 || numpathpoints < 0) + if (numpathpoints > 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) - LoadingScreen(); + Game::LoadingScreen(); funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); SetUpLighting(); - if (environment != oldenvironment) - Setenvironment(environment); - oldenvironment = environment; if (!stealthloading) { - int j = objects.numobjects; - objects.numobjects = 0; - for (int i = 0; i < j; i++) { - objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]); - if (visibleloading) - LoadingScreen(); - } - + Object::AddObjectsToTerrain(); terrain.DoShadows(); - if (visibleloading) - LoadingScreen(); - objects.DoShadows(); - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); + Object::DoShadows(); + Game::LoadingScreen(); } fclose(tfile); for (unsigned i = 0; i < Person::players.size(); i++) { - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); if (i == 0) { Person::players[i]->burnt = 0; Person::players[i]->bled = 0; Person::players[i]->onfire = 0; Person::players[i]->scale = .2; + if (mapvers < 9) { + Person::players[i]->creature = rabbittype; + } } Person::players[i]->skeleton.free = 0; - Person::players[i]->skeleton.id = i; - if (i == 0 && mapvers < 9) { - Person::players[i]->creature = rabbittype; - } - if (Person::players[i]->creature != wolftype) { - Person::players[i]->skeleton.Load( - (char *)"Skeleton/BasicFigure", - (char *)"Skeleton/BasicFigureLow", - (char *)"Skeleton/RabbitBelt", - (char *)"Models/Body.solid", - (char *)"Models/Body2.solid", - (char *)"Models/Body3.solid", - (char *)"Models/Body4.solid", - (char *)"Models/Body5.solid", - (char *)"Models/Body6.solid", - (char *)"Models/Body7.solid", - (char *)"Models/BodyLow.solid", - (char *)"Models/Belt.solid", 0); - } else { - Person::players[i]->skeleton.Load( - (char *)"Skeleton/BasicFigureWolf", - (char *)"Skeleton/BasicFigureWolfLow", - (char *)"Skeleton/RabbitBelt", - (char *)"Models/Wolf.solid", - (char *)"Models/Wolf2.solid", - (char *)"Models/Wolf3.solid", - (char *)"Models/Wolf4.solid", - (char *)"Models/Wolf5.solid", - (char *)"Models/Wolf6.solid", - (char *)"Models/Wolf7.solid", - (char *)"Models/WolfLow.solid", - (char *)"Models/Belt.solid", 0); - } - Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize); + Person::players[i]->skeletonLoad(); Person::players[i]->addClothes(); @@ -1148,10 +835,12 @@ void Game::Loadlevel(const std::string& name) Person::players[i]->target = 0; } Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000; - if (difficulty == 0) + if (difficulty == 0) { Person::players[i]->speed -= .2; - if (difficulty == 1) + } + if (difficulty == 1) { Person::players[i]->speed -= .1; + } if (i == 0) { Person::players[i]->velocity = 0; @@ -1178,9 +867,7 @@ void Game::Loadlevel(const std::string& name) } } - - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); if (cellophane) { Person::players[i]->proportionhead.z = 0; @@ -1189,7 +876,7 @@ void Game::Loadlevel(const std::string& name) Person::players[i]->proportionlegs.z = 0; } - Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0); + Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral); if (i == 0) { Person::players[i]->headmorphness = 0; @@ -1246,8 +933,7 @@ void Game::Loadlevel(const std::string& name) hawkcoords = Person::players[0]->coords; hawkcoords.y += 30; - if (visibleloading) - LoadingScreen(); + Game::LoadingScreen(); LOG("Starting background music..."); @@ -1266,546 +952,150 @@ void Game::Loadlevel(const std::string& name) oldmusicvolume[2] = 0; oldmusicvolume[3] = 0; - if (!firstload) - firstload = 1; - leveltime = 0; - visibleloading = 0; + wonleveltime = 0; + visibleloading = false; + + return true; } -void doTutorial() +/* Process input events that impact settings, console, devtools, etc. + * Gameplay-related input processing is still done in Game::Tick() for now + * as it is tightly coupled to the game logic. + */ +void Game::ProcessInput() { - if (tutorialstagetime > tutorialmaxtime) { - tutorialstage++; - tutorialsuccess = 0; - if (tutorialstage <= 1) { - canattack = 0; - cananger = 0; - reversaltrain = 0; + /* Pump SDL input events */ + Input::Tick(); + + /* Menu handling (main menu, leave game) */ + if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) && + (gameon || mainmenu == 0)) { + selected = -1; + if (mainmenu == 0 && !winfreeze) { + mainmenu = 2; // Pause + } else if (mainmenu == 1 || mainmenu == 2) { + mainmenu = 0; // Unpause } - 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; - - Person::players[1]->coords = (temp + temp2) / 2; - - emit_sound_at(fireendsound, Person::players[1]->coords); - - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { - if (Random() % 2 == 0) { - if (!Person::players[1]->skeleton.free) - temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; - if (Person::players[1]->skeleton.free) - temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; - if (!Person::players[1]->skeleton.free) - temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; - if (Person::players[1]->skeleton.free) - temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } - } + // Play menu theme + if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { + OPENAL_SetFrequency(OPENAL_ALL); + emit_stream_np(stream_menutheme); + pause_sound(leveltheme); } - 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; - 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; - Person::players[1]->aitype = attacktypecutoff; - break; - case 28: - tutorialmaxtime = 400; - break; - case 29: - tutorialmaxtime = 400; - Person::players[0]->escapednum = 0; - break; - case 30: - tutorialmaxtime = 4; - reversaltrain = 0; - cananger = 0; - Person::players[1]->aitype = passivetype; - break; - case 31: - tutorialmaxtime = 13; - break; - case 32: - tutorialmaxtime = 8; - break; - case 33: - tutorialmaxtime = 400; - cananger = 1; - canattack = 1; - Person::players[1]->aitype = attacktypecutoff; - break; - case 34: - tutorialmaxtime = 400; - break; - case 35: - tutorialmaxtime = 400; - break; - case 36: - tutorialmaxtime = 2; - reversaltrain = 0; - cananger = 0; - Person::players[1]->aitype = passivetype; - break; - case 37: - damagedealt = 0; - damagetaken = 0; - tutorialmaxtime = 50; - cananger = 1; - canattack = 1; - Person::players[1]->aitype = attacktypecutoff; - break; - case 38: - tutorialmaxtime = 4; - canattack = 0; - cananger = 0; - Person::players[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); + // On resume, play level music + if (!mainmenu) { + pause_sound(stream_menutheme); + resume_stream(leveltheme); } - 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; - Person::players[0]->weaponactive = -1; - Person::players[0]->num_weapons = 0; - Person::players[1]->weaponactive = 0; - Person::players[1]->num_weapons = 1; - Person::players[1]->weaponids[0] = 0; - - cananger = 1; - canattack = 1; - Person::players[1]->aitype = attacktypecutoff; - - tutorialmaxtime = 300; - break; - case 45: - weapons[0].owner = 1; - Person::players[0]->weaponactive = -1; - Person::players[0]->num_weapons = 0; - Person::players[1]->weaponactive = 0; - Person::players[1]->num_weapons = 1; - Person::players[1]->weaponids[0] = 0; - - tutorialmaxtime = 300; - break; - case 46: - weapons[0].owner = 1; - Person::players[0]->weaponactive = -1; - Person::players[0]->num_weapons = 0; - Person::players[1]->weaponactive = 0; - Person::players[1]->num_weapons = 1; - Person::players[1]->weaponids[0] = 0; - - weapons[0].setType(sword); - - 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; - Person::players[0]->weaponactive = 0; - Person::players[0]->num_weapons = 1; - Person::players[0]->weaponids[0] = 1; - Person::players[1]->weaponactive = 0; - Person::players[1]->num_weapons = 1; - Person::players[1]->weaponids[0] = 0; + } + /* Challenge mode */ + if (!campaign && !mainmenu) { + if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) { + if (winfreeze) { + winfreeze = 0; + } } - break; - case 48: - canattack = 0; - cananger = 0; - Person::players[1]->aitype = passivetype; - - tutorialmaxtime = 15; - - weapons[0].owner = 1; - weapons[1].owner = 0; - Person::players[0]->weaponactive = 0; - Person::players[0]->num_weapons = 1; - Person::players[0]->weaponids[0] = 1; - Person::players[1]->weaponactive = 0; - Person::players[1]->num_weapons = 1; - Person::players[1]->weaponids[0] = 0; - - if (Person::players[0]->weaponactive != -1) - weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff); - else - weapons[0].setType(staff); - break; - case 49: - canattack = 0; - cananger = 0; - Person::players[1]->aitype = passivetype; - - tutorialmaxtime = 200; - weapons[1].position = 1000; - weapons[1].tippoint = 1000; - - weapons[0].setType(knife); - - weapons[0].owner = 0; - Person::players[1]->weaponactive = -1; - Person::players[1]->num_weapons = 0; - Person::players[0]->weaponactive = 0; - Person::players[0]->num_weapons = 1; - Person::players[0]->weaponids[0] = 0; - - break; - case 50: { - tutorialmaxtime = 8; - - XYZ temp, temp2; - emit_sound_at(fireendsound, Person::players[1]->coords); - - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { - if (Random() % 2 == 0) { - if (!Person::players[1]->skeleton.free) - temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; - if (Person::players[1]->skeleton.free) - temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; - if (!Person::players[1]->skeleton.free) - temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; - if (Person::players[1]->skeleton.free) - temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } + if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) { + if (console) { + console = false; + freeze = 0; + } else if (winfreeze) { + mainmenu = 9; + gameon = 0; } - - Person::players[1]->num_weapons = 0; - Person::players[1]->weaponstuck = -1; - Person::players[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 (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) - tutorialsuccess += multiplier; - break; - case 5: - if (Person::players[0]->jumpkeydown) - tutorialsuccess = 1; - break; - case 6: - if (Person::players[0]->isCrouch()) - tutorialsuccess = 1; - break; - case 7: - if (Person::players[0]->animTarget == rollanim) - tutorialsuccess = 1; - break; - case 8: - if (Person::players[0]->animTarget == sneakanim) - tutorialsuccess += multiplier; - break; - case 9: - if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) - tutorialsuccess += multiplier; - break; - case 11: - if (Person::players[0]->isWallJump()) - tutorialsuccess = 1; - break; - case 12: - if (Person::players[0]->animTarget == flipanim) - tutorialsuccess = 1; - break; - case 15: - if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) - tutorialsuccess = 1; - break; - case 16: - if (Person::players[0]->animTarget == winduppunchanim) - tutorialsuccess = 1; - break; - case 17: - if (Person::players[0]->animTarget == spinkickanim) - tutorialsuccess = 1; - break; - case 18: - if (Person::players[0]->animTarget == sweepanim) - tutorialsuccess = 1; - break; - case 19: - if (Person::players[0]->animTarget == dropkickanim) - tutorialsuccess = 1; - break; - case 20: - if (Person::players[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 (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) - tutorialsuccess = 1; - break; - case 24: - if (Person::players[0]->animTarget == rabbittacklinganim) - tutorialsuccess = 1; - break; - case 25: - if (Person::players[0]->animTarget == backhandspringanim) - tutorialsuccess = 1; - break; - case 28: - if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) - tutorialsuccess = 1; - break; - case 29: - if (Person::players[0]->escapednum == 2) { - tutorialsuccess = 1; - reversaltrain = 0; - cananger = 0; - Person::players[1]->aitype = passivetype; - } - break; - case 33: - if (animation[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 34: - if (animation[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 35: - if (animation[Person::players[0]->animTarget].attack == reversal) { - tutorialsuccess = 1; - reversaltrain = 0; - cananger = 0; - Person::players[1]->aitype = passivetype; + /* Tutorial mode hotkeys */ + if (Tutorial::active) { + // Skip current tutorial stage + if (Input::isKeyPressed(SDL_SCANCODE_TAB)) { + if (Tutorial::stage != 51) { + Tutorial::stagetime = Tutorial::maxtime; } - break; - case 40: - if (Person::players[0]->num_weapons > 0) - tutorialsuccess = 1; - break; - case 41: - if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0) - tutorialsuccess = 1; - break; - case 43: - if (Person::players[0]->animTarget == knifeslashstartanim) - tutorialsuccess = 1; - break; - case 44: - if (animation[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 45: - if (animation[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 46: - if (animation[Person::players[0]->animTarget].attack == reversal) - tutorialsuccess = 1; - break; - case 49: - if (Person::players[1]->weaponstuck != -1) - tutorialsuccess = 1; - break; - default: - break; + emit_sound_np(consolefailsound, 128.); } - if (tutorialsuccess >= 1) - tutorialstagetime = tutorialmaxtime - 3; + } + /* Screenshot */ + if (Input::isKeyPressed(SDL_SCANCODE_F1)) { + Screenshot(); + } - if (tutorialstagetime == tutorialmaxtime - 3) { - emit_sound_np(consolesuccesssound); + /* Stereo video mode hotkeys */ + if (Input::isKeyPressed(SDL_SCANCODE_F6)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + stereoreverse = true; + printf("Stereo reversed\n"); + } else { + stereoreverse = false; + printf("Stereo unreversed\n"); + } + } + + if (Input::isKeyDown(SDL_SCANCODE_F7)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + stereoseparation -= 0.001; + } else { + stereoseparation -= 0.010; } + printf("Stereo separation decreased to %f\n", stereoseparation); + } - if (tutorialsuccess >= 1) { - if (tutorialstage == 34 || tutorialstage == 35) - tutorialstagetime = tutorialmaxtime - 1; + if (Input::isKeyDown(SDL_SCANCODE_F8)) { + if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + stereoseparation += 0.001; + } else { + stereoseparation += 0.010; } + printf("Stereo separation increased to %f\n", stereoseparation); } - if (tutorialstage < 14 || tutorialstage >= 50) { - Person::players[1]->coords.y = 300; - Person::players[1]->velocity = 0; + /* Devtools */ + if (devtools && !mainmenu) { + ProcessDevInput(); } } -void doDebugKeys() +void Game::ProcessDevInput() { + if (!devtools || mainmenu) { + return; + } + float headprop, bodyprop, armprop, legprop; - if (debugmode) { + + /* Console */ + if (Input::isKeyPressed(consolekey)) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL); + } else { + freeze = 0; + waiting = false; + } + } + + if (Input::isKeyDown(SDL_SCANCODE_LALT)) { + /* Enable editor */ + if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + editorenabled = !editorenabled; + if (editorenabled) { + Person::players[0]->damagetolerance = 100000; + } else { + Person::players[0]->damagetolerance = 200; + } + Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; + } + + /* Nullify damage and give 200000 health */ if (Input::isKeyPressed(SDL_SCANCODE_H)) { Person::players[0]->damagetolerance = 200000; Person::players[0]->damage = 0; @@ -1814,101 +1104,160 @@ void doDebugKeys() Person::players[0]->superpermanentdamage = 0; } + /* Change environment */ if (Input::isKeyPressed(SDL_SCANCODE_J)) { environment++; - if (environment > 2) + if (environment > 2) { environment = 0; + } Setenvironment(environment); } + /* Camera mode */ if (Input::isKeyPressed(SDL_SCANCODE_C)) { cameramode = !cameramode; } - if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players[0]->num_weapons > 0) { - if (weapons[Person::players[0]->weaponids[0]].getType() == sword) - weapons[Person::players[0]->weaponids[0]].setType(staff); - else if (weapons[Person::players[0]->weaponids[0]].getType() == staff) - weapons[Person::players[0]->weaponids[0]].setType(knife); - else - weapons[Person::players[0]->weaponids[0]].setType(sword); + /* Freeze */ + if (Input::isKeyPressed(SDL_SCANCODE_V)) { + freeze = !freeze; + if (freeze) { + OPENAL_SetFrequency(OPENAL_ALL); } } - if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - if (Person::players[closest]->num_weapons) { - if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) - weapons[Person::players[closest]->weaponids[0]].setType(staff); - else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) - weapons[Person::players[closest]->weaponids[0]].setType(knife); - else - weapons[Person::players[closest]->weaponids[0]].setType(sword); + /* Toggle slow motion */ + if (Input::isKeyPressed(SDL_SCANCODE_B)) { + slomo = 1 - slomo; + slomodelay = 1000; + } + + /* Ragdoll */ + if (Input::isKeyPressed(SDL_SCANCODE_N)) { + Person::players[0]->RagDoll(0); + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); + } + + /* Shrink tree leaves?? */ + // FIXME: Can't see what this does in game. + if (Input::isKeyPressed(SDL_SCANCODE_Y)) { + for (auto& an_object : Object::objects) { + if (an_object->type == treeleavestype) { + an_object->scale *= .9; } - if (!Person::players[closest]->num_weapons) { - Person::players[closest]->weaponids[0] = weapons.size(); + } + } - weapons.push_back(Weapon(knife, closest)); + /* Change (or add) weapon */ + if (Input::isKeyPressed(SDL_SCANCODE_X)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { + if (Person::players[closest]->num_weapons > 0) { + int weapontype = 0; + switch (weapons[Person::players[closest]->weaponids[0]].getType()) { + case knife: + weapontype = sword; + break; + case sword: + weapontype = staff; + break; + case staff: + weapontype = knife; + break; + } + weapons[Person::players[closest]->weaponids[0]].setType(weapontype); + } else { + Person::players[closest]->weaponids[0] = weapons.size(); + weapons.push_back(Weapon(knife, closest)); Person::players[closest]->num_weapons = 1; } } } + /* Change yaw (rotate around Z axis) */ if (Input::isKeyDown(SDL_SCANCODE_U)) { - int closest = findClosestPlayer(); + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + if (closest >= 0) { Person::players[closest]->yaw += multiplier * 50; Person::players[closest]->targetyaw = Person::players[closest]->yaw; } } + /* Toggle fire */ + if (Input::isKeyPressed(SDL_SCANCODE_F)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (Input::isKeyDown(SDL_SCANCODE_LCTRL)) - closest = 0; + if (closest >= 0) { + Person::players[closest]->onfire = !Person::players[closest]->onfire; + if (Person::players[closest]->onfire) { + Person::players[closest]->CatchFire(); + } else { + emit_sound_at(fireendsound, Person::players[closest]->coords); + pause_sound(stream_firesound); + } + } + } + + /* Change skin */ + if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } if (closest >= 0) { Person::players[closest]->whichskin++; - if (Person::players[closest]->whichskin > 9) + if (Person::players[closest]->whichskin > 9) { Person::players[closest]->whichskin = 0; - if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) + } + if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) { Person::players[closest]->whichskin = 0; + } - Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, - &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + Person::players[closest]->skeleton.drawmodel.textureptr.load( + creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } Person::players[closest]->addClothes(); } - if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); + /* Change creature type */ + if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } + + // FIXME: Those proportions are buggy if (closest >= 0) { if (Person::players[closest]->creature == wolftype) { headprop = Person::players[closest]->proportionhead.x / 1.1; bodyprop = Person::players[closest]->proportionbody.x / 1.1; armprop = Person::players[closest]->proportionarms.x / 1.1; legprop = Person::players[closest]->proportionlegs.x / 1.1; - } - - if (Person::players[closest]->creature == rabbittype) { + } else { // rabbittype headprop = Person::players[closest]->proportionhead.x / 1.2; bodyprop = Person::players[closest]->proportionbody.x / 1.05; armprop = Person::players[closest]->proportionarms.x / 1.00; legprop = Person::players[closest]->proportionlegs.x / 1.1; } - if (Person::players[closest]->creature == rabbittype) { - Person::players[closest]->skeleton.id = closest; - Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0); - Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); - Person::players[closest]->whichskin = 0; Person::players[closest]->creature = wolftype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(); Person::players[closest]->proportionhead = 1.1; Person::players[closest]->proportionbody = 1.1; @@ -1919,11 +1268,9 @@ void doDebugKeys() Person::players[closest]->damagetolerance = 300; } else { - Person::players[closest]->skeleton.id = closest; - Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1); - Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); - Person::players[closest]->whichskin = 0; Person::players[closest]->creature = rabbittype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(true); Person::players[closest]->proportionhead = 1.2; Person::players[closest]->proportionbody = 1.05; @@ -1949,61 +1296,53 @@ void doDebugKeys() Person::players[closest]->proportionlegs = 1.1 * legprop; Person::players[closest]->proportionlegs.y = 1.05 * legprop; } - } } - if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - slomo = 1 - slomo; - slomodelay = 1000; - } - + /* Explose nearby player's head */ + if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + XYZ flatfacing2, flatvelocity2, flatvelocity2_orig; + XYZ headspurtdirection; + Joint& headjoint = Person::players[closest]->joint(head); - if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { - int closest = -1; - float closestdist = std::numeric_limits::max(); + if (!Person::players[closest]->skeleton.free) { + flatvelocity2_orig = Person::players[closest]->velocity; + flatfacing2 = DoRotation( + DoRotation( + DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), + Person::players[closest]->tilt2, 0, 0), + 0, Person::players[closest]->yaw, 0) * + Person::players[closest]->scale + + Person::players[closest]->coords; + } else { + flatvelocity2_orig = headjoint.velocity; + flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords; + } - for (unsigned i = 1; i < Person::players.size(); i++) { - float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); - if (!Person::players[i]->headless) - if (distance < closestdist) { - closestdist = distance; - closest = i; - } - } + headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck); + Normalise(&headspurtdirection); - XYZ flatfacing2, flatvelocity2; - XYZ blah; - if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { - blah = Person::players[closest]->coords; - XYZ headspurtdirection; - //int i = Person::players[closest]->skeleton.jointlabels[head]; - Joint& headjoint = Person::players[closest]->joint(head); - for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = headjoint.velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords; + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + flatvelocity2 = flatvelocity2_orig; flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck); - Normalise(&headspurtdirection); + printf("Test: %f\n", flatvelocity2.x); + printf("Test orig: %f\n", flatvelocity2_orig.x); Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1); flatvelocity2 += headspurtdirection * 8; Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1); } Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); - emit_sound_at(splattersound, blah); - emit_sound_at(breaksound2, blah, 100.); + emit_sound_at(splattersound, Person::players[closest]->coords); + emit_sound_at(breaksound2, Person::players[closest]->coords, 100.); - if (Person::players[closest]->skeleton.free == 2) + if (Person::players[closest]->skeleton.free == 2) { Person::players[closest]->skeleton.free = 0; + } Person::players[closest]->RagDoll(0); Person::players[closest]->dead = 2; Person::players[closest]->headless = 1; @@ -2013,73 +1352,59 @@ void doDebugKeys() } } - if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { + /* Explode nearby player */ + if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { int closest = findClosestPlayer(); - XYZ flatfacing2, flatvelocity2; - XYZ blah; if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { - blah = Person::players[closest]->coords; - emit_sound_at(splattersound, blah); - emit_sound_at(breaksound2, blah); - - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + XYZ flatfacing2, flatvelocity2, flatvelocity2_orig; + + emit_sound_at(splattersound, Person::players[closest]->coords); + emit_sound_at(breaksound2, Person::players[closest]->coords); + + for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) { + flatvelocity2_orig = Person::players[closest]->velocity; + flatfacing2 = DoRotation( + DoRotation( + DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), + Person::players[closest]->tilt2, 0, 0), + 0, Person::players[closest]->yaw, 0) * + Person::players[closest]->scale + + Person::players[closest]->coords; + } else { + flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity; + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * + Person::players[closest]->scale + + Person::players[closest]->coords; + } + + // Animation part 1 + flatvelocity2 = flatvelocity2_orig; flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1); Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); - } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + // Animation part 2 + flatvelocity2 = flatvelocity2_orig; flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); - } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + // Animation part 3 + flatvelocity2 = flatvelocity2_orig; flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); - } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + // Animation part 4 + flatvelocity2 = flatvelocity2_orig; flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -2089,20 +1414,23 @@ void doDebugKeys() XYZ temppos; for (unsigned j = 0; j < Person::players.size(); j++) { - if (int(j) != closest) { - if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) { - Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60); - if (Person::players[j]->skeleton.free == 2) - Person::players[j]->skeleton.free = 1; - Person::players[j]->skeleton.longdead = 0; - Person::players[j]->RagDoll(0); - for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) { - temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; - if (distsq(&temppos, &Person::players[closest]->coords) < 25) { - flatvelocity2 = temppos - Person::players[closest]->coords; - Normalise(&flatvelocity2); - Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20); - } + if (int(j) == closest) { + continue; + } + if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) { + Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60); + if (Person::players[j]->skeleton.free == 2) { + Person::players[j]->skeleton.free = 1; + } + Person::players[j]->skeleton.longdead = 0; + Person::players[j]->RagDoll(0); + for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { + temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; + if (distsq(&temppos, &Person::players[closest]->coords) < 25) { + flatvelocity2 = temppos - Person::players[closest]->coords; + Normalise(&flatvelocity2); + Person::players[j]->skeleton.joints[i].velocity += + flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20); } } } @@ -2115,385 +1443,338 @@ void doDebugKeys() Person::players[closest]->skeleton.free = 2; camerashake += .6; - - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_F)) { - Person::players[0]->onfire = 1 - Person::players[0]->onfire; - if (Person::players[0]->onfire) { - Person::players[0]->CatchFire(); - } - if (!Person::players[0]->onfire) { - emit_sound_at(fireendsound, Person::players[0]->coords); - pause_sound(stream_firesound); } } + } - if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - Person::players[0]->RagDoll(0); - - emit_sound_at(whooshsound, Person::players[0]->coords, 128.); + /* Skip level (only for challenges) */ + // FIXME: Allow skipping levels in campaigns too + if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { + targetlevel++; + if (targetlevel > numchallengelevels - 1) { + targetlevel = 0; } + loading = 1; + leveltime = 5; + } - if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; - } + /* Editor mode keys */ + if (editorenabled) { + /* Closest player deletion */ + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest > 0) { + Person::players.erase(Person::players.begin() + closest); } } - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - editorenabled = !editorenabled; - if (editorenabled) { - Person::players[0]->damagetolerance = 100000; - } else { - Person::players[0]->damagetolerance = 200; + /* Closest object deletion */ + if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) { + Object::DeleteObject(closest); } - Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if - Person::players[0]->permanentdamage = 0; - Person::players[0]->superpermanentdamage = 0; - Person::players[0]->bloodloss = 0; - Person::players[0]->deathbleeding = 0; - } - - //skip level - if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) { - targetlevel++; - if (targetlevel > numchallengelevels - 1) - targetlevel = 0; - loading = 1; - leveltime = 5; } - if (editorenabled) { - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - Person::players.erase(Person::players.begin()+closest); - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.position[closest].y -= 500; - } - - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (objects.numobjects < max_objects - 1) { - XYZ scenecoords; - scenecoords.x = Person::players[0]->coords.x; - scenecoords.z = Person::players[0]->coords.z; - scenecoords.y = Person::players[0]->coords.y - 3; - if (editortype == bushtype) - scenecoords.y = Person::players[0]->coords.y - .5; - if (editortype == firetype) - scenecoords.y = Person::players[0]->coords.y - .5; - //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360); - float temprotat, temprotat2; - temprotat = editoryaw; - temprotat2 = editorpitch; - if (temprotat < 0 || editortype == bushtype) - temprotat = Random() % 360; - if (temprotat2 < 0) - temprotat2 = Random() % 360; - - objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); - if (editortype == treetrunktype) - objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); - } - } - - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - Person::players.push_back(shared_ptr(new Person())); - - Person::players.back()->scale = .2 * 5 * Person::players[0]->scale; - Person::players.back()->creature = rabbittype; - Person::players.back()->howactive = editoractive; - Person::players.back()->skeleton.id = Person::players.size()-1; - Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1); - - int k = abs(Random() % 2) + 1; - if (k == 0) { - Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); - Person::players.back()->whichskin = 0; - } else if (k == 1) { - Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); - Person::players.back()->whichskin = 1; + /* Add object */ + if (Input::isKeyPressed(SDL_SCANCODE_O)) { + if (Object::objects.size() < max_objects - 1) { + XYZ scenecoords = Person::players[0]->coords; + scenecoords.y -= 3; + if (editortype == bushtype || editortype == firetype) { + scenecoords.y -= 3.5; } else { - Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize); - Person::players.back()->whichskin = 2; + scenecoords.y -= 3; } - Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); - Person::players.back()->power = 1; - Person::players.back()->speedmult = 1; - Person::players.back()->animCurrent = bounceidleanim; - Person::players.back()->animTarget = bounceidleanim; - Person::players.back()->frameCurrent = 0; - Person::players.back()->frameTarget = 1; - Person::players.back()->target = 0; - Person::players.back()->bled = 0; - Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; - - Person::players.back()->targetyaw = Person::players[0]->targetyaw; - Person::players.back()->yaw = Person::players[0]->yaw; - - Person::players.back()->velocity = 0; - Person::players.back()->coords = Person::players[0]->coords; - Person::players.back()->oldcoords = Person::players.back()->coords; - Person::players.back()->realoldcoords = Person::players.back()->coords; - - Person::players.back()->id = Person::players.size()-1; - Person::players.back()->updatedelay = 0; - Person::players.back()->normalsupdatedelay = 0; - - Person::players.back()->aitype = passivetype; - - if (Person::players[0]->creature == wolftype) { - headprop = Person::players[0]->proportionhead.x / 1.1; - bodyprop = Person::players[0]->proportionbody.x / 1.1; - armprop = Person::players[0]->proportionarms.x / 1.1; - legprop = Person::players[0]->proportionlegs.x / 1.1; + float tmpyaw, tmppitch; + tmpyaw = editoryaw; + tmppitch = editorpitch; + if (tmpyaw < 0 || editortype == bushtype) { + tmpyaw = Random() % 360; } - - if (Person::players[0]->creature == rabbittype) { - headprop = Person::players[0]->proportionhead.x / 1.2; - bodyprop = Person::players[0]->proportionbody.x / 1.05; - armprop = Person::players[0]->proportionarms.x / 1.00; - legprop = Person::players[0]->proportionlegs.x / 1.1; + if (tmppitch < 0) { + tmppitch = Random() % 360; } - if (Person::players.back()->creature == wolftype) { - Person::players.back()->proportionhead = 1.1 * headprop; - Person::players.back()->proportionbody = 1.1 * bodyprop; - Person::players.back()->proportionarms = 1.1 * armprop; - Person::players.back()->proportionlegs = 1.1 * legprop; + Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize); + if (editortype == treetrunktype) { + Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize); } + } + } - if (Person::players.back()->creature == rabbittype) { - Person::players.back()->proportionhead = 1.2 * headprop; - Person::players.back()->proportionbody = 1.05 * bodyprop; - Person::players.back()->proportionarms = 1.00 * armprop; - Person::players.back()->proportionlegs = 1.1 * legprop; - Person::players.back()->proportionlegs.y = 1.05 * legprop; - } + /* Add player */ + if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + Person::players.push_back(shared_ptr(new Person())); - Person::players.back()->headless = 0; - Person::players.back()->onfire = 0; + Person::players.back()->id = Person::players.size() - 1; - if (cellophane) { - Person::players.back()->proportionhead.z = 0; - Person::players.back()->proportionbody.z = 0; - Person::players.back()->proportionarms.z = 0; - Person::players.back()->proportionlegs.z = 0; - } + Person::players.back()->scale = Person::players[0]->scale; + Person::players.back()->creature = rabbittype; + Person::players.back()->howactive = editoractive; + Person::players.back()->whichskin = (int)(abs(Random() % 3)); - Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0); + Person::players.back()->skeletonLoad(true); - Person::players.back()->damagetolerance = 200; + Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1); + Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000; - Person::players.back()->protectionhead = Person::players[0]->protectionhead; - Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; - Person::players.back()->protectionlow = Person::players[0]->protectionlow; - Person::players.back()->armorhead = Person::players[0]->armorhead; - Person::players.back()->armorhigh = Person::players[0]->armorhigh; - Person::players.back()->armorlow = Person::players[0]->armorlow; - Person::players.back()->metalhead = Person::players[0]->metalhead; - Person::players.back()->metalhigh = Person::players[0]->metalhigh; - Person::players.back()->metallow = Person::players[0]->metallow; + Person::players.back()->targetyaw = Person::players[0]->targetyaw; + Person::players.back()->yaw = Person::players[0]->yaw; - Person::players.back()->immobile = Person::players[0]->immobile; + Person::players.back()->coords = Person::players[0]->coords; + Person::players.back()->oldcoords = Person::players.back()->coords; + Person::players.back()->realoldcoords = Person::players.back()->coords; - Person::players.back()->numclothes = Person::players[0]->numclothes; - for (int i = 0; i < Person::players.back()->numclothes; i++) { - strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); - Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; - Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; - Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; - } - Person::players.back()->addClothes(); - - Person::players.back()->power = Person::players[0]->power; - Person::players.back()->speedmult = Person::players[0]->speedmult; - - Person::players.back()->damage = 0; - Person::players.back()->permanentdamage = 0; - Person::players.back()->superpermanentdamage = 0; - Person::players.back()->deathbleeding = 0; - Person::players.back()->bleeding = 0; - Person::players.back()->numwaypoints = 0; - Person::players.back()->waypoint = 0; - Person::players.back()->weaponstuck = -1; - Person::players.back()->weaponactive = -1; - Person::players.back()->num_weapons = 0; - Person::players.back()->bloodloss = 0; - Person::players.back()->dead = 0; - - Person::players.back()->loaded = 1; + if (Person::players[0]->creature == wolftype) { + headprop = Person::players[0]->proportionhead.x / 1.1; + bodyprop = Person::players[0]->proportionbody.x / 1.1; + armprop = Person::players[0]->proportionarms.x / 1.1; + legprop = Person::players[0]->proportionlegs.x / 1.1; + } else { + // rabbittype + headprop = Person::players[0]->proportionhead.x / 1.2; + bodyprop = Person::players[0]->proportionbody.x / 1.05; + armprop = Person::players[0]->proportionarms.x / 1.00; + legprop = Person::players[0]->proportionlegs.x / 1.1; } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players.back()->numwaypoints < 90) { - Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; - Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; - Person::players.back()->numwaypoints++; - } + if (Person::players.back()->creature == wolftype) { + Person::players.back()->proportionhead = 1.1 * headprop; + Person::players.back()->proportionbody = 1.1 * bodyprop; + Person::players.back()->proportionarms = 1.1 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; } - if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - if (numpathpoints < 30) { - bool connected, alreadyconnected; - connected = 0; - if (numpathpoints > 1) - for (int i = 0; i < numpathpoints; i++) { - if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { - alreadyconnected = 0; - for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { - if (pathpointconnect[pathpointselected][j] == i) - alreadyconnected = 1; - } - if (!alreadyconnected) { - numpathpointconnect[pathpointselected]++; - connected = 1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; - } - } - } - if (!connected) { - numpathpoints++; - pathpoint[numpathpoints - 1] = Person::players[0]->coords; - numpathpointconnect[numpathpoints - 1] = 0; - if (numpathpoints > 1 && pathpointselected != -1) { - numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; - } - pathpointselected = numpathpoints - 1; - } - } + if (Person::players.back()->creature == rabbittype) { + Person::players.back()->proportionhead = 1.2 * headprop; + Person::players.back()->proportionbody = 1.05 * bodyprop; + Person::players.back()->proportionarms = 1.00 * armprop; + Person::players.back()->proportionlegs = 1.1 * legprop; + Person::players.back()->proportionlegs.y = 1.05 * legprop; } - if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { - pathpointselected++; - if (pathpointselected >= numpathpoints) - pathpointselected = -1; + if (cellophane) { + Person::players.back()->proportionhead.z = 0; + Person::players.back()->proportionbody.z = 0; + Person::players.back()->proportionarms.z = 0; + Person::players.back()->proportionlegs.z = 0; } - if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - pathpointselected--; - if (pathpointselected <= -2) - pathpointselected = numpathpoints - 1; + + Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral); + + Person::players.back()->damagetolerance = 200; + + Person::players.back()->protectionhead = Person::players[0]->protectionhead; + Person::players.back()->protectionhigh = Person::players[0]->protectionhigh; + Person::players.back()->protectionlow = Person::players[0]->protectionlow; + Person::players.back()->armorhead = Person::players[0]->armorhead; + Person::players.back()->armorhigh = Person::players[0]->armorhigh; + Person::players.back()->armorlow = Person::players[0]->armorlow; + Person::players.back()->metalhead = Person::players[0]->metalhead; + Person::players.back()->metalhigh = Person::players[0]->metalhigh; + Person::players.back()->metallow = Person::players[0]->metallow; + + Person::players.back()->immobile = Person::players[0]->immobile; + + Person::players.back()->numclothes = Person::players[0]->numclothes; + for (int i = 0; i < Person::players.back()->numclothes; i++) { + strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]); + Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i]; + Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i]; + Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i]; } - if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (pathpointselected != -1) { - numpathpoints--; - pathpoint[pathpointselected] = pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; - for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { - pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; - } + Person::players.back()->addClothes(); + + Person::players.back()->power = Person::players[0]->power; + Person::players.back()->speedmult = Person::players[0]->speedmult; + + Person::players.back()->loaded = true; + } + + /* Add waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + if (Person::players.back()->numwaypoints < 90) { + Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords; + Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype; + Person::players.back()->numwaypoints++; + } else { + printf("Add waypoint: Reached max number of waypoints (90), aborting."); + } + } + + /* Connect waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (numpathpoints < 30) { + bool connected = false; + if (numpathpoints > 1) { for (int i = 0; i < numpathpoints; i++) { - for (int j = 0; j < numpathpointconnect[i]; j++) { - if (pathpointconnect[i][j] == pathpointselected) { - pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; - numpathpointconnect[i]--; + if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) { + bool alreadyconnected = false; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) { + alreadyconnected = true; + } } - if (pathpointconnect[i][j] == numpathpoints) { - pathpointconnect[i][j] = pathpointselected; + if (!alreadyconnected) { + numpathpointconnect[pathpointselected]++; + connected = true; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; } } } + } + if (!connected) { + numpathpoints++; + pathpoint[numpathpoints - 1] = Person::players[0]->coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { + numpathpointconnect[pathpointselected]++; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; + } pathpointselected = numpathpoints - 1; } + } else { + printf("Connect waypoint: Reached max number of path points (30), aborting."); } + } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editortype--; - if (editortype == treeleavestype || editortype == 10) - editortype--; - if (editortype < 0) - editortype = firetype; + /* Select next path waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) { + pathpointselected++; + if (pathpointselected >= numpathpoints) { + pathpointselected = -1; } + } - if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editortype++; - if (editortype == treeleavestype || editortype == 10) - editortype++; - if (editortype > firetype) - editortype = 0; + /* Select previous path waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + pathpointselected--; + if (pathpointselected <= -2) { + pathpointselected = numpathpoints - 1; } + } - if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editoryaw -= multiplier * 100; - if (editoryaw < -.01) - editoryaw = -.01; + /* Delete path waypoint */ + if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + if (pathpointselected != -1) { + numpathpoints--; + pathpoint[pathpointselected] = pathpoint[numpathpoints]; + numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints]; + for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) { + pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i]; + } + for (int i = 0; i < numpathpoints; i++) { + for (int j = 0; j < numpathpointconnect[i]; j++) { + if (pathpointconnect[i][j] == pathpointselected) { + pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1]; + numpathpointconnect[i]--; + } + if (pathpointconnect[i][j] == numpathpoints) { + pathpointconnect[i][j] = pathpointselected; + } + } + } + pathpointselected = numpathpoints - 1; } + } - if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editoryaw += multiplier * 100; + /* Select previous object type */ + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype--; + if (editortype == treeleavestype || editortype == 10) { + editortype--; + } + if (editortype < 0) { + editortype = firetype; } + } - if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorsize += multiplier; + /* Select next object type */ + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editortype++; + if (editortype == treeleavestype || editortype == 10) { + editortype++; } + if (editortype > firetype) { + editortype = 0; + } + } - if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorsize -= multiplier; - if (editorsize < .1) - editorsize = .1; + /* Decrease size for next object */ + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1) { + editorsize = .1; } + } + /* Increase size for next object */ + if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorsize += multiplier; + } - if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - mapradius -= multiplier * 10; + /* Decrease yaw for next object */ + if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01) { + editoryaw = -.01; } + } - if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - mapradius += multiplier * 10; - } - if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorpitch += multiplier * 100; - } + /* Increase yaw for next object */ + if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editoryaw += multiplier * 100; + } - if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - editorpitch -= multiplier * 100; - if (editorpitch < -.01) - editorpitch = -.01; - } - if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestObject(); - if (closest >= 0) - objects.DeleteObject(closest); + /* Decrease pitch for next object */ + if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01) { + editorpitch = -.01; } } + + /* Increase pitch for next object */ + if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + editorpitch += multiplier * 100; + } + + /* Decrease map radius */ + if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius -= multiplier * 10; + } + + /* Increase map radius */ + if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + mapradius += multiplier * 10; + } } } void doJumpReversals() { - for (unsigned k = 0; k < Person::players.size(); k++) - for (unsigned i = k; i < Person::players.size(); i++) { - if (i == k) - continue; - if ( Person::players[k]->skeleton.free == 0 && - Person::players[i]->skeleton.oldfree == 0 && - (Person::players[i]->animTarget == jumpupanim || - Person::players[k]->animTarget == jumpupanim) && - (Person::players[i]->aitype == playercontrolled || - Person::players[k]->aitype == playercontrolled) && - ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) || - (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) { - if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) && - distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + for (unsigned k = 0; k < Person::players.size(); k++) { + for (unsigned i = k + 1; i < Person::players.size(); i++) { + if (Person::players[k]->skeleton.free == 0 && + Person::players[i]->skeleton.oldfree == 0 && + (Person::players[i]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpupanim) && + (Person::players[i]->aitype == playercontrolled || + Person::players[k]->aitype == playercontrolled) && + ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) || + (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) { + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) && + distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { //TODO: refactor two huge similar ifs if (Person::players[i]->animTarget == jumpupanim && - Person::players[k]->animTarget != getupfrombackanim && - Person::players[k]->animTarget != getupfromfrontanim && - animation[Person::players[k]->animTarget].height == middleheight && - normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 && - ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) || - Person::players[k]->aitype != playercontrolled)) { + Person::players[k]->animTarget != getupfrombackanim && + 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[i]->victim = Person::players[k]; Person::players[i]->velocity = 0; Person::players[i]->animCurrent = jumpreversedanim; @@ -2523,16 +1804,17 @@ void doJumpReversals() Person::players[i]->coords = Person::players[k]->coords; Person::players[k]->targetyaw = Person::players[i]->targetyaw; Person::players[k]->yaw = Person::players[i]->targetyaw; - if (Person::players[k]->aitype == attacktypecutoff) + if (Person::players[k]->aitype == attacktypecutoff) { Person::players[k]->stunned = .5; + } } if (Person::players[k]->animTarget == jumpupanim && - Person::players[i]->animTarget != getupfrombackanim && - Person::players[i]->animTarget != getupfromfrontanim && - animation[Person::players[i]->animTarget].height == middleheight && - normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 && - ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) || - Person::players[i]->aitype != playercontrolled)) { + Person::players[i]->animTarget != getupfrombackanim && + 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[k]->victim = Person::players[i]; Person::players[k]->velocity = 0; Person::players[k]->animCurrent = jumpreversedanim; @@ -2562,12 +1844,14 @@ void doJumpReversals() Person::players[k]->coords = Person::players[i]->coords; Person::players[i]->targetyaw = Person::players[k]->targetyaw; Person::players[i]->yaw = Person::players[k]->targetyaw; - if (Person::players[i]->aitype == attacktypecutoff) + if (Person::players[i]->aitype == attacktypecutoff) { Person::players[i]->stunned = .5; + } } } } } + } } void doAerialAcrobatics() @@ -2577,30 +1861,29 @@ void doAerialAcrobatics() Person::players[k]->turnspeed = 500; if ((Person::players[k]->isRun() && - ((Person::players[k]->targetyaw != rabbitrunninganim && - Person::players[k]->targetyaw != wolfrunninganim) || - Person::players[k]->frameTarget == 4)) || - Person::players[k]->animTarget == removeknifeanim || - Person::players[k]->animTarget == crouchremoveknifeanim || - Person::players[k]->animTarget == flipanim || - Person::players[k]->animTarget == fightsidestep || - Person::players[k]->animTarget == walkanim) { + ((Person::players[k]->targetyaw != rabbitrunninganim && + Person::players[k]->targetyaw != wolfrunninganim) || + Person::players[k]->frameTarget == 4)) || + Person::players[k]->animTarget == removeknifeanim || + Person::players[k]->animTarget == crouchremoveknifeanim || + Person::players[k]->animTarget == flipanim || + Person::players[k]->animTarget == fightsidestep || + Person::players[k]->animTarget == walkanim) { Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed); } - if (Person::players[k]->isStop() || - Person::players[k]->isLanding() || - Person::players[k]->animTarget == staggerbackhighanim || - (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) || - Person::players[k]->animTarget == staggerbackhardanim || - Person::players[k]->animTarget == backhandspringanim || - Person::players[k]->animTarget == dodgebackanim || - Person::players[k]->animTarget == rollanim || - (animation[Person::players[k]->animTarget].attack && - Person::players[k]->animTarget != rabbitkickanim && - (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && - (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { + Person::players[k]->isLanding() || + Person::players[k]->animTarget == staggerbackhighanim || + (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) || + Person::players[k]->animTarget == staggerbackhardanim || + Person::players[k]->animTarget == backhandspringanim || + Person::players[k]->animTarget == dodgebackanim || + Person::players[k]->animTarget == rollanim || + (Animation::animations[Person::players[k]->animTarget].attack && + Person::players[k]->animTarget != rabbitkickanim && + (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) && + (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) { Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2); } @@ -2609,43 +1892,48 @@ void doAerialAcrobatics() } Person::players[k]->DoStuff(); - if (Person::players[k]->immobile && k != 0) + if (Person::players[k]->immobile && k != 0) { Person::players[k]->coords = Person::players[k]->realoldcoords; + } //if player's position has changed (?) if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 && - !Person::players[k]->skeleton.free && - Person::players[k]->animTarget != climbanim && - Person::players[k]->animTarget != hanganim) { + !Person::players[k]->skeleton.free && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) { XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2; int whichhit; bool tempcollide = 0; - if (Person::players[k]->collide < -.3) + if (Person::players[k]->collide < -.3) { Person::players[k]->collide = -.3; - if (Person::players[k]->collide > 1) + } + if (Person::players[k]->collide > 1) { Person::players[k]->collide = 1; + } Person::players[k]->collide -= multiplier * 30; //clip to terrain Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)); - for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.type[i] != rocktype || - objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled || - objects.position[i].y > Person::players[k]->coords.y) { + 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]->position.y > Person::players[k]->coords.y) { lowpoint = Person::players[k]->coords; if (Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != jumpdownanim && - !Person::players[k]->isFlip()) + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) { lowpoint.y += 1.25; - else + } else { lowpoint.y += 1.3; - if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && - Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) + } + if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) && + Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) { Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z); - if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + } + if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { flatfacing = lowpoint - Person::players[k]->coords; Person::players[k]->coords = lowpoint; Person::players[k]->coords.y -= 1.3; @@ -2654,102 +1942,115 @@ void doAerialAcrobatics() //wall jumps //TODO: refactor four similar blocks if (Person::players[k]->aitype == playercontrolled && - (Person::players[k]->animTarget == jumpupanim || - Person::players[k]->animTarget == jumpdownanim || - Person::players[k]->isFlip()) && - !Person::players[k]->jumptogglekeydown && - Person::players[k]->jumpkeydown) { + (Person::players[k]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpdownanim || + Person::players[k]->isFlip()) && + !Person::players[k]->jumptogglekeydown && + Person::players[k]->jumpkeydown) { lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpleftanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); - if (k == 0) + if (k == 0) { pause_sound(whooshsound); + } - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) + if (lowpointtarget.z < 0) { Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } Person::players[k]->targetyaw = Person::players[k]->yaw; Person::players[k]->lowyaw = Person::players[k]->yaw; - if (k == 0) + if (k == 0) { numwallflipped++; + } } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumprightanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); - if (k == 0) + if (k == 0) { pause_sound(whooshsound); + } - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) + if (lowpointtarget.z < 0) { Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } Person::players[k]->targetyaw = Person::players[k]->yaw; Person::players[k]->lowyaw = Person::players[k]->yaw; - if (k == 0) + if (k == 0) { numwallflipped++; + } } else { lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpbackanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); - if (k == 0) + if (k == 0) { pause_sound(whooshsound); + } - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) + if (lowpointtarget.z < 0) { Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } Person::players[k]->targetyaw = Person::players[k]->yaw; Person::players[k]->lowyaw = Person::players[k]->yaw; - if (k == 0) + if (k == 0) { numwallflipped++; + } } else { lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; - whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); - if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { - Person::players[k]->setAnimation(walljumpfrontanim); + whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { + Person::players[k]->setTargetAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); - if (k == 0) + if (k == 0) { pause_sound(whooshsound); + } - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) + if (lowpointtarget.z < 0) { Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } Person::players[k]->yaw += 180; Person::players[k]->targetyaw = Person::players[k]->yaw; Person::players[k]->lowyaw = Person::players[k]->yaw; - if (k == 0) + if (k == 0) { numwallflipped++; + } } } } } } } - } else if (objects.type[i] == rocktype) { + } else if (Object::objects[i]->type == rocktype) { lowpoint2 = Person::players[k]->coords; lowpoint = Person::players[k]->coords; lowpoint.y += 2; - if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { Person::players[k]->coords = colpoint; Person::players[k]->collide = 1; tempcollide = 1; if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) { //flipped into a rock - if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7) + if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) { Person::players[k]->RagDoll(0); + } if (Person::players[k]->animTarget == jumpupanim) { Person::players[k]->jumppower = -4; @@ -2766,8 +2067,9 @@ void doAerialAcrobatics() //landing if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) { - if (Person::players[k]->isFlip()) + if (Person::players[k]->isFlip()) { Person::players[k]->jumppower = -4; + } Person::players[k]->animTarget = Person::players[k]->getLanding(); emit_sound_at(landsound, Person::players[k]->coords, 128.); if (k == 0) { @@ -2779,36 +2081,37 @@ void doAerialAcrobatics() } } - if (tempcollide) - for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { + if (tempcollide) { + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; lowpoint = Person::players[k]->coords; lowpoint.y += 1.35; - if (objects.type[i] != rocktype) - if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + if (Object::objects[i]->type != rocktype) { + if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) { if (Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != jumpdownanim && - Person::players[k]->onterrain) + Person::players[k]->animTarget != jumpdownanim && + Person::players[k]->onterrain) { Person::players[k]->avoidcollided = 1; + } Person::players[k]->coords = lowpoint; Person::players[k]->coords.y -= 1.35; Person::players[k]->collide = 1; if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) && - (Person::players[k]->animCurrent != climbanim && + (Person::players[k]->animCurrent != climbanim && Person::players[k]->animCurrent != hanganim && !Person::players[k]->isWallJump() || - Person::players[k]->animTarget == jumpupanim || - Person::players[k]->animTarget == jumpdownanim)) { + Person::players[k]->animTarget == jumpupanim || + Person::players[k]->animTarget == jumpdownanim)) { lowpoint = Person::players[k]->coords; - objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); + Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw); lowpoint = Person::players[k]->coords; lowpoint.y += .05; facing = 0; facing.z = -1; facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0); lowpointtarget = lowpoint + facing * 1.4; - whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); if (whichhit != -1) { lowpoint = Person::players[k]->coords; lowpoint.y += .1; @@ -2837,49 +2140,53 @@ void doAerialAcrobatics() 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) + whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); + if (Object::objects[i]->friction > .5) { if (whichhit != -1) { - if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) + if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) { Person::players[k]->collided = 1; - if (checkcollide(lowpoint7, lowpointtarget7) == -1) - if (checkcollide(lowpoint6, lowpointtarget6) == -1) - if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, - &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) + } + if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) { + if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) { + if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 && + Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { for (int j = 0; j < 45; j++) { lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.4; - if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, - &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { - if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) + if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) { + if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) { break; + } if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) { lowpoint = Person::players[k]->coords; lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; if (j > 10 || !Person::players[k]->isRun()) { if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) { - if (k == 0) + if (k == 0) { pause_sound(whooshsound); + } } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; - if (lowpointtarget.z < 0) + if (lowpointtarget.z < 0) { Person::players[k]->yaw = 180 - Person::players[k]->yaw; + } Person::players[k]->targetyaw = Person::players[k]->yaw; Person::players[k]->lowyaw = Person::players[k]->yaw; @@ -2897,7 +2204,7 @@ void doAerialAcrobatics() Person::players[k]->frameTarget = 1; //hang ledge (?) if (j > 25) { - Person::players[k]->setAnimation(hanganim); + Person::players[k]->setTargetAnimation(hanganim); Person::players[k]->jumppower = 0; } } @@ -2905,33 +2212,41 @@ void doAerialAcrobatics() } } } + } + } + } } + } } } } + } } + } if (Person::players[k]->collide <= 0) { //in the air if (!Person::players[k]->onterrain && - Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != jumpdownanim && - Person::players[k]->animTarget != climbanim && - Person::players[k]->animTarget != hanganim && - !Person::players[k]->isWallJump() && - !Person::players[k]->isFlip()) { + Person::players[k]->animTarget != jumpupanim && + Person::players[k]->animTarget != jumpdownanim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim && + !Person::players[k]->isWallJump() && + !Person::players[k]->isFlip()) { if (Person::players[k]->animCurrent != climbanim && - Person::players[k]->animCurrent != tempanim && - Person::players[k]->animTarget != backhandspringanim && - (Person::players[k]->animTarget != rollanim || - Person::players[k]->frameTarget < 2 || - Person::players[k]->frameTarget > 6)) { + Person::players[k]->animCurrent != tempanim && + Person::players[k]->animTarget != backhandspringanim && + (Person::players[k]->animTarget != rollanim || + Person::players[k]->frameTarget < 2 || + Person::players[k]->frameTarget > 6)) { //stagger off ledge (?) - if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) + if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) { Person::players[k]->RagDoll(0); - Person::players[k]->setAnimation(jumpdownanim); + } + Person::players[k]->setTargetAnimation(jumpdownanim); - if (!k) + if (!k) { emit_sound_at(whooshsound, Person::players[k]->coords, 128.); + } } //gravity Person::players[k]->velocity.y += gravity; @@ -2947,275 +2262,293 @@ void doAttacks() static int randattack; static bool playerrealattackkeydown = 0; - if (!Input::isKeyDown(attackkey)) + if (!Input::isKeyDown(attackkey)) { oldattackkey = 0; - if (oldattackkey) + } + if (oldattackkey) { Person::players[0]->attackkeydown = 0; - if (oldattackkey) + } + if (oldattackkey) { playerrealattackkeydown = 0; - if (!oldattackkey) + } + if (!oldattackkey) { playerrealattackkeydown = Input::isKeyDown(attackkey); + } if ((Person::players[0]->parriedrecently <= 0 || - Person::players[0]->weaponactive == -1) && - (!oldattackkey || - (realthreat && - Person::players[0]->lastattack != swordslashanim && - Person::players[0]->lastattack != knifeslashstartanim && - Person::players[0]->lastattack != staffhitanim && - Person::players[0]->lastattack != staffspinhitanim))) + Person::players[0]->weaponactive == -1) && + (!oldattackkey || + (realthreat && + Person::players[0]->lastattack != swordslashanim && + Person::players[0]->lastattack != knifeslashstartanim && + Person::players[0]->lastattack != staffhitanim && + Person::players[0]->lastattack != staffspinhitanim))) { Person::players[0]->attackkeydown = Input::isKeyDown(attackkey); + } if (Input::isKeyDown(attackkey) && - !oldattackkey && - !Person::players[0]->backkeydown) { + !oldattackkey && + !Person::players[0]->backkeydown) { for (unsigned k = 0; k < Person::players.size(); k++) { if ((Person::players[k]->animTarget == swordslashanim || - Person::players[k]->animTarget == staffhitanim || - Person::players[k]->animTarget == staffspinhitanim) && - Person::players[0]->animCurrent != dodgebackanim && - !Person::players[k]->skeleton.free) + Person::players[k]->animTarget == staffhitanim || + Person::players[k]->animTarget == staffspinhitanim) && + Person::players[0]->animCurrent != dodgebackanim && + !Person::players[k]->skeleton.free) { Person::players[k]->Reverse(); + } } } - if (!hostile || Dialog::inDialog()) + if (!hostile || Dialog::inDialog()) { Person::players[0]->attackkeydown = 0; + } for (unsigned k = 0; k < Person::players.size(); k++) { - if (Dialog::inDialog()) + if (Dialog::inDialog()) { 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]->aitype != playercontrolled) { Person::players[k]->victim = Person::players[0]; + } //attack key pressed if (Person::players[k]->attackkeydown) { //dodge backward if (Person::players[k]->backkeydown && - Person::players[k]->animTarget != backhandspringanim && - (Person::players[k]->isIdle() || - Person::players[k]->isStop() || - Person::players[k]->isRun() || - Person::players[k]->animTarget == walkanim)) { + Person::players[k]->animTarget != backhandspringanim && + (Person::players[k]->isIdle() || + Person::players[k]->isStop() || + Person::players[k]->isRun() || + Person::players[k]->animTarget == walkanim)) { if (Person::players[k]->jumppower <= 1) { Person::players[k]->jumppower -= 2; } else { for (unsigned i = 0; i < Person::players.size(); i++) { - if (i == k) + if (i == k) { continue; + } if (Person::players[i]->animTarget == swordslashanim || - Person::players[i]->animTarget == knifeslashstartanim || - Person::players[i]->animTarget == staffhitanim || - Person::players[i]->animTarget == staffspinhitanim) + Person::players[i]->animTarget == knifeslashstartanim || + Person::players[i]->animTarget == staffhitanim || + Person::players[i]->animTarget == staffspinhitanim) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) { - Person::players[k]->setAnimation(dodgebackanim); + Person::players[k]->setTargetAnimation(dodgebackanim); Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); } + } } if (Person::players[k]->animTarget != dodgebackanim) { - if (k == 0) + if (k == 0) { numflipped++; - Person::players[k]->setAnimation(backhandspringanim); + } + Person::players[k]->setTargetAnimation(backhandspringanim); Person::players[k]->targetyaw = -yaw + 180; - if (Person::players[k]->leftkeydown) + if (Person::players[k]->leftkeydown) { Person::players[k]->targetyaw -= 45; - if (Person::players[k]->rightkeydown) + } + if (Person::players[k]->rightkeydown) { Person::players[k]->targetyaw += 45; + } Person::players[k]->yaw = Person::players[k]->targetyaw; Person::players[k]->jumppower -= 2; } } } //attack - if (!animation[Person::players[k]->animTarget].attack && - !Person::players[k]->backkeydown && - (Person::players[k]->isIdle() || - Person::players[k]->isRun() || - Person::players[k]->animTarget == walkanim || - Person::players[k]->animTarget == sneakanim || - Person::players[k]->isCrouch())) { + if (!Animation::animations[Person::players[k]->animTarget].attack && + !Person::players[k]->backkeydown && + (Person::players[k]->isIdle() || + Person::players[k]->isRun() || + Person::players[k]->animTarget == walkanim || + Person::players[k]->animTarget == sneakanim || + Person::players[k]->isCrouch())) { const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType(); //normal attacks (?) Person::players[k]->hasvictim = 0; - if (Person::players.size() > 1) + if (Person::players.size() > 1) { for (unsigned i = 0; i < Person::players.size(); i++) { - if (i == k || !(k == 0 || i == 0)) + if (i == k || !(k == 0 || i == 0)) { continue; - if (!Person::players[k]->hasvictim) - if (animation[Person::players[k]->animTarget].attack != reversal) { + } + if (!Person::players[k]->hasvictim) { + if (Animation::animations[Person::players[k]->animTarget].attack != reversal) { //choose an attack const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); if (distance < 4.5 && - !Person::players[i]->skeleton.free && - Person::players[i]->howactive < typedead1 && - Person::players[i]->animTarget != jumpreversedanim && - Person::players[i]->animTarget != rabbitkickreversedanim && - Person::players[i]->animTarget != rabbitkickanim && - Person::players[k]->animTarget != rabbitkickanim && - Person::players[i]->animTarget != getupfrombackanim && - (Person::players[i]->animTarget != staggerbackhighanim && - (Person::players[i]->animTarget != staggerbackhardanim || - animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) && - Person::players[i]->animTarget != jumpdownanim && - Person::players[i]->animTarget != jumpupanim && - Person::players[i]->animTarget != getupfromfrontanim) { + !Person::players[i]->skeleton.free && + Person::players[i]->howactive < typedead1 && + Person::players[i]->animTarget != jumpreversedanim && + Person::players[i]->animTarget != rabbitkickreversedanim && + Person::players[i]->animTarget != rabbitkickanim && + Person::players[k]->animTarget != rabbitkickanim && + Person::players[i]->animTarget != getupfrombackanim && + (Person::players[i]->animTarget != staggerbackhighanim && + (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) && + Person::players[i]->animTarget != jumpdownanim && + Person::players[i]->animTarget != jumpupanim && + Person::players[i]->animTarget != getupfromfrontanim) { Person::players[k]->victim = Person::players[i]; Person::players[k]->hasvictim = 1; if (Person::players[k]->aitype == playercontrolled) { //human player //sweep if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - Person::players[k]->crouchkeydown && - animation[Person::players[i]->animTarget].height != lowheight) + Person::players[k]->crouchkeydown && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[k]->animTarget = sweepanim; - //winduppunch - else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && - !Person::players[k]->forwardkeydown && - !Person::players[k]->leftkeydown && - !Person::players[k]->rightkeydown && - !Person::players[k]->crouchkeydown && - !attackweapon && - !reversaltrain) + //winduppunch + } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + !attackweapon && + !reversaltrain) { Person::players[k]->animTarget = winduppunchanim; - //upunch - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && - !Person::players[k]->forwardkeydown && - !Person::players[k]->leftkeydown && - !Person::players[k]->rightkeydown && - !Person::players[k]->crouchkeydown && - !attackweapon) + //upunch + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + !attackweapon) { Person::players[k]->animTarget = upunchanim; - //knifefollow - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - Person::players[i]->staggerdelay > 0 && - attackweapon == knife && - Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) + //knifefollow + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Person::players[i]->staggerdelay > 0 && + attackweapon == knife && + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) { Person::players[k]->animTarget = knifefollowanim; - //knifeslashstart - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && - !Person::players[k]->forwardkeydown && - !Person::players[k]->leftkeydown && - !Person::players[k]->rightkeydown && - !Person::players[k]->crouchkeydown && - attackweapon == knife && - Person::players[k]->weaponmissdelay <= 0) + //knifeslashstart + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->forwardkeydown && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->crouchkeydown && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) { Person::players[k]->animTarget = knifeslashstartanim; - //swordslash - else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && - !Person::players[k]->crouchkeydown && - attackweapon == sword && - Person::players[k]->weaponmissdelay <= 0) + //swordslash + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) { Person::players[k]->animTarget = swordslashanim; - //staffhit - else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && - !Person::players[k]->crouchkeydown && - attackweapon == staff && - Person::players[k]->weaponmissdelay <= 0 && - !Person::players[k]->leftkeydown && - !Person::players[k]->rightkeydown && - !Person::players[k]->forwardkeydown) + //staffhit + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + !Person::players[k]->leftkeydown && + !Person::players[k]->rightkeydown && + !Person::players[k]->forwardkeydown) { Person::players[k]->animTarget = staffhitanim; - //staffspinhit - else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight && - !Person::players[k]->crouchkeydown && - attackweapon == staff && - Person::players[k]->weaponmissdelay <= 0) + //staffspinhit + } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight && + !Person::players[k]->crouchkeydown && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0) { Person::players[k]->animTarget = staffspinhitanim; - //spinkick - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height != lowheight) + //spinkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[k]->animTarget = spinkickanim; - //lowkick - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + //lowkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) { Person::players[k]->animTarget = lowkickanim; + } } else { //AI player if (distance < 4.5 * sq(Person::players[k]->scale * 5)) { randattack = abs(Random() % 5); if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) { //sweep - if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight) + if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[k]->animTarget = sweepanim; - //upunch - else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight && - !attackweapon) + //upunch + } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight && + !attackweapon) { Person::players[k]->animTarget = upunchanim; - //spinkick - else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight) + //spinkick + } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[k]->animTarget = spinkickanim; - //lowkick - else if (animation[Person::players[i]->animTarget].height == lowheight) + //lowkick + } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) { Person::players[k]->animTarget = lowkickanim; + } } if (attackweapon) { //sweep - if ((tutoriallevel != 1 || !attackweapon) && - distance < 2.5 * sq(Person::players[k]->scale * 5) && - randattack == 0 && - animation[Person::players[i]->animTarget].height != lowheight) + if ((!Tutorial::active || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 0 && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[k]->animTarget = sweepanim; - //knifeslashstart - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - attackweapon == knife && - Person::players[k]->weaponmissdelay <= 0) + //knifeslashstart + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + attackweapon == knife && + Person::players[k]->weaponmissdelay <= 0) { Person::players[k]->animTarget = knifeslashstartanim; - //swordslash - else if (!(Person::players[0]->victim == Person::players[i] && - Person::players[0]->hasvictim && - Person::players[0]->animTarget == swordslashanim) && - attackweapon == sword && - Person::players[k]->weaponmissdelay <= 0) + //swordslash + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == sword && + Person::players[k]->weaponmissdelay <= 0) { Person::players[k]->animTarget = swordslashanim; - //staffhit - else if (!(Person::players[0]->victim == Person::players[i] && - Person::players[0]->hasvictim && - Person::players[0]->animTarget == swordslashanim) && - attackweapon == staff && - Person::players[k]->weaponmissdelay <= 0 && - randattack < 3) + //staffhit + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack < 3) { Person::players[k]->animTarget = staffhitanim; - //staffspinhit - else if (!(Person::players[0]->victim == Person::players[i] && - Person::players[0]->hasvictim && - Person::players[0]->animTarget == swordslashanim) && - attackweapon == staff && - Person::players[k]->weaponmissdelay <= 0 && - randattack >= 3) + //staffspinhit + } else if (!(Person::players[0]->victim == Person::players[i] && + Person::players[0]->hasvictim && + Person::players[0]->animTarget == swordslashanim) && + attackweapon == staff && + Person::players[k]->weaponmissdelay <= 0 && + randattack >= 3) { Person::players[k]->animTarget = staffspinhitanim; - //spinkick - else if ((tutoriallevel != 1 || !attackweapon) && - distance < 2.5 * sq(Person::players[k]->scale * 5) && - randattack == 1 && - animation[Person::players[i]->animTarget].height != lowheight) + //spinkick + } else if ((!Tutorial::active || !attackweapon) && + distance < 2.5 * sq(Person::players[k]->scale * 5) && + randattack == 1 && + Animation::animations[Person::players[i]->animTarget].height != lowheight) { Person::players[k]->animTarget = spinkickanim; - //lowkick - else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && - animation[Person::players[i]->animTarget].height == lowheight && - animation[Person::players[k]->animTarget].attack != normalattack) + //lowkick + } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) && + Animation::animations[Person::players[i]->animTarget].height == lowheight && + Animation::animations[Person::players[k]->animTarget].attack != normalattack) { Person::players[k]->animTarget = lowkickanim; + } } } } //upunch becomes wolfslap - if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) + if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) { Person::players[k]->animTarget = wolfslapanim; + } } //sneak attacks - if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) && - Person::players[i]->howactive < typedead1 && - distance < 1.5 * sq(Person::players[k]->scale * 5) && - !Person::players[i]->skeleton.free && - Person::players[i]->animTarget != getupfrombackanim && - Person::players[i]->animTarget != getupfromfrontanim && - (Person::players[i]->surprised > 0 || - Person::players[i]->aitype == passivetype || - attackweapon && Person::players[i]->stunned > 0) && - normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { + if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) && + Person::players[i]->howactive < typedead1 && + distance < 1.5 * sq(Person::players[k]->scale * 5) && + !Person::players[i]->skeleton.free && + Person::players[i]->animTarget != getupfrombackanim && + Person::players[i]->animTarget != getupfromfrontanim && + (Person::players[i]->surprised > 0 || + Person::players[i]->aitype == passivetype || + attackweapon && Person::players[i]->stunned > 0) && + normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) { //sneakattack if (!attackweapon) { Person::players[k]->animCurrent = sneakattackanim; @@ -3261,9 +2594,9 @@ void doAttacks() Person::players[i]->targetyaw = Person::players[i]->yaw; } } - if (animation[Person::players[k]->animTarget].attack == normalattack && - Person::players[k]->victim == Person::players[i] && - (!Person::players[i]->skeleton.free)) { + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free)) { oldattackkey = 1; Person::players[k]->frameTarget = 0; Person::players[k]->target = 0; @@ -3275,7 +2608,7 @@ void doAttacks() Person::players[k]->lastattack = Person::players[k]->animTarget; } if (Person::players[k]->animTarget == knifefollowanim && - Person::players[k]->victim == Person::players[i]) { + Person::players[k]->victim == Person::players[i]) { oldattackkey = 1; Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords); Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords); @@ -3304,110 +2637,101 @@ void doAttacks() Person::players[i]->yaw = Person::players[k]->targetyaw; } } + } } + } const bool hasstaff = attackweapon == staff; - if (k == 0 && Person::players.size() > 1) + if (k == 0 && Person::players.size() > 1) { for (unsigned i = 0; i < Person::players.size(); i++) { - if (i == k) + if (i == k) { continue; + } if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) && - animation[Person::players[k]->animTarget].attack == neutral) { + Animation::animations[Person::players[k]->animTarget].attack == neutral) { const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords); - if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) - if (Person::players[i]->skeleton.free) + if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) { + if (Person::players[i]->skeleton.free) { if (distance < 3.5 * sq(Person::players[k]->scale * 5) && - (Person::players[i]->dead || - Person::players[i]->skeleton.longdead > 1000 || - Person::players[k]->isRun() || - hasstaff || - (attackweapon && - (Person::players[i]->skeleton.longdead > 2000 || - Person::players[i]->damage > Person::players[i]->damagetolerance / 8 || - Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) && - distance < 1.5 * sq(Person::players[k]->scale * 5)))) { + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead > 1000 || + Person::players[k]->isRun() || + hasstaff || + (attackweapon && + (Person::players[i]->skeleton.longdead > 2000 || + Person::players[i]->damage > Person::players[i]->damagetolerance / 8 || + Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) && + distance < 1.5 * sq(Person::players[k]->scale * 5)))) { Person::players[k]->victim = Person::players[i]; Person::players[k]->hasvictim = 1; - if (attackweapon && tutoriallevel != 1) { + if (attackweapon && !Tutorial::active) { //crouchstab - if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) + if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) { Person::players[k]->animTarget = crouchstabanim; + } //swordgroundstab - if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) + if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) { Person::players[k]->animTarget = swordgroundstabanim; + } //staffgroundsmash - if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) + if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) { Person::players[k]->animTarget = staffgroundsmashanim; + } } if (distance < 2.5 && - Person::players[k]->crouchkeydown && - Person::players[k]->animTarget != crouchstabanim && - !attackweapon && - Person::players[i]->dead && - Person::players[i]->skeleton.free && - Person::players[i]->skeleton.longdead > 1000) { + Person::players[k]->crouchkeydown && + Person::players[k]->animTarget != crouchstabanim && + !attackweapon && + Person::players[i]->dead && + Person::players[i]->skeleton.free && + Person::players[i]->skeleton.longdead > 1000) { Person::players[k]->animTarget = killanim; - //TODO: refactor this out, what does it do? - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) - terrain.DeleteDecal(j); - } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) - objects.model[l].DeleteDecal(j); - } + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); + } } } - if (!Person::players[i]->dead || musictype != 2) + if (!Person::players[i]->dead || musictype != 2) { if (distance < 3.5 && - (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) && - Person::players[k]->staggerdelay <= 0 && - (Person::players[i]->dead || - Person::players[i]->skeleton.longdead < 300 && + (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) && + Person::players[k]->staggerdelay <= 0 && + (Person::players[i]->dead || + Person::players[i]->skeleton.longdead < 300 && Person::players[k]->lastattack != spinkickanim && Person::players[i]->skeleton.free) && - (!Person::players[i]->dead || musictype != stream_fighttheme)) { + (!Person::players[i]->dead || musictype != stream_fighttheme)) { Person::players[k]->animTarget = dropkickanim; - for (int j = 0; j < terrain.numdecals; j++) { - if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) && - terrain.decalalivetime[j] < 2) { - terrain.DeleteDecal(j); + terrain.deleteDeadDecals(); + for (unsigned int l = 0; l < Object::objects.size(); l++) { + if (Object::objects[l]->model.type == decalstype) { + Object::objects[l]->model.deleteDeadDecals(); } } - for (int l = 0; l < objects.numobjects; l++) { - if (objects.model[l].type == decalstype) - for (int j = 0; j < objects.model[l].numdecals; j++) { - if ((objects.model[l].decaltype[j] == blooddecal || - objects.model[l].decaltype[j] == blooddecalslow) && - objects.model[l].decalalivetime[j] < 2) { - objects.model[l].DeleteDecal(j); - } - } - } } + } } - if (animation[Person::players[k]->animTarget].attack == normalattack && - Person::players[k]->victim == Person::players[i] && - (!Person::players[i]->skeleton.free || - Person::players[k]->animTarget == killanim || - Person::players[k]->animTarget == crouchstabanim || - Person::players[k]->animTarget == swordgroundstabanim || - Person::players[k]->animTarget == staffgroundsmashanim || - Person::players[k]->animTarget == dropkickanim)) { + } + } + if (Animation::animations[Person::players[k]->animTarget].attack == normalattack && + Person::players[k]->victim == Person::players[i] && + (!Person::players[i]->skeleton.free || + Person::players[k]->animTarget == killanim || + Person::players[k]->animTarget == crouchstabanim || + Person::players[k]->animTarget == swordgroundstabanim || + Person::players[k]->animTarget == staffgroundsmashanim || + Person::players[k]->animTarget == dropkickanim)) { oldattackkey = 1; Person::players[k]->frameTarget = 0; Person::players[k]->target = 0; XYZ targetpoint = Person::players[i]->coords; if (Person::players[k]->animTarget == crouchstabanim || - Person::players[k]->animTarget == swordgroundstabanim || - Person::players[k]->animTarget == staffgroundsmashanim) { + Person::players[k]->animTarget == swordgroundstabanim || + Person::players[k]->animTarget == staffgroundsmashanim) { targetpoint += (Person::players[i]->jointPos(abdomen) + - Person::players[i]->jointPos(neck)) / 2 * + Person::players[i]->jointPos(neck)) / + 2 * Person::players[i]->scale; } Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint); @@ -3417,8 +2741,9 @@ void doAttacks() Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4; } - if (Person::players[k]->animTarget == staffgroundsmashanim) + if (Person::players[k]->animTarget == staffgroundsmashanim) { Person::players[k]->targettilt2 += 10; + } Person::players[k]->lastattack3 = Person::players[k]->lastattack2; Person::players[k]->lastattack2 = Person::players[k]->lastattack; @@ -3430,16 +2755,19 @@ void doAttacks() } } } + } if (!Person::players[k]->hasvictim) { //find victim for (unsigned i = 0; i < Person::players.size(); i++) { - if (i == k || !(i == 0 || k == 0)) + if (i == k || !(i == 0 || k == 0)) { continue; + } if (!Person::players[i]->skeleton.free) { if (Person::players[k]->hasvictim) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < - distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) { Person::players[k]->victim = Person::players[i]; + } } else { Person::players[k]->victim = Person::players[i]; Person::players[k]->hasvictim = 1; @@ -3447,41 +2775,42 @@ void doAttacks() } } } - if (Person::players[k]->aitype == playercontrolled) + if (Person::players[k]->aitype == playercontrolled) { //rabbit kick if (Person::players[k]->attackkeydown && - Person::players[k]->isRun() && - Person::players[k]->wasRun() && - ((Person::players[k]->hasvictim && - distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) && - distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) && - !Person::players[k]->victim->skeleton.free && - Person::players[k]->victim->animTarget != getupfrombackanim && - Person::players[k]->victim->animTarget != getupfromfrontanim && - animation[Person::players[k]->victim->animTarget].height != lowheight && - Person::players[k]->aitype != playercontrolled && //wat??? - normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && - Person::players[k]->rabbitkickenabled) || - Person::players[k]->jumpkeydown)) { + Person::players[k]->isRun() && + Person::players[k]->wasRun() && + ((Person::players[k]->hasvictim && + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) && + distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) && + !Person::players[k]->victim->skeleton.free && + Person::players[k]->victim->animTarget != getupfrombackanim && + Person::players[k]->victim->animTarget != getupfromfrontanim && + Animation::animations[Person::players[k]->victim->animTarget].height != lowheight && + Person::players[k]->aitype != playercontrolled && //wat??? + normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 && + Person::players[k]->rabbitkickenabled) || + Person::players[k]->jumpkeydown)) { oldattackkey = 1; - Person::players[k]->setAnimation(rabbitkickanim); + Person::players[k]->setTargetAnimation(rabbitkickanim); } + } //update counts - if (animation[Person::players[k]->animTarget].attack && k == 0) { + if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) { numattacks++; switch (attackweapon) { - case 0: - numunarmedattack++; - break; - case knife: - numknifeattack++; - break; - case sword: - numswordattack++; - break; - case staff: - numstaffattack++; - break; + case 0: + numunarmedattack++; + break; + case knife: + numknifeattack++; + break; + case sword: + numswordattack++; + break; + case staff: + numstaffattack++; + break; } } } @@ -3494,73 +2823,80 @@ void doPlayerCollisions() { static XYZ rotatetarget; static float collisionradius; - if (Person::players.size() > 1) - for (unsigned k = 0; k < Person::players.size(); k++) + if (Person::players.size() > 1) { + for (unsigned k = 0; k < Person::players.size(); k++) { for (unsigned i = k + 1; i < Person::players.size(); i++) { //neither player is part of a reversal - if ((animation[Person::players[i]->animTarget].attack != reversed && - animation[Person::players[i]->animTarget].attack != reversal && - animation[Person::players[k]->animTarget].attack != reversed && - animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0)) - if ((animation[Person::players[i]->animCurrent].attack != reversed && - animation[Person::players[i]->animCurrent].attack != reversal && - animation[Person::players[k]->animCurrent].attack != reversed && - animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0)) + if ((Animation::animations[Person::players[i]->animTarget].attack != reversed && + Animation::animations[Person::players[i]->animTarget].attack != reversal && + Animation::animations[Person::players[k]->animTarget].attack != reversed && + Animation::animations[Person::players[k]->animTarget].attack != reversal) || + (i != 0 && k != 0)) { + if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed && + Animation::animations[Person::players[i]->animCurrent].attack != reversal && + Animation::animations[Person::players[k]->animCurrent].attack != reversed && + Animation::animations[Person::players[k]->animCurrent].attack != reversal) || + (i != 0 && k != 0)) { //neither is sleeping - if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) - if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) + if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) { + if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) { //in same patch, neither is climbing if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx && - Person::players[i]->whichpatchz == Person::players[k]->whichpatchz && - Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free && - Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free && - Person::players[i]->animTarget != climbanim && - Person::players[i]->animTarget != hanganim && - Person::players[k]->animTarget != climbanim && - Person::players[k]->animTarget != hanganim) + Person::players[i]->whichpatchz == Person::players[k]->whichpatchz && + Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free && + Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free && + Person::players[i]->animTarget != climbanim && + Person::players[i]->animTarget != hanganim && + Person::players[k]->animTarget != climbanim && + Person::players[k]->animTarget != hanganim) { //players are close (bounding box test) - if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) - if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) - if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) - if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) - if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) + if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) { + if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) { + if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) { + if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) { + if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) { if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) { //spread fire from player to player - if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) - < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { + if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { if (Person::players[i]->onfire || Person::players[k]->onfire) { - if (!Person::players[i]->onfire) + if (!Person::players[i]->onfire) { Person::players[i]->CatchFire(); - if (!Person::players[k]->onfire) + } + if (!Person::players[k]->onfire) { Person::players[k]->CatchFire(); + } } } XYZ tempcoords1 = Person::players[i]->coords; XYZ tempcoords2 = Person::players[k]->coords; - if (!Person::players[i]->skeleton.oldfree) + if (!Person::players[i]->skeleton.oldfree) { tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale; - if (!Person::players[k]->skeleton.oldfree) + } + if (!Person::players[k]->skeleton.oldfree) { tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale; + } collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); - if (Person::players[0]->hasvictim) - if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) + if (Person::players[0]->hasvictim) { + if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) { collisionradius = 3; + } + } if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) && - (distsq(&tempcoords1, &tempcoords2) < collisionradius || - distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) { + (distsq(&tempcoords1, &tempcoords2) < collisionradius || + distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) { //jump down on a dead body if (k == 0 || i == 0) { int l = i ? i : k; if (Person::players[0]->animTarget == jumpdownanim && - !Person::players[0]->skeleton.oldfree && - !Person::players[0]->skeleton.free && - Person::players[l]->skeleton.oldfree && - Person::players[l]->skeleton.free && - Person::players[l]->dead && - Person::players[0]->lastcollide <= 0 && - fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 && - distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) { + !Person::players[0]->skeleton.oldfree && + !Person::players[0]->skeleton.free && + Person::players[l]->skeleton.oldfree && + Person::players[l]->skeleton.free && + Person::players[l]->dead && + Person::players[0]->lastcollide <= 0 && + fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 && + distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) { Person::players[0]->coords.y = Person::players[l]->coords.y; Person::players[l]->velocity = Person::players[0]->velocity; Person::players[l]->skeleton.free = 0; @@ -3573,29 +2909,29 @@ void doPlayerCollisions() } } - if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) || - (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) || - (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) { + if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) || + (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) || + (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) { rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity; if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim || - Person::players[i]->skeleton.free) && - (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim || - Person::players[k]->skeleton.free)) + Person::players[i]->skeleton.free) && + (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim || + Person::players[k]->skeleton.free)) { if ((((k != 0 && findLengthfast(&rotatetarget) > 150 || - k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && - normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && - (k == 0 || - k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral || - /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) || - (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && + k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) && + normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) && + (k == 0 || + k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral || + /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) || + (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) && (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) { //If hit by body - if ( (i != 0 || Person::players[i]->skeleton.free) && - (k != 0 || Person::players[k]->skeleton.free) || - (animation[Person::players[i]->animTarget].height == highheight && - animation[Person::players[k]->animTarget].height == highheight)) { - if (tutoriallevel != 1) { + if ((i != 0 || Person::players[i]->skeleton.free) && + (k != 0 || Person::players[k]->skeleton.free) || + (Animation::animations[Person::players[i]->animTarget].height == highheight && + Animation::animations[Person::players[k]->animTarget].height == highheight)) { + if (!Tutorial::active) { emit_sound_at(heavyimpactsound, Person::players[i]->coords); } @@ -3610,56 +2946,60 @@ void doPlayerCollisions() } Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); - for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) { + for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; } - for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) { + for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity; } - } } - if ( (animation[Person::players[i]->animTarget].attack == neutral || - animation[Person::players[i]->animTarget].attack == normalattack) && - (animation[Person::players[k]->animTarget].attack == neutral || - animation[Person::players[k]->animTarget].attack == normalattack)) { + } + if ((Animation::animations[Person::players[i]->animTarget].attack == neutral || + Animation::animations[Person::players[i]->animTarget].attack == normalattack) && + (Animation::animations[Person::players[k]->animTarget].attack == neutral || + Animation::animations[Person::players[k]->animTarget].attack == normalattack)) { //If bumped if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) { if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) { rotatetarget = Person::players[k]->coords - Person::players[i]->coords; Normalise(&rotatetarget); Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2; - Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 - * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); + Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5); - if (Person::players[k]->howactive == typeactive || hostile) + if (Person::players[k]->howactive == typeactive || hostile) { if (Person::players[k]->isIdle()) { - if (Person::players[k]->howactive < typesleeping) - Person::players[k]->setAnimation(Person::players[k]->getStop()); - else if (Person::players[k]->howactive == typesleeping) - Person::players[k]->setAnimation(getupfromfrontanim); - if (!editorenabled) + if (Person::players[k]->howactive < typesleeping) { + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); + } else if (Person::players[k]->howactive == typesleeping) { + Person::players[k]->setTargetAnimation(getupfromfrontanim); + } + if (!editorenabled) { Person::players[k]->howactive = typeactive; + } } - if (Person::players[i]->howactive == typeactive || hostile) + } + if (Person::players[i]->howactive == typeactive || hostile) { if (Person::players[i]->isIdle()) { - if (Person::players[i]->howactive < typesleeping) - Person::players[i]->setAnimation(Person::players[k]->getStop()); - else - Person::players[i]->setAnimation(getupfromfrontanim); - if (!editorenabled) + if (Person::players[i]->howactive < typesleeping) { + Person::players[i]->setTargetAnimation(Person::players[k]->getStop()); + } else { + Person::players[i]->setTargetAnimation(getupfromfrontanim); + } + if (!editorenabled) { Person::players[i]->howactive = typeactive; + } } + } } //jump down on player if (hostile) { if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim && - !Person::players[i]->isCrouch() && - Person::players[i]->animTarget != rollanim && - !Person::players[k]->skeleton.oldfree && ! - Person::players[k]->skeleton.free && - Person::players[k]->lastcollide <= 0 && - Person::players[k]->velocity.y < -10) { + !Person::players[i]->isCrouch() && + Person::players[i]->animTarget != rollanim && + !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free && + Person::players[k]->lastcollide <= 0 && + Person::players[k]->velocity.y < -10) { Person::players[i]->velocity = Person::players[k]->velocity; Person::players[k]->velocity = Person::players[k]->velocity * -.5; Person::players[k]->velocity.y = Person::players[i]->velocity.y; @@ -3669,12 +3009,12 @@ void doPlayerCollisions() award_bonus(k, AboveBonus); } if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim && - !Person::players[k]->isCrouch() && - Person::players[k]->animTarget != rollanim && - !Person::players[i]->skeleton.oldfree && - !Person::players[i]->skeleton.free && - Person::players[i]->lastcollide <= 0 && - Person::players[i]->velocity.y < -10) { + !Person::players[k]->isCrouch() && + Person::players[k]->animTarget != rollanim && + !Person::players[i]->skeleton.oldfree && + !Person::players[i]->skeleton.free && + Person::players[i]->lastcollide <= 0 && + Person::players[i]->velocity.y < -10) { Person::players[k]->velocity = Person::players[i]->velocity; Person::players[i]->velocity = Person::players[i]->velocity * -.3; Person::players[i]->velocity.y = Person::players[k]->velocity.y; @@ -3691,1591 +3031,19 @@ void doPlayerCollisions() Person::players[k]->CheckKick(); } } - } -} - -void doAI(unsigned i) -{ - static bool connected; - if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) { - Person::players[i]->jumpclimb = 0; - //disable movement in editor - if (editorenabled) - Person::players[i]->stunned = 1; - - Person::players[i]->pause = 0; - if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 && - Person::players[0]->coords.y > Person::players[i]->coords.y + 2 && - !Person::players[0]->onterrain) - Person::players[i]->pause = 1; - - //pathfinding - if (Person::players[i]->aitype == pathfindtype) { - if (Person::players[i]->finalpathfindpoint == -1) { - float closestdistance; - float tempdist; - int closest; - XYZ colpoint; - closest = -1; - closestdistance = -1; - for (int j = 0; j < numpathpoints; j++) - if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) { - closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]); - closest = j; - Person::players[i]->finaltarget = pathpoint[j]; - } - Person::players[i]->finalpathfindpoint = closest; - for (int j = 0; j < numpathpoints; j++) - for (int k = 0; k < numpathpointconnect[j]; k++) { - DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint ); - if (sq(tempdist) < closestdistance) - if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) < - findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) { - closestdistance = sq(tempdist); - closest = j; - Person::players[i]->finaltarget = colpoint; - } - } - Person::players[i]->finalpathfindpoint = closest; - - } - if (Person::players[i]->targetpathfindpoint == -1) { - float closestdistance; - float tempdist; - int closest; - XYZ colpoint; - closest = -1; - closestdistance = -1; - if (Person::players[i]->lastpathfindpoint == -1) { - for (int j = 0; j < numpathpoints; j++) { - if (j != Person::players[i]->lastpathfindpoint) - if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) { - closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]); - closest = j; - } - } - Person::players[i]->targetpathfindpoint = closest; - for (int j = 0; j < numpathpoints; j++) - if (j != Person::players[i]->lastpathfindpoint) - for (int k = 0; k < numpathpointconnect[j]; k++) { - DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint ); - if (sq(tempdist) < closestdistance) { - if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) < - findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) { - closestdistance = sq(tempdist); - closest = j; - } - } - } - Person::players[i]->targetpathfindpoint = closest; - } else { - for (int j = 0; j < numpathpoints; j++) - if (j != Person::players[i]->lastpathfindpoint && - j != Person::players[i]->lastpathfindpoint2 && - j != Person::players[i]->lastpathfindpoint3 && - j != Person::players[i]->lastpathfindpoint4) { - connected = 0; - if (numpathpointconnect[j]) - for (int k = 0; k < numpathpointconnect[j]; k++) - if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint) - connected = 1; - if (!connected) - if (numpathpointconnect[Person::players[i]->lastpathfindpoint]) - for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++) - if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j) - connected = 1; - if (connected) { - tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint); - if (closest == -1 || tempdist < closestdistance) { - closestdistance = tempdist; - closest = j; - } - } - } - Person::players[i]->targetpathfindpoint = closest; - } - } - Person::players[i]->losupdatedelay -= multiplier; - - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - - //reached target point - if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) { - Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3; - Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2; - Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint; - Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint; - if (Person::players[i]->lastpathfindpoint2 == -1) - Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint; - if (Person::players[i]->lastpathfindpoint3 == -1) - Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2; - if (Person::players[i]->lastpathfindpoint4 == -1) - Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3; - Person::players[i]->targetpathfindpoint = -1; - } - if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) < - distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) || - distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) || - Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) { - Person::players[i]->aitype = passivetype; - } - - Person::players[i]->forwardkeydown = 1; - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->throwkeydown = 0; - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) - Person::players[i]->jumpkeydown = 1; - - if ((tutoriallevel != 1 || cananger) && - hostile && - !Person::players[0]->dead && - distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && - Person::players[i]->occluded < 25) { - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && - !editorenabled && - (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain)) - Person::players[i]->aitype = attacktypecutoff; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && - !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - - if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) { - Person::players[i]->losupdatedelay = .2; - for (unsigned j = 0; j < Person::players.size(); j++) - if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) - if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) - if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) - if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain) - if (!Person::players[j]->isWallJump() && -1 == checkcollide( - DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) - *Person::players[i]->scale + Person::players[i]->coords, - DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) - *Person::players[j]->scale + Person::players[j]->coords) || - (Person::players[j]->animTarget == hanganim && - normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { - Person::players[i]->aitype = searchtype; - Person::players[i]->lastchecktime = 12; - Person::players[i]->lastseen = Person::players[j]->coords; - Person::players[i]->lastseentime = 12; + } + } } - } - } - if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) - if (Person::players[i]->creature != wolftype) { - Person::players[i]->stunned = .6; - Person::players[i]->surprised = .6; - } - } - - if (Person::players[i]->aitype != passivetype && leveltime > .5) - Person::players[i]->howactive = typeactive; - - if (Person::players[i]->aitype == passivetype) { - Person::players[i]->aiupdatedelay -= multiplier; - Person::players[i]->losupdatedelay -= multiplier; - Person::players[i]->lastseentime += multiplier; - Person::players[i]->pausetime -= multiplier; - if (Person::players[i]->lastseentime > 1) - Person::players[i]->lastseentime = 1; - - if (Person::players[i]->aiupdatedelay < 0) { - if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) { - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - Person::players[i]->aiupdatedelay = .05; - - if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) { - if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause) - Person::players[i]->pausetime = 4; - Person::players[i]->waypoint++; - if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1) - Person::players[i]->waypoint = 0; - - } - } - - if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) - Person::players[i]->forwardkeydown = 1; - else - Person::players[i]->forwardkeydown = 0; - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->throwkeydown = 0; - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { - if (!Person::players[i]->avoidsomething) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); - rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); - leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); - rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); - if (leftdist < rightdist) - Person::players[i]->targetyaw += 90; - else - Person::players[i]->targetyaw -= 90; - } - } - } - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) - Person::players[i]->jumpkeydown = 1; - - - //hearing sounds - if (!editorenabled) { - if (Person::players[i]->howactive <= typesleeping) - if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile) - for (int j = 0; j < numenvsounds; j++) { - float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j]; - if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) < - 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3)) - Person::players[i]->aitype = attacktypecutoff; - } - - if (Person::players[i]->aitype != passivetype) { - if (Person::players[i]->howactive == typesleeping) - Person::players[i]->setAnimation(getupfromfrontanim); - Person::players[i]->howactive = typeactive; - } - } - - if (Person::players[i]->howactive < typesleeping && - ((tutoriallevel != 1 || cananger) && hostile) && - !Person::players[0]->dead && - distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 && - Person::players[i]->occluded < 25) { - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 && - animation[Person::players[0]->animTarget].height != lowheight && !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 && - animation[Person::players[0]->animTarget].height == highheight && !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - - //wolf smell - if (Person::players[i]->creature == wolftype) { - XYZ windsmell; - for (unsigned j = 0; j < Person::players.size(); j++) { - if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) { - float smelldistance = 50; - if (j == 0 && Person::players[j]->num_weapons > 0) { - if (weapons[Person::players[j]->weaponids[0]].bloody) - smelldistance = 100; - if (Person::players[j]->num_weapons == 2) - if (weapons[Person::players[j]->weaponids[1]].bloody) - smelldistance = 100; - } - if (j != 0) - smelldistance = 100; - windsmell = windvector; - Normalise(&windsmell); - windsmell = windsmell * 2 + Person::players[j]->coords; - if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled) - Person::players[i]->aitype = attacktypecutoff; - } - } - } - - if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) { - Person::players[i]->losupdatedelay = .2; - for (unsigned j = 0; j < Person::players.size(); j++) { - if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) { - if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0) - if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400) - if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0) - if ((-1 == checkcollide( - DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)* - Person::players[i]->scale + Person::players[i]->coords, - DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)* - Person::players[j]->scale + Person::players[j]->coords) && - !Person::players[j]->isWallJump()) || - (Person::players[j]->animTarget == hanganim && - normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) { - Person::players[i]->lastseentime -= .2; - if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight) - Person::players[i]->lastseentime -= .4; - else - Person::players[i]->lastseentime -= .6; } - if (Person::players[i]->lastseentime <= 0) { - Person::players[i]->aitype = searchtype; - Person::players[i]->lastchecktime = 12; - Person::players[i]->lastseen = Person::players[j]->coords; - Person::players[i]->lastseentime = 12; - } - } - } - } - } - //alerted surprise - if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) { - if (Person::players[i]->creature != wolftype) { - Person::players[i]->stunned = .6; - Person::players[i]->surprised = .6; - } - if (Person::players[i]->creature == wolftype) { - Person::players[i]->stunned = .47; - Person::players[i]->surprised = .47; - } - numseen++; - } - } - - //search for player - int j; - if (Person::players[i]->aitype == searchtype) { - Person::players[i]->aiupdatedelay -= multiplier; - Person::players[i]->losupdatedelay -= multiplier; - if (!Person::players[i]->pause) - Person::players[i]->lastseentime -= multiplier; - Person::players[i]->lastchecktime -= multiplier; - - if (Person::players[i]->isRun() && !Person::players[i]->onground) { - if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) { - XYZ test2 = Person::players[i]->coords + Person::players[i]->facing; - test2.y += 5; - XYZ test = Person::players[i]->coords + Person::players[i]->facing; - test.y -= 10; - j = checkcollide(test2, test, Person::players[i]->laststanding); - if (j == -1) - j = checkcollide(test2, test); - if (j == -1) { - Person::players[i]->velocity = 0; - Person::players[i]->setAnimation(Person::players[i]->getStop()); - Person::players[i]->targetyaw += 180; - Person::players[i]->stunned = .5; - //Person::players[i]->aitype=passivetype; - Person::players[i]->aitype = pathfindtype; - Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; - Person::players[i]->finalpathfindpoint = -1; - Person::players[i]->targetpathfindpoint = -1; - Person::players[i]->lastpathfindpoint = -1; - Person::players[i]->lastpathfindpoint2 = -1; - Person::players[i]->lastpathfindpoint3 = -1; - Person::players[i]->lastpathfindpoint4 = -1; - } else - Person::players[i]->laststanding = j; - } - } - //check out last seen location - if (Person::players[i]->aiupdatedelay < 0) { - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - Person::players[i]->aiupdatedelay = .05; - Person::players[i]->forwardkeydown = 1; - - if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) { - Person::players[i]->forwardkeydown = 0; - Person::players[i]->aiupdatedelay = 1; - Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25; - Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25; - Person::players[i]->lastchecktime = 3; - } - - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->throwkeydown = 0; - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { - if (!Person::players[i]->avoidsomething) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); - rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); - leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); - rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); - if (leftdist < rightdist) - Person::players[i]->targetyaw += 90; - else - Person::players[i]->targetyaw -= 90; - } - } - } - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) - Person::players[i]->jumpkeydown = 1; - - if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile)) - for (int k = 0; k < numenvsounds; k++) { - if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) { - Person::players[i]->aitype = attacktypecutoff; - } - } - - if (!Person::players[0]->dead && - Person::players[i]->losupdatedelay < 0 && - !editorenabled && - Person::players[i]->occluded < 2 && - ((tutoriallevel != 1 || cananger) && hostile)) { - Person::players[i]->losupdatedelay = .2; - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) { - Person::players[i]->aitype = attacktypecutoff; - Person::players[i]->lastseentime = 1; - } - if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight) - //TODO: factor out canSeePlayer() - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400) - if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) - if ((checkcollide( - DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)* - Person::players[i]->scale + Person::players[i]->coords, - DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)* - Person::players[0]->scale + Person::players[0]->coords) == -1) || - (Person::players[0]->animTarget == hanganim && normaldotproduct( - Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) { - /* //TODO: changed j to 0 on a whim, make sure this is correct - (Person::players[j]->animTarget==hanganim&&normaldotproduct( - Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0) - */ - Person::players[i]->aitype = attacktypecutoff; - Person::players[i]->lastseentime = 1; - } - } - //player escaped - if (Person::players[i]->lastseentime < 0) { - //Person::players[i]->aitype=passivetype; - numescaped++; - Person::players[i]->aitype = pathfindtype; - Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; - Person::players[i]->finalpathfindpoint = -1; - Person::players[i]->targetpathfindpoint = -1; - Person::players[i]->lastpathfindpoint = -1; - Person::players[i]->lastpathfindpoint2 = -1; - Person::players[i]->lastpathfindpoint3 = -1; - Person::players[i]->lastpathfindpoint4 = -1; - } - } - - if (Person::players[i]->aitype != gethelptype) - Person::players[i]->runninghowlong = 0; - - //get help from buddies - if (Person::players[i]->aitype == gethelptype) { - Person::players[i]->runninghowlong += multiplier; - Person::players[i]->aiupdatedelay -= multiplier; - - if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) { - Person::players[i]->aiupdatedelay = .2; - - //find closest ally - //TODO: factor out closest search somehow - if (!Person::players[i]->ally) { - int closest = -1; - float closestdist = -1; - for (unsigned k = 0; k < Person::players.size(); k++) { - if (k != i && k != 0 && !Person::players[k]->dead && - Person::players[k]->howactive < typedead1 && - !Person::players[k]->skeleton.free && - Person::players[k]->aitype == passivetype) { - float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords); - if (closestdist == -1 || distance < closestdist) { - closestdist = distance; - closest = k; - } - closest = k; - } - } - if (closest != -1) - Person::players[i]->ally = closest; - else - Person::players[i]->ally = 0; - Person::players[i]->lastseen = Person::players[0]->coords; - Person::players[i]->lastseentime = 12; - } - - - Person::players[i]->lastchecktime = 12; - - XYZ facing = Person::players[i]->coords; - XYZ flatfacing = Person::players[Person::players[i]->ally]->coords; - facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale; - flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale; - if (-1 != checkcollide(facing, flatfacing)) - Person::players[i]->lastseentime -= .1; - - //no available ally, run back to player - if (Person::players[i]->ally <= 0 || - Person::players[Person::players[i]->ally]->skeleton.free || - Person::players[Person::players[i]->ally]->aitype != passivetype || - Person::players[i]->lastseentime <= 0) { - Person::players[i]->aitype = searchtype; - Person::players[i]->lastseentime = 12; - } - - //seek out ally - if (Person::players[i]->ally > 0) { - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - Person::players[i]->aiupdatedelay = .05; - Person::players[i]->forwardkeydown = 1; - - if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) { - Person::players[i]->aitype = searchtype; - Person::players[i]->lastseentime = 12; - Person::players[Person::players[i]->ally]->aitype = searchtype; - if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) { - Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen; - Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime; - Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime; - } - } - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { - if (!Person::players[i]->avoidsomething) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); - rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); - leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); - rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); - if (leftdist < rightdist) - Person::players[i]->targetyaw += 90; - else - Person::players[i]->targetyaw -= 90; - } - } - } - - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->attackkeydown = 0; - } - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5) - Person::players[i]->jumpkeydown = 1; - } - - //retreiving a weapon on the ground - if (Person::players[i]->aitype == getweapontype) { - Person::players[i]->aiupdatedelay -= multiplier; - Person::players[i]->lastchecktime -= multiplier; - - if (Person::players[i]->aiupdatedelay < 0) { - Person::players[i]->aiupdatedelay = .2; - - //ALLY IS WEPON - if (Person::players[i]->ally < 0) { - int closest = -1; - float closestdist = -1; - for (unsigned k = 0; k < weapons.size(); k++) - if (weapons[k].owner == -1) { - float distance = distsq(&Person::players[i]->coords, &weapons[k].position); - if (closestdist == -1 || distance < closestdist) { - closestdist = distance; - closest = k; - } - closest = k; - } - if (closest != -1) - Person::players[i]->ally = closest; - else - Person::players[i]->ally = -1; - } - - Person::players[i]->lastseentime = 12; - - if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile)) - if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) { - Person::players[i]->aitype = attacktypecutoff; - Person::players[i]->lastseentime = 1; - } - if (!Person::players[0]->dead) - if (Person::players[i]->ally >= 0) { - if (weapons[Person::players[i]->ally].owner != -1 || - distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) { - Person::players[i]->aitype = attacktypecutoff; - Person::players[i]->lastseentime = 1; - } - //TODO: factor these out as moveToward() - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - Person::players[i]->aiupdatedelay = .05; - Person::players[i]->forwardkeydown = 1; - - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) { - if (!Person::players[i]->avoidsomething) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - else { - XYZ leftpos, rightpos; - float leftdist, rightdist; - leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0); - rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0); - leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere); - rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere); - if (leftdist < rightdist) - Person::players[i]->targetyaw += 90; - else - Person::players[i]->targetyaw -= 90; - } - } - } - - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->throwkeydown = 1; - Person::players[i]->crouchkeydown = 0; - if (Person::players[i]->animTarget != crouchremoveknifeanim && - Person::players[i]->animTarget != removeknifeanim) - Person::players[i]->throwtogglekeydown = 0; - Person::players[i]->drawkeydown = 0; - } - if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim) - Person::players[i]->jumpkeydown = 0; - if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)) - Person::players[i]->jumpkeydown = 1; - } - - if (Person::players[i]->aitype == attacktypecutoff) { - Person::players[i]->aiupdatedelay -= multiplier; - //dodge or reverse rabbit kicks, knife throws, flips - if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3) - if ((Person::players[0]->animTarget == rabbitkickanim || - Person::players[0]->animTarget == knifethrowanim || - (Person::players[0]->isFlip() && - normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) && - !Person::players[0]->skeleton.free && - (Person::players[i]->aiupdatedelay < .1)) { - Person::players[i]->attackkeydown = 0; - if (Person::players[i]->isIdle()) - Person::players[i]->crouchkeydown = 1; - if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) { - if (weapons[Person::players[0]->weaponids[0]].getType() == knife) { - if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) { - if (abs(Random() % 2) == 0) - Person::players[i]->setAnimation(backhandspringanim); - else - Person::players[i]->setAnimation(rollanim); - Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1); - Person::players[i]->wentforweapon = 0; - } - if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim) - Person::players[i]->setAnimation(flipanim); - } - } - Person::players[i]->forwardkeydown = 0; - Person::players[i]->aiupdatedelay = .02; - } - //get confused by flips - if (Person::players[0]->isFlip() && - !Person::players[0]->skeleton.free && - Person::players[0]->animTarget != walljumprightkickanim && - Person::players[0]->animTarget != walljumpleftkickanim) { - if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25) - if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5) - Person::players[i]->stunned = 1; - } - //go for weapon on the ground - if (Person::players[i]->wentforweapon < 3) - for (unsigned k = 0; k < weapons.size(); k++) - if (Person::players[i]->creature != wolftype) - if (Person::players[i]->num_weapons == 0 && - weapons[k].owner == -1 && - weapons[i].velocity.x == 0 && - weapons[i].velocity.z == 0 && - weapons[i].velocity.y == 0) { - if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) { - Person::players[i]->wentforweapon++; - Person::players[i]->lastchecktime = 6; - Person::players[i]->aitype = getweapontype; - Person::players[i]->ally = -1; + } + } } } - //dodge/reverse walljump kicks - if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2) - if (animation[Person::players[i]->animTarget].height != highheight) - if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 && - ((Person::players[0]->animTarget == walljumprightkickanim || - Person::players[0]->animTarget == walljumpleftkickanim) && - ((Person::players[i]->aiupdatedelay < .15 && - difficulty == 2) || - (Person::players[i]->aiupdatedelay < .08 && - difficulty != 2)))) { - Person::players[i]->crouchkeydown = 1; - } - //walked off a ledge (?) - if (Person::players[i]->isRun() && !Person::players[i]->onground) - if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) { - XYZ test2 = Person::players[i]->coords + Person::players[i]->facing; - test2.y += 5; - XYZ test = Person::players[i]->coords + Person::players[i]->facing; - test.y -= 10; - j = checkcollide(test2, test, Person::players[i]->laststanding); - if (j == -1) - j = checkcollide(test2, test); - if (j == -1) { - Person::players[i]->velocity = 0; - Person::players[i]->setAnimation(Person::players[i]->getStop()); - Person::players[i]->targetyaw += 180; - Person::players[i]->stunned = .5; - Person::players[i]->aitype = pathfindtype; - Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; - Person::players[i]->finalpathfindpoint = -1; - Person::players[i]->targetpathfindpoint = -1; - Person::players[i]->lastpathfindpoint = -1; - Person::players[i]->lastpathfindpoint2 = -1; - Person::players[i]->lastpathfindpoint3 = -1; - Person::players[i]->lastpathfindpoint4 = -1; - } else - Person::players[i]->laststanding = j; - } - //lose sight of player in the air (?) - if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 && - animation[Person::players[0]->animTarget].height != highheight && - !Person::players[0]->onterrain) { - Person::players[i]->aitype = pathfindtype; - Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; - Person::players[i]->finalpathfindpoint = -1; - Person::players[i]->targetpathfindpoint = -1; - Person::players[i]->lastpathfindpoint = -1; - Person::players[i]->lastpathfindpoint2 = -1; - Person::players[i]->lastpathfindpoint3 = -1; - Person::players[i]->lastpathfindpoint4 = -1; - } - //it's time to think (?) - if (Person::players[i]->aiupdatedelay < 0 && - !animation[Person::players[i]->animTarget].attack && - Person::players[i]->animTarget != staggerbackhighanim && - Person::players[i]->animTarget != staggerbackhardanim && - Person::players[i]->animTarget != backhandspringanim && - Person::players[i]->animTarget != dodgebackanim) { - //draw weapon - if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0) - Person::players[i]->drawkeydown = Random() % 2; - else - Person::players[i]->drawkeydown = 0; - Person::players[i]->rabbitkickenabled = Random() % 2; - //chase player - XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity; - XYZ targetpoint = Person::players[0]->coords; - if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < - distsq(&rotatetarget, &Person::players[i]->coords)) - targetpoint += Person::players[0]->velocity * - findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity); - Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint); - Person::players[i]->lookyaw = Person::players[i]->targetyaw; - Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000); - - if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1)) - Person::players[i]->forwardkeydown = 1; - else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 || - distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) && - Person::players[0]->weaponactive != -1) - Person::players[i]->forwardkeydown = 1; - else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0)) - Person::players[i]->forwardkeydown = 1; - else - Person::players[i]->forwardkeydown = 0; - //chill out around the corpse - if (Person::players[0]->dead) { - Person::players[i]->forwardkeydown = 0; - if (Random() % 10 == 0) - Person::players[i]->forwardkeydown = 1; - if (Random() % 100 == 0) { - Person::players[i]->aitype = pathfindtype; - Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint]; - Person::players[i]->finalpathfindpoint = -1; - Person::players[i]->targetpathfindpoint = -1; - Person::players[i]->lastpathfindpoint = -1; - Person::players[i]->lastpathfindpoint2 = -1; - Person::players[i]->lastpathfindpoint3 = -1; - Person::players[i]->lastpathfindpoint4 = -1; } } - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->throwkeydown = 0; - - if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) - Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1); - //attack!!! - if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype) - Person::players[i]->attackkeydown = 1; - else - Person::players[i]->attackkeydown = 0; - if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7) - Person::players[i]->attackkeydown = 0; - - //TODO: wat - if (Person::players[i]->aitype != playercontrolled && - (Person::players[i]->isIdle() || - Person::players[i]->isCrouch() || - Person::players[i]->isRun())) { - int target = -2; - for (unsigned j = 0; j < Person::players.size(); j++) - if (j != i && !Person::players[j]->skeleton.free && - Person::players[j]->hasvictim && - (tutoriallevel == 1 && reversaltrain || - Random() % 2 == 0 && difficulty == 2 || - Random() % 4 == 0 && difficulty == 1 || - Random() % 8 == 0 && difficulty == 0 || - Person::players[j]->lastattack2 == Person::players[j]->animTarget && - Person::players[j]->lastattack3 == Person::players[j]->animTarget && - (Random() % 2 == 0 || difficulty == 2) || - (Person::players[i]->isIdle() || Person::players[i]->isRun()) && - Person::players[j]->weaponactive != -1 || - Person::players[j]->animTarget == swordslashanim && - Person::players[i]->weaponactive != -1 || - Person::players[j]->animTarget == staffhitanim || - Person::players[j]->animTarget == staffspinhitanim)) - if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 && - Person::players[j]->victim == Person::players[i] && - (Person::players[j]->animTarget == sweepanim || - Person::players[j]->animTarget == spinkickanim || - Person::players[j]->animTarget == staffhitanim || - Person::players[j]->animTarget == staffspinhitanim || - Person::players[j]->animTarget == winduppunchanim || - Person::players[j]->animTarget == upunchanim || - Person::players[j]->animTarget == wolfslapanim || - Person::players[j]->animTarget == knifeslashstartanim || - Person::players[j]->animTarget == swordslashanim && - (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 || - Person::players[i]->weaponactive != -1))) { - if (target >= 0) - target = -1; - else - target = j; - } - if (target >= 0) - Person::players[target]->Reverse(); - } - - if (Person::players[i]->collided < 1) - Person::players[i]->jumpkeydown = 0; - if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 || - distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 && - Person::players[i]->onterrain && - Person::players[i]->creature == rabbittype) - Person::players[i]->jumpkeydown = 1; - //TODO: why are we controlling the human? - if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0) - Person::players[0]->jumpkeydown = 0; - if (Person::players[0]->animTarget == jumpdownanim && - distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40) - Person::players[i]->crouchkeydown = 1; - if (Person::players[i]->jumpkeydown) - Person::players[i]->attackkeydown = 0; - - if (tutoriallevel == 1) - if (!canattack) - Person::players[i]->attackkeydown = 0; - - - XYZ facing = Person::players[i]->coords; - XYZ flatfacing = Person::players[0]->coords; - facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale; - flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale; - if (Person::players[i]->occluded >= 2) - if (-1 != checkcollide(facing, flatfacing)) { - if (!Person::players[i]->pause) - Person::players[i]->lastseentime -= .2; - if (Person::players[i]->lastseentime <= 0 && - (Person::players[i]->creature != wolftype || - Person::players[i]->weaponstuck == -1)) { - Person::players[i]->aitype = searchtype; - Person::players[i]->lastchecktime = 12; - Person::players[i]->lastseen = Person::players[0]->coords; - Person::players[i]->lastseentime = 12; - } - } else - Person::players[i]->lastseentime = 1; - } - } - if (animation[Person::players[0]->animTarget].height == highheight && - (Person::players[i]->aitype == attacktypecutoff || - Person::players[i]->aitype == searchtype)) - if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) { - XYZ test = Person::players[0]->coords; - test.y -= 40; - if (-1 == checkcollide(Person::players[0]->coords, test)) - Person::players[i]->stunned = 1; - } - //stunned - if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) || - Person::players[i]->stunned > 0 || - Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) { - if (Person::players[i]->pause) - Person::players[i]->lastseentime = 1; - Person::players[i]->targetyaw = Person::players[i]->yaw; - Person::players[i]->forwardkeydown = 0; - Person::players[i]->leftkeydown = 0; - Person::players[i]->backkeydown = 0; - Person::players[i]->rightkeydown = 0; - Person::players[i]->jumpkeydown = 0; - Person::players[i]->attackkeydown = 0; - Person::players[i]->crouchkeydown = 0; - Person::players[i]->throwkeydown = 0; - } - - - XYZ facing; - facing = 0; - facing.z = -1; - - XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0); - facing = flatfacing; - - if (Person::players[i]->aitype == attacktypecutoff) { - Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords); - Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords); - } else if (Person::players[i]->howactive >= typesleeping) { - Person::players[i]->targetheadyaw = Person::players[i]->targetyaw; - Person::players[i]->targetheadpitch = 0; - } else { - if (Person::players[i]->interestdelay <= 0) { - Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100; - Person::players[i]->headtarget = Person::players[i]->coords; - Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100; - Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100; - Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300; - Person::players[i]->headtarget += Person::players[i]->facing * 1.5; - } - Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget); - Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget); - } - } -} - - - -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); - else - sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); - Menu::setText(0, sbuf); - Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off"); - 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); -} - -void updateStereoConfigMenu() -{ - char sbuf[256]; - sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); - Menu::setText(0, sbuf); - sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); - Menu::setText(1, sbuf); - sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); - 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))); -} - -/* -Values of mainmenu : -1 Main menu -2 Menu pause (resume/end game) -3 Option menu -4 Controls configuration menu -5 Main game menu (choose level or challenge) -6 Deleting user menu -7 User managment menu (select/add) -8 Choose difficulty menu -9 Challenge level selection menu -10 End of the campaign congratulation (is that really a menu?) -11 Same that 9 ??? => unused -18 stereo configuration -*/ - -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); - break; - case 3: - Menu::addButton( 0, "", 10 + 20, 440); - Menu::addButton(14, "", 10 + 400, 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(); - 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 < 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); } } } - 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 set> resolutions; - -void MenuTick() -{ - //menu buttons - 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; - updateStereoConfigMenu(); - } - - static int oldmainmenu = mainmenu; - - if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - set>::iterator newscreenresolution; - 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(); - switch (selected) { - case 0: - newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight)); - /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */ - newscreenresolution++; - if (newscreenresolution == resolutions.end()) { - /* It was the last one (or not found), go back to the beginning */ - newscreenresolution = resolutions.begin(); - } - newscreenwidth = newscreenresolution->first; - newscreenheight = newscreenresolution->second; - 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; - case 14: - toggleFullscreen(); - 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; - displaytext[0].clear(); - 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; - } - } - - OPENAL_SetFrequency(channels[stream_menutheme]); - - if (entername) { - inputText(displaytext[0], &displayselected); - if (!waiting) { // the input as finished - if (!displaytext[0].empty()) { // with enter - accountactive = Account::add(string(displaytext[0])); - - mainmenu = 8; - - flash(); - - fireSound(firestartsound); - - displaytext[0].clear(); - - displayselected = 0; - } - entername = 0; - LoadMenu(); - } - - displayblinkdelay -= multiplier; - if (displayblinkdelay <= 0) { - displayblinkdelay = .3; - displayblink = !displayblink; - } - } - - if (entername) { - Menu::setText(0, displaytext[0], 20, 400, -1, -1); - Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); - } - - if (oldmainmenu != mainmenu) - LoadMenu(); - oldmainmenu = mainmenu; - } void Game::Tick() @@ -5283,46 +3051,8 @@ void Game::Tick() static XYZ facing, flatfacing; static int target; - for (int i = 0; i < 15; i++) { - displaytime[i] += multiplier; - } - - Input::Tick(); - - if (Input::isKeyPressed(SDL_SCANCODE_F6)) { - if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) - stereoreverse = true; - else - stereoreverse = false; - - if (stereoreverse) - printf("Stereo reversed\n"); - else - printf("Stereo unreversed\n"); - } - - if (Input::isKeyDown(SDL_SCANCODE_F7)) { - if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) - stereoseparation -= 0.001; - else - stereoseparation -= 0.010; - printf("Stereo decreased increased to %f\n", stereoseparation); - } - - if (Input::isKeyDown(SDL_SCANCODE_F8)) { - if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) - stereoseparation += 0.001; - else - stereoseparation += 0.010; - printf("Stereo separation increased to %f\n", stereoseparation); - } - - - if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) { - if (tutorialstage != 51) - tutorialstagetime = tutorialmaxtime; - emit_sound_np(consolefailsound, 128.); - } + /* Pump SDL input events and process non-gameplay related ones */ + ProcessInput(); /* Values of mainmenu : @@ -5342,8 +3072,9 @@ void Game::Tick() if (!console) { //campaign over? - if (mainmenu && endgame == 1) + 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; @@ -5356,90 +3087,27 @@ void Game::Tick() emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - LoadMenu(); - } - //escape key pressed - if (Input::isKeyPressed(SDL_SCANCODE_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)) { - OPENAL_SetFrequency(OPENAL_ALL); - emit_stream_np(stream_menutheme); - pause_sound(leveltheme); - } - //on resume, play level music - if (!mainmenu) { - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } - //finished with settings menu - if (mainmenu == 3) { - SaveSettings(); - } - //effects - 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; - } + Menu::Load(); } } if (mainmenu) { - MenuTick(); + Menu::Tick(); } if (!mainmenu) { - if (hostile == 1) + if (hostile == 1) { hostiletime += multiplier; - else + } else { hostiletime = 0; - if (!winfreeze) - leveltime += multiplier; - - //keys - if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { - freeze = !freeze; - if (freeze) { - OPENAL_SetFrequency(OPENAL_ALL); - } } - - if (Input::isKeyPressed(consolekey) && debugmode) { - console = !console; - if (console) { - OPENAL_SetFrequency(OPENAL_ALL); - } else { - freeze = 0; - waiting = false; - } + if (!winfreeze) { + leveltime += multiplier; } - if (console) + if (console) { freeze = 1; - if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) { + inputText(consoletext[0], &consoleselected); if (!waiting) { if (!consoletext[0].empty()) { @@ -5464,85 +3132,74 @@ void Game::Tick() OPENAL_SetFrequency(OPENAL_ALL); emit_sound_np(consolesuccesssound); } - if (winfreeze == 0) + if (winfreeze == 0) { oldwinfreeze = winfreeze; - else + } else { oldwinfreeze++; - - if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) - if (winfreeze) - winfreeze = 0; - if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) { - if (console) { - console = false; - freeze = 0; - } else if (winfreeze) { - mainmenu = 9; - gameon = 0; - } } - - if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { //dialogues static float talkdelay = 0; - if (Dialog::inDialog()) + if (Dialog::inDialog()) { talkdelay = 1; + } talkdelay -= multiplier; - if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) { - for (int i = 0; i < Dialog::dialogs.size(); i++) { + if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) { + for (unsigned i = 0; i < Dialog::dialogs.size(); i++) { Dialog::dialogs[i].tick(i); } } windvar += multiplier; smoketex += multiplier; - tutorialstagetime += multiplier; + Tutorial::stagetime += multiplier; //hotspots static float hotspotvisual[40]; - if (numhotspots) { + if (Hotspot::hotspots.size()) { XYZ hotspotsprite; - if (editorenabled) - for (int i = 0; i < numhotspots; i++) + if (editorenabled) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { hotspotvisual[i] -= multiplier / 320; + } + } - for (int i = 0; i < numhotspots; i++) { + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { while (hotspotvisual[i] < 0) { hotspotsprite = 0; - hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i]; + hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size; hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360); hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0); - hotspotsprite += hotspot[i]; + hotspotsprite += Hotspot::hotspots[i].position; Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4); - hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i]; + hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size; } } - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] <= 10 && hotspottype[i] > 0) { - hotspot[i] = Person::players[hotspottype[i]]->coords; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) { + Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords; } } } //Tutorial - if (tutoriallevel) { - doTutorial(); + if (Tutorial::active) { + Tutorial::Do(multiplier); } //bonuses - if (tutoriallevel != 1) { + if (!Tutorial::active) { if (bonustime == 0 && - bonus != solidhit && - bonus != spinecrusher && - bonus != tracheotomy && - bonus != backstab && - bonusvalue > 10) { + bonus != solidhit && + bonus != spinecrusher && + bonus != tracheotomy && + bonus != backstab && + bonusvalue > 10) { emit_sound_np(consolesuccesssound); } } else if (bonustime == 0) { @@ -5550,16 +3207,23 @@ void Game::Tick() } if (bonustime == 0) { if (bonus != solidhit && - bonus != twoxcombo && - bonus != threexcombo && - bonus != fourxcombo && - bonus != megacombo) + bonus != twoxcombo && + bonus != threexcombo && + bonus != fourxcombo && + bonus != megacombo) { bonusnum[bonus]++; - else + } else { bonusnum[bonus] += 0.15; - if (tutoriallevel) + } + if (Tutorial::active) { bonusvalue = 0; - bonusvalue /= bonusnum[bonus]; + } + if (bonusvalue > 0) { + bonusvalue /= bonusnum[bonus]; + if (bonusvalue <= 0) { + bonusvalue = 0; + } + } bonustotal += bonusvalue; } bonustime += multiplier; @@ -5569,8 +3233,9 @@ void Game::Tick() precipdelay -= multiplier; while (precipdelay < 0) { precipdelay += .04; - if (!detail) + if (!detail) { precipdelay += .04; + } XYZ footvel, footpoint; footvel = 0; @@ -5582,10 +3247,8 @@ void Game::Tick() } } - doAerialAcrobatics(); - static XYZ oldviewer; //control keys @@ -5609,9 +3272,9 @@ void Game::Tick() Person::players[0]->throwkeydown = 0; } - if (!Person::players[0]->jumpkeydown) + if (!Person::players[0]->jumpkeydown) { Person::players[0]->jumpclimb = 0; - + } if (Dialog::inDialog()) { cameramode = 1; @@ -5627,42 +3290,69 @@ void Game::Tick() flatfacing = DoRotation(flatfacing, 0, -yaw, 0); - if (Input::isKeyDown(forwardkey)) + if (Input::isKeyDown(forwardkey)) { viewer += facing * multiplier * 4; - if (Input::isKeyDown(backkey)) + } + if (Input::isKeyDown(backkey)) { viewer -= facing * multiplier * 4; - if (Input::isKeyDown(leftkey)) + } + if (Input::isKeyDown(leftkey)) { viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4; - if (Input::isKeyDown(rightkey)) + } + if (Input::isKeyDown(rightkey)) { viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4; - if (Input::isKeyDown(jumpkey)) + } + if (Input::isKeyDown(jumpkey)) { viewer.y += multiplier * 4; - if (Input::isKeyDown(crouchkey)) + } + if (Input::isKeyDown(crouchkey)) { viewer.y -= multiplier * 4; - if ( Input::isKeyPressed(SDL_SCANCODE_1) || - Input::isKeyPressed(SDL_SCANCODE_2) || - Input::isKeyPressed(SDL_SCANCODE_3) || - Input::isKeyPressed(SDL_SCANCODE_4) || - Input::isKeyPressed(SDL_SCANCODE_5) || - Input::isKeyPressed(SDL_SCANCODE_6) || - Input::isKeyPressed(SDL_SCANCODE_7) || - Input::isKeyPressed(SDL_SCANCODE_8) || - Input::isKeyPressed(SDL_SCANCODE_9) || - Input::isKeyPressed(SDL_SCANCODE_0) || - Input::isKeyPressed(SDL_SCANCODE_MINUS)) { + } + if (Input::isKeyPressed(SDL_SCANCODE_1) || + Input::isKeyPressed(SDL_SCANCODE_2) || + Input::isKeyPressed(SDL_SCANCODE_3) || + Input::isKeyPressed(SDL_SCANCODE_4) || + Input::isKeyPressed(SDL_SCANCODE_5) || + Input::isKeyPressed(SDL_SCANCODE_6) || + Input::isKeyPressed(SDL_SCANCODE_7) || + Input::isKeyPressed(SDL_SCANCODE_8) || + Input::isKeyPressed(SDL_SCANCODE_9) || + Input::isKeyPressed(SDL_SCANCODE_0) || + Input::isKeyPressed(SDL_SCANCODE_MINUS)) { int whichend; - if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1; - if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2; - if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3; - if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4; - if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5; - if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6; - if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7; - if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8; - if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9; - if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0; - if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) + if (Input::isKeyPressed(SDL_SCANCODE_1)) { + whichend = 1; + } + if (Input::isKeyPressed(SDL_SCANCODE_2)) { + whichend = 2; + } + if (Input::isKeyPressed(SDL_SCANCODE_3)) { + whichend = 3; + } + if (Input::isKeyPressed(SDL_SCANCODE_4)) { + whichend = 4; + } + if (Input::isKeyPressed(SDL_SCANCODE_5)) { + whichend = 5; + } + if (Input::isKeyPressed(SDL_SCANCODE_6)) { + whichend = 6; + } + if (Input::isKeyPressed(SDL_SCANCODE_7)) { + whichend = 7; + } + if (Input::isKeyPressed(SDL_SCANCODE_8)) { + whichend = 8; + } + if (Input::isKeyPressed(SDL_SCANCODE_9)) { + whichend = 9; + } + if (Input::isKeyPressed(SDL_SCANCODE_0)) { + whichend = 0; + } + if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) { whichend = -1; + } if (whichend != -1) { Dialog::currentScene().participantfocus = whichend; Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords; @@ -5681,7 +3371,7 @@ void Game::Tick() Dialog::currentScene().camerayaw = yaw; Dialog::currentScene().camerapitch = pitch; Dialog::indialogue++; - if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { if (Dialog::currentScene().sound != 0) { playdialoguescenesound(); } @@ -5692,30 +3382,50 @@ void Game::Tick() } } //TODO: should these be KeyDown or KeyPressed? - if ( Input::isKeyDown(SDL_SCANCODE_KP_1) || - Input::isKeyDown(SDL_SCANCODE_KP_2) || - Input::isKeyDown(SDL_SCANCODE_KP_3) || - Input::isKeyDown(SDL_SCANCODE_KP_4) || - Input::isKeyDown(SDL_SCANCODE_KP_5) || - Input::isKeyDown(SDL_SCANCODE_KP_6) || - Input::isKeyDown(SDL_SCANCODE_KP_7) || - Input::isKeyDown(SDL_SCANCODE_KP_8) || - Input::isKeyDown(SDL_SCANCODE_KP_9) || - Input::isKeyDown(SDL_SCANCODE_KP_0)) { + if (Input::isKeyDown(SDL_SCANCODE_KP_1) || + Input::isKeyDown(SDL_SCANCODE_KP_2) || + Input::isKeyDown(SDL_SCANCODE_KP_3) || + Input::isKeyDown(SDL_SCANCODE_KP_4) || + Input::isKeyDown(SDL_SCANCODE_KP_5) || + Input::isKeyDown(SDL_SCANCODE_KP_6) || + Input::isKeyDown(SDL_SCANCODE_KP_7) || + Input::isKeyDown(SDL_SCANCODE_KP_8) || + Input::isKeyDown(SDL_SCANCODE_KP_9) || + Input::isKeyDown(SDL_SCANCODE_KP_0)) { int whichend; - if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1; - if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2; - if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3; - if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4; - if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5; - if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6; - if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7; - if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8; - if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9; - if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0; + if (Input::isKeyDown(SDL_SCANCODE_KP_1)) { + whichend = 1; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_2)) { + whichend = 2; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_3)) { + whichend = 3; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_4)) { + whichend = 4; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_5)) { + whichend = 5; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_6)) { + whichend = 6; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_7)) { + whichend = 7; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_8)) { + whichend = 8; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_9)) { + whichend = 9; + } + if (Input::isKeyDown(SDL_SCANCODE_KP_0)) { + whichend = 0; + } Dialog::currentScene().participantfacing[whichend] = facing; } - if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -5730,21 +3440,17 @@ void Game::Tick() if (Dialog::dialoguetime > 0.5) { if (Input::isKeyPressed(attackkey)) { Dialog::indialogue++; - if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) { if (Dialog::currentScene().sound != 0) { playdialoguescenesound(); if (Dialog::currentScene().sound == -5) { - hotspot[numhotspots] = Person::players[0]->coords; - hotspotsize[numhotspots] = 10; - hotspottype[numhotspots] = -1; - - numhotspots++; + Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10); } if (Dialog::currentScene().sound == -6) { hostile = 1; } - if (Person::players[Dialog::currentScene().participantfocus]->dead) { + if (Person::players.at(Dialog::currentScene().participantfocus)->dead) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -5753,7 +3459,7 @@ void Game::Tick() } } } - if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) { Dialog::indialogue = -1; Dialog::directing = false; cameramode = 0; @@ -5777,11 +3483,11 @@ void Game::Tick() Person::players[0]->jumptogglekeydown = 0; } if (Person::players[0]->jumpkeydown && - Person::players[0]->animTarget != jumpupanim && - Person::players[0]->animTarget != jumpdownanim && - !Person::players[0]->isFlip()) + Person::players[0]->animTarget != jumpupanim && + Person::players[0]->animTarget != jumpdownanim && + !Person::players[0]->isFlip()) { Person::players[0]->jumptogglekeydown = 1; - + } Dialog::dialoguetime += multiplier; hawkyaw += multiplier * 25; @@ -5796,17 +3502,17 @@ void Game::Tick() hawkcalldelay = 16 + abs(Random() % 8); } - doDebugKeys(); - doAttacks(); doPlayerCollisions(); doJumpReversals(); - for (unsigned k = 0; k < Person::players.size(); k++) - if (k != 0 && Person::players[k]->immobile) + for (unsigned k = 0; k < Person::players.size(); k++) { + if (k != 0 && Person::players[k]->immobile) { Person::players[k]->coords = Person::players[k]->realoldcoords; + } + } for (unsigned k = 0; k < Person::players.size(); k++) { if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) { @@ -5819,25 +3525,19 @@ void Game::Tick() //respawn static bool respawnkeydown; if (!editorenabled && - (whichlevel != -2 && - (Input::isKeyDown(SDL_SCANCODE_Z) && - Input::isKeyDown(SDL_SCANCODE_LGUI) && - debugmode) || - (Input::isKeyDown(jumpkey) && - !respawnkeydown && - !oldattackkey && - Person::players[0]->dead))) { + (whichlevel != -2 && + (Input::isKeyDown(SDL_SCANCODE_K) && + Input::isKeyDown(SDL_SCANCODE_LALT) && + devtools) || + (Input::isKeyDown(jumpkey) && + !respawnkeydown && + !oldattackkey && + Person::players[0]->dead))) { targetlevel = whichlevel; loading = 1; leveltime = 5; } - if (!Input::isKeyDown(jumpkey)) - respawnkeydown = 0; - if (Input::isKeyDown(jumpkey)) - respawnkeydown = 1; - - - + respawnkeydown = Input::isKeyDown(jumpkey); static bool movekey; @@ -5848,19 +3548,20 @@ void Game::Tick() oldtargetyaw = Person::players[i]->targetyaw; if (i == 0 && !Dialog::inDialog()) { //TODO: refactor repetitive code - if (!animation[Person::players[0]->animTarget].attack && - Person::players[0]->animTarget != staggerbackhighanim && - Person::players[0]->animTarget != staggerbackhardanim && - Person::players[0]->animTarget != crouchremoveknifeanim && - Person::players[0]->animTarget != removeknifeanim && - Person::players[0]->animTarget != backhandspringanim && - Person::players[0]->animTarget != dodgebackanim && - Person::players[0]->animTarget != walljumprightkickanim && - Person::players[0]->animTarget != walljumpleftkickanim) { - if (cameramode) + if (!Animation::animations[Person::players[0]->animTarget].attack && + Person::players[0]->animTarget != staggerbackhighanim && + Person::players[0]->animTarget != staggerbackhardanim && + Person::players[0]->animTarget != crouchremoveknifeanim && + Person::players[0]->animTarget != removeknifeanim && + Person::players[0]->animTarget != backhandspringanim && + Person::players[0]->animTarget != dodgebackanim && + Person::players[0]->animTarget != walljumprightkickanim && + Person::players[0]->animTarget != walljumpleftkickanim) { + if (cameramode) { Person::players[0]->targetyaw = 0; - else + } else { Person::players[0]->targetyaw = -yaw + 180; + } } facing = 0; @@ -5880,15 +3581,15 @@ void Game::Tick() Person::players[i]->targetheadpitch = pitch; } if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) { - if (!animation[Person::players[i]->animTarget].attack && - Person::players[i]->animTarget != staggerbackhighanim && - Person::players[i]->animTarget != staggerbackhardanim && - Person::players[i]->animTarget != crouchremoveknifeanim && - Person::players[i]->animTarget != removeknifeanim && - Person::players[i]->animTarget != backhandspringanim && - Person::players[i]->animTarget != dodgebackanim && - Person::players[i]->animTarget != walljumprightkickanim && - Person::players[i]->animTarget != walljumpleftkickanim) { + if (!Animation::animations[Person::players[i]->animTarget].attack && + Person::players[i]->animTarget != staggerbackhighanim && + Person::players[i]->animTarget != staggerbackhardanim && + Person::players[i]->animTarget != crouchremoveknifeanim && + Person::players[i]->animTarget != removeknifeanim && + Person::players[i]->animTarget != backhandspringanim && + Person::players[i]->animTarget != dodgebackanim && + Person::players[i]->animTarget != walljumprightkickanim && + Person::players[i]->animTarget != walljumpleftkickanim) { Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180; } @@ -5908,49 +3609,57 @@ void Game::Tick() Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]); } - if (leveltime < .5) + if (leveltime < .5) { numenvsounds = 0; + } Person::players[i]->avoidsomething = 0; //avoid flaming things - for (int j = 0; j < objects.numobjects; j++) - if (objects.onfire[j]) - if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200) - if ( distsq(&Person::players[i]->coords, &objects.position[j]) < - distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + for (unsigned int j = 0; j < Object::objects.size(); j++) { + if (Object::objects[j]->onfire) { + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) { + if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &objects.position[j]) < + distsq(&Person::players[i]->coords, &Object::objects[j]->position) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { - Person::players[i]->avoidwhere = objects.position[j]; + Person::players[i]->avoidwhere = Object::objects[j]->position; Person::players[i]->avoidsomething = 1; } } + } + } + } //avoid flaming players - for (unsigned j = 0; j < Person::players.size(); j++) - if (Person::players[j]->onfire) - if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) - if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) < - distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (Person::players[j]->onfire) { + if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) { + if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < + distsq(&Person::players[i]->coords, &Person::players[0]->coords)) { Person::players[i]->collided = 0; Person::players[i]->avoidcollided = 1; if (Person::players[i]->avoidsomething == 0 || - distsq(&Person::players[i]->coords, &Person::players[j]->coords) < + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) { Person::players[i]->avoidwhere = Person::players[j]->coords; Person::players[i]->avoidsomething = 1; } } + } + } + } - if (Person::players[i]->collided > .8) + if (Person::players[i]->collided > .8) { Person::players[i]->avoidcollided = 0; + } - doAI(i); + Person::players[i]->doAI(); - if (animation[Person::players[i]->animTarget].attack == reversed) { + if (Animation::animations[Person::players[i]->animTarget].attack == reversed) { //Person::players[i]->targetyaw=Person::players[i]->yaw; Person::players[i]->forwardkeydown = 0; Person::players[i]->leftkeydown = 0; @@ -5973,10 +3682,12 @@ void Game::Tick() Person::players[i]->throwkeydown = 0; } - if (Person::players[i]->collided < -.3) + if (Person::players[i]->collided < -.3) { Person::players[i]->collided = -.3; - if (Person::players[i]->collided > 1) + } + if (Person::players[i]->collided > 1) { Person::players[i]->collided = 1; + } Person::players[i]->collided -= multiplier * 4; Person::players[i]->whichdirectiondelay -= multiplier; if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) { @@ -5984,48 +3695,51 @@ void Game::Tick() Person::players[i]->whichdirection = abs(Random() % 2); Person::players[i]->whichdirectiondelay = .4; } - if (Person::players[i]->avoidcollided > 1) + if (Person::players[i]->avoidcollided > 1) { Person::players[i]->avoidcollided = 1; + } Person::players[i]->avoidcollided -= multiplier / 4; if (!Person::players[i]->skeleton.free) { Person::players[i]->stunned -= multiplier; Person::players[i]->surprised -= multiplier; } if (i != 0 && Person::players[i]->surprised <= 0 && - Person::players[i]->aitype == attacktypecutoff && - !Person::players[i]->dead && - !Person::players[i]->skeleton.free && - animation[Person::players[i]->animTarget].attack == neutral) + Person::players[i]->aitype == attacktypecutoff && + !Person::players[i]->dead && + !Person::players[i]->skeleton.free && + Animation::animations[Person::players[i]->animTarget].attack == neutral) { numresponded = 1; + } - if (!Person::players[i]->throwkeydown) + if (!Person::players[i]->throwkeydown) { Person::players[i]->throwtogglekeydown = 0; + } //pick up weapon if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) { if (Person::players[i]->weaponactive == -1 && - Person::players[i]->num_weapons < 2 && - (Person::players[i]->isIdle() || - Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->animTarget == rollanim || - Person::players[i]->animTarget == backhandspringanim || - Person::players[i]->isFlip() || - Person::players[i]->aitype != playercontrolled)) { + Person::players[i]->num_weapons < 2 && + (Person::players[i]->isIdle() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->animTarget == rollanim || + Person::players[i]->animTarget == backhandspringanim || + Person::players[i]->isFlip() || + Person::players[i]->aitype != playercontrolled)) { 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) && - weapons[j].owner == -1 && - Person::players[i]->weaponactive == -1) + Person::players[i]->aitype == playercontrolled) && + weapons[j].owner == -1 && + Person::players[i]->weaponactive == -1) { if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) { if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) { if (Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->isRun() || - Person::players[i]->isIdle() || - Person::players[i]->aitype != playercontrolled) { + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || + Person::players[i]->aitype != playercontrolled) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); Person::players[i]->hasvictim = 0; } @@ -6034,17 +3748,20 @@ 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]->aitype == playercontrolled) && 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) + 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 (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) { - if (weapons[j].getType() != staff) + if (weapons[j].getType() != staff) { emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } Person::players[i]->takeWeapon(j); } + } + } } } else if ((Person::players[i]->isIdle() || Person::players[i]->isFlip() || @@ -6053,7 +3770,7 @@ void Game::Tick() Person::players[i]->coords.y < weapons[j].position.y) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; - Person::players[i]->setAnimation(removeknifeanim); + Person::players[i]->setTargetAnimation(removeknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position); } if (Person::players[i]->isFlip()) { @@ -6061,47 +3778,51 @@ 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]->weaponactive == -1) { if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || - Person::players[i]->aitype == playercontrolled) && + Person::players[i]->aitype == playercontrolled) && weapons[k].owner == -1 || - Person::players[i]->victim && - weapons[k].owner == int(Person::players[i]->victim->id)) + 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) { - if (weapons[k].getType() != staff) + Person::players[i]->weaponactive == -1) { + if (weapons[k].getType() != staff) { emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } Person::players[i]->takeWeapon(k); } + } + } } } } } + } } if (Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->isRun() || - Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim || - Person::players[i]->animTarget == backhandspringanim) { - if (Person::players.size() > 1) + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isRun() || + Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim || + 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 (j != i) + if (Person::players[i]->weaponactive == -1) { + if (j != i) { if (Person::players[j]->num_weapons && - Person::players[j]->skeleton.free && - distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ && - (((Person::players[j]->skeleton.forward.y < 0 && - Person::players[j]->weaponstuckwhere == 0) || - (Person::players[j]->skeleton.forward.y > 0 && - Person::players[j]->weaponstuckwhere == 1)) || - Person::players[j]->weaponstuck == -1 || - Person::players[j]->num_weapons > 1)) { + Person::players[j]->skeleton.free && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ && + (((Person::players[j]->skeleton.forward.y < 0 && + Person::players[j]->weaponstuckwhere == 0) || + (Person::players[j]->skeleton.forward.y > 0 && + Person::players[j]->weaponstuckwhere == 1)) || + Person::players[j]->weaponstuck == -1 || + Person::players[j]->num_weapons > 1)) { if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; Person::players[i]->hasvictim = 1; - Person::players[i]->setAnimation(crouchremoveknifeanim); + Person::players[i]->setTargetAnimation(crouchremoveknifeanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); } if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) { @@ -6118,23 +3839,26 @@ void Game::Tick() } } if (!fleshstuck) { - if (weapons[k].getType() != staff) + if (weapons[k].getType() != staff) { emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.); + } } - if (fleshstuck) + if (fleshstuck) { emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.); + } if (weapons[k].owner != -1) { - if (Person::players[i]->victim->num_weapons == 1) + if (Person::players[i]->victim->num_weapons == 1) { Person::players[i]->victim->num_weapons = 0; - else + } else { Person::players[i]->victim->num_weapons = 1; + } Person::players[i]->victim->skeleton.longdead = 0; Person::players[i]->victim->skeleton.free = 1; Person::players[i]->victim->skeleton.broken = 0; - for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) { + for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { Person::players[i]->victim->skeleton.joints[l].velchange = 0; Person::players[i]->victim->skeleton.joints[l].locked = 0; } @@ -6148,8 +3872,9 @@ void Game::Tick() footpoint = weapons[k].position; if (Person::players[i]->victim->weaponstuck != -1) { if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) { - if (bloodtoggle) + if (bloodtoggle) { Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + } weapons[k].bloody = 2; weapons[k].blooddrip = 5; Person::players[i]->victim->weaponstuck = -1; @@ -6158,10 +3883,12 @@ void Game::Tick() } } if (Person::players[i]->victim->num_weapons > 0) { - if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) + if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) { Person::players[i]->victim->weaponstuck = 0; - if (Person::players[i]->victim->weaponids[0] == k) + } + if (Person::players[i]->victim->weaponids[0] == k) { Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons]; + } } Person::players[i]->victim->weaponactive = -1; @@ -6175,30 +3902,33 @@ void Game::Tick() } } } + } + } } + } } } if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { if (weapons[Person::players[i]->weaponids[0]].getType() == knife) { if (Person::players[i]->isIdle() || - Person::players[i]->isRun() || - Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim || - Person::players[i]->isFlip()) - if (Person::players.size() > 1) + Person::players[i]->isRun() || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim || + Person::players[i]->isFlip()) { + if (Person::players.size() > 1) { for (unsigned j = 0; j < Person::players.size(); j++) { - if (i != j) - if (tutoriallevel != 1 || tutorialstage == 49) - if (hostile) + if (i != j) { + if (!Tutorial::active || Tutorial::stage == 49) { + if (hostile) { if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 && - distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && - distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && - !Person::players[j]->skeleton.free && - -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) { + distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 && + distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 && + !Person::players[j]->skeleton.free && + -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) { if (!Person::players[i]->isFlip()) { Person::players[i]->throwtogglekeydown = 1; Person::players[i]->victim = Person::players[j]; - Person::players[i]->setAnimation(knifethrowanim); + Person::players[i]->setTargetAnimation(knifethrowanim); Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords); Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords); } @@ -6221,21 +3951,28 @@ void Game::Tick() } } } + } + } + } } + } + } } } if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) { if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) { Person::players[i]->throwtogglekeydown = 1; XYZ tempVelocity = Person::players[i]->velocity * .2; - if (tempVelocity.x == 0) + if (tempVelocity.x == 0) { tempVelocity.x = .1; + } weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false); Person::players[i]->num_weapons--; if (Person::players[i]->num_weapons) { Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons]; - if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) + if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) { Person::players[i]->weaponstuck = 0; + } } Person::players[i]->weaponactive = -1; @@ -6244,38 +3981,39 @@ void Game::Tick() } } } - } //draw weapon if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) { if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown || - (Person::players[i]->num_weapons == 2) && + (Person::players[i]->num_weapons == 2) && (Person::players[i]->weaponactive == -1) && Person::players[i]->isIdle() || - Person::players[0]->dead && + Person::players[0]->dead && (Person::players[i]->weaponactive != -1) && i != 0) { bool isgood = true; - if (Person::players[i]->weaponactive != -1) - if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) + if (Person::players[i]->weaponactive != -1) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) { isgood = false; + } + } if (isgood && Person::players[i]->creature != wolftype) { if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(drawrightanim); + Person::players[i]->setTargetAnimation(drawrightanim); Person::players[i]->drawtogglekeydown = 1; } if ((Person::players[i]->isIdle() || - (Person::players[i]->aitype != playercontrolled && - Person::players[0]->weaponactive != -1 && - Person::players[i]->isRun())) && - Person::players[i]->num_weapons && - weapons[Person::players[i]->weaponids[0]].getType() == sword) { - Person::players[i]->setAnimation(drawleftanim); + (Person::players[i]->aitype != playercontrolled && + Person::players[0]->weaponactive != -1 && + Person::players[i]->isRun())) && + Person::players[i]->num_weapons && + weapons[Person::players[i]->weaponids[0]].getType() == sword) { + Person::players[i]->setTargetAnimation(drawleftanim); Person::players[i]->drawtogglekeydown = 1; } if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) { - Person::players[i]->setAnimation(crouchdrawrightanim); + Person::players[i]->setTargetAnimation(crouchdrawrightanim); Person::players[i]->drawtogglekeydown = 1; } } @@ -6285,22 +4023,25 @@ void Game::Tick() //clean weapon if (Person::players[i]->weaponactive != -1) { if (Person::players[i]->isCrouch() && - weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && - bloodtoggle && - Person::players[i]->onterrain && - Person::players[i]->num_weapons && - Person::players[i]->attackkeydown && - musictype != stream_fighttheme) { - if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) - Person::players[i]->setAnimation(crouchstabanim); - if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) - Person::players[i]->setAnimation(swordgroundstabanim); + weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody && + bloodtoggle && + Person::players[i]->onterrain && + Person::players[i]->num_weapons && + Person::players[i]->attackkeydown && + musictype != stream_fighttheme) { + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) { + Person::players[i]->setTargetAnimation(crouchstabanim); + } + if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) { + Person::players[i]->setTargetAnimation(swordgroundstabanim); + } Person::players[i]->hasvictim = 0; } } - if (!Person::players[i]->drawkeydown) + if (!Person::players[i]->drawkeydown) { Person::players[i]->drawtogglekeydown = 0; + } XYZ absflatfacing; if (i == 0) { @@ -6308,8 +4049,9 @@ void Game::Tick() absflatfacing.z = -1; absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0); - } else + } else { absflatfacing = flatfacing; + } if (Dialog::inDialog()) { Person::players[i]->forwardkeydown = 0; @@ -6323,88 +4065,100 @@ void Game::Tick() } movekey = 0; //Do controls - if (!animation[Person::players[i]->animTarget].attack && - Person::players[i]->animTarget != staggerbackhighanim && - Person::players[i]->animTarget != staggerbackhardanim && - Person::players[i]->animTarget != backhandspringanim && - Person::players[i]->animTarget != dodgebackanim) { - if (!Person::players[i]->forwardkeydown) + if (!Animation::animations[Person::players[i]->animTarget].attack && + Person::players[i]->animTarget != staggerbackhighanim && + Person::players[i]->animTarget != staggerbackhardanim && + Person::players[i]->animTarget != backhandspringanim && + Person::players[i]->animTarget != dodgebackanim) { + if (!Person::players[i]->forwardkeydown) { Person::players[i]->forwardstogglekeydown = 0; + } if (Person::players[i]->crouchkeydown) { //Crouch target = -2; if (i == 0) { Person::players[i]->superruntoggle = 1; - if (Person::players.size() > 1) - for (unsigned j = 0; j < Person::players.size(); j++) - if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) - if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) + if (Person::players.size() > 1) { + for (unsigned j = 0; j < Person::players.size(); j++) { + if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) { + if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) { Person::players[i]->superruntoggle = 0; + } + } + } + } } - if (Person::players.size() > 1) + if (Person::players.size() > 1) { for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && - Person::players[j]->victim == Person::players[i] && - (Person::players[j]->animTarget == sweepanim || - Person::players[j]->animTarget == upunchanim || - Person::players[j]->animTarget == wolfslapanim || - ((Person::players[j]->animTarget == swordslashanim || - Person::players[j]->animTarget == knifeslashstartanim || - Person::players[j]->animTarget == staffhitanim || - Person::players[j]->animTarget == staffspinhitanim) && - distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) { - if (target >= 0) + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == sweepanim || + Person::players[j]->animTarget == upunchanim || + Person::players[j]->animTarget == wolfslapanim || + ((Person::players[j]->animTarget == swordslashanim || + Person::players[j]->animTarget == knifeslashstartanim || + Person::players[j]->animTarget == staffhitanim || + Person::players[j]->animTarget == staffspinhitanim) && + distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) { + if (target >= 0) { target = -1; - else + } else { target = j; + } } } } - if (target >= 0) + } + if (target >= 0) { Person::players[target]->Reverse(); + } Person::players[i]->lowreversaldelay = .5; if (Person::players[i]->isIdle()) { - Person::players[i]->setAnimation(Person::players[i]->getCrouch()); + Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch()); Person::players[i]->transspeed = 10; } if (Person::players[i]->isRun() || - (Person::players[i]->isStop() && - (Person::players[i]->leftkeydown || - Person::players[i]->rightkeydown || - Person::players[i]->forwardkeydown || - Person::players[i]->backkeydown))) { - Person::players[i]->setAnimation(rollanim); + (Person::players[i]->isStop() && + (Person::players[i]->leftkeydown || + Person::players[i]->rightkeydown || + Person::players[i]->forwardkeydown || + Person::players[i]->backkeydown))) { + Person::players[i]->setTargetAnimation(rollanim); Person::players[i]->transspeed = 20; } } if (!Person::players[i]->crouchkeydown) { //Uncrouch - if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) + if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) { Person::players[i]->superruntoggle = 0; + } target = -2; if (Person::players[i]->isCrouch()) { - if (Person::players.size() > 1) + if (Person::players.size() > 1) { for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && - !Person::players[j]->skeleton.free && - Person::players[j]->victim && - Person::players[i]->highreversaldelay <= 0) { + !Person::players[j]->skeleton.free && + Person::players[j]->victim && + Person::players[i]->highreversaldelay <= 0) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && - Person::players[j]->victim == Person::players[i] && - (Person::players[j]->animTarget == spinkickanim) && - Person::players[i]->isCrouch()) { - if (target >= 0) + Person::players[j]->victim == Person::players[i] && + (Person::players[j]->animTarget == spinkickanim) && + Person::players[i]->isCrouch()) { + if (target >= 0) { target = -1; - else + } else { target = j; + } } } } - if (target >= 0) + } + if (target >= 0) { Person::players[target]->Reverse(); + } Person::players[i]->highreversaldelay = .5; if (Person::players[i]->isCrouch()) { @@ -6412,39 +4166,41 @@ void Game::Tick() Person::players[i]->animCurrent = Person::players[i]->getCrouch(); Person::players[i]->frameCurrent = 0; } - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } if (Person::players[i]->animTarget == sneakanim) { - Person::players[i]->setAnimation(Person::players[i]->getIdle()); + Person::players[i]->setTargetAnimation(Person::players[i]->getIdle()); Person::players[i]->transspeed = 10; } } if (Person::players[i]->forwardkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - if (Person::players[i]->aitype == passivetype) - Person::players[i]->setAnimation(walkanim); - else - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + if (Person::players[i]->aitype == passivetype) { + Person::players[i]->setTargetAnimation(walkanim); + } else { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); + } } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; - if (Person::players[i]->wasCrouch()) + if (Person::players[i]->wasCrouch()) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } - if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { - Person::players[i]->setAnimation(climbanim); + if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) { + Person::players[i]->setTargetAnimation(climbanim); Person::players[i]->frameTarget = 1; Person::players[i]->jumpclimb = 1; } @@ -6456,79 +4212,86 @@ void Game::Tick() } if (Person::players[i]->rightkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; - if (Person::players[i]->wasCrouch()) + if (Person::players[i]->wasCrouch()) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } Person::players[i]->targetyaw -= 90; - if (Person::players[i]->forwardkeydown) + if (Person::players[i]->forwardkeydown) { Person::players[i]->targetyaw += 45; - if (Person::players[i]->backkeydown) + } + if (Person::players[i]->backkeydown) { Person::players[i]->targetyaw -= 45; + } movekey = 1; } - if ( Person::players[i]->leftkeydown) { + if (Person::players[i]->leftkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; - if (Person::players[i]->wasCrouch()) + if (Person::players[i]->wasCrouch()) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } Person::players[i]->targetyaw += 90; - if (Person::players[i]->forwardkeydown) + if (Person::players[i]->forwardkeydown) { Person::players[i]->targetyaw -= 45; - if (Person::players[i]->backkeydown) + } + if (Person::players[i]->backkeydown) { Person::players[i]->targetyaw += 45; + } movekey = 1; } if (Person::players[i]->backkeydown) { if (Person::players[i]->isIdle() || - (Person::players[i]->isStop() && - Person::players[i]->targetyaw == Person::players[i]->yaw) || - (Person::players[i]->isLanding() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown) || - (Person::players[i]->isLandhard() && - Person::players[i]->frameTarget > 0 && - !Person::players[i]->jumpkeydown && - Person::players[i]->crouchkeydown)) { - Person::players[i]->setAnimation(Person::players[i]->getRun()); + (Person::players[i]->isStop() && + Person::players[i]->targetyaw == Person::players[i]->yaw) || + (Person::players[i]->isLanding() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown) || + (Person::players[i]->isLandhard() && + Person::players[i]->frameTarget > 0 && + !Person::players[i]->jumpkeydown && + Person::players[i]->crouchkeydown)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getRun()); } if (Person::players[i]->isCrouch()) { Person::players[i]->animTarget = sneakanim; - if (Person::players[i]->wasCrouch()) + if (Person::players[i]->wasCrouch()) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) { @@ -6545,21 +4308,23 @@ void Game::Tick() Person::players[i]->coords.y -= 1.4; Person::players[i]->grabdelay = 1; } - if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) + if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) { Person::players[i]->targetyaw += 180; + } movekey = 1; } if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) { if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) || - Person::players[i]->isRun() || - Person::players[i]->animTarget == walkanim || - Person::players[i]->isCrouch() || - Person::players[i]->animTarget == sneakanim) && - Person::players[i]->jumppower > 1) && - ((Person::players[i]->animTarget != rabbitrunninganim && - Person::players[i]->animTarget != wolfrunninganim) || i != 0)) { + Person::players[i]->isRun() || + Person::players[i]->animTarget == walkanim || + Person::players[i]->isCrouch() || + Person::players[i]->animTarget == sneakanim) && + Person::players[i]->jumppower > 1) && + ((Person::players[i]->animTarget != rabbitrunninganim && + Person::players[i]->animTarget != wolfrunninganim) || + i != 0)) { Person::players[i]->jumpstart = 0; - Person::players[i]->setAnimation(jumpupanim); + Person::players[i]->setTargetAnimation(jumpupanim); Person::players[i]->yaw = Person::players[i]->targetyaw; Person::players[i]->transspeed = 20; Person::players[i]->FootLand(leftfoot, 1); @@ -6569,61 +4334,69 @@ void Game::Tick() facing.z = -1; flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0); - if (movekey) + if (movekey) { Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale; - if (!movekey) + } + if (!movekey) { Person::players[i]->velocity = 0; + } //Dodge sweep? target = -2; - if (Person::players.size() > 1) + if (Person::players.size() > 1) { for (unsigned j = 0; j < Person::players.size(); j++) { if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) { if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 && - (Person::players[j]->victim == Person::players[i]) && - (Person::players[j]->animTarget == sweepanim)) { - if (target >= 0) + (Person::players[j]->victim == Person::players[i]) && + (Person::players[j]->animTarget == sweepanim)) { + if (target >= 0) { target = -1; - else + } else { target = j; + } } } } - if (target >= 0) + } + 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]->aitype != playercontrolled) { Person::players[i]->velocity.y = 7; Person::players[i]->crouchtogglekeydown = 1; - } else Person::players[i]->velocity.y = 5; + } else { + Person::players[i]->velocity.y = 5; + } - if (mousejump && i == 0 && debugmode) { - if (!Person::players[i]->isLanding()) + if (mousejump && i == 0 && devtools) { + if (!Person::players[i]->isLanding()) { Person::players[i]->tempdeltav = deltav; - if (Person::players[i]->tempdeltav < 0) + } + if (Person::players[i]->tempdeltav < 0) { Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000; + } } Person::players[i]->coords.y += .2; Person::players[i]->jumppower -= 1; - if (!i) + if (!i) { emit_sound_at(whooshsound, Person::players[i]->coords, 128.); + } emit_sound_at(jumpsound, Person::players[i]->coords, 128.); } if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) { - Person::players[i]->setAnimation(Person::players[i]->getLanding()); + Person::players[i]->setTargetAnimation(Person::players[i]->getLanding()); Person::players[i]->frameTarget = 2; Person::players[i]->landhard = 0; Person::players[i]->jumpstart = 1; Person::players[i]->tempdeltav = deltav; } if (Person::players[i]->animTarget == jumpupanim && - (((!floatjump && - !editorenabled) || - !debugmode) || - Person::players[i]->aitype != playercontrolled)) { + (((!floatjump && + !editorenabled) || + !devtools) || + Person::players[i]->aitype != playercontrolled)) { if (Person::players[i]->jumppower > multiplier * 6) { Person::players[i]->velocity.y += multiplier * 6; Person::players[i]->jumppower -= multiplier * 6; @@ -6633,66 +4406,79 @@ void Game::Tick() Person::players[i]->jumppower = 0; } } - if (((floatjump || editorenabled) && debugmode) && i == 0) + if (((floatjump || editorenabled) && devtools) && i == 0) { Person::players[i]->velocity.y += multiplier * 30; + } } if (!movekey) { - if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } if (Person::players[i]->animTarget == sneakanim) { Person::players[i]->animTarget = Person::players[i]->getCrouch(); - if (Person::players[i]->animCurrent == sneakanim) + if (Person::players[i]->animCurrent == sneakanim) { Person::players[i]->target = 0; + } Person::players[i]->frameTarget = 0; } } if (Person::players[i]->animTarget == walkanim && - (Person::players[i]->aitype == attacktypecutoff || - Person::players[i]->aitype == searchtype || - (Person::players[i]->aitype == passivetype && - Person::players[i]->numwaypoints <= 1))) - Person::players[i]->setAnimation(Person::players[i]->getStop()); - if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) - Person::players[i]->setAnimation(Person::players[i]->getStop()); + (Person::players[i]->aitype == attacktypecutoff || + Person::players[i]->aitype == searchtype || + (Person::players[i]->aitype == passivetype && + Person::players[i]->numwaypoints <= 1))) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } + if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) { + Person::players[i]->setTargetAnimation(Person::players[i]->getStop()); + } } } - if (Person::players[i]->animTarget == rollanim) + if (Person::players[i]->animTarget == rollanim) { Person::players[i]->targetyaw = oldtargetyaw; + } } //Rotation for (unsigned k = 0; k < Person::players.size(); k++) { if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) { - if (Person::players[k]->yaw > Person::players[k]->targetyaw) + if (Person::players[k]->yaw > Person::players[k]->targetyaw) { Person::players[k]->yaw -= 360; - else + } else { Person::players[k]->yaw += 360; + } } //stop to turn in right direction - if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) - Person::players[k]->setAnimation(Person::players[k]->getStop()); + if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) { + Person::players[k]->setTargetAnimation(Person::players[k]->getStop()); + } - if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) + if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) { Person::players[k]->targettilt = 0; + } if (Person::players[k]->animTarget != jumpupanim && - Person::players[k]->animTarget != backhandspringanim && - Person::players[k]->animTarget != jumpdownanim && - !Person::players[k]->isFlip()) { + Person::players[k]->animTarget != backhandspringanim && + Person::players[k]->animTarget != jumpdownanim && + !Person::players[k]->isFlip()) { Person::players[k]->targettilt = 0; - if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) + if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) { Person::players[k]->jumppower = 0; + } Person::players[k]->jumppower += multiplier * 7; - if (Person::players[k]->isCrouch()) + if (Person::players[k]->isCrouch()) { Person::players[k]->jumppower += multiplier * 7; - if (Person::players[k]->jumppower > 5) + } + if (Person::players[k]->jumppower > 5) { Person::players[k]->jumppower = 5; + } } - if (Person::players[k]->isRun()) + if (Person::players[k]->isRun()) { Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4; + } Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150); Person::players[k]->grabdelay -= multiplier; @@ -6706,7 +4492,7 @@ void Game::Tick() } //do stuff - objects.DoStuff(); + Object::DoStuff(); for (int j = numenvsounds - 1; j >= 0; j--) { envsoundlife[j] -= multiplier; @@ -6718,82 +4504,10 @@ void Game::Tick() } OPENAL_SetFrequency(OPENAL_ALL, slomo); - 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, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) { - OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu... - OPENAL_SetFrequency(OPENAL_ALL); - - emit_stream_np(stream_menutheme); - - gameon = 0; - mainmenu = 5; - - fireSound(); - - flash(); - } - if (tutorialstage < 51) - if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) { - emit_sound_at(fireendsound, Person::players[0]->coords); - - Person::players[0]->coords = (oldtemp + oldtemp2) / 2; - - flash(); - } - if (tutorialstage >= 14 && tutorialstage < 50) - if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) { - emit_sound_at(fireendsound, Person::players[1]->coords); - - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { - if (Random() % 2 == 0) { - if (!Person::players[1]->skeleton.free) - temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; - if (Person::players[1]->skeleton.free) - temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; - if (!Person::players[1]->skeleton.free) - temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; - if (Person::players[1]->skeleton.free) - temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } - } - - Person::players[1]->coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { - Person::players[1]->skeleton.joints[i].velocity = 0; - if (Random() % 2 == 0) { - if (!Person::players[1]->skeleton.free) - temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; - if (Person::players[1]->skeleton.free) - temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2; - if (!Person::players[1]->skeleton.free) - temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords; - if (Person::players[1]->skeleton.free) - temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords; - Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); - } - } - } + if (Tutorial::active) { + Tutorial::DoStuff(multiplier); } - //3d sound static float gLoc[3]; gLoc[0] = viewer.x; @@ -6818,7 +4532,6 @@ void Game::Tick() facing = DoRotation(facing, -pitch, 0, 0); facing = DoRotation(facing, 0, 0 - yaw, 0); - static float ori[6]; ori[0] = -facing.x; ori[1] = facing.y; @@ -6833,9 +4546,6 @@ void Game::Tick() oldviewer = viewer; } } - - if (Input::isKeyPressed(SDL_SCANCODE_F1)) - Screenshot(); } void Game::TickOnce() @@ -6849,10 +4559,12 @@ void Game::TickOnce() } else { pitch += deltav * .7; } - if (pitch > 90) + if (pitch > 90) { pitch = 90; - if (pitch < -70) + } + if (pitch < -70) { pitch = -70; + } } } @@ -6871,43 +4583,47 @@ void Game::TickOnceAfter() if (!mainmenu) { static int oldmusictype = musictype; - if (environment == snowyenvironment) + if (environment == snowyenvironment) { leveltheme = stream_snowtheme; - if (environment == grassyenvironment) + } + if (environment == grassyenvironment) { leveltheme = stream_grasstheme; - if (environment == desertenvironment) + } + if (environment == desertenvironment) { leveltheme = stream_deserttheme; + } realthreat = 0; musictype = leveltheme; for (unsigned i = 0; i < Person::players.size(); i++) { if ((Person::players[i]->aitype == attacktypecutoff || - Person::players[i]->aitype == getweapontype || - Person::players[i]->aitype == gethelptype || - Person::players[i]->aitype == searchtype) && - !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ && - (Person::players[i]->animTarget != sneakattackedanim && - Person::players[i]->animTarget != knifesneakattackedanim && - Person::players[i]->animTarget != swordsneakattackedanim)) { + Person::players[i]->aitype == getweapontype || + Person::players[i]->aitype == gethelptype || + Person::players[i]->aitype == searchtype) && + !Person::players[i]->dead && + (Person::players[i]->animTarget != sneakattackedanim && + Person::players[i]->animTarget != knifesneakattackedanim && + Person::players[i]->animTarget != swordsneakattackedanim)) { musictype = stream_fighttheme; realthreat = 1; } } - if (Person::players[0]->dead) + if (Person::players[0]->dead) { musictype = stream_menutheme; + } - - if (musictype == stream_fighttheme) + if (musictype == stream_fighttheme) { unseendelay = 1; + } if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) { unseendelay -= multiplier; - if (unseendelay > 0) + if (unseendelay > 0) { musictype = stream_fighttheme; + } } - if (loading == 2) { musictype = stream_menutheme; musicvolume[2] = 512; @@ -6916,57 +4632,75 @@ void Game::TickOnceAfter() musicvolume[3] = 0; } - if (musictoggle) - if (musictype != oldmusictype && musictype == stream_fighttheme) + if (musictoggle) { + if (musictype != oldmusictype && musictype == stream_fighttheme) { emit_sound_np(alarmsound); + } + } musicselected = musictype; - if (musicselected == leveltheme) + if (musicselected == leveltheme) { musicvolume[0] += multiplier * 450; - else + } else { musicvolume[0] -= multiplier * 450; - if (musicselected == stream_fighttheme) + } + if (musicselected == stream_fighttheme) { musicvolume[1] += multiplier * 450; - else + } else { musicvolume[1] -= multiplier * 450; - if (musicselected == stream_menutheme) + } + if (musicselected == stream_menutheme) { musicvolume[2] += multiplier * 450; - else + } else { musicvolume[2] -= multiplier * 450; + } for (int i = 0; i < 3; i++) { - if (musicvolume[i] < 0) + if (musicvolume[i] < 0) { musicvolume[i] = 0; - if (musicvolume[i] > 512) + } + if (musicvolume[i] > 512) { musicvolume[i] = 512; + } } - if (musicvolume[2] > 128 && !loading && !mainmenu) + if (musicvolume[2] > 128 && !loading && !mainmenu) { musicvolume[2] = 128; + } if (musictoggle) { - if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) + if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) { emit_stream_np(leveltheme, musicvolume[0]); - if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) + } + if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) { emit_stream_np(stream_fighttheme, musicvolume[1]); - if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) + } + if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) { emit_stream_np(stream_menutheme, musicvolume[2]); - if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) + } + if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) { pause_sound(leveltheme); - if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) + } + if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) { pause_sound(stream_fighttheme); - if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) + } + if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) { pause_sound(stream_menutheme); + } - if (musicvolume[0] != oldmusicvolume[0]) + if (musicvolume[0] != oldmusicvolume[0]) { OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); - if (musicvolume[1] != oldmusicvolume[1]) + } + if (musicvolume[1] != oldmusicvolume[1]) { OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); - if (musicvolume[2] != oldmusicvolume[2]) + } + if (musicvolume[2] != oldmusicvolume[2]) { OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); + } - for (int i = 0; i < 3; i++) + for (int i = 0; i < 3; i++) { oldmusicvolume[i] = musicvolume[i]; + } } else { pause_sound(leveltheme); pause_sound(stream_fighttheme); @@ -6978,34 +4712,41 @@ void Game::TickOnceAfter() } } - killhotspot = 2; - for (int i = 0; i < numhotspots; i++) { - if (hotspottype[i] > 10 && hotspottype[i] < 20) { - if (Person::players[hotspottype[i] - 10]->dead == 0) - killhotspot = 0; - else if (killhotspot == 2) - killhotspot = 1; + Hotspot::killhotspot = 2; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) { + if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) { + Hotspot::killhotspot = 0; + } else if (Hotspot::killhotspot == 2) { + Hotspot::killhotspot = 1; + } } } - if (killhotspot == 2) - killhotspot = 0; - + if (Hotspot::killhotspot == 2) { + Hotspot::killhotspot = 0; + } winhotspot = false; - for (int i = 0; i < numhotspots; i++) - if (hotspottype[i] == -1) - if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i]) + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + if (Hotspot::hotspots[i].type == -1) { + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) { winhotspot = true; + } + } + } int numalarmed = 0; - for (unsigned i = 1; i < Person::players.size(); i++) - if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) + for (unsigned i = 1; i < Person::players.size(); i++) { + if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) { numalarmed++; - if (numalarmed > maxalarmed) + } + } + if (numalarmed > maxalarmed) { maxalarmed = numalarmed; + } - if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { - if (Person::players[0]->dead && changedelay <= 0) { + if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) { + if (Person::players[0]->dead) { changedelay = 1; targetlevel = whichlevel; } @@ -7017,37 +4758,40 @@ void Game::TickOnceAfter() } } - if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) { changedelay = 1; targetlevel = whichlevel + 1; - if (targetlevel > numchallengelevels - 1) + if (targetlevel > numchallengelevels - 1) { targetlevel = 0; + } } if (winhotspot || windialogue) { changedelay = 0.1; targetlevel = whichlevel + 1; - if (targetlevel > numchallengelevels - 1) + if (targetlevel > numchallengelevels - 1) { targetlevel = 0; + } } - - if (killhotspot) { + if (Hotspot::killhotspot) { changedelay = 1; targetlevel = whichlevel + 1; - if (targetlevel > numchallengelevels - 1) + if (targetlevel > numchallengelevels - 1) { targetlevel = 0; + } } if (changedelay > 0 && !Person::players[0]->dead && !won) { //high scores, awards, win if (campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime); scoreadded = 1; } else { - accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + wonleveltime = leveltime; + Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime); } won = 1; + Account::saveFile(Folders::getUserSavePath()); } } @@ -7058,26 +4802,26 @@ void Game::TickOnceAfter() changedelay = .1; alldead = false; winhotspot = false; - killhotspot = 0; + Hotspot::killhotspot = 0; } if (!editorenabled && gameon && !mainmenu) { - if (changedelay != -999) + if (changedelay != -999) { changedelay -= multiplier / 7; - if (Person::players[0]->dead) + } + if (Person::players[0]->dead) { targetlevel = whichlevel; + } if (loading == 2 && !campaign) { flash(); fireSound(firestartsound); - if (!Person::players[0]->dead && targetlevel != whichlevel) + if (!Person::players[0]->dead && targetlevel != whichlevel) { startbonustotal = bonustotal; - if (Person::players[0]->dead) - Loadlevel(whichlevel); - else - Loadlevel(targetlevel); + } + LoadLevel(targetlevel); fireSound(); loading = 3; @@ -7088,32 +4832,34 @@ void Game::TickOnceAfter() fireSound(firestartsound); - Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); + LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str()); fireSound(); loading = 3; } if (changedelay <= -999 && - whichlevel != -2 && - !loading && - (Person::players[0]->dead || - (alldead && maptype == mapkilleveryone) || - (winhotspot) || - (killhotspot))) + whichlevel != -2 && + !loading && + (Person::players[0]->dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (Hotspot::killhotspot))) { loading = 1; + } if ((Person::players[0]->dead || - (alldead && maptype == mapkilleveryone) || - (winhotspot) || - (windialogue) || - (killhotspot)) && - changedelay <= 0) { + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (Hotspot::killhotspot)) && + changedelay <= 0) { if (whichlevel != -2 && !loading && !Person::players[0]->dead) { winfreeze = true; changedelay = -999; } - if (Person::players[0]->dead) + if (Person::players[0]->dead) { loading = 1; + } } } @@ -7123,8 +4869,9 @@ void Game::TickOnceAfter() // 1 = go back to level select screen // 2 = stealthload next level if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) { - if (campaignlevels[actuallevel].nextlevel.empty()) + if (campaignlevels[actuallevel].nextlevel.empty()) { endgame = 1; + } } else if (mainmenu == 0 && winfreeze) { stealthloading = (campaignlevels[actuallevel].choosenext == 2); @@ -7141,13 +4888,14 @@ void Game::TickOnceAfter() loading = 2; loadtime = 0; targetlevel = 7; - if (!firstload) + if (!firstLoadDone) { LoadStuff(); + } whichchoice = 0; actuallevel = campaignlevels[actuallevel].nextlevel.front(); - visibleloading = 1; + visibleloading = true; stillloading = 1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + LoadLevel(campaignlevels[actuallevel].mapname.c_str()); campaign = 1; mainmenu = 0; gameon = 1; @@ -7157,9 +4905,9 @@ void Game::TickOnceAfter() } } - if (loading == 3) + if (loading == 3) { loading = 0; - + } } oldmusictype = musictype; @@ -7173,15 +4921,17 @@ void Game::TickOnceAfter() viewerfacing = facing; if (!cameramode) { - if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) + if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) { target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; - else + } else { target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; + } target.y += .1; if (Person::players[0]->skeleton.free) { - for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) { - if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) { target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y; + } } target.y += .1; } @@ -7190,62 +4940,70 @@ void Game::TickOnceAfter() if (findLengthfast(&Person::players[0]->velocity) > 400) { cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96; } - if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) + if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) { target.y += 1.4; + } coltarget = target - cameraloc; - if (findLengthfast(&coltarget) < multiplier * multiplier * 400) + if (findLengthfast(&coltarget) < multiplier * multiplier * 400) { cameraloc = target; - else { + } else { Normalise(&coltarget); - if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) + if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) { cameraloc = cameraloc + coltarget * multiplier * cameraspeed; - else + } else { cameraloc = cameraloc + coltarget * multiplier * 8; + } } - if (editorenabled) + if (editorenabled) { cameraloc = target; + } cameradist += multiplier * 5; - if (cameradist > 2.3) + if (cameradist > 2.3) { cameradist = 2.3; + } viewer = cameraloc - facing * cameradist; colviewer = viewer; coltarget = cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); - if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) - for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { - int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; - colviewer = viewer; - coltarget = cameraloc; - if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) - viewer = col; + Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) { + unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + coltarget = cameraloc; + if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + viewer = col; } - if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]) - for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) { - int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; - colviewer = viewer; - if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { - viewer = colviewer; - } + } + for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) { + unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j]; + colviewer = viewer; + if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) { + viewer = colviewer; } + } cameradist = findDistance(&viewer, &target); viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6); if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) { cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z); } } - if (camerashake > .8) + if (camerashake > .8) { camerashake = .8; + } woozy += multiplier; - if (Person::players[0]->dead) + if (Person::players[0]->dead) { camerashake = 0; - if (Person::players[0]->dead) + } + if (Person::players[0]->dead) { woozy = 0; + } camerashake -= multiplier * 2; blackout -= multiplier * 2; - if (camerashake < 0) + if (camerashake < 0) { camerashake = 0; - if (blackout < 0) + } + if (blackout < 0) { blackout = 0; + } if (camerashake) { viewer.x += (float)(Random() % 100) * .0005 * camerashake; viewer.y += (float)(Random() % 100) * .0005 * camerashake; @@ -7253,4 +5011,3 @@ void Game::TickOnceAfter() } } } -