2023-08-01 19:50:29 +02:00

881 lines
34 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Tutorial.hpp"
#include "Audio/Sounds.hpp"
#include "Audio/openal_wrapper.hpp"
#include "Game.hpp"
#include "Level/Awards.hpp"
#include "Objects/Person.hpp"
#include "Utils/Input.hpp"
extern bool reversaltrain;
extern bool canattack;
extern bool cananger;
extern int bonus;
extern float damagedealt;
extern bool againbonus;
extern float screenwidth, screenheight;
extern int mainmenu;
bool Tutorial::active = false;
int Tutorial::stage = 0;
float Tutorial::stagetime = 0;
float Tutorial::maxtime = 0;
float Tutorial::success = 0;
void Tutorial::Do(float multiplier)
{
if (stagetime > maxtime) {
stage++;
success = 0;
if (stage <= 1) {
canattack = 0;
cananger = 0;
reversaltrain = 0;
}
switch (stage) {
case 1:
maxtime = 5;
break;
case 2:
case 10:
case 13:
case 26:
maxtime = 2;
break;
case 3:
case 5:
case 6:
case 7:
case 8:
case 9:
maxtime = 600;
break;
case 4:
case 11:
case 12:
maxtime = 1000;
break;
case 14: {
maxtime = 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 (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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);
}
}
} break;
case 15:
case 16:
case 17:
case 18:
case 20:
case 22:
case 23:
case 24:
case 25:
maxtime = 500;
break;
case 19:
stage = 20;
break;
case 21:
maxtime = 500;
if (bonus == cannon) {
bonus = Slicebonus;
againbonus = 1;
} else {
againbonus = 0;
}
break;
case 27:
maxtime = 4;
reversaltrain = 1;
cananger = 1;
Person::players[1]->aitype = attacktypecutoff;
break;
case 28:
case 34:
case 35:
maxtime = 400;
break;
case 29:
maxtime = 400;
Person::players[0]->escapednum = 0;
break;
case 30:
maxtime = 4;
reversaltrain = 0;
cananger = 0;
Person::players[1]->aitype = passivetype;
break;
case 31:
maxtime = 13;
break;
case 32:
case 42:
maxtime = 8;
break;
case 33:
maxtime = 400;
cananger = 1;
canattack = 1;
Person::players[1]->aitype = attacktypecutoff;
break;
case 36:
maxtime = 2;
reversaltrain = 0;
cananger = 0;
Person::players[1]->aitype = passivetype;
break;
case 37:
damagedealt = 0;
damagetaken = 0;
maxtime = 50;
cananger = 1;
canattack = 1;
Person::players[1]->aitype = attacktypecutoff;
break;
case 38:
maxtime = 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);
} break;
case 40:
case 41:
case 43:
maxtime = 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;
maxtime = 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;
maxtime = 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);
maxtime = 300;
break;
case 47: {
maxtime = 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;
} break;
case 48:
canattack = 0;
cananger = 0;
Person::players[1]->aitype = passivetype;
maxtime = 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]->hasWeapon()) {
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;
maxtime = 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: {
maxtime = 8;
XYZ temp, temp2;
emit_sound_at(fireendsound, Person::players[1]->coords);
for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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]->num_weapons = 0;
Person::players[1]->weaponstuck = -1;
Person::players[1]->weaponactive = -1;
weapons.clear();
} break;
case 51:
maxtime = 80000;
break;
default:
break;
}
if (stage <= 51) {
stagetime = 0;
}
}
//Tutorial success
if (stagetime < maxtime - 3) {
switch (stage) {
case 3:
if (Game::deltah || Game::deltav) {
success += multiplier;
}
break;
case 4:
if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) {
success += multiplier;
}
break;
case 5:
if (Person::players[0]->jumpkeydown) {
success = 1;
}
break;
case 6:
if (Person::players[0]->isCrouch()) {
success = 1;
}
break;
case 7:
if (Person::players[0]->animTarget == rollanim) {
success = 1;
}
break;
case 8:
if (Person::players[0]->animTarget == sneakanim) {
success += multiplier;
}
break;
case 9:
if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) {
success += multiplier;
}
break;
case 11:
if (Person::players[0]->isWallJump()) {
success = 1;
}
break;
case 12:
if (Person::players[0]->animTarget == flipanim) {
success = 1;
}
break;
case 15:
if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) {
success = 1;
}
break;
case 16:
if (Person::players[0]->animTarget == winduppunchanim) {
success = 1;
}
break;
case 17:
if (Person::players[0]->animTarget == spinkickanim) {
success = 1;
}
break;
case 18:
if (Person::players[0]->animTarget == sweepanim) {
success = 1;
}
break;
case 19:
if (Person::players[0]->animTarget == dropkickanim) {
success = 1;
}
break;
case 20:
if (Person::players[0]->animTarget == rabbitkickanim) {
success = 1;
}
break;
case 21:
if (bonus == cannon) {
success = 1;
}
break;
case 22:
if (bonus == spinecrusher) {
success = 1;
}
break;
case 23:
if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) {
success = 1;
}
break;
case 24:
if (Person::players[0]->animTarget == rabbittacklinganim) {
success = 1;
}
break;
case 25:
if (Person::players[0]->animTarget == backhandspringanim) {
success = 1;
}
break;
case 28:
if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) {
success = 1;
}
break;
case 29:
if (Person::players[0]->escapednum == 2) {
success = 1;
reversaltrain = 0;
cananger = 0;
Person::players[1]->aitype = passivetype;
}
break;
case 33:
case 34:
case 44:
case 45:
case 46:
if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
success = 1;
}
break;
case 35:
if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
success = 1;
reversaltrain = 0;
cananger = 0;
Person::players[1]->aitype = passivetype;
}
break;
case 40:
if (Person::players[0]->num_weapons > 0) {
success = 1;
}
break;
case 41:
if (!Person::players[0]->hasWeapon() && Person::players[0]->num_weapons > 0) {
success = 1;
}
break;
case 43:
if (Person::players[0]->animTarget == knifeslashstartanim) {
success = 1;
}
break;
case 49:
if (Person::players[1]->weaponstuck != -1) {
success = 1;
}
break;
default:
break;
}
if (success >= 1) {
stagetime = maxtime - 3;
}
if (stagetime == maxtime - 3) {
emit_sound_np(consolesuccesssound);
}
if (success >= 1) {
if (stage == 34 || stage == 35) {
stagetime = maxtime - 1;
}
}
}
if (stage < 14 || stage >= 50) {
Person::players[1]->coords.y = 300;
Person::players[1]->velocity = 0;
}
}
void Tutorial::DrawTextInfo()
{
std::string string = " ";
std::string string2 = " ";
std::string string3 = " ";
switch (stage) {
case 0:
default:
break;
case 1:
string = "Welcome to the Lugaru training level!";
break;
case 2:
string = "BASIC MOVEMENT:";
break;
case 3:
string = "You can move the mouse to rotate the camera.";
break;
case 4:
string = std::string("Try using the ") + Input::keyToChar(Game::forwardkey);
string += std::string(", ") + Input::keyToChar(Game::leftkey);
string += std::string(", ") + Input::keyToChar(Game::backkey);
string += std::string(" and ") + Input::keyToChar(Game::rightkey) + " keys to move around.";
string2 = "All movement is relative to the camera.";
break;
case 5:
string = std::string("Please press ") + Input::keyToChar(Game::jumpkey) + " to jump.";
string2 = "You can hold it longer to jump higher.";
break;
case 6:
string = std::string("You can press ") + Input::keyToChar(Game::crouchkey) + " to crouch.";
string2 = "You can jump higher from a crouching position.";
break;
case 7:
string = std::string("While running, you can press ") + Input::keyToChar(Game::crouchkey) + " to roll.";
break;
case 8:
string = "While crouching, you can sneak around silently";
string2 = "using the movement keys.";
break;
case 9:
string = "Release the crouch key while sneaking and hold the movement keys";
string2 = "to run animal-style.";
break;
case 10:
string = "ADVANCED MOVEMENT:";
break;
case 11:
string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(Game::jumpkey) + " again";
string2 = "during impact to perform a walljump.";
string3 = "Be sure to use the movement keys to press against the wall";
break;
case 12:
string = "While in the air, you can press crouch to flip.";
string2 = "Walljumps and flips confuse enemies and give you more control.";
break;
case 13:
string = "BASIC COMBAT:";
break;
case 14:
string = "There is now an imaginary enemy";
string2 = "in the middle of the training area.";
break;
case 15:
string = std::string("Press ") + Input::keyToChar(Game::attackkey) + " to attack when you are near an enemy.";
string2 = "You can punch by standing still near an enemy and attacking.";
break;
case 16:
string = "If you are close, you will perform a weak punch.";
string2 = "The weak punch is excellent for starting attack combinations.";
break;
case 17:
string = "Attacking while running results in a spin kick.";
string2 = "This is one of your most powerful ground attacks.";
break;
case 18:
string = "Sweep the enemy's legs out by attacking while crouched.";
string2 = "This is a very fast attack, and easy to follow up.";
break;
case 19:
string = "When an enemy is on the ground, you can deal some extra";
string2 = "damage by running up and drop-kicking him.";
string3 = "(Try knocking them down with a sweep first)";
break;
case 20:
string = "Your most powerful individual attack is the rabbit kick.";
string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(Game::attackkey) + ", and press";
string3 = std::string("the jump key (") + Input::keyToChar(Game::jumpkey) + ") to attack.";
break;
case 21:
string = "This attack is devastating if timed correctly.";
string2 = "Even if timed incorrectly, it will knock the enemy over.";
if (againbonus) {
string3 = "Try rabbit-kicking the imaginary enemy again.";
} else {
string3 = "Try rabbit-kicking the imaginary enemy.";
}
break;
case 22:
string = "If you sneak behind an enemy unnoticed, you can kill";
string2 = "him instantly. Move close behind this enemy";
string3 = "and attack.";
break;
case 23:
string = "Another important attack is the wall kick. When an enemy";
string2 = "is near a wall, perform a walljump nearby and hold";
string3 = "the attack key during impact with the wall.";
break;
case 24:
string = "You can tackle enemies by running at them animal-style";
string2 = std::string("and pressing jump (") + Input::keyToChar(Game::jumpkey) + ") or attack (" + Input::keyToChar(Game::attackkey) + ").";
string3 = "This is especially useful when they are running away.";
break;
case 25:
string = "Dodge by pressing back and attack. Dodging is essential";
string2 = "against enemies with swords or other long weapons.";
break;
case 26:
string = "REVERSALS AND COUNTER-REVERSALS";
break;
case 27:
string = "The enemy can now reverse your attacks.";
break;
case 28:
string = "If you attack, you will notice that the enemy now sometimes";
string2 = "catches your attack and uses it against you. Hold";
string3 = std::string("crouch (") + Input::keyToChar(Game::crouchkey) + ") after attacking to escape from reversals.";
break;
case 29:
string = "Try escaping from two more reversals in a row.";
break;
case 30:
string = "Good!";
break;
case 31:
string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(Game::crouchkey) + ") during the";
string2 = "enemy's attack. You must also be close to the enemy;";
string3 = "this is especially important against armed opponents.";
break;
case 32:
string = "The enemy can attack in " + to_string(int(maxtime - stagetime)) + " seconds.";
string2 = "This imaginary opponents attacks will be highlighted";
string3 = "to make this easier.";
break;
case 33:
string = "Reverse three enemy attacks!";
break;
case 34:
string = "Reverse two more enemy attacks!";
break;
case 35:
string = "Reverse one more enemy attack!";
break;
case 36:
string = "Excellent!";
break;
case 37:
string = "Now spar with the enemy for " + to_string(int(maxtime - stagetime)) + " more seconds.";
string2 = "Damage dealt: " + to_string(int(damagedealt));
string3 = "Damage taken: " + to_string(int(damagetaken));
break;
case 38:
string = "WEAPONS:";
break;
case 39:
string = "There is now an imaginary knife";
string2 = "in the center of the training area.";
break;
case 40:
string = "Stand, roll or handspring over the knife";
string2 = std::string("while pressing ") + Input::keyToChar(Game::throwkey) + " to pick it up.";
string3 = "You can crouch and press the same key to drop it again.";
break;
case 41:
string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(Game::drawkey) + " key.";
string2 = "Sometimes it is best to keep them unequipped to";
string3 = "prevent enemies from taking them. ";
break;
case 42:
string = "The knife is the smallest weapon and the least encumbering.";
string2 = "You can equip or unequip it while standing, crouching,";
string3 = "running or flipping.";
break;
case 43:
string = "You perform weapon attacks the same way as unarmed attacks,";
string2 = "but sharp weapons cause permanent damage, instead of the";
string3 = "temporary trauma from blunt weapons, fists and feet.";
break;
case 44:
string = "The enemy now has your knife!";
string2 = "Please reverse two of his knife attacks.";
break;
case 45:
string = "Please reverse one more of his knife attacks.";
break;
case 46:
string = "Now he has a sword!";
string2 = "The sword has longer reach than your arms, so you";
string3 = "must move close to reverse the sword slash.";
break;
case 47:
string = "Long weapons like the sword and staff are also useful for defense;";
string2 = "you can parry enemy weapon attacks by pressing the attack key";
string3 = "at the right time. Please try parrying the enemy's attacks!";
break;
case 48:
string = "The staff is like the sword, but has two main attacks.";
string2 = "The standing smash is fast and effective, and the running";
string3 = "spin smash is slower and more powerful.";
break;
case 49:
string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(Game::throwkey) + ".";
string2 = "It is possible to throw the knife while flipping,";
string3 = "but it is very inaccurate.";
break;
case 50:
string = "You now know everything you can learn from training.";
string2 = "Everything else you must learn from experience!";
break;
case 51:
string = "Walk out of the training area to return to the main menu.";
break;
}
float opacity = maxtime - stagetime;
if (opacity > 1) {
opacity = 1;
}
if (opacity < 0) {
opacity = 0;
}
Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
string = "Press 'tab' to skip to the next item.";
string2 = "Press escape at any time to";
string3 = "pause or exit the tutorial.";
Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
}
void Tutorial::DoStuff(float multiplier)
{
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 (stage >= 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);
Game::gameon = 0;
mainmenu = 5;
Game::fireSound();
Game::flash();
}
} else {
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;
Game::flash();
}
}
if (stage >= 14 && stage < 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 (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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 (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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);
}
}
}
}
}