2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 // Enable full math definitions
23 #define _USE_MATH_DEFINES
27 #include <sys/types.h>
39 #include "openal_wrapper.h"
42 #include "Animation.h"
51 // Added more evilness needed for MSVC
53 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
54 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
58 extern float multiplier;
60 extern int environment;
61 extern Terrain terrain;
62 extern float screenwidth, screenheight;
65 extern float texdetail;
66 extern Objects objects;
68 extern float slomodelay;
69 extern bool floatjump;
72 extern float camerashake;
74 extern float blackout;
75 extern bool cellophane;
76 extern bool musictoggle;
77 extern int difficulty;
78 extern int bloodtoggle;
79 extern bool invertmouse;
81 extern float precipdelay;
82 extern XYZ viewerfacing;
83 extern bool ambientsound;
84 extern bool mousejump;
85 extern float viewdistance;
87 extern bool keyboardfrozen;
88 extern bool loadingstuff;
89 extern XYZ windvector;
90 extern bool debugmode;
91 static int leveltheme;
93 extern int oldmainmenu;
94 extern bool visibleloading;
95 extern XYZ envsound[30];
96 extern float envsoundvol[30];
97 extern int numenvsounds;
98 extern float envsoundlife[30];
99 extern float usermousesensitivity;
100 extern bool ismotionblur;
101 extern bool showdamagebar; // (des)activate the damage bar
103 extern float tintr, tintg, tintb;
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
128 extern TGAImageRec texture;
130 extern float hostiletime;
132 extern bool gamestarted;
134 extern int numhotspots;
135 extern int killhotspot;
136 extern XYZ hotspot[40];
137 extern int hotspottype[40];
138 extern float hotspotsize[40];
139 extern char hotspottext[40][256];
140 extern int currenthotspot;
144 extern bool stillloading;
145 extern bool winfreeze;
147 extern bool campaign;
151 void Loadlevel(int which);
152 void Loadlevel(const char *name);
165 std::string description;
168 0 = Immediately load next level at the end of this one.
169 1 = Go back to the world map.
170 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
172 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
173 std::vector<int> nextlevel;
175 CampaignLevel() : width(10) {
181 return 30 + 120 + location.x * 400 / 512;
184 return 30 + 30 + (512 - location.y) * 400 / 512;
187 return getStartX() + width;
190 return getStartY() + width;
194 center.x = getStartX() + width / 2;
195 center.y = getStartY() + width / 2;
201 istream& operator<< (istream& is) {
208 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
209 description.replace(pos, 1, 1, ' ');
216 for (int j = 0; j < numnext; j++) {
219 nextlevel.push_back(next - 1);
227 friend istream& operator>> (istream& is, CampaignLevel& cl) {
235 vector<CampaignLevel> campaignlevels;
238 bool winhotspot = false;
239 bool windialogue = false;
242 float cameradist = 0;
243 bool oldattackkey = 0;
245 float musicvolume[4] = {};
246 float oldmusicvolume[4] = {};
247 int musicselected = 0;
251 static const char *rabbitskin[] = {
252 ":Data:Textures:Fur3.jpg",
253 ":Data:Textures:Fur.jpg",
254 ":Data:Textures:Fur2.jpg",
255 ":Data:Textures:Lynx.jpg",
256 ":Data:Textures:Otter.jpg",
257 ":Data:Textures:Opal.jpg",
258 ":Data:Textures:Sable.jpg",
259 ":Data:Textures:Chocolate.jpg",
260 ":Data:Textures:BW2.jpg",
261 ":Data:Textures:WB2.jpg"
264 static const char *wolfskin[] = {
265 ":Data:Textures:Wolf.jpg",
266 ":Data:Textures:Darkwolf.jpg",
267 ":Data:Textures:Snowwolf.jpg"
270 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
271 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
273 static const char **creatureskin[] = {rabbitskin, wolfskin};
275 /* Return true if PFX is a prefix of STR (case-insensitive). */
276 static bool stripfx(const char *str, const char *pfx)
278 return !strncasecmp(str, pfx, strlen(pfx));
281 static const char *cmd_names[] = {
282 #define DECLARE_COMMAND(cmd) #cmd,
283 #include "ConsoleCmds.h"
284 #undef DECLARE_COMMAND
287 typedef void (*console_handler)(const char *args);
289 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
293 static console_handler cmd_handlers[] = {
294 #define DECLARE_COMMAND(cmd) ch_##cmd,
295 #include "ConsoleCmds.h"
296 #undef DECLARE_COMMAND
303 // TODO: this is slightly incorrect
304 inline float roughDirection(XYZ vec)
307 float angle = -asin(-vec.x) * 180 / M_PI;
312 inline float roughDirectionTo(XYZ start, XYZ end)
314 return roughDirection(end - start);
316 inline float pitchOf(XYZ vec)
319 return -asin(vec.y) * 180 / M_PI;
321 inline float pitchTo(XYZ start, XYZ end)
323 return pitchOf(end - start);
325 inline float sq(float n)
329 inline float stepTowardf(float from, float to, float by)
331 if (fabs(from - to) < by)
339 void playdialogueboxsound()
342 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
343 temppos = temppos - viewer;
348 switch (dialogueboxsound[whichdialogue][indialogue]) {
353 sound = consolefailsound;
356 sound = consolesuccesssound;
359 sound = firestartsound;
362 sound = fireendsound;
365 sound = rabbitchitter;
368 sound = rabbitchitter2;
371 sound = rabbitpainsound;
374 sound = rabbitpain1sound;
377 sound = rabbitattacksound;
380 sound = rabbitattack2sound;
383 sound = rabbitattack3sound;
386 sound = rabbitattack4sound;
410 sound = barkgrowlsound;
416 emit_sound_at(sound, temppos);
419 // ================================================================
421 bool AddClothes(const char *fileName, GLubyte *array)
425 unsigned char fileNamep[256];
426 CopyCStringToPascal(fileName, fileNamep);
428 opened = upload_image( fileNamep , 1);
433 if (tintr > 1) tintr = 1;
434 if (tintg > 1) tintg = 1;
435 if (tintb > 1) tintb = 1;
437 if (tintr < 0) tintr = 0;
438 if (tintg < 0) tintg = 0;
439 if (tintb < 0) tintb = 0;
441 int bytesPerPixel = texture.bpp / 8;
445 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
446 if (bytesPerPixel == 3)
448 else if ((i + 1) % 4 == 0)
449 alphanum = texture.data[i];
451 if ((i + 1) % 4 || bytesPerPixel == 3) {
453 texture.data[i] *= tintr;
455 texture.data[i] *= tintg;
457 texture.data[i] *= tintb;
458 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
469 static void ch_quit(const char *args)
474 static void ch_map(const char *args)
481 static void ch_save(const char *args)
484 snprintf(buf, 63, ":Data:Maps:%s", args);
489 tfile = fopen( ConvertFileName(buf), "wb" );
490 fpackf(tfile, "Bi", mapvers);
491 fpackf(tfile, "Bi", maptype);
492 fpackf(tfile, "Bi", hostile);
493 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
494 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
495 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
496 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
497 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
498 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
499 for (int j = 0; j < Person::players[0]->num_weapons; j++)
500 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
502 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
503 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
504 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
505 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
507 fpackf(tfile, "Bi", Person::players[0]->numclothes);
509 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
511 fpackf(tfile, "Bi", numdialogues);
513 for (int k = 0; k < numdialogues; k++) {
514 fpackf(tfile, "Bi", numdialogueboxes[k]);
515 fpackf(tfile, "Bi", dialoguetype[k]);
516 for (int l = 0; l < 10; l++) {
517 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
518 fpackf(tfile, "Bf", participantyaw[k][l]);
520 for (int l = 0; l < numdialogueboxes[k]; l++) {
521 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
522 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
523 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
524 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
525 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
527 int templength = strlen(dialoguetext[k][l]);
528 fpackf(tfile, "Bi", (templength));
529 for (int m = 0; m < templength; m++) {
530 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
531 if (dialoguetext[k][l][m] == '\0')
535 templength = strlen(dialoguename[k][l]);
536 fpackf(tfile, "Bi", templength);
537 for (int m = 0; m < templength; m++) {
538 fpackf(tfile, "Bb", dialoguename[k][l][m]);
539 if (dialoguename[k][l][m] == '\0')
543 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
544 fpackf(tfile, "Bi", participantfocus[k][l]);
545 fpackf(tfile, "Bi", participantaction[k][l]);
547 for (int m = 0; m < 10; m++)
548 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
550 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
554 for (int k = 0; k < Person::players[0]->numclothes; k++) {
555 int templength = strlen(Person::players[0]->clothes[k]);
556 fpackf(tfile, "Bi", templength);
557 for (int l = 0; l < templength; l++)
558 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
559 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
562 fpackf(tfile, "Bi", environment);
564 fpackf(tfile, "Bi", objects.numobjects);
566 for (int k = 0; k < objects.numobjects; k++)
567 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
568 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
570 fpackf(tfile, "Bi", numhotspots);
571 for (int i = 0; i < numhotspots; i++) {
572 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
573 int templength = strlen(hotspottext[i]);
574 fpackf(tfile, "Bi", templength);
575 for (int l = 0; l < templength; l++)
576 fpackf(tfile, "Bb", hotspottext[i][l]);
579 fpackf(tfile, "Bi", Person::players.size());
580 if (Person::players.size() > maxplayers) {
581 cout << "Warning: this level contains more players than allowed" << endl;
583 for (int j = 1; j < Person::players.size(); j++) {
584 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
585 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
586 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
587 if (Person::players[j]->num_weapons < 5)
588 for (int k = 0; k < Person::players[j]->num_weapons; k++)
589 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
590 if (Person::players[j]->numwaypoints < 30) {
591 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
592 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
593 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
594 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
595 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
596 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
598 fpackf(tfile, "Bi", Person::players[j]->waypoint);
600 Person::players[j]->numwaypoints = 0;
601 Person::players[j]->waypoint = 0;
602 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
605 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
606 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
607 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
608 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
610 float headprop, bodyprop, armprop, legprop;
611 if (Person::players[j]->creature == wolftype) {
612 headprop = Person::players[j]->proportionhead.x / 1.1;
613 bodyprop = Person::players[j]->proportionbody.x / 1.1;
614 armprop = Person::players[j]->proportionarms.x / 1.1;
615 legprop = Person::players[j]->proportionlegs.x / 1.1;
616 } else if (Person::players[j]->creature == rabbittype) {
617 headprop = Person::players[j]->proportionhead.x / 1.2;
618 bodyprop = Person::players[j]->proportionbody.x / 1.05;
619 armprop = Person::players[j]->proportionarms.x / 1.00;
620 legprop = Person::players[j]->proportionlegs.x / 1.1;
623 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
625 fpackf(tfile, "Bi", Person::players[j]->numclothes);
626 if (Person::players[j]->numclothes)
627 for (int k = 0; k < Person::players[j]->numclothes; k++) {
629 templength = strlen(Person::players[j]->clothes[k]);
630 fpackf(tfile, "Bi", templength);
631 for (int l = 0; l < templength; l++)
632 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
633 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
637 fpackf(tfile, "Bi", numpathpoints);
638 for (int j = 0; j < numpathpoints; j++) {
639 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
640 for (int k = 0; k < numpathpointconnect[j]; k++)
641 fpackf(tfile, "Bi", pathpointconnect[j][k]);
644 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
649 static void ch_cellar(const char *args)
651 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
654 static void ch_tint(const char *args)
656 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
659 static void ch_tintr(const char *args)
664 static void ch_tintg(const char *args)
669 static void ch_tintb(const char *args)
674 static void ch_speed(const char *args)
676 Person::players[0]->speedmult = atof(args);
679 static void ch_strength(const char *args)
681 Person::players[0]->power = atof(args);
684 static void ch_power(const char *args)
686 Person::players[0]->power = atof(args);
689 static void ch_size(const char *args)
691 Person::players[0]->scale = atof(args) * .2;
694 static int findClosestPlayer()
697 float closestdist = std::numeric_limits<float>::max();
699 for (int i = 1; i < Person::players.size(); i++) {
700 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
701 if (distance < closestdist) {
702 closestdist = distance;
709 static int findClosestObject()
712 float closestdist = std::numeric_limits<float>::max();
714 for (int i = 0; i < objects.numobjects; i++) {
715 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
716 if (distance < closestdist) {
717 closestdist = distance;
724 static void ch_sizenear(const char *args)
726 int closest = findClosestPlayer();
728 Person::players[closest]->scale = atof(args) * .2;
731 static void set_proportion(int pnum, const char *args)
733 float headprop, bodyprop, armprop, legprop;
735 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
737 if (Person::players[pnum]->creature == wolftype) {
738 Person::players[pnum]->proportionhead = 1.1 * headprop;
739 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
740 Person::players[pnum]->proportionarms = 1.1 * armprop;
741 Person::players[pnum]->proportionlegs = 1.1 * legprop;
742 } else if (Person::players[pnum]->creature == rabbittype) {
743 Person::players[pnum]->proportionhead = 1.2 * headprop;
744 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
745 Person::players[pnum]->proportionarms = 1.00 * armprop;
746 Person::players[pnum]->proportionlegs = 1.1 * legprop;
747 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
751 static void ch_proportion(const char *args)
753 set_proportion(0, args);
756 static void ch_proportionnear(const char *args)
758 int closest = findClosestPlayer();
760 set_proportion(closest, args);
763 static void set_protection(int pnum, const char *args)
765 float head, high, low;
766 sscanf(args, "%f%f%f", &head, &high, &low);
768 Person::players[pnum]->protectionhead = head;
769 Person::players[pnum]->protectionhigh = high;
770 Person::players[pnum]->protectionlow = low;
773 static void ch_protection(const char *args)
775 set_protection(0, args);
778 static void ch_protectionnear(const char *args)
780 int closest = findClosestPlayer();
782 set_protection(closest, args);
785 static void set_armor(int pnum, const char *args)
787 float head, high, low;
788 sscanf(args, "%f%f%f", &head, &high, &low);
790 Person::players[pnum]->armorhead = head;
791 Person::players[pnum]->armorhigh = high;
792 Person::players[pnum]->armorlow = low;
795 static void ch_armor(const char *args)
800 static void ch_armornear(const char *args)
802 int closest = findClosestPlayer();
804 set_armor(closest, args);
807 static void ch_protectionreset(const char *args)
809 set_protection(0, "1 1 1");
810 set_armor(0, "1 1 1");
813 static void set_metal(int pnum, const char *args)
815 float head, high, low;
816 sscanf(args, "%f%f%f", &head, &high, &low);
818 Person::players[pnum]->metalhead = head;
819 Person::players[pnum]->metalhigh = high;
820 Person::players[pnum]->metallow = low;
823 static void ch_metal(const char *args)
828 static void set_noclothes(int pnum, const char *args)
830 Person::players[pnum]->numclothes = 0;
831 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
832 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
833 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
836 static void ch_noclothes(const char *args)
838 set_noclothes(0, args);
841 static void ch_noclothesnear(const char *args)
843 int closest = findClosestPlayer();
845 set_noclothes(closest, args);
849 static void set_clothes(int pnum, const char *args)
852 snprintf(buf, 63, ":Data:Textures:%s.png", args);
854 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
857 Person::players[pnum]->DoMipmaps();
858 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
859 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
860 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
861 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
862 Person::players[pnum]->numclothes++;
865 static void ch_clothes(const char *args)
867 set_clothes(0, args);
870 static void ch_clothesnear(const char *args)
872 int closest = findClosestPlayer();
874 set_clothes(closest, args);
877 static void ch_belt(const char *args)
879 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
883 static void ch_cellophane(const char *args)
885 cellophane = !cellophane;
886 float mul = (cellophane ? 0 : 1);
888 for (auto player : Person::players) {
889 player->proportionhead.z = player->proportionhead.x * mul;
890 player->proportionbody.z = player->proportionbody.x * mul;
891 player->proportionarms.z = player->proportionarms.x * mul;
892 player->proportionlegs.z = player->proportionlegs.x * mul;
896 static void ch_funnybunny(const char *args)
898 Person::players[0]->skeleton.id = 0;
899 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
900 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
901 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
902 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
903 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
904 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
905 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
906 Person::players[0]->creature = rabbittype;
907 Person::players[0]->scale = .2;
908 Person::players[0]->headless = 0;
909 Person::players[0]->damagetolerance = 200;
910 set_proportion(0, "1 1 1 1");
913 static void ch_wolfie(const char *args)
915 Person::players[0]->skeleton.id = 0;
916 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
917 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
918 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
919 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
920 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
921 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
922 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
923 Person::players[0]->creature = wolftype;
924 Person::players[0]->damagetolerance = 300;
925 set_proportion(0, "1 1 1 1");
928 static void ch_wolfieisgod(const char *args)
933 static void ch_wolf(const char *args)
935 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 static void ch_snowwolf(const char *args)
940 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 static void ch_darkwolf(const char *args)
945 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 static void ch_lizardwolf(const char *args)
950 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 static void ch_white(const char *args)
955 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 static void ch_brown(const char *args)
960 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 static void ch_black(const char *args)
965 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
968 static void ch_sizemin(const char *args)
970 for (int i = 1; i < Person::players.size(); i++)
971 if (Person::players[i]->scale < 0.8 * 0.2)
972 Person::players[i]->scale = 0.8 * 0.2;
975 static void ch_tutorial(const char *args)
977 tutoriallevel = atoi(args);
980 static void ch_hostile(const char *args)
982 hostile = atoi(args);
985 static void ch_indemo(const char *args)
988 hotspot[numhotspots] = Person::players[0]->coords;
989 hotspotsize[numhotspots] = 0;
990 hotspottype[numhotspots] = -111;
991 strcpy(hotspottext[numhotspots], "mapname");
995 static void ch_notindemo(const char *args)
1001 static void ch_type(const char *args)
1003 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1004 for (int i = 0; i < n; i++)
1005 if (stripfx(args, editortypenames[i])) {
1011 static void ch_path(const char *args)
1013 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1014 for (int i = 0; i < n; i++)
1015 if (stripfx(args, pathtypenames[i])) {
1021 static void ch_hs(const char *args)
1023 hotspot[numhotspots] = Person::players[0]->coords;
1027 sscanf(args, "%f%d %n", &size, &type, &shift);
1029 hotspotsize[numhotspots] = size;
1030 hotspottype[numhotspots] = type;
1032 strcpy(hotspottext[numhotspots], args + shift);
1033 strcat(hotspottext[numhotspots], "\n");
1038 static void ch_dialogue(const char *args)
1041 char buf1[32], buf2[64];
1043 sscanf(args, "%d %31s", &dlg, buf1);
1044 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1046 dialoguetype[numdialogues] = dlg;
1048 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1049 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1051 ifstream ipstream(ConvertFileName(buf2));
1052 ipstream.ignore(256, ':');
1053 ipstream >> numdialogueboxes[numdialogues];
1054 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1055 ipstream.ignore(256, ':');
1056 ipstream.ignore(256, ':');
1057 ipstream.ignore(256, ' ');
1058 ipstream >> dialogueboxlocation[numdialogues][i];
1059 ipstream.ignore(256, ':');
1060 ipstream >> dialogueboxcolor[numdialogues][i][0];
1061 ipstream >> dialogueboxcolor[numdialogues][i][1];
1062 ipstream >> dialogueboxcolor[numdialogues][i][2];
1063 ipstream.ignore(256, ':');
1064 ipstream.getline(dialoguename[numdialogues][i], 64);
1065 ipstream.ignore(256, ':');
1066 ipstream.ignore(256, ' ');
1067 ipstream.getline(dialoguetext[numdialogues][i], 128);
1068 for (int j = 0; j < 128; j++) {
1069 if (dialoguetext[numdialogues][i][j] == '\\')
1070 dialoguetext[numdialogues][i][j] = '\n';
1072 ipstream.ignore(256, ':');
1073 ipstream >> dialogueboxsound[numdialogues][i];
1076 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1077 for (int j = 0; j < Person::players.size(); j++) {
1078 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1085 whichdialogue = numdialogues;
1090 static void ch_fixdialogue(const char *args)
1092 char buf1[32], buf2[64];
1095 sscanf(args, "%d %31s", &whichdi, buf1);
1096 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1098 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1099 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1101 ifstream ipstream(ConvertFileName(buf2));
1102 ipstream.ignore(256, ':');
1103 ipstream >> numdialogueboxes[whichdi];
1104 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1105 ipstream.ignore(256, ':');
1106 ipstream.ignore(256, ':');
1107 ipstream.ignore(256, ' ');
1108 ipstream >> dialogueboxlocation[whichdi][i];
1109 ipstream.ignore(256, ':');
1110 ipstream >> dialogueboxcolor[whichdi][i][0];
1111 ipstream >> dialogueboxcolor[whichdi][i][1];
1112 ipstream >> dialogueboxcolor[whichdi][i][2];
1113 ipstream.ignore(256, ':');
1114 ipstream.getline(dialoguename[whichdi][i], 64);
1115 ipstream.ignore(256, ':');
1116 ipstream.ignore(256, ' ');
1117 ipstream.getline(dialoguetext[whichdi][i], 128);
1118 for (int j = 0; j < 128; j++) {
1119 if (dialoguetext[whichdi][i][j] == '\\')
1120 dialoguetext[whichdi][i][j] = '\n';
1122 ipstream.ignore(256, ':');
1123 ipstream >> dialogueboxsound[whichdi][i];
1129 static void ch_fixtype(const char *args)
1132 sscanf(args, "%d", &dlg);
1133 dialoguetype[0] = dlg;
1136 static void ch_fixrotation(const char *args)
1138 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1141 static void ch_ddialogue(const char *args)
1147 static void ch_dhs(const char *args)
1153 static void ch_immobile(const char *args)
1155 Person::players[0]->immobile = 1;
1158 static void ch_allimmobile(const char *args)
1160 for (int i = 1; i < Person::players.size(); i++)
1161 Person::players[i]->immobile = 1;
1164 static void ch_mobile(const char *args)
1166 Person::players[0]->immobile = 0;
1169 static void ch_default(const char *args)
1171 Person::players[0]->armorhead = 1;
1172 Person::players[0]->armorhigh = 1;
1173 Person::players[0]->armorlow = 1;
1174 Person::players[0]->protectionhead = 1;
1175 Person::players[0]->protectionhigh = 1;
1176 Person::players[0]->protectionlow = 1;
1177 Person::players[0]->metalhead = 1;
1178 Person::players[0]->metalhigh = 1;
1179 Person::players[0]->metallow = 1;
1180 Person::players[0]->power = 1;
1181 Person::players[0]->speedmult = 1;
1182 Person::players[0]->scale = 1;
1184 if (Person::players[0]->creature == wolftype) {
1185 Person::players[0]->proportionhead = 1.1;
1186 Person::players[0]->proportionbody = 1.1;
1187 Person::players[0]->proportionarms = 1.1;
1188 Person::players[0]->proportionlegs = 1.1;
1189 } else if (Person::players[0]->creature == rabbittype) {
1190 Person::players[0]->proportionhead = 1.2;
1191 Person::players[0]->proportionbody = 1.05;
1192 Person::players[0]->proportionarms = 1.00;
1193 Person::players[0]->proportionlegs = 1.1;
1194 Person::players[0]->proportionlegs.y = 1.05;
1197 Person::players[0]->numclothes = 0;
1198 Person::players[0]->skeleton.drawmodel.textureptr.load(
1199 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1200 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1202 editoractive = typeactive;
1203 Person::players[0]->immobile = 0;
1206 static void ch_play(const char *args)
1209 sscanf(args, "%d", &dlg);
1210 whichdialogue = dlg;
1212 if (whichdialogue >= numdialogues)
1215 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1216 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1217 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1218 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1219 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1220 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1221 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1227 playdialogueboxsound();
1230 static void ch_mapkilleveryone(const char *args)
1232 maptype = mapkilleveryone;
1235 static void ch_mapkillmost(const char *args)
1237 maptype = mapkillmost;
1240 static void ch_mapkillsomeone(const char *args)
1242 maptype = mapkillsomeone;
1245 static void ch_mapgosomewhere(const char *args)
1247 maptype = mapgosomewhere;
1250 static void ch_viewdistance(const char *args)
1252 viewdistance = atof(args) * 100;
1255 static void ch_fadestart(const char *args)
1257 fadestart = atof(args);
1260 static void ch_slomo(const char *args)
1262 slomospeed = atof(args);
1267 static void ch_slofreq(const char *args)
1269 slomofreq = atof(args);
1272 static void ch_skytint(const char *args)
1274 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1276 skyboxlightr = skyboxr;
1277 skyboxlightg = skyboxg;
1278 skyboxlightb = skyboxb;
1282 terrain.DoShadows();
1283 objects.DoShadows();
1286 static void ch_skylight(const char *args)
1288 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1292 terrain.DoShadows();
1293 objects.DoShadows();
1296 static void ch_skybox(const char *args)
1298 skyboxtexture = !skyboxtexture;
1302 terrain.DoShadows();
1303 objects.DoShadows();
1306 static void cmd_dispatch(const string cmd)
1308 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1310 for (i = 0; i < n_cmds; i++)
1311 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1312 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1313 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1316 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1319 /********************> Tick() <*****/
1320 extern bool save_image(const char * fname);
1321 void Screenshot (void)
1324 time_t t = time(NULL);
1325 struct tm *tme = localtime(&t);
1326 sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1329 mkdir("Screenshots");
1331 mkdir("Screenshots", S_IRWXU);
1337 void Game::SetUpLighting()
1339 if (environment == snowyenvironment)
1340 light.setColors(.65, .65, .7, .4, .4, .44);
1341 if (environment == desertenvironment)
1342 light.setColors(.95, .95, .95, .4, .35, .3);
1343 if (environment == grassyenvironment)
1344 light.setColors(.95, .95, 1, .4, .4, .44);
1346 light.setColors(1, 1, 1, .4, .4, .4);
1348 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1349 light.color[0] *= (skyboxlightr + average) / 2;
1350 light.color[1] *= (skyboxlightg + average) / 2;
1351 light.color[2] *= (skyboxlightb + average) / 2;
1352 light.ambient[0] *= (skyboxlightr + average) / 2;
1353 light.ambient[1] *= (skyboxlightg + average) / 2;
1354 light.ambient[2] *= (skyboxlightb + average) / 2;
1357 int findPathDist(int start, int end)
1359 int smallestcount, count, connected;
1360 int last, last2, last3, last4;
1363 smallestcount = 1000;
1364 for (int i = 0; i < 50; i++) {
1370 while (last != end && count < 30) {
1372 for (int j = 0; j < numpathpoints; j++) {
1373 if (j != last && j != last2 && j != last3 && j != last4) {
1375 if (numpathpointconnect[j])
1376 for (int k = 0; k < numpathpointconnect[j]; k++) {
1377 if (pathpointconnect[j][k] == last)connected = 1;
1380 if (numpathpointconnect[last])
1381 for (int k = 0; k < numpathpointconnect[last]; k++) {
1382 if (pathpointconnect[last][k] == j)connected = 1;
1385 if (closest == -1 || Random() % 2 == 0) {
1396 if (count < smallestcount)
1397 smallestcount = count;
1399 return smallestcount;
1402 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1404 static XYZ colpoint, colviewer, coltarget;
1405 static float minx, minz, maxx, maxz, miny, maxy;
1407 minx = min(startpoint.x, endpoint.x) - 1;
1408 miny = min(startpoint.y, endpoint.y) - 1;
1409 minz = min(startpoint.z, endpoint.z) - 1;
1410 maxx = max(startpoint.x, endpoint.x) + 1;
1411 maxy = max(startpoint.y, endpoint.y) + 1;
1412 maxz = max(startpoint.z, endpoint.z) + 1;
1414 for (int i = 0; i < objects.numobjects; i++) {
1415 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1416 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1417 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1418 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1419 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1420 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1421 if ( objects.type[i] != treeleavestype &&
1422 objects.type[i] != bushtype &&
1423 objects.type[i] != firetype) {
1424 colviewer = startpoint;
1425 coltarget = endpoint;
1426 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1432 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1437 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1439 static XYZ colpoint, colviewer, coltarget;
1440 static float minx, minz, maxx, maxz, miny, maxy;
1441 static int i; //FIXME: see below
1443 minx = min(startpoint.x, endpoint.x) - 1;
1444 miny = min(startpoint.y, endpoint.y) - 1;
1445 minz = min(startpoint.z, endpoint.z) - 1;
1446 maxx = max(startpoint.x, endpoint.x) + 1;
1447 maxy = max(startpoint.y, endpoint.y) + 1;
1448 maxz = max(startpoint.z, endpoint.z) + 1;
1451 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1452 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1453 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1454 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1455 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1456 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1457 if ( objects.type[what] != treeleavestype &&
1458 objects.type[what] != bushtype &&
1459 objects.type[what] != firetype) {
1460 colviewer = startpoint;
1461 coltarget = endpoint;
1463 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1470 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1476 void Setenvironment(int which)
1480 LOG(" Setting environment...");
1482 float temptexdetail;
1483 environment = which;
1485 pause_sound(stream_snowtheme);
1486 pause_sound(stream_grasstheme);
1487 pause_sound(stream_deserttheme);
1488 pause_sound(stream_wind);
1489 pause_sound(stream_desertambient);
1492 if (environment == snowyenvironment) {
1496 emit_stream_np(stream_wind);
1498 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1499 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1500 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1501 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1503 footstepsound = footstepsn1;
1504 footstepsound2 = footstepsn2;
1505 footstepsound3 = footstepst1;
1506 footstepsound4 = footstepst2;
1508 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1509 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1511 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1516 temptexdetail = texdetail;
1519 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1520 ":Data:Textures:Skybox(snow):Left.jpg",
1521 ":Data:Textures:Skybox(snow):Back.jpg",
1522 ":Data:Textures:Skybox(snow):Right.jpg",
1523 ":Data:Textures:Skybox(snow):Up.jpg",
1524 ":Data:Textures:Skybox(snow):Down.jpg");
1529 texdetail = temptexdetail;
1530 } else if (environment == desertenvironment) {
1533 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1534 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1535 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1536 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1540 emit_stream_np(stream_desertambient);
1542 footstepsound = footstepsn1;
1543 footstepsound2 = footstepsn2;
1544 footstepsound3 = footstepsn1;
1545 footstepsound4 = footstepsn2;
1547 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1548 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1550 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1554 temptexdetail = texdetail;
1557 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1558 ":Data:Textures:Skybox(sand):Left.jpg",
1559 ":Data:Textures:Skybox(sand):Back.jpg",
1560 ":Data:Textures:Skybox(sand):Right.jpg",
1561 ":Data:Textures:Skybox(sand):Up.jpg",
1562 ":Data:Textures:Skybox(sand):Down.jpg");
1567 texdetail = temptexdetail;
1568 } else if (environment == grassyenvironment) {
1571 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1572 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1573 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1574 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1577 emit_stream_np(stream_wind, 100.);
1579 footstepsound = footstepgr1;
1580 footstepsound2 = footstepgr2;
1581 footstepsound3 = footstepst1;
1582 footstepsound4 = footstepst2;
1584 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1585 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1587 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1591 temptexdetail = texdetail;
1594 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1595 ":Data:Textures:Skybox(grass):Left.jpg",
1596 ":Data:Textures:Skybox(grass):Back.jpg",
1597 ":Data:Textures:Skybox(grass):Right.jpg",
1598 ":Data:Textures:Skybox(grass):Up.jpg",
1599 ":Data:Textures:Skybox(grass):Down.jpg");
1603 texdetail = temptexdetail;
1605 temptexdetail = texdetail;
1607 terrain.load(":Data:Textures:heightmap.png");
1609 texdetail = temptexdetail;
1616 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1617 if (!ipstream.good()) {
1618 if (accountactive->getCurrentCampaign() == "main") {
1619 cerr << "Could not found main campaign!" << endl;
1622 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1623 accountactive->setCurrentCampaign("main");
1624 return LoadCampaign();
1626 ipstream.ignore(256, ':');
1628 ipstream >> numlevels;
1629 campaignlevels.clear();
1630 for (int i = 0; i < numlevels; i++) {
1633 campaignlevels.push_back(cl);
1637 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1639 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1641 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1644 if (accountactive->getCampaignChoicesMade() == 0) {
1645 accountactive->setCampaignScore(0);
1646 accountactive->resetFasttime();
1650 vector<string> ListCampaigns()
1652 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1653 struct dirent *campaign = NULL;
1655 perror("Problem while loading campaigns");
1656 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1659 vector<string> campaignNames;
1660 while ((campaign = readdir(campaigns)) != NULL) {
1661 string name(campaign->d_name);
1662 if (name.length() < 5)
1664 if (!name.compare(name.length() - 4, 4, ".txt")) {
1665 campaignNames.push_back(name.substr(0, name.length() - 4));
1668 closedir(campaigns);
1669 return campaignNames;
1672 void Loadlevel(int which)
1679 Loadlevel("tutorial");
1680 } else if (which >= 0 && which <= 15) {
1682 snprintf(buf, 32, "map%d", which + 1); // challenges
1685 Loadlevel("mapsave");
1688 void Loadlevel(const char *name)
1692 static const char *pfx = ":Data:Maps:";
1695 float headprop, legprop, armprop, bodyprop;
1699 LOG(std::string("Loading level...") + name);
1711 if (tutoriallevel != -1)
1716 if (tutoriallevel == 1)
1718 if (tutorialstage == 0) {
1719 tutorialstagetime = 0;
1720 tutorialmaxtime = 1;
1723 pause_sound(whooshsound);
1724 pause_sound(stream_firesound);
1726 // Change the map filename into something that is os specific
1727 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1728 sprintf(buf, "%s%s", pfx, name);
1729 const char *FixedFN = ConvertFileName(buf);
1733 //~ char* buff=getcwd(NULL,0);
1734 //~ cout << buff << " " << FixedFN << endl;
1736 tfile = fopen( FixedFN, "rb" );
1738 pause_sound(stream_firesound);
1740 windialogue = false;
1744 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1748 for (int i = 0; i < 20; i++)
1749 dialoguegonethrough[i] = 0;
1758 difficulty = accountactive->getDifficulty();
1761 currenthotspot = -1;
1772 for (int i = 0; i < 100; i++)
1781 numunarmedattack = 0;
1792 bonustotal = startbonustotal;
1797 emit_sound_np(consolesuccesssound);
1802 if (!stealthloading) {
1803 terrain.numdecals = 0;
1804 Sprite::deleteSprites();
1805 for (int i = 0; i < objects.numobjects; i++)
1806 objects.model[i].numdecals = 0;
1808 int j = objects.numobjects;
1809 for (int i = 0; i < j; i++) {
1810 objects.DeleteObject(0);
1815 for (int i = 0; i < subdivision; i++)
1816 for (int j = 0; j < subdivision; j++)
1817 terrain.patchobjectnum[i][j] = 0;
1824 funpackf(tfile, "Bi", &mapvers);
1826 funpackf(tfile, "Bi", &indemo);
1830 funpackf(tfile, "Bi", &maptype);
1832 maptype = mapkilleveryone;
1834 funpackf(tfile, "Bi", &hostile);
1838 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1844 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1852 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1854 skyboxlightr = skyboxr;
1855 skyboxlightg = skyboxg;
1856 skyboxlightb = skyboxb;
1858 if (!stealthloading)
1859 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);
1861 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1862 Person::players[0]->originalcoords = Person::players[0]->coords;
1863 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1864 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1865 Person::players[0]->weaponids[j] = weapons.size();
1867 funpackf(tfile, "Bi", &type);
1868 weapons.push_back(Weapon(type, 0));
1874 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1875 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1876 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1877 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1879 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1882 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1884 Person::players[0]->whichskin = 0;
1885 Person::players[0]->creature = rabbittype;
1888 Person::players[0]->lastattack = -1;
1889 Person::players[0]->lastattack2 = -1;
1890 Person::players[0]->lastattack3 = -1;
1894 funpackf(tfile, "Bi", &numdialogues);
1895 for (int k = 0; k < numdialogues; k++) {
1896 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1897 funpackf(tfile, "Bi", &dialoguetype[k]);
1898 for (int l = 0; l < 10; l++) {
1899 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1900 funpackf(tfile, "Bf", &participantyaw[k][l]);
1902 for (int l = 0; l < numdialogueboxes[k]; l++) {
1903 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1904 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1905 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1906 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1907 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1909 funpackf(tfile, "Bi", &templength);
1910 if (templength > 128 || templength <= 0)
1913 for (m = 0; m < templength; m++) {
1914 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1915 if (dialoguetext[k][l][m] == '\0')
1918 dialoguetext[k][l][m] = 0;
1920 funpackf(tfile, "Bi", &templength);
1921 if (templength > 64 || templength <= 0)
1923 for (m = 0; m < templength; m++) {
1924 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1925 if (dialoguename[k][l][m] == '\0')
1928 dialoguename[k][l][m] = 0;
1929 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1930 funpackf(tfile, "Bi", &participantfocus[k][l]);
1931 funpackf(tfile, "Bi", &participantaction[k][l]);
1933 for (m = 0; m < 10; m++)
1934 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1936 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1942 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1943 funpackf(tfile, "Bi", &templength);
1944 for (int l = 0; l < templength; l++)
1945 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1946 Person::players[0]->clothes[k][templength] = '\0';
1947 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1950 funpackf(tfile, "Bi", &environment);
1952 funpackf(tfile, "Bi", &objects.numobjects);
1953 for (int i = 0; i < objects.numobjects; i++) {
1954 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]);
1955 if (objects.type[i] == treeleavestype)
1956 objects.scale[i] = objects.scale[i - 1];
1960 funpackf(tfile, "Bi", &numhotspots);
1961 for (int i = 0; i < numhotspots; i++) {
1962 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1963 funpackf(tfile, "Bi", &templength);
1965 for (int l = 0; l < templength; l++)
1966 funpackf(tfile, "Bb", &hotspottext[i][l]);
1967 hotspottext[i][templength] = '\0';
1968 if (hotspottype[i] == -111)
1977 if (!stealthloading) {
1979 for (int i = 0; i < objects.numobjects; i++)
1980 objects.center += objects.position[i];
1981 objects.center /= objects.numobjects;
1987 float maxdistance = 0;
1989 //~ int whichclosest;
1990 for (int i = 0; i < objects.numobjects; i++) {
1991 tempdist = distsq(&objects.center, &objects.position[i]);
1992 if (tempdist > maxdistance) {
1994 maxdistance = tempdist;
1997 objects.radius = fast_sqrt(maxdistance);
2004 funpackf(tfile, "Bi", &numplayers);
2005 int howmanyremoved = 0;
2006 bool removeanother = 0;
2007 if (numplayers > maxplayers) {
2008 cout << "Warning: this level contains more players than allowed" << endl;
2010 if (numplayers > 1) {
2011 for (int i = 1; i < numplayers; i++) {
2012 Person::players.push_back(shared_ptr<Person>(new Person()));
2017 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
2019 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2021 Person::players[i - howmanyremoved]->howactive = typeactive;
2023 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2025 Person::players[i - howmanyremoved]->scale = -1;
2027 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2029 Person::players[i - howmanyremoved]->immobile = 0;
2031 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2033 Person::players[i - howmanyremoved]->yaw = 0;
2034 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2035 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2039 if (!removeanother) {
2040 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2041 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2042 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2044 funpackf(tfile, "Bi", &type);
2045 weapons.push_back(Weapon(type, i));
2048 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2049 //Person::players[i-howmanyremoved]->numwaypoints=10;
2050 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2051 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2052 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2053 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2055 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2057 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2060 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2061 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2062 Person::players[i - howmanyremoved]->waypoint = 0;
2064 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2065 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2066 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2067 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2070 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2077 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2078 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2079 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2080 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2081 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2084 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2085 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2086 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2087 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2088 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2089 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2092 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2093 if (Person::players[i - howmanyremoved]->numclothes) {
2094 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2096 funpackf(tfile, "Bi", &templength);
2097 for (int l = 0; l < templength; l++)
2098 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2099 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2100 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2109 numplayers -= howmanyremoved;
2110 Person::players.resize(numplayers);
2112 funpackf(tfile, "Bi", &numpathpoints);
2113 if (numpathpoints > 30 || numpathpoints < 0)
2115 for (int j = 0; j < numpathpoints; j++) {
2116 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2117 for (int k = 0; k < numpathpointconnect[j]; k++) {
2118 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2124 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2127 if (environment != oldenvironment)
2128 Setenvironment(environment);
2129 oldenvironment = environment;
2131 if (!stealthloading) {
2132 int j = objects.numobjects;
2133 objects.numobjects = 0;
2134 for (int i = 0; i < j; i++) {
2135 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2140 terrain.DoShadows();
2143 objects.DoShadows();
2150 for (int i = 0; i < Person::players.size(); i++) {
2153 Person::players[i]->burnt = 0;
2154 Person::players[i]->bled = 0;
2155 Person::players[i]->onfire = 0;
2156 if (i == 0 || Person::players[i]->scale < 0)
2157 Person::players[i]->scale = .2;
2158 Person::players[i]->skeleton.free = 0;
2159 Person::players[i]->skeleton.id = i;
2160 if (i == 0 && mapvers < 9)
2161 Person::players[i]->creature = rabbittype;
2162 if (Person::players[i]->creature != wolftype) {
2163 Person::players[i]->skeleton.Load(
2164 (char *)":Data:Skeleton:Basic Figure",
2165 (char *)":Data:Skeleton:Basic Figurelow",
2166 (char *)":Data:Skeleton:Rabbitbelt",
2167 (char *)":Data:Models:Body.solid",
2168 (char *)":Data:Models:Body2.solid",
2169 (char *)":Data:Models:Body3.solid",
2170 (char *)":Data:Models:Body4.solid",
2171 (char *)":Data:Models:Body5.solid",
2172 (char *)":Data:Models:Body6.solid",
2173 (char *)":Data:Models:Body7.solid",
2174 (char *)":Data:Models:Bodylow.solid",
2175 (char *)":Data:Models:Belt.solid", 0);
2177 if (Person::players[i]->creature != wolftype) {
2178 Person::players[i]->skeleton.Load(
2179 (char *)":Data:Skeleton:Basic Figure",
2180 (char *)":Data:Skeleton:Basic Figurelow",
2181 (char *)":Data:Skeleton:Rabbitbelt",
2182 (char *)":Data:Models:Body.solid",
2183 (char *)":Data:Models:Body2.solid",
2184 (char *)":Data:Models:Body3.solid",
2185 (char *)":Data:Models:Body4.solid",
2186 (char *)":Data:Models:Body5.solid",
2187 (char *)":Data:Models:Body6.solid",
2188 (char *)":Data:Models:Body7.solid",
2189 (char *)":Data:Models:Bodylow.solid",
2190 (char *)":Data:Models:Belt.solid", 1);
2191 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2193 if (Person::players[i]->creature == wolftype) {
2194 Person::players[i]->skeleton.Load(
2195 (char *)":Data:Skeleton:Basic Figure Wolf",
2196 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2197 (char *)":Data:Skeleton:Rabbitbelt",
2198 (char *)":Data:Models:Wolf.solid",
2199 (char *)":Data:Models:Wolf2.solid",
2200 (char *)":Data:Models:Wolf3.solid",
2201 (char *)":Data:Models:Wolf4.solid",
2202 (char *)":Data:Models:Wolf5.solid",
2203 (char *)":Data:Models:Wolf6.solid",
2204 (char *)":Data:Models:Wolf7.solid",
2205 (char *)":Data:Models:Wolflow.solid",
2206 (char *)":Data:Models:Belt.solid", 0);
2210 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);
2212 if (Person::players[i]->numclothes) {
2213 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2214 tintr = Person::players[i]->clothestintr[j];
2215 tintg = Person::players[i]->clothestintg[j];
2216 tintb = Person::players[i]->clothestintb[j];
2217 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2219 Person::players[i]->DoMipmaps();
2222 Person::players[i]->animCurrent = bounceidleanim;
2223 Person::players[i]->animTarget = bounceidleanim;
2224 Person::players[i]->frameCurrent = 0;
2225 Person::players[i]->frameTarget = 1;
2226 Person::players[i]->target = 0;
2227 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2228 if (difficulty == 0)
2229 Person::players[i]->speed -= .2;
2230 if (difficulty == 1)
2231 Person::players[i]->speed -= .1;
2233 Person::players[i]->velocity = 0;
2234 Person::players[i]->oldcoords = Person::players[i]->coords;
2235 Person::players[i]->realoldcoords = Person::players[i]->coords;
2237 Person::players[i]->id = i;
2238 Person::players[i]->skeleton.id = i;
2239 Person::players[i]->updatedelay = 0;
2240 Person::players[i]->normalsupdatedelay = 0;
2242 Person::players[i]->aitype = passivetype;
2243 Person::players[i]->madskills = 0;
2246 Person::players[i]->proportionhead = 1.2;
2247 Person::players[i]->proportionbody = 1.05;
2248 Person::players[i]->proportionarms = 1.00;
2249 Person::players[i]->proportionlegs = 1.1;
2250 Person::players[i]->proportionlegs.y = 1.05;
2252 Person::players[i]->headless = 0;
2253 Person::players[i]->currentoffset = 0;
2254 Person::players[i]->targetoffset = 0;
2256 Person::players[i]->damagetolerance = 200;
2258 if (Person::players[i]->creature == wolftype) {
2259 if (i == 0 || Person::players[i]->scale < 0)
2260 Person::players[i]->scale = .23;
2261 Person::players[i]->damagetolerance = 300;
2267 Person::players[i]->proportionhead.z = 0;
2268 Person::players[i]->proportionbody.z = 0;
2269 Person::players[i]->proportionarms.z = 0;
2270 Person::players[i]->proportionlegs.z = 0;
2273 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2275 Person::players[i]->headmorphness = 0;
2276 Person::players[i]->targetheadmorphness = 1;
2277 Person::players[i]->headmorphstart = 0;
2278 Person::players[i]->headmorphend = 0;
2280 Person::players[i]->pausetime = 0;
2282 Person::players[i]->dead = 0;
2283 Person::players[i]->jumppower = 5;
2284 Person::players[i]->damage = 0;
2285 Person::players[i]->permanentdamage = 0;
2286 Person::players[i]->superpermanentdamage = 0;
2288 Person::players[i]->forwardkeydown = 0;
2289 Person::players[i]->leftkeydown = 0;
2290 Person::players[i]->backkeydown = 0;
2291 Person::players[i]->rightkeydown = 0;
2292 Person::players[i]->jumpkeydown = 0;
2293 Person::players[i]->crouchkeydown = 0;
2294 Person::players[i]->throwkeydown = 0;
2296 Person::players[i]->collided = -10;
2297 Person::players[i]->loaded = 1;
2298 Person::players[i]->bloodloss = 0;
2299 Person::players[i]->weaponactive = -1;
2300 Person::players[i]->weaponstuck = -1;
2301 Person::players[i]->bleeding = 0;
2302 Person::players[i]->deathbleeding = 0;
2303 Person::players[i]->stunned = 0;
2304 Person::players[i]->hasvictim = 0;
2305 Person::players[i]->wentforweapon = 0;
2308 Person::players[0]->aitype = playercontrolled;
2309 Person::players[0]->weaponactive = -1;
2311 if (difficulty == 1) {
2312 Person::players[0]->power = 1 / .9;
2313 Person::players[0]->damagetolerance = 250;
2314 } else if (difficulty == 0) {
2315 Person::players[0]->power = 1 / .8;
2316 Person::players[0]->damagetolerance = 300;
2317 Person::players[0]->armorhead *= 1.5;
2318 Person::players[0]->armorhigh *= 1.5;
2319 Person::players[0]->armorlow *= 1.5;
2322 cameraloc = Person::players[0]->coords;
2324 yaw = Person::players[0]->yaw;
2326 hawkcoords = Person::players[0]->coords;
2332 LOG("Starting background music...");
2334 OPENAL_StopSound(OPENAL_ALL);
2336 if (environment == snowyenvironment) {
2337 emit_stream_np(stream_wind);
2338 } else if (environment == desertenvironment) {
2339 emit_stream_np(stream_desertambient);
2340 } else if (environment == grassyenvironment) {
2341 emit_stream_np(stream_wind, 100.);
2344 oldmusicvolume[0] = 0;
2345 oldmusicvolume[1] = 0;
2346 oldmusicvolume[2] = 0;
2347 oldmusicvolume[3] = 0;
2361 if (tutorialstagetime > tutorialmaxtime) {
2363 tutorialsuccess = 0;
2364 if (tutorialstage <= 1) {
2369 switch (tutorialstage) {
2371 tutorialmaxtime = 5;
2374 tutorialmaxtime = 2;
2377 tutorialmaxtime = 600;
2380 tutorialmaxtime = 1000;
2383 tutorialmaxtime = 600;
2386 tutorialmaxtime = 600;
2389 tutorialmaxtime = 600;
2392 tutorialmaxtime = 600;
2395 tutorialmaxtime = 600;
2398 tutorialmaxtime = 2;
2401 tutorialmaxtime = 1000;
2404 tutorialmaxtime = 1000;
2407 tutorialmaxtime = 2;
2410 tutorialmaxtime = 3;
2421 Person::players[1]->coords = (temp + temp2) / 2;
2423 emit_sound_at(fireendsound, Person::players[1]->coords);
2425 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2426 if (Random() % 2 == 0) {
2427 if (!Person::players[1]->skeleton.free)
2428 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2429 if (Person::players[1]->skeleton.free)
2430 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2431 if (!Person::players[1]->skeleton.free)
2432 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;
2433 if (Person::players[1]->skeleton.free)
2434 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2435 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2441 tutorialmaxtime = 500;
2444 tutorialmaxtime = 500;
2447 tutorialmaxtime = 500;
2450 tutorialmaxtime = 500;
2454 //tutorialmaxtime=500;
2457 tutorialmaxtime = 500;
2460 tutorialmaxtime = 500;
2461 if (bonus == cannon) {
2468 tutorialmaxtime = 500;
2471 tutorialmaxtime = 500;
2474 tutorialmaxtime = 500;
2477 tutorialmaxtime = 500;
2480 tutorialmaxtime = 2;
2483 tutorialmaxtime = 4;
2486 Person::players[1]->aitype = attacktypecutoff;
2489 tutorialmaxtime = 400;
2492 tutorialmaxtime = 400;
2493 Person::players[0]->escapednum = 0;
2496 tutorialmaxtime = 4;
2499 Person::players[1]->aitype = passivetype;
2502 tutorialmaxtime = 13;
2505 tutorialmaxtime = 8;
2508 tutorialmaxtime = 400;
2511 Person::players[1]->aitype = attacktypecutoff;
2514 tutorialmaxtime = 400;
2517 tutorialmaxtime = 400;
2520 tutorialmaxtime = 2;
2523 Person::players[1]->aitype = passivetype;
2528 tutorialmaxtime = 50;
2531 Person::players[1]->aitype = attacktypecutoff;
2534 tutorialmaxtime = 4;
2537 Person::players[1]->aitype = passivetype;
2549 Weapon w(knife, -1);
2550 w.position = (temp + temp2) / 2;
2551 w.tippoint = (temp + temp2) / 2;
2554 w.tipvelocity = 0.1;
2561 weapons.push_back(w);
2565 tutorialmaxtime = 300;
2568 tutorialmaxtime = 300;
2571 tutorialmaxtime = 8;
2574 tutorialmaxtime = 300;
2577 weapons[0].owner = 1;
2578 Person::players[0]->weaponactive = -1;
2579 Person::players[0]->num_weapons = 0;
2580 Person::players[1]->weaponactive = 0;
2581 Person::players[1]->num_weapons = 1;
2582 Person::players[1]->weaponids[0] = 0;
2586 Person::players[1]->aitype = attacktypecutoff;
2588 tutorialmaxtime = 300;
2591 weapons[0].owner = 1;
2592 Person::players[0]->weaponactive = -1;
2593 Person::players[0]->num_weapons = 0;
2594 Person::players[1]->weaponactive = 0;
2595 Person::players[1]->num_weapons = 1;
2596 Person::players[1]->weaponids[0] = 0;
2598 tutorialmaxtime = 300;
2601 weapons[0].owner = 1;
2602 Person::players[0]->weaponactive = -1;
2603 Person::players[0]->num_weapons = 0;
2604 Person::players[1]->weaponactive = 0;
2605 Person::players[1]->num_weapons = 1;
2606 Person::players[1]->weaponids[0] = 0;
2608 weapons[0].setType(sword);
2610 tutorialmaxtime = 300;
2613 tutorialmaxtime = 10;
2624 Weapon w(sword, -1);
2625 w.position = (temp + temp2) / 2;
2626 w.tippoint = (temp + temp2) / 2;
2629 w.tipvelocity = 0.1;
2636 weapons.push_back(w);
2638 weapons[0].owner = 1;
2639 weapons[1].owner = 0;
2640 Person::players[0]->weaponactive = 0;
2641 Person::players[0]->num_weapons = 1;
2642 Person::players[0]->weaponids[0] = 1;
2643 Person::players[1]->weaponactive = 0;
2644 Person::players[1]->num_weapons = 1;
2645 Person::players[1]->weaponids[0] = 0;
2652 Person::players[1]->aitype = passivetype;
2654 tutorialmaxtime = 15;
2656 weapons[0].owner = 1;
2657 weapons[1].owner = 0;
2658 Person::players[0]->weaponactive = 0;
2659 Person::players[0]->num_weapons = 1;
2660 Person::players[0]->weaponids[0] = 1;
2661 Person::players[1]->weaponactive = 0;
2662 Person::players[1]->num_weapons = 1;
2663 Person::players[1]->weaponids[0] = 0;
2665 if (Person::players[0]->weaponactive != -1)
2666 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2668 weapons[0].setType(staff);
2673 Person::players[1]->aitype = passivetype;
2675 tutorialmaxtime = 200;
2677 weapons[1].position = 1000;
2678 weapons[1].tippoint = 1000;
2680 weapons[0].setType(knife);
2682 weapons[0].owner = 0;
2683 Person::players[1]->weaponactive = -1;
2684 Person::players[1]->num_weapons = 0;
2685 Person::players[0]->weaponactive = 0;
2686 Person::players[0]->num_weapons = 1;
2687 Person::players[0]->weaponids[0] = 0;
2691 tutorialmaxtime = 8;
2694 emit_sound_at(fireendsound, Person::players[1]->coords);
2696 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2697 if (Random() % 2 == 0) {
2698 if (!Person::players[1]->skeleton.free)
2699 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2700 if (Person::players[1]->skeleton.free)
2701 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2702 if (!Person::players[1]->skeleton.free)
2703 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;
2704 if (Person::players[1]->skeleton.free)
2705 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2706 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2710 Person::players[1]->num_weapons = 0;
2711 Person::players[1]->weaponstuck = -1;
2712 Person::players[1]->weaponactive = -1;
2718 tutorialmaxtime = 80000;
2723 if (tutorialstage <= 51)
2724 tutorialstagetime = 0;
2728 if (tutorialstagetime < tutorialmaxtime - 3) {
2729 switch (tutorialstage) {
2731 if (deltah || deltav)
2732 tutorialsuccess += multiplier;
2735 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2736 tutorialsuccess += multiplier;
2739 if (Person::players[0]->jumpkeydown)
2740 tutorialsuccess = 1;
2743 if (Person::players[0]->isCrouch())
2744 tutorialsuccess = 1;
2747 if (Person::players[0]->animTarget == rollanim)
2748 tutorialsuccess = 1;
2751 if (Person::players[0]->animTarget == sneakanim)
2752 tutorialsuccess += multiplier;
2755 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2756 tutorialsuccess += multiplier;
2759 if (Person::players[0]->isWallJump())
2760 tutorialsuccess = 1;
2763 if (Person::players[0]->animTarget == flipanim)
2764 tutorialsuccess = 1;
2767 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2768 tutorialsuccess = 1;
2771 if (Person::players[0]->animTarget == winduppunchanim)
2772 tutorialsuccess = 1;
2775 if (Person::players[0]->animTarget == spinkickanim)
2776 tutorialsuccess = 1;
2779 if (Person::players[0]->animTarget == sweepanim)
2780 tutorialsuccess = 1;
2783 if (Person::players[0]->animTarget == dropkickanim)
2784 tutorialsuccess = 1;
2787 if (Person::players[0]->animTarget == rabbitkickanim)
2788 tutorialsuccess = 1;
2791 if (bonus == cannon)
2792 tutorialsuccess = 1;
2795 if (bonus == spinecrusher)
2796 tutorialsuccess = 1;
2799 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2800 tutorialsuccess = 1;
2803 if (Person::players[0]->animTarget == rabbittacklinganim)
2804 tutorialsuccess = 1;
2807 if (Person::players[0]->animTarget == backhandspringanim)
2808 tutorialsuccess = 1;
2811 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2812 tutorialsuccess = 1;
2815 if (Person::players[0]->escapednum == 2) {
2816 tutorialsuccess = 1;
2819 Person::players[1]->aitype = passivetype;
2823 if (animation[Person::players[0]->animTarget].attack == reversal)
2824 tutorialsuccess = 1;
2827 if (animation[Person::players[0]->animTarget].attack == reversal)
2828 tutorialsuccess = 1;
2831 if (animation[Person::players[0]->animTarget].attack == reversal) {
2832 tutorialsuccess = 1;
2835 Person::players[1]->aitype = passivetype;
2839 if (Person::players[0]->num_weapons > 0)
2840 tutorialsuccess = 1;
2843 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2844 tutorialsuccess = 1;
2847 if (Person::players[0]->animTarget == knifeslashstartanim)
2848 tutorialsuccess = 1;
2851 if (animation[Person::players[0]->animTarget].attack == reversal)
2852 tutorialsuccess = 1;
2855 if (animation[Person::players[0]->animTarget].attack == reversal)
2856 tutorialsuccess = 1;
2859 if (animation[Person::players[0]->animTarget].attack == reversal)
2860 tutorialsuccess = 1;
2863 if (Person::players[1]->weaponstuck != -1)
2864 tutorialsuccess = 1;
2869 if (tutorialsuccess >= 1)
2870 tutorialstagetime = tutorialmaxtime - 3;
2873 if (tutorialstagetime == tutorialmaxtime - 3) {
2874 emit_sound_np(consolesuccesssound);
2877 if (tutorialsuccess >= 1) {
2878 if (tutorialstage == 34 || tutorialstage == 35)
2879 tutorialstagetime = tutorialmaxtime - 1;
2883 if (tutorialstage < 14 || tutorialstage >= 50) {
2884 Person::players[1]->coords.y = 300;
2885 Person::players[1]->velocity = 0;
2891 float headprop, bodyprop, armprop, legprop;
2893 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2894 Person::players[0]->damagetolerance = 200000;
2895 Person::players[0]->damage = 0;
2896 Person::players[0]->burnt = 0;
2897 Person::players[0]->permanentdamage = 0;
2898 Person::players[0]->superpermanentdamage = 0;
2901 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2903 if (environment > 2)
2905 Setenvironment(environment);
2908 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2909 cameramode = 1 - cameramode;
2912 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2913 if (Person::players[0]->num_weapons > 0) {
2914 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2915 weapons[Person::players[0]->weaponids[0]].setType(staff);
2916 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2917 weapons[Person::players[0]->weaponids[0]].setType(knife);
2919 weapons[Person::players[0]->weaponids[0]].setType(sword);
2923 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2924 int closest = findClosestPlayer();
2926 if (Person::players[closest]->num_weapons) {
2927 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2928 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2929 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2930 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2932 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2934 if (!Person::players[closest]->num_weapons) {
2935 Person::players[closest]->weaponids[0] = weapons.size();
2937 weapons.push_back(Weapon(knife, closest));
2939 Person::players[closest]->num_weapons = 1;
2944 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2945 int closest = findClosestPlayer();
2947 Person::players[closest]->yaw += multiplier * 50;
2948 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2953 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2954 int closest = findClosestPlayer();
2955 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2959 Person::players[closest]->whichskin++;
2960 if (Person::players[closest]->whichskin > 9)
2961 Person::players[closest]->whichskin = 0;
2962 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2963 Person::players[closest]->whichskin = 0;
2965 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2966 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2969 if (Person::players[closest]->numclothes) {
2970 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2971 tintr = Person::players[closest]->clothestintr[i];
2972 tintg = Person::players[closest]->clothestintg[i];
2973 tintb = Person::players[closest]->clothestintb[i];
2974 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2976 Person::players[closest]->DoMipmaps();
2980 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2981 int closest = findClosestPlayer();
2983 if (Person::players[closest]->creature == wolftype) {
2984 headprop = Person::players[closest]->proportionhead.x / 1.1;
2985 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2986 armprop = Person::players[closest]->proportionarms.x / 1.1;
2987 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2990 if (Person::players[closest]->creature == rabbittype) {
2991 headprop = Person::players[closest]->proportionhead.x / 1.2;
2992 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2993 armprop = Person::players[closest]->proportionarms.x / 1.00;
2994 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2998 if (Person::players[closest]->creature == rabbittype) {
2999 Person::players[closest]->skeleton.id = closest;
3000 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
3001 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
3002 Person::players[closest]->whichskin = 0;
3003 Person::players[closest]->creature = wolftype;
3005 Person::players[closest]->proportionhead = 1.1;
3006 Person::players[closest]->proportionbody = 1.1;
3007 Person::players[closest]->proportionarms = 1.1;
3008 Person::players[closest]->proportionlegs = 1.1;
3009 Person::players[closest]->proportionlegs.y = 1.1;
3010 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3012 Person::players[closest]->damagetolerance = 300;
3014 Person::players[closest]->skeleton.id = closest;
3015 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3016 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3017 Person::players[closest]->whichskin = 0;
3018 Person::players[closest]->creature = rabbittype;
3020 Person::players[closest]->proportionhead = 1.2;
3021 Person::players[closest]->proportionbody = 1.05;
3022 Person::players[closest]->proportionarms = 1.00;
3023 Person::players[closest]->proportionlegs = 1.1;
3024 Person::players[closest]->proportionlegs.y = 1.05;
3025 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3027 Person::players[closest]->damagetolerance = 200;
3030 if (Person::players[closest]->creature == wolftype) {
3031 Person::players[closest]->proportionhead = 1.1 * headprop;
3032 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3033 Person::players[closest]->proportionarms = 1.1 * armprop;
3034 Person::players[closest]->proportionlegs = 1.1 * legprop;
3037 if (Person::players[closest]->creature == rabbittype) {
3038 Person::players[closest]->proportionhead = 1.2 * headprop;
3039 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3040 Person::players[closest]->proportionarms = 1.00 * armprop;
3041 Person::players[closest]->proportionlegs = 1.1 * legprop;
3042 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3048 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3054 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3056 float closestdist = std::numeric_limits<float>::max();
3058 for (int i = 1; i < Person::players.size(); i++) {
3059 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3060 if (!Person::players[i]->headless)
3061 if (distance < closestdist) {
3062 closestdist = distance;
3067 XYZ flatfacing2, flatvelocity2;
3069 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3070 blah = Person::players[closest]->coords;
3071 XYZ headspurtdirection;
3072 //int i = Person::players[closest]->skeleton.jointlabels[head];
3073 Joint& headjoint = Person::players[closest]->joint(head);
3074 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3075 if (!Person::players[closest]->skeleton.free)
3076 flatvelocity2 = Person::players[closest]->velocity;
3077 if (Person::players[closest]->skeleton.free)
3078 flatvelocity2 = headjoint.velocity;
3079 if (!Person::players[closest]->skeleton.free)
3080 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;
3081 if (Person::players[closest]->skeleton.free)
3082 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3083 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3084 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3085 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3086 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3087 Normalise(&headspurtdirection);
3088 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3089 flatvelocity2 += headspurtdirection * 8;
3090 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3092 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3094 emit_sound_at(splattersound, blah);
3095 emit_sound_at(breaksound2, blah, 100.);
3097 if (Person::players[closest]->skeleton.free == 2)
3098 Person::players[closest]->skeleton.free = 0;
3099 Person::players[closest]->RagDoll(0);
3100 Person::players[closest]->dead = 2;
3101 Person::players[closest]->headless = 1;
3102 Person::players[closest]->DoBloodBig(3, 165);
3108 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3109 int closest = findClosestPlayer();
3110 XYZ flatfacing2, flatvelocity2;
3112 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3113 blah = Person::players[closest]->coords;
3114 emit_sound_at(splattersound, blah);
3115 emit_sound_at(breaksound2, blah);
3117 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3118 if (!Person::players[closest]->skeleton.free)
3119 flatvelocity2 = Person::players[closest]->velocity;
3120 if (Person::players[closest]->skeleton.free)
3121 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3122 if (!Person::players[closest]->skeleton.free)
3123 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;
3124 if (Person::players[closest]->skeleton.free)
3125 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3126 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3127 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3128 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3129 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3130 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3131 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3134 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3135 if (!Person::players[closest]->skeleton.free)
3136 flatvelocity2 = Person::players[closest]->velocity;
3137 if (Person::players[closest]->skeleton.free)
3138 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3139 if (!Person::players[closest]->skeleton.free)
3140 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;
3141 if (Person::players[closest]->skeleton.free)
3142 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3143 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3144 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3145 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3146 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3147 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3150 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3151 if (!Person::players[closest]->skeleton.free)
3152 flatvelocity2 = Person::players[closest]->velocity;
3153 if (Person::players[closest]->skeleton.free)
3154 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3155 if (!Person::players[closest]->skeleton.free)
3156 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;
3157 if (Person::players[closest]->skeleton.free)
3158 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3159 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3160 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3161 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3162 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3163 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3166 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3167 if (!Person::players[closest]->skeleton.free)
3168 flatvelocity2 = Person::players[closest]->velocity;
3169 if (Person::players[closest]->skeleton.free)
3170 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3171 if (!Person::players[closest]->skeleton.free)
3172 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;
3173 if (Person::players[closest]->skeleton.free)
3174 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3175 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3176 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3177 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3178 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3179 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3183 for (int j = 0; j < Person::players.size(); j++) {
3185 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3186 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3187 if (Person::players[j]->skeleton.free == 2)
3188 Person::players[j]->skeleton.free = 1;
3189 Person::players[j]->skeleton.longdead = 0;
3190 Person::players[j]->RagDoll(0);
3191 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3192 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3193 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3194 flatvelocity2 = temppos - Person::players[closest]->coords;
3195 Normalise(&flatvelocity2);
3196 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3203 Person::players[closest]->DoDamage(10000);
3204 Person::players[closest]->RagDoll(0);
3205 Person::players[closest]->dead = 2;
3206 Person::players[closest]->coords = 20;
3207 Person::players[closest]->skeleton.free = 2;
3214 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3215 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3216 if (Person::players[0]->onfire) {
3217 Person::players[0]->CatchFire();
3219 if (!Person::players[0]->onfire) {
3220 emit_sound_at(fireendsound, Person::players[0]->coords);
3221 pause_sound(stream_firesound);
3225 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3226 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3227 Person::players[0]->RagDoll(0);
3228 //Person::players[0]->spurt=1;
3229 //Person::players[0]->DoDamage(1000);
3231 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3234 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3235 for (int i = 0; i < objects.numobjects; i++) {
3236 if (objects.type[i] == treeleavestype) {
3237 objects.scale[i] *= .9;
3242 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3243 editorenabled = 1 - editorenabled;
3244 if (editorenabled) {
3245 Person::players[0]->damagetolerance = 100000;
3247 Person::players[0]->damagetolerance = 200;
3249 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3250 Person::players[0]->permanentdamage = 0;
3251 Person::players[0]->superpermanentdamage = 0;
3252 Person::players[0]->bloodloss = 0;
3253 Person::players[0]->deathbleeding = 0;
3257 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3259 if (targetlevel > numchallengelevels - 1)
3265 if (editorenabled) {
3266 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3267 int closest = findClosestPlayer();
3269 Person::players.erase(Person::players.begin()+closest);
3273 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3274 int closest = findClosestObject();
3276 objects.position[closest].y -= 500;
3279 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3281 //if(drawmode>2)drawmode=0;
3282 if (objects.numobjects < max_objects - 1) {
3284 boxcoords.x = Person::players[0]->coords.x;
3285 boxcoords.z = Person::players[0]->coords.z;
3286 boxcoords.y = Person::players[0]->coords.y - 3;
3287 if (editortype == bushtype)
3288 boxcoords.y = Person::players[0]->coords.y - .5;
3289 if (editortype == firetype)
3290 boxcoords.y = Person::players[0]->coords.y - .5;
3291 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3292 float temprotat, temprotat2;
3293 temprotat = editoryaw;
3294 temprotat2 = editorpitch;
3295 if (temprotat < 0 || editortype == bushtype)
3296 temprotat = Random() % 360;
3298 temprotat2 = Random() % 360;
3300 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3301 if (editortype == treetrunktype)
3302 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3306 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3307 Person::players.push_back(shared_ptr<Person>(new Person()));
3309 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3310 Person::players.back()->creature = rabbittype;
3311 Person::players.back()->howactive = editoractive;
3312 Person::players.back()->skeleton.id = Person::players.size()-1;
3313 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3315 int k = abs(Random() % 2) + 1;
3317 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3318 Person::players.back()->whichskin = 0;
3319 } else if (k == 1) {
3320 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3321 Person::players.back()->whichskin = 1;
3323 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3324 Person::players.back()->whichskin = 2;
3327 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3328 Person::players.back()->power = 1;
3329 Person::players.back()->speedmult = 1;
3330 Person::players.back()->animCurrent = bounceidleanim;
3331 Person::players.back()->animTarget = bounceidleanim;
3332 Person::players.back()->frameCurrent = 0;
3333 Person::players.back()->frameTarget = 1;
3334 Person::players.back()->target = 0;
3335 Person::players.back()->bled = 0;
3336 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3338 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3339 Person::players.back()->yaw = Person::players[0]->yaw;
3341 Person::players.back()->velocity = 0;
3342 Person::players.back()->coords = Person::players[0]->coords;
3343 Person::players.back()->oldcoords = Person::players.back()->coords;
3344 Person::players.back()->realoldcoords = Person::players.back()->coords;
3346 Person::players.back()->id = Person::players.size()-1;
3347 Person::players.back()->updatedelay = 0;
3348 Person::players.back()->normalsupdatedelay = 0;
3350 Person::players.back()->aitype = passivetype;
3352 if (Person::players[0]->creature == wolftype) {
3353 headprop = Person::players[0]->proportionhead.x / 1.1;
3354 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3355 armprop = Person::players[0]->proportionarms.x / 1.1;
3356 legprop = Person::players[0]->proportionlegs.x / 1.1;
3359 if (Person::players[0]->creature == rabbittype) {
3360 headprop = Person::players[0]->proportionhead.x / 1.2;
3361 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3362 armprop = Person::players[0]->proportionarms.x / 1.00;
3363 legprop = Person::players[0]->proportionlegs.x / 1.1;
3366 if (Person::players.back()->creature == wolftype) {
3367 Person::players.back()->proportionhead = 1.1 * headprop;
3368 Person::players.back()->proportionbody = 1.1 * bodyprop;
3369 Person::players.back()->proportionarms = 1.1 * armprop;
3370 Person::players.back()->proportionlegs = 1.1 * legprop;
3373 if (Person::players.back()->creature == rabbittype) {
3374 Person::players.back()->proportionhead = 1.2 * headprop;
3375 Person::players.back()->proportionbody = 1.05 * bodyprop;
3376 Person::players.back()->proportionarms = 1.00 * armprop;
3377 Person::players.back()->proportionlegs = 1.1 * legprop;
3378 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3381 Person::players.back()->headless = 0;
3382 Person::players.back()->onfire = 0;
3385 Person::players.back()->proportionhead.z = 0;
3386 Person::players.back()->proportionbody.z = 0;
3387 Person::players.back()->proportionarms.z = 0;
3388 Person::players.back()->proportionlegs.z = 0;
3391 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3393 Person::players.back()->damagetolerance = 200;
3395 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3396 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3397 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3398 Person::players.back()->armorhead = Person::players[0]->armorhead;
3399 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3400 Person::players.back()->armorlow = Person::players[0]->armorlow;
3401 Person::players.back()->metalhead = Person::players[0]->metalhead;
3402 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3403 Person::players.back()->metallow = Person::players[0]->metallow;
3405 Person::players.back()->immobile = Person::players[0]->immobile;
3407 Person::players.back()->numclothes = Person::players[0]->numclothes;
3408 if (Person::players.back()->numclothes)
3409 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3410 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3411 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3412 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3413 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3414 tintr = Person::players.back()->clothestintr[i];
3415 tintg = Person::players.back()->clothestintg[i];
3416 tintb = Person::players.back()->clothestintb[i];
3417 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3419 if (Person::players.back()->numclothes) {
3420 Person::players.back()->DoMipmaps();
3423 Person::players.back()->power = Person::players[0]->power;
3424 Person::players.back()->speedmult = Person::players[0]->speedmult;
3426 Person::players.back()->damage = 0;
3427 Person::players.back()->permanentdamage = 0;
3428 Person::players.back()->superpermanentdamage = 0;
3429 Person::players.back()->deathbleeding = 0;
3430 Person::players.back()->bleeding = 0;
3431 Person::players.back()->numwaypoints = 0;
3432 Person::players.back()->waypoint = 0;
3433 Person::players.back()->jumppath = 0;
3434 Person::players.back()->weaponstuck = -1;
3435 Person::players.back()->weaponactive = -1;
3436 Person::players.back()->num_weapons = 0;
3437 Person::players.back()->bloodloss = 0;
3438 Person::players.back()->dead = 0;
3440 Person::players.back()->loaded = 1;
3443 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3444 if (Person::players.back()->numwaypoints < 90) {
3445 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3446 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3447 Person::players.back()->numwaypoints++;
3451 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3452 if (numpathpoints < 30) {
3453 bool connected, alreadyconnected;
3455 if (numpathpoints > 1)
3456 for (int i = 0; i < numpathpoints; i++) {
3457 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3458 alreadyconnected = 0;
3459 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3460 if (pathpointconnect[pathpointselected][j] == i)
3461 alreadyconnected = 1;
3463 if (!alreadyconnected) {
3464 numpathpointconnect[pathpointselected]++;
3466 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3472 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3473 numpathpointconnect[numpathpoints - 1] = 0;
3474 if (numpathpoints > 1 && pathpointselected != -1) {
3475 numpathpointconnect[pathpointselected]++;
3476 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3478 pathpointselected = numpathpoints - 1;
3483 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3484 pathpointselected++;
3485 if (pathpointselected >= numpathpoints)
3486 pathpointselected = -1;
3488 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3489 pathpointselected--;
3490 if (pathpointselected <= -2)
3491 pathpointselected = numpathpoints - 1;
3493 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3494 if (pathpointselected != -1) {
3496 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3497 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3498 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3499 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3501 for (int i = 0; i < numpathpoints; i++) {
3502 for (int j = 0; j < numpathpointconnect[i]; j++) {
3503 if (pathpointconnect[i][j] == pathpointselected) {
3504 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3505 numpathpointconnect[i]--;
3507 if (pathpointconnect[i][j] == numpathpoints) {
3508 pathpointconnect[i][j] = pathpointselected;
3512 pathpointselected = numpathpoints - 1;
3516 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3518 if (editortype == treeleavestype || editortype == 10)
3521 editortype = firetype;
3524 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3526 if (editortype == treeleavestype || editortype == 10)
3528 if (editortype > firetype)
3532 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3533 editoryaw -= multiplier * 100;
3534 if (editoryaw < -.01)
3538 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3539 editoryaw += multiplier * 100;
3542 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3543 editorsize += multiplier;
3546 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3547 editorsize -= multiplier;
3548 if (editorsize < .1)
3553 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3554 mapradius -= multiplier * 10;
3557 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3558 mapradius += multiplier * 10;
3560 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3561 editorpitch += multiplier * 100;
3564 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3565 editorpitch -= multiplier * 100;
3566 if (editorpitch < -.01)
3569 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3570 int closest = findClosestObject();
3572 objects.DeleteObject(closest);
3578 void doJumpReversals()
3580 for (int k = 0; k < Person::players.size(); k++)
3581 for (int i = k; i < Person::players.size(); i++) {
3584 if ( Person::players[k]->skeleton.free == 0 &&
3585 Person::players[i]->skeleton.oldfree == 0 &&
3586 (Person::players[i]->animTarget == jumpupanim ||
3587 Person::players[k]->animTarget == jumpupanim) &&
3588 (Person::players[i]->aitype == playercontrolled ||
3589 Person::players[k]->aitype == playercontrolled) &&
3590 (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3591 Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3592 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3593 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3594 //TODO: refactor two huge similar ifs
3595 if (Person::players[i]->animTarget == jumpupanim &&
3596 Person::players[k]->animTarget != getupfrombackanim &&
3597 Person::players[k]->animTarget != getupfromfrontanim &&
3598 animation[Person::players[k]->animTarget].height == middleheight &&
3599 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3600 (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3601 Person::players[k]->aitype != playercontrolled)) {
3602 Person::players[i]->victim = Person::players[k];
3603 Person::players[i]->velocity = 0;
3604 Person::players[i]->animCurrent = jumpreversedanim;
3605 Person::players[i]->animTarget = jumpreversedanim;
3606 Person::players[i]->frameCurrent = 0;
3607 Person::players[i]->frameTarget = 1;
3608 Person::players[i]->targettilt2 = 0;
3609 Person::players[k]->victim = Person::players[i];
3610 Person::players[k]->velocity = 0;
3611 Person::players[k]->animCurrent = jumpreversalanim;
3612 Person::players[k]->animTarget = jumpreversalanim;
3613 Person::players[k]->frameCurrent = 0;
3614 Person::players[k]->frameTarget = 1;
3615 Person::players[k]->targettilt2 = 0;
3616 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3617 Person::players[i]->animCurrent = rabbitkickreversedanim;
3618 Person::players[i]->animTarget = rabbitkickreversedanim;
3619 Person::players[i]->frameCurrent = 1;
3620 Person::players[i]->frameTarget = 2;
3621 Person::players[k]->animCurrent = rabbitkickreversalanim;
3622 Person::players[k]->animTarget = rabbitkickreversalanim;
3623 Person::players[k]->frameCurrent = 1;
3624 Person::players[k]->frameTarget = 2;
3626 Person::players[i]->target = 0;
3627 Person::players[k]->oldcoords = Person::players[k]->coords;
3628 Person::players[i]->coords = Person::players[k]->coords;
3629 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3630 Person::players[k]->yaw = Person::players[i]->targetyaw;
3631 if (Person::players[k]->aitype == attacktypecutoff)
3632 Person::players[k]->stunned = .5;
3634 if (Person::players[k]->animTarget == jumpupanim &&
3635 Person::players[i]->animTarget != getupfrombackanim &&
3636 Person::players[i]->animTarget != getupfromfrontanim &&
3637 animation[Person::players[i]->animTarget].height == middleheight &&
3638 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3639 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3640 Person::players[i]->aitype != playercontrolled)) {
3641 Person::players[k]->victim = Person::players[i];
3642 Person::players[k]->velocity = 0;
3643 Person::players[k]->animCurrent = jumpreversedanim;
3644 Person::players[k]->animTarget = jumpreversedanim;
3645 Person::players[k]->frameCurrent = 0;
3646 Person::players[k]->frameTarget = 1;
3647 Person::players[k]->targettilt2 = 0;
3648 Person::players[i]->victim = Person::players[k];
3649 Person::players[i]->velocity = 0;
3650 Person::players[i]->animCurrent = jumpreversalanim;
3651 Person::players[i]->animTarget = jumpreversalanim;
3652 Person::players[i]->frameCurrent = 0;
3653 Person::players[i]->frameTarget = 1;
3654 Person::players[i]->targettilt2 = 0;
3655 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3656 Person::players[k]->animTarget = rabbitkickreversedanim;
3657 Person::players[k]->animCurrent = rabbitkickreversedanim;
3658 Person::players[i]->animCurrent = rabbitkickreversalanim;
3659 Person::players[i]->animTarget = rabbitkickreversalanim;
3660 Person::players[k]->frameCurrent = 1;
3661 Person::players[k]->frameTarget = 2;
3662 Person::players[i]->frameCurrent = 1;
3663 Person::players[i]->frameTarget = 2;
3665 Person::players[k]->target = 0;
3666 Person::players[i]->oldcoords = Person::players[i]->coords;
3667 Person::players[k]->coords = Person::players[i]->coords;
3668 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3669 Person::players[i]->yaw = Person::players[k]->targetyaw;
3670 if (Person::players[i]->aitype == attacktypecutoff)
3671 Person::players[i]->stunned = .5;
3678 void doAerialAcrobatics()
3680 static XYZ facing, flatfacing;
3681 for (int k = 0; k < Person::players.size(); k++) {
3682 Person::players[k]->turnspeed = 500;
3684 if ((Person::players[k]->isRun() &&
3685 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3686 Person::players[k]->targetyaw != wolfrunninganim) ||
3687 Person::players[k]->frameTarget == 4)) ||
3688 Person::players[k]->animTarget == removeknifeanim ||
3689 Person::players[k]->animTarget == crouchremoveknifeanim ||
3690 Person::players[k]->animTarget == flipanim ||
3691 Person::players[k]->animTarget == fightsidestep ||
3692 Person::players[k]->animTarget == walkanim) {
3693 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3697 if (Person::players[k]->isStop() ||
3698 Person::players[k]->isLanding() ||
3699 Person::players[k]->animTarget == staggerbackhighanim ||
3700 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3701 Person::players[k]->animTarget == staggerbackhardanim ||
3702 Person::players[k]->animTarget == backhandspringanim ||
3703 Person::players[k]->animTarget == dodgebackanim ||
3704 Person::players[k]->animTarget == rollanim ||
3705 (animation[Person::players[k]->animTarget].attack &&
3706 Person::players[k]->animTarget != rabbitkickanim &&
3707 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3708 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3709 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3712 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3713 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3716 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3717 Person::players[k]->DoStuff();
3718 if (Person::players[k]->immobile && k != 0)
3719 Person::players[k]->coords = Person::players[k]->realoldcoords;
3721 //if player's position has changed (?)
3722 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3723 !Person::players[k]->skeleton.free &&
3724 Person::players[k]->animTarget != climbanim &&
3725 Person::players[k]->animTarget != hanganim) {
3726 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3728 bool tempcollide = 0;
3730 if (Person::players[k]->collide < -.3)
3731 Person::players[k]->collide = -.3;
3732 if (Person::players[k]->collide > 1)
3733 Person::players[k]->collide = 1;
3734 Person::players[k]->collide -= multiplier * 30;
3737 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3739 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3740 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3741 if (objects.type[i] != rocktype ||
3742 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3743 objects.position[i].y > Person::players[k]->coords.y) {
3744 lowpoint = Person::players[k]->coords;
3745 if (Person::players[k]->animTarget != jumpupanim &&
3746 Person::players[k]->animTarget != jumpdownanim &&
3747 !Person::players[k]->isFlip())
3751 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3752 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3753 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3754 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3755 flatfacing = lowpoint - Person::players[k]->coords;
3756 Person::players[k]->coords = lowpoint;
3757 Person::players[k]->coords.y -= 1.3;
3758 Person::players[k]->collide = 1;
3761 //TODO: refactor four similar blocks
3762 if (Person::players[k]->aitype == playercontrolled &&
3763 (Person::players[k]->animTarget == jumpupanim ||
3764 Person::players[k]->animTarget == jumpdownanim ||
3765 Person::players[k]->isFlip()) &&
3766 !Person::players[k]->jumptogglekeydown &&
3767 Person::players[k]->jumpkeydown) {
3768 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3769 XYZ tempcoords1 = lowpoint;
3770 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3771 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3772 Person::players[k]->setAnimation(walljumpleftanim);
3773 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3775 pause_sound(whooshsound);
3777 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3778 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3779 if (lowpointtarget.z < 0)
3780 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3781 Person::players[k]->targetyaw = Person::players[k]->yaw;
3782 Person::players[k]->lowyaw = Person::players[k]->yaw;
3786 lowpoint = tempcoords1;
3787 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3788 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3789 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3790 Person::players[k]->setAnimation(walljumprightanim);
3791 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3793 pause_sound(whooshsound);
3795 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3796 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3797 if (lowpointtarget.z < 0)
3798 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3799 Person::players[k]->targetyaw = Person::players[k]->yaw;
3800 Person::players[k]->lowyaw = Person::players[k]->yaw;
3804 lowpoint = tempcoords1;
3805 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3806 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3807 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3808 Person::players[k]->setAnimation(walljumpbackanim);
3809 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3811 pause_sound(whooshsound);
3813 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3814 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3815 if (lowpointtarget.z < 0)
3816 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3817 Person::players[k]->targetyaw = Person::players[k]->yaw;
3818 Person::players[k]->lowyaw = Person::players[k]->yaw;
3822 lowpoint = tempcoords1;
3823 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3824 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3825 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3826 Person::players[k]->setAnimation(walljumpfrontanim);
3827 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3829 pause_sound(whooshsound);
3831 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3832 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3833 if (lowpointtarget.z < 0)
3834 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3835 Person::players[k]->yaw += 180;
3836 Person::players[k]->targetyaw = Person::players[k]->yaw;
3837 Person::players[k]->lowyaw = Person::players[k]->yaw;
3846 } else if (objects.type[i] == rocktype) {
3847 lowpoint2 = Person::players[k]->coords;
3848 lowpoint = Person::players[k]->coords;
3850 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3851 Person::players[k]->coords = colpoint;
3852 Person::players[k]->collide = 1;
3855 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3856 //flipped into a rock
3857 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3858 Person::players[k]->RagDoll(0);
3860 if (Person::players[k]->animTarget == jumpupanim) {
3861 Person::players[k]->jumppower = -4;
3862 Person::players[k]->animTarget = Person::players[k]->getIdle();
3864 Person::players[k]->target = 0;
3865 Person::players[k]->frameTarget = 0;
3866 Person::players[k]->onterrain = 1;
3868 if (Person::players[k]->id == 0) {
3869 pause_sound(whooshsound);
3870 OPENAL_SetVolume(channels[whooshsound], 0);
3874 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3875 if (Person::players[k]->isFlip())
3876 Person::players[k]->jumppower = -4;
3877 Person::players[k]->animTarget = Person::players[k]->getLanding();
3878 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3880 envsound[numenvsounds] = Person::players[k]->coords;
3881 envsoundvol[numenvsounds] = 16;
3882 envsoundlife[numenvsounds] = .4;
3892 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3893 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3894 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3895 lowpoint = Person::players[k]->coords;
3897 if (objects.type[i] != rocktype)
3898 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3899 if (Person::players[k]->animTarget != jumpupanim &&
3900 Person::players[k]->animTarget != jumpdownanim &&
3901 Person::players[k]->onterrain)
3902 Person::players[k]->avoidcollided = 1;
3903 Person::players[k]->coords = lowpoint;
3904 Person::players[k]->coords.y -= 1.35;
3905 Person::players[k]->collide = 1;
3907 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3908 (Person::players[k]->animCurrent != climbanim &&
3909 Person::players[k]->animCurrent != hanganim &&
3910 !Person::players[k]->isWallJump() ||
3911 Person::players[k]->animTarget == jumpupanim ||
3912 Person::players[k]->animTarget == jumpdownanim)) {
3913 lowpoint = Person::players[k]->coords;
3914 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3915 lowpoint = Person::players[k]->coords;
3919 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3920 lowpointtarget = lowpoint + facing * 1.4;
3921 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3922 if (whichhit != -1) {
3923 lowpoint = Person::players[k]->coords;
3925 lowpointtarget = lowpoint + facing * 1.4;
3926 lowpoint2 = lowpoint;
3927 lowpointtarget2 = lowpointtarget;
3928 lowpoint3 = lowpoint;
3929 lowpointtarget3 = lowpointtarget;
3930 lowpoint4 = lowpoint;
3931 lowpointtarget4 = lowpointtarget;
3932 lowpoint5 = lowpoint;
3933 lowpointtarget5 = lowpointtarget;
3934 lowpoint6 = lowpoint;
3935 lowpointtarget6 = lowpointtarget;
3936 lowpoint7 = lowpoint;
3937 lowpointtarget7 = lowpoint;
3939 lowpointtarget2.x += .1;
3941 lowpointtarget3.z += .1;
3943 lowpointtarget4.x -= .1;
3945 lowpointtarget5.z -= .1;
3946 lowpoint6.y += 45 / 13;
3947 lowpointtarget6.y += 45 / 13;
3948 lowpointtarget6 += facing * .6;
3949 lowpointtarget7.y += 90 / 13;
3950 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3951 if (objects.friction[i] > .5)
3952 if (whichhit != -1) {
3953 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3954 Person::players[k]->collided = 1;
3955 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3956 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3957 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3958 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3959 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3960 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3961 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3962 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3963 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3964 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3965 for (int j = 0; j < 45; j++) {
3966 lowpoint = Person::players[k]->coords;
3967 lowpoint.y += (float)j / 13;
3968 lowpointtarget = lowpoint + facing * 1.4;
3969 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3970 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3971 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3973 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3974 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3975 lowpoint = Person::players[k]->coords;
3976 lowpoint.y += (float)j / 13;
3977 lowpointtarget = lowpoint + facing * 1.3;
3978 flatfacing = Person::players[k]->coords;
3979 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3980 Person::players[k]->coords.y = lowpointtarget.y - .07;
3981 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3983 if (j > 10 || !Person::players[k]->isRun()) {
3984 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3986 pause_sound(whooshsound);
3988 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3990 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3991 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3992 if (lowpointtarget.z < 0)
3993 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3994 Person::players[k]->targetyaw = Person::players[k]->yaw;
3995 Person::players[k]->lowyaw = Person::players[k]->yaw;
3997 //Person::players[k]->velocity=lowpointtarget*.03;
3998 Person::players[k]->velocity = 0;
4001 if (Person::players[k]->animTarget == jumpupanim) {
4002 Person::players[k]->animTarget = climbanim;
4003 Person::players[k]->jumppower = 0;
4004 Person::players[k]->jumpclimb = 1;
4006 Person::players[k]->transspeed = 6;
4007 Person::players[k]->target = 0;
4008 Person::players[k]->frameTarget = 1;
4011 Person::players[k]->setAnimation(hanganim);
4012 Person::players[k]->jumppower = 0;
4024 if (Person::players[k]->collide <= 0) {
4026 if (!Person::players[k]->onterrain &&
4027 Person::players[k]->animTarget != jumpupanim &&
4028 Person::players[k]->animTarget != jumpdownanim &&
4029 Person::players[k]->animTarget != climbanim &&
4030 Person::players[k]->animTarget != hanganim &&
4031 !Person::players[k]->isWallJump() &&
4032 !Person::players[k]->isFlip()) {
4033 if (Person::players[k]->animCurrent != climbanim &&
4034 Person::players[k]->animCurrent != tempanim &&
4035 Person::players[k]->animTarget != backhandspringanim &&
4036 (Person::players[k]->animTarget != rollanim ||
4037 Person::players[k]->frameTarget < 2 ||
4038 Person::players[k]->frameTarget > 6)) {
4039 //stagger off ledge (?)
4040 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4041 Person::players[k]->RagDoll(0);
4042 Person::players[k]->setAnimation(jumpdownanim);
4045 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4048 Person::players[k]->velocity.y += gravity;
4052 Person::players[k]->realoldcoords = Person::players[k]->coords;
4058 static XYZ relative;
4059 static int randattack;
4060 static bool playerrealattackkeydown = 0;
4062 if (!Input::isKeyDown(attackkey))
4065 Person::players[0]->attackkeydown = 0;
4067 playerrealattackkeydown = 0;
4069 playerrealattackkeydown = Input::isKeyDown(attackkey);
4070 if ((Person::players[0]->parriedrecently <= 0 ||
4071 Person::players[0]->weaponactive == -1) &&
4074 Person::players[0]->lastattack != swordslashanim &&
4075 Person::players[0]->lastattack != knifeslashstartanim &&
4076 Person::players[0]->lastattack != staffhitanim &&
4077 Person::players[0]->lastattack != staffspinhitanim)))
4078 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4079 if (Input::isKeyDown(attackkey) &&
4081 !Person::players[0]->backkeydown) {
4082 for (int k = 0; k < Person::players.size(); k++) {
4083 if ((Person::players[k]->animTarget == swordslashanim ||
4084 Person::players[k]->animTarget == staffhitanim ||
4085 Person::players[k]->animTarget == staffspinhitanim) &&
4086 Person::players[0]->animCurrent != dodgebackanim &&
4087 !Person::players[k]->skeleton.free)
4088 Person::players[k]->Reverse();
4092 if (!hostile || indialogue != -1)
4093 Person::players[0]->attackkeydown = 0;
4095 for (int k = 0; k < Person::players.size(); k++) {
4096 if (indialogue != -1)
4097 Person::players[k]->attackkeydown = 0;
4098 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4099 if (Person::players[k]->aitype != playercontrolled)
4100 Person::players[k]->victim = Person::players[0];
4101 //attack key pressed
4102 if (Person::players[k]->attackkeydown) {
4104 if (Person::players[k]->backkeydown &&
4105 Person::players[k]->animTarget != backhandspringanim &&
4106 (Person::players[k]->isIdle() ||
4107 Person::players[k]->isStop() ||
4108 Person::players[k]->isRun() ||
4109 Person::players[k]->animTarget == walkanim)) {
4110 if (Person::players[k]->jumppower <= 1) {
4111 Person::players[k]->jumppower -= 2;
4113 for (int i = 0; i < Person::players.size(); i++) {
4116 if (Person::players[i]->animTarget == swordslashanim ||
4117 Person::players[i]->animTarget == knifeslashstartanim ||
4118 Person::players[i]->animTarget == staffhitanim ||
4119 Person::players[i]->animTarget == staffspinhitanim)
4120 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4121 Person::players[k]->setAnimation(dodgebackanim);
4122 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4123 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4126 if (Person::players[k]->animTarget != dodgebackanim) {
4129 Person::players[k]->setAnimation(backhandspringanim);
4130 Person::players[k]->targetyaw = -yaw + 180;
4131 if (Person::players[k]->leftkeydown)
4132 Person::players[k]->targetyaw -= 45;
4133 if (Person::players[k]->rightkeydown)
4134 Person::players[k]->targetyaw += 45;
4135 Person::players[k]->yaw = Person::players[k]->targetyaw;
4136 Person::players[k]->jumppower -= 2;
4141 if (!animation[Person::players[k]->animTarget].attack &&
4142 !Person::players[k]->backkeydown &&
4143 (Person::players[k]->isIdle() ||
4144 Person::players[k]->isRun() ||
4145 Person::players[k]->animTarget == walkanim ||
4146 Person::players[k]->animTarget == sneakanim ||
4147 Person::players[k]->isCrouch())) {
4148 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4149 //normal attacks (?)
4150 Person::players[k]->hasvictim = 0;
4151 if (Person::players.size() > 1)
4152 for (int i = 0; i < Person::players.size(); i++) {
4153 if (i == k || !(k == 0 || i == 0))
4155 if (!Person::players[k]->hasvictim)
4156 if (animation[Person::players[k]->animTarget].attack != reversal) {
4158 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4159 if (distance < 4.5 &&
4160 !Person::players[i]->skeleton.free &&
4161 Person::players[i]->howactive < typedead1 &&
4162 Person::players[i]->animTarget != jumpreversedanim &&
4163 Person::players[i]->animTarget != rabbitkickreversedanim &&
4164 Person::players[i]->animTarget != rabbitkickanim &&
4165 Person::players[k]->animTarget != rabbitkickanim &&
4166 Person::players[i]->animTarget != getupfrombackanim &&
4167 (Person::players[i]->animTarget != staggerbackhighanim &&
4168 (Person::players[i]->animTarget != staggerbackhardanim ||
4169 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4170 Person::players[i]->animTarget != jumpdownanim &&
4171 Person::players[i]->animTarget != jumpupanim &&
4172 Person::players[i]->animTarget != getupfromfrontanim) {
4173 Person::players[k]->victim = Person::players[i];
4174 Person::players[k]->hasvictim = 1;
4175 if (Person::players[k]->aitype == playercontrolled) { //human player
4177 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4178 Person::players[k]->crouchkeydown &&
4179 animation[Person::players[i]->animTarget].height != lowheight)
4180 Person::players[k]->animTarget = sweepanim;
4182 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4183 animation[Person::players[i]->animTarget].height != lowheight &&
4184 !Person::players[k]->forwardkeydown &&
4185 !Person::players[k]->leftkeydown &&
4186 !Person::players[k]->rightkeydown &&
4187 !Person::players[k]->crouchkeydown &&
4190 Person::players[k]->animTarget = winduppunchanim;
4192 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4193 animation[Person::players[i]->animTarget].height != lowheight &&
4194 !Person::players[k]->forwardkeydown &&
4195 !Person::players[k]->leftkeydown &&
4196 !Person::players[k]->rightkeydown &&
4197 !Person::players[k]->crouchkeydown &&
4199 Person::players[k]->animTarget = upunchanim;
4201 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4202 Person::players[i]->staggerdelay > 0 &&
4203 attackweapon == knife &&
4204 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4205 Person::players[k]->animTarget = knifefollowanim;
4207 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4208 animation[Person::players[i]->animTarget].height != lowheight &&
4209 !Person::players[k]->forwardkeydown &&
4210 !Person::players[k]->leftkeydown &&
4211 !Person::players[k]->rightkeydown &&
4212 !Person::players[k]->crouchkeydown &&
4213 attackweapon == knife &&
4214 Person::players[k]->weaponmissdelay <= 0)
4215 Person::players[k]->animTarget = knifeslashstartanim;
4217 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4218 animation[Person::players[i]->animTarget].height != lowheight &&
4219 !Person::players[k]->crouchkeydown &&
4220 attackweapon == sword &&
4221 Person::players[k]->weaponmissdelay <= 0)
4222 Person::players[k]->animTarget = swordslashanim;
4224 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4225 animation[Person::players[i]->animTarget].height != lowheight &&
4226 !Person::players[k]->crouchkeydown &&
4227 attackweapon == staff &&
4228 Person::players[k]->weaponmissdelay <= 0 &&
4229 !Person::players[k]->leftkeydown &&
4230 !Person::players[k]->rightkeydown &&
4231 !Person::players[k]->forwardkeydown)
4232 Person::players[k]->animTarget = staffhitanim;
4234 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4235 animation[Person::players[i]->animTarget].height != lowheight &&
4236 !Person::players[k]->crouchkeydown &&
4237 attackweapon == staff &&
4238 Person::players[k]->weaponmissdelay <= 0)
4239 Person::players[k]->animTarget = staffspinhitanim;
4241 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4242 animation[Person::players[i]->animTarget].height != lowheight)
4243 Person::players[k]->animTarget = spinkickanim;
4245 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4246 animation[Person::players[i]->animTarget].height == lowheight &&
4247 animation[Person::players[k]->animTarget].attack != normalattack)
4248 Person::players[k]->animTarget = lowkickanim;
4249 } else { //AI player
4250 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4251 randattack = abs(Random() % 5);
4252 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4254 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4255 Person::players[k]->animTarget = sweepanim;
4257 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4259 Person::players[k]->animTarget = upunchanim;
4261 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4262 Person::players[k]->animTarget = spinkickanim;
4264 else if (animation[Person::players[i]->animTarget].height == lowheight)
4265 Person::players[k]->animTarget = lowkickanim;
4269 if ((tutoriallevel != 1 || !attackweapon) &&
4270 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4272 animation[Person::players[i]->animTarget].height != lowheight)
4273 Person::players[k]->animTarget = sweepanim;
4275 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4276 attackweapon == knife &&
4277 Person::players[k]->weaponmissdelay <= 0)
4278 Person::players[k]->animTarget = knifeslashstartanim;
4280 else if (!(Person::players[0]->victim == Person::players[i] &&
4281 Person::players[0]->hasvictim &&
4282 Person::players[0]->animTarget == swordslashanim) &&
4283 attackweapon == sword &&
4284 Person::players[k]->weaponmissdelay <= 0)
4285 Person::players[k]->animTarget = swordslashanim;
4287 else if (!(Person::players[0]->victim == Person::players[i] &&
4288 Person::players[0]->hasvictim &&
4289 Person::players[0]->animTarget == swordslashanim) &&
4290 attackweapon == staff &&
4291 Person::players[k]->weaponmissdelay <= 0 &&
4293 Person::players[k]->animTarget = staffhitanim;
4295 else if (!(Person::players[0]->victim == Person::players[i] &&
4296 Person::players[0]->hasvictim &&
4297 Person::players[0]->animTarget == swordslashanim) &&
4298 attackweapon == staff &&
4299 Person::players[k]->weaponmissdelay <= 0 &&
4301 Person::players[k]->animTarget = staffspinhitanim;
4303 else if ((tutoriallevel != 1 || !attackweapon) &&
4304 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4306 animation[Person::players[i]->animTarget].height != lowheight)
4307 Person::players[k]->animTarget = spinkickanim;
4309 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4310 animation[Person::players[i]->animTarget].height == lowheight &&
4311 animation[Person::players[k]->animTarget].attack != normalattack)
4312 Person::players[k]->animTarget = lowkickanim;
4316 //upunch becomes wolfslap
4317 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4318 Person::players[k]->animTarget = wolfslapanim;
4321 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4322 Person::players[i]->howactive < typedead1 &&
4323 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4324 !Person::players[i]->skeleton.free &&
4325 Person::players[i]->animTarget != getupfrombackanim &&
4326 Person::players[i]->animTarget != getupfromfrontanim &&
4327 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4328 Person::players[i]->surprised > 0 ||
4329 Person::players[i]->aitype == passivetype ||
4330 attackweapon && Person::players[i]->stunned > 0) &&
4331 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4333 if (!attackweapon) {
4334 Person::players[k]->animCurrent = sneakattackanim;
4335 Person::players[k]->animTarget = sneakattackanim;
4336 Person::players[i]->animCurrent = sneakattackedanim;
4337 Person::players[i]->animTarget = sneakattackedanim;
4338 Person::players[k]->oldcoords = Person::players[k]->coords;
4339 Person::players[k]->coords = Person::players[i]->coords;
4342 if (attackweapon == knife) {
4343 Person::players[k]->animCurrent = knifesneakattackanim;
4344 Person::players[k]->animTarget = knifesneakattackanim;
4345 Person::players[i]->animCurrent = knifesneakattackedanim;
4346 Person::players[i]->animTarget = knifesneakattackedanim;
4347 Person::players[i]->oldcoords = Person::players[i]->coords;
4348 Person::players[i]->coords = Person::players[k]->coords;
4351 if (attackweapon == sword) {
4352 Person::players[k]->animCurrent = swordsneakattackanim;
4353 Person::players[k]->animTarget = swordsneakattackanim;
4354 Person::players[i]->animCurrent = swordsneakattackedanim;
4355 Person::players[i]->animTarget = swordsneakattackedanim;
4356 Person::players[i]->oldcoords = Person::players[i]->coords;
4357 Person::players[i]->coords = Person::players[k]->coords;
4359 if (attackweapon != staff) {
4360 Person::players[k]->victim = Person::players[i];
4361 Person::players[k]->hasvictim = 1;
4362 Person::players[i]->targettilt2 = 0;
4363 Person::players[i]->frameTarget = 1;
4364 Person::players[i]->frameCurrent = 0;
4365 Person::players[i]->target = 0;
4366 Person::players[i]->velocity = 0;
4367 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4368 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4369 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4370 Person::players[k]->target = Person::players[i]->target;
4371 Person::players[k]->velocity = 0;
4372 Person::players[k]->targetyaw = Person::players[i]->yaw;
4373 Person::players[k]->yaw = Person::players[i]->yaw;
4374 Person::players[i]->targetyaw = Person::players[i]->yaw;
4377 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4378 Person::players[k]->victim == Person::players[i] &&
4379 (!Person::players[i]->skeleton.free)) {
4381 Person::players[k]->frameTarget = 0;
4382 Person::players[k]->target = 0;
4384 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4385 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4386 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4387 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4388 Person::players[k]->lastattack = Person::players[k]->animTarget;
4390 if (Person::players[k]->animTarget == knifefollowanim &&
4391 Person::players[k]->victim == Person::players[i]) {
4393 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4394 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4395 Person::players[k]->victim = Person::players[i];
4396 Person::players[k]->hasvictim = 1;
4397 Person::players[i]->animTarget = knifefollowedanim;
4398 Person::players[i]->animCurrent = knifefollowedanim;
4399 Person::players[i]->targettilt2 = 0;
4400 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4401 Person::players[i]->frameTarget = 1;
4402 Person::players[i]->frameCurrent = 0;
4403 Person::players[i]->target = 0;
4404 Person::players[i]->velocity = 0;
4405 Person::players[k]->animCurrent = knifefollowanim;
4406 Person::players[k]->animTarget = knifefollowanim;
4407 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4408 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4409 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4410 Person::players[k]->target = Person::players[i]->target;
4411 Person::players[k]->velocity = 0;
4412 Person::players[k]->oldcoords = Person::players[k]->coords;
4413 Person::players[i]->coords = Person::players[k]->coords;
4414 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4415 Person::players[i]->yaw = Person::players[k]->targetyaw;
4416 Person::players[k]->yaw = Person::players[k]->targetyaw;
4417 Person::players[i]->yaw = Person::players[k]->targetyaw;
4421 const bool hasstaff = attackweapon == staff;
4422 if (k == 0 && Person::players.size() > 1)
4423 for (int i = 0; i < Person::players.size(); i++) {
4426 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4427 animation[Person::players[k]->animTarget].attack == neutral) {
4428 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4429 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4430 if (Person::players[i]->skeleton.free)
4431 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4432 (Person::players[i]->dead ||
4433 Person::players[i]->skeleton.longdead > 1000 ||
4434 Person::players[k]->isRun() ||
4437 (Person::players[i]->skeleton.longdead > 2000 ||
4438 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4439 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4440 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4441 Person::players[k]->victim = Person::players[i];
4442 Person::players[k]->hasvictim = 1;
4443 if (attackweapon && tutoriallevel != 1) {
4445 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4446 Person::players[k]->animTarget = crouchstabanim;
4448 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4449 Person::players[k]->animTarget = swordgroundstabanim;
4451 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4452 Person::players[k]->animTarget = staffgroundsmashanim;
4454 if (distance < 2.5 &&
4455 Person::players[k]->crouchkeydown &&
4456 Person::players[k]->animTarget != crouchstabanim &&
4458 Person::players[i]->dead &&
4459 Person::players[i]->skeleton.free &&
4460 Person::players[i]->skeleton.longdead > 1000) {
4461 Person::players[k]->animTarget = killanim;
4462 //TODO: refactor this out, what does it do?
4463 for (int j = 0; j < terrain.numdecals; j++) {
4464 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4465 terrain.decalalivetime[j] < 2)
4466 terrain.DeleteDecal(j);
4468 for (int l = 0; l < objects.numobjects; l++) {
4469 if (objects.model[l].type == decalstype)
4470 for (int j = 0; j < objects.model[l].numdecals; j++) {
4471 if ((objects.model[l].decaltype[j] == blooddecal ||
4472 objects.model[l].decaltype[j] == blooddecalslow) &&
4473 objects.model[l].decalalivetime[j] < 2)
4474 objects.model[l].DeleteDecal(j);
4478 if (!Person::players[i]->dead || musictype != 2)
4479 if (distance < 3.5 &&
4480 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4481 Person::players[k]->staggerdelay <= 0 &&
4482 (Person::players[i]->dead ||
4483 Person::players[i]->skeleton.longdead < 300 &&
4484 Person::players[k]->lastattack != spinkickanim &&
4485 Person::players[i]->skeleton.free) &&
4486 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4487 Person::players[k]->animTarget = dropkickanim;
4488 for (int j = 0; j < terrain.numdecals; j++) {
4489 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4490 terrain.decalalivetime[j] < 2) {
4491 terrain.DeleteDecal(j);
4494 for (int l = 0; l < objects.numobjects; l++) {
4495 if (objects.model[l].type == decalstype)
4496 for (int j = 0; j < objects.model[l].numdecals; j++) {
4497 if ((objects.model[l].decaltype[j] == blooddecal ||
4498 objects.model[l].decaltype[j] == blooddecalslow) &&
4499 objects.model[l].decalalivetime[j] < 2) {
4500 objects.model[l].DeleteDecal(j);
4506 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4507 Person::players[k]->victim == Person::players[i] &&
4508 (!Person::players[i]->skeleton.free ||
4509 Person::players[k]->animTarget == killanim ||
4510 Person::players[k]->animTarget == crouchstabanim ||
4511 Person::players[k]->animTarget == swordgroundstabanim ||
4512 Person::players[k]->animTarget == staffgroundsmashanim ||
4513 Person::players[k]->animTarget == dropkickanim)) {
4515 Person::players[k]->frameTarget = 0;
4516 Person::players[k]->target = 0;
4518 XYZ targetpoint = Person::players[i]->coords;
4519 if (Person::players[k]->animTarget == crouchstabanim ||
4520 Person::players[k]->animTarget == swordgroundstabanim ||
4521 Person::players[k]->animTarget == staffgroundsmashanim) {
4522 targetpoint += (Person::players[i]->jointPos(abdomen) +
4523 Person::players[i]->jointPos(neck)) / 2 *
4524 Person::players[i]->scale;
4526 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4527 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4529 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4530 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4533 if (Person::players[k]->animTarget == staffgroundsmashanim)
4534 Person::players[k]->targettilt2 += 10;
4536 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4537 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4538 Person::players[k]->lastattack = Person::players[k]->animTarget;
4540 if (Person::players[k]->animTarget == swordgroundstabanim) {
4541 Person::players[k]->targetyaw += 30;
4546 if (!Person::players[k]->hasvictim) {
4548 for (int i = 0; i < Person::players.size(); i++) {
4549 if (i == k || !(i == 0 || k == 0))
4551 if (!Person::players[i]->skeleton.free) {
4552 if (Person::players[k]->hasvictim) {
4553 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4554 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4555 Person::players[k]->victim = Person::players[i];
4557 Person::players[k]->victim = Person::players[i];
4558 Person::players[k]->hasvictim = 1;
4563 if (Person::players[k]->aitype == playercontrolled)
4565 if (Person::players[k]->attackkeydown &&
4566 Person::players[k]->isRun() &&
4567 Person::players[k]->wasRun() &&
4568 ((Person::players[k]->hasvictim &&
4569 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4570 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4571 !Person::players[k]->victim->skeleton.free &&
4572 Person::players[k]->victim->animTarget != getupfrombackanim &&
4573 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4574 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4575 Person::players[k]->aitype != playercontrolled && //wat???
4576 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4577 Person::players[k]->rabbitkickenabled) ||
4578 Person::players[k]->jumpkeydown)) {
4580 Person::players[k]->setAnimation(rabbitkickanim);
4583 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4585 switch (attackweapon) {
4606 void doPlayerCollisions()
4608 static XYZ rotatetarget;
4609 static float collisionradius;
4610 if (Person::players.size() > 1)
4611 for (int k = 0; k < Person::players.size(); k++)
4612 for (int i = k + 1; i < Person::players.size(); i++) {
4613 //neither player is part of a reversal
4614 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4615 animation[Person::players[i]->animTarget].attack != reversal &&
4616 animation[Person::players[k]->animTarget].attack != reversed &&
4617 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4618 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4619 animation[Person::players[i]->animCurrent].attack != reversal &&
4620 animation[Person::players[k]->animCurrent].attack != reversed &&
4621 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4622 //neither is sleeping
4623 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4624 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4625 //in same patch, neither is climbing
4626 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4627 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4628 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4629 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4630 Person::players[i]->animTarget != climbanim &&
4631 Person::players[i]->animTarget != hanganim &&
4632 Person::players[k]->animTarget != climbanim &&
4633 Person::players[k]->animTarget != hanganim)
4634 //players are close (bounding box test)
4635 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4636 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4637 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4638 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4639 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4640 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4641 //spread fire from player to player
4642 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4643 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4644 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4645 if (!Person::players[i]->onfire)
4646 Person::players[i]->CatchFire();
4647 if (!Person::players[k]->onfire)
4648 Person::players[k]->CatchFire();
4652 XYZ tempcoords1 = Person::players[i]->coords;
4653 XYZ tempcoords2 = Person::players[k]->coords;
4654 if (!Person::players[i]->skeleton.oldfree)
4655 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4656 if (!Person::players[k]->skeleton.oldfree)
4657 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4658 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4659 if (Person::players[0]->hasvictim)
4660 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4661 collisionradius = 3;
4662 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4663 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4664 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4665 //jump down on a dead body
4666 if (k == 0 || i == 0) {
4668 if (Person::players[0]->animTarget == jumpdownanim &&
4669 !Person::players[0]->skeleton.oldfree &&
4670 !Person::players[0]->skeleton.free &&
4671 Person::players[l]->skeleton.oldfree &&
4672 Person::players[l]->skeleton.free &&
4673 Person::players[l]->dead &&
4674 Person::players[0]->lastcollide <= 0 &&
4675 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4676 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4677 Person::players[0]->coords.y = Person::players[l]->coords.y;
4678 Person::players[l]->velocity = Person::players[0]->velocity;
4679 Person::players[l]->skeleton.free = 0;
4680 Person::players[l]->yaw = 0;
4681 Person::players[l]->RagDoll(0);
4682 Person::players[l]->DoDamage(20);
4684 Person::players[l]->skeleton.longdead = 0;
4685 Person::players[0]->lastcollide = 1;
4689 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4690 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4691 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4692 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4693 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4694 Person::players[i]->skeleton.free) &&
4695 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4696 Person::players[k]->skeleton.free))
4697 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4698 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4699 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4701 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4702 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4703 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4704 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4705 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4707 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4708 (k != 0 || Person::players[k]->skeleton.free) ||
4709 (animation[Person::players[i]->animTarget].height == highheight &&
4710 animation[Person::players[k]->animTarget].height == highheight)) {
4711 if (tutoriallevel != 1) {
4712 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4715 Person::players[i]->RagDoll(0);
4716 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4717 award_bonus(0, aimbonus);
4719 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4720 Person::players[k]->RagDoll(0);
4721 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4722 award_bonus(0, aimbonus); // Huh, again?
4724 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4726 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4727 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4729 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4730 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4735 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4736 animation[Person::players[i]->animTarget].attack == normalattack) &&
4737 (animation[Person::players[k]->animTarget].attack == neutral ||
4738 animation[Person::players[k]->animTarget].attack == normalattack)) {
4740 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4741 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4742 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4743 Normalise(&rotatetarget);
4744 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4745 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4746 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4747 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4748 if (Person::players[k]->howactive == typeactive || hostile)
4749 if (Person::players[k]->isIdle()) {
4750 if (Person::players[k]->howactive < typesleeping)
4751 Person::players[k]->setAnimation(Person::players[k]->getStop());
4752 else if (Person::players[k]->howactive == typesleeping)
4753 Person::players[k]->setAnimation(getupfromfrontanim);
4755 Person::players[k]->howactive = typeactive;
4757 if (Person::players[i]->howactive == typeactive || hostile)
4758 if (Person::players[i]->isIdle()) {
4759 if (Person::players[i]->howactive < typesleeping)
4760 Person::players[i]->setAnimation(Person::players[k]->getStop());
4762 Person::players[i]->setAnimation(getupfromfrontanim);
4764 Person::players[i]->howactive = typeactive;
4767 //jump down on player
4769 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4770 !Person::players[i]->isCrouch() &&
4771 Person::players[i]->animTarget != rollanim &&
4772 !Person::players[k]->skeleton.oldfree && !
4773 Person::players[k]->skeleton.free &&
4774 Person::players[k]->lastcollide <= 0 &&
4775 Person::players[k]->velocity.y < -10) {
4776 Person::players[i]->velocity = Person::players[k]->velocity;
4777 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4778 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4779 Person::players[i]->DoDamage(20);
4780 Person::players[i]->RagDoll(0);
4781 Person::players[k]->lastcollide = 1;
4782 award_bonus(k, AboveBonus);
4784 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4785 !Person::players[k]->isCrouch() &&
4786 Person::players[k]->animTarget != rollanim &&
4787 !Person::players[i]->skeleton.oldfree &&
4788 !Person::players[i]->skeleton.free &&
4789 Person::players[i]->lastcollide <= 0 &&
4790 Person::players[i]->velocity.y < -10) {
4791 Person::players[k]->velocity = Person::players[i]->velocity;
4792 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4793 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4794 Person::players[k]->DoDamage(20);
4795 Person::players[k]->RagDoll(0);
4796 Person::players[i]->lastcollide = 1;
4797 award_bonus(i, AboveBonus);
4803 Person::players[i]->CheckKick();
4804 Person::players[k]->CheckKick();
4812 static bool connected;
4813 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4814 Person::players[i]->jumpclimb = 0;
4815 //disable movement in editor
4817 Person::players[i]->stunned = 1;
4819 Person::players[i]->pause = 0;
4820 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4821 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4822 !Person::players[0]->onterrain)
4823 Person::players[i]->pause = 1;
4826 if (Person::players[i]->aitype == pathfindtype) {
4827 if (Person::players[i]->finalpathfindpoint == -1) {
4828 float closestdistance;
4833 closestdistance = -1;
4834 for (int j = 0; j < numpathpoints; j++)
4835 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4836 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4838 Person::players[i]->finaltarget = pathpoint[j];
4840 Person::players[i]->finalpathfindpoint = closest;
4841 for (int j = 0; j < numpathpoints; j++)
4842 for (int k = 0; k < numpathpointconnect[j]; k++) {
4843 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4844 if (sq(tempdist) < closestdistance)
4845 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4846 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4847 closestdistance = sq(tempdist);
4849 Person::players[i]->finaltarget = colpoint;
4852 Person::players[i]->finalpathfindpoint = closest;
4855 if (Person::players[i]->targetpathfindpoint == -1) {
4856 float closestdistance;
4861 closestdistance = -1;
4862 if (Person::players[i]->lastpathfindpoint == -1) {
4863 for (int j = 0; j < numpathpoints; j++) {
4864 if (j != Person::players[i]->lastpathfindpoint)
4865 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4866 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4870 Person::players[i]->targetpathfindpoint = closest;
4871 for (int j = 0; j < numpathpoints; j++)
4872 if (j != Person::players[i]->lastpathfindpoint)
4873 for (int k = 0; k < numpathpointconnect[j]; k++) {
4874 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4875 if (sq(tempdist) < closestdistance) {
4876 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4877 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4878 closestdistance = sq(tempdist);
4883 Person::players[i]->targetpathfindpoint = closest;
4885 for (int j = 0; j < numpathpoints; j++)
4886 if (j != Person::players[i]->lastpathfindpoint &&
4887 j != Person::players[i]->lastpathfindpoint2 &&
4888 j != Person::players[i]->lastpathfindpoint3 &&
4889 j != Person::players[i]->lastpathfindpoint4) {
4891 if (numpathpointconnect[j])
4892 for (int k = 0; k < numpathpointconnect[j]; k++)
4893 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4896 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4897 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4898 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4901 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4902 if (closest == -1 || tempdist < closestdistance) {
4903 closestdistance = tempdist;
4908 Person::players[i]->targetpathfindpoint = closest;
4911 Person::players[i]->losupdatedelay -= multiplier;
4913 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4914 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4916 //reached target point
4917 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4918 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4919 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4920 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4921 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4922 if (Person::players[i]->lastpathfindpoint2 == -1)
4923 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4924 if (Person::players[i]->lastpathfindpoint3 == -1)
4925 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4926 if (Person::players[i]->lastpathfindpoint4 == -1)
4927 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4928 Person::players[i]->targetpathfindpoint = -1;
4930 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4931 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4932 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4933 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4934 Person::players[i]->aitype = passivetype;
4937 Person::players[i]->forwardkeydown = 1;
4938 Person::players[i]->leftkeydown = 0;
4939 Person::players[i]->backkeydown = 0;
4940 Person::players[i]->rightkeydown = 0;
4941 Person::players[i]->crouchkeydown = 0;
4942 Person::players[i]->attackkeydown = 0;
4943 Person::players[i]->throwkeydown = 0;
4945 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4946 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4948 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4949 Person::players[i]->jumpkeydown = 0;
4950 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4951 Person::players[i]->jumpkeydown = 1;
4953 if ((tutoriallevel != 1 || cananger) &&
4955 !Person::players[0]->dead &&
4956 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4957 Person::players[i]->occluded < 25) {
4958 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4959 animation[Person::players[0]->animTarget].height != lowheight &&
4961 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4962 Person::players[i]->aitype = attacktypecutoff;
4963 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4964 animation[Person::players[0]->animTarget].height == highheight &&
4966 Person::players[i]->aitype = attacktypecutoff;
4968 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4969 Person::players[i]->losupdatedelay = .2;
4970 for (int j = 0; j < Person::players.size(); j++)
4971 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4972 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4973 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4974 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4975 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4976 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4977 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4978 *Person::players[i]->scale + Person::players[i]->coords,
4979 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4980 *Person::players[j]->scale + Person::players[j]->coords) ||
4981 (Person::players[j]->animTarget == hanganim &&
4982 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4983 Person::players[i]->aitype = searchtype;
4984 Person::players[i]->lastchecktime = 12;
4985 Person::players[i]->lastseen = Person::players[j]->coords;
4986 Person::players[i]->lastseentime = 12;
4990 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4991 if (Person::players[i]->creature != wolftype) {
4992 Person::players[i]->stunned = .6;
4993 Person::players[i]->surprised = .6;
4997 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4998 Person::players[i]->howactive = typeactive;
5000 if (Person::players[i]->aitype == passivetype) {
5001 Person::players[i]->aiupdatedelay -= multiplier;
5002 Person::players[i]->losupdatedelay -= multiplier;
5003 Person::players[i]->lastseentime += multiplier;
5004 Person::players[i]->pausetime -= multiplier;
5005 if (Person::players[i]->lastseentime > 1)
5006 Person::players[i]->lastseentime = 1;
5008 if (Person::players[i]->aiupdatedelay < 0) {
5009 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5010 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5011 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5012 Person::players[i]->aiupdatedelay = .05;
5014 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5015 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5016 Person::players[i]->pausetime = 4;
5017 Person::players[i]->waypoint++;
5018 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5019 Person::players[i]->waypoint = 0;
5024 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5025 Person::players[i]->forwardkeydown = 1;
5027 Person::players[i]->forwardkeydown = 0;
5028 Person::players[i]->leftkeydown = 0;
5029 Person::players[i]->backkeydown = 0;
5030 Person::players[i]->rightkeydown = 0;
5031 Person::players[i]->crouchkeydown = 0;
5032 Person::players[i]->attackkeydown = 0;
5033 Person::players[i]->throwkeydown = 0;
5035 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5036 if (!Person::players[i]->avoidsomething)
5037 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5039 XYZ leftpos, rightpos;
5040 float leftdist, rightdist;
5041 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5042 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5043 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5044 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5045 if (leftdist < rightdist)
5046 Person::players[i]->targetyaw += 90;
5048 Person::players[i]->targetyaw -= 90;
5052 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5053 Person::players[i]->jumpkeydown = 0;
5054 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5055 Person::players[i]->jumpkeydown = 1;
5059 if (!editorenabled) {
5060 if (Person::players[i]->howactive <= typesleeping)
5061 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5062 for (int j = 0; j < numenvsounds; j++) {
5063 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5064 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5065 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5066 Person::players[i]->aitype = attacktypecutoff;
5069 if (Person::players[i]->aitype != passivetype) {
5070 if (Person::players[i]->howactive == typesleeping)
5071 Person::players[i]->setAnimation(getupfromfrontanim);
5072 Person::players[i]->howactive = typeactive;
5076 if (Person::players[i]->howactive < typesleeping &&
5077 ((tutoriallevel != 1 || cananger) && hostile) &&
5078 !Person::players[0]->dead &&
5079 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5080 Person::players[i]->occluded < 25) {
5081 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5082 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5083 Person::players[i]->aitype = attacktypecutoff;
5084 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5085 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5086 Person::players[i]->aitype = attacktypecutoff;
5089 if (Person::players[i]->creature == wolftype) {
5091 for (int j = 0; j < Person::players.size(); j++) {
5092 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5093 float smelldistance = 50;
5094 if (j == 0 && Person::players[j]->num_weapons > 0) {
5095 if (weapons[Person::players[j]->weaponids[0]].bloody)
5096 smelldistance = 100;
5097 if (Person::players[j]->num_weapons == 2)
5098 if (weapons[Person::players[j]->weaponids[1]].bloody)
5099 smelldistance = 100;
5102 smelldistance = 100;
5103 windsmell = windvector;
5104 Normalise(&windsmell);
5105 windsmell = windsmell * 2 + Person::players[j]->coords;
5106 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5107 Person::players[i]->aitype = attacktypecutoff;
5112 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5113 Person::players[i]->losupdatedelay = .2;
5114 for (int j = 0; j < Person::players.size(); j++) {
5115 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5116 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5117 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5118 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5119 if ((-1 == checkcollide(
5120 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5121 Person::players[i]->scale + Person::players[i]->coords,
5122 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5123 Person::players[j]->scale + Person::players[j]->coords) &&
5124 !Person::players[j]->isWallJump()) ||
5125 (Person::players[j]->animTarget == hanganim &&
5126 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5127 Person::players[i]->lastseentime -= .2;
5128 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5129 Person::players[i]->lastseentime -= .4;
5131 Person::players[i]->lastseentime -= .6;
5133 if (Person::players[i]->lastseentime <= 0) {
5134 Person::players[i]->aitype = searchtype;
5135 Person::players[i]->lastchecktime = 12;
5136 Person::players[i]->lastseen = Person::players[j]->coords;
5137 Person::players[i]->lastseentime = 12;
5144 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5145 if (Person::players[i]->creature != wolftype) {
5146 Person::players[i]->stunned = .6;
5147 Person::players[i]->surprised = .6;
5149 if (Person::players[i]->creature == wolftype) {
5150 Person::players[i]->stunned = .47;
5151 Person::players[i]->surprised = .47;
5159 if (Person::players[i]->aitype == searchtype) {
5160 Person::players[i]->aiupdatedelay -= multiplier;
5161 Person::players[i]->losupdatedelay -= multiplier;
5162 if (!Person::players[i]->pause)
5163 Person::players[i]->lastseentime -= multiplier;
5164 Person::players[i]->lastchecktime -= multiplier;
5166 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5167 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5168 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5170 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5172 j = checkcollide(test2, test, Person::players[i]->laststanding);
5174 j = checkcollide(test2, test);
5176 Person::players[i]->velocity = 0;
5177 Person::players[i]->setAnimation(Person::players[i]->getStop());
5178 Person::players[i]->targetyaw += 180;
5179 Person::players[i]->stunned = .5;
5180 //Person::players[i]->aitype=passivetype;
5181 Person::players[i]->aitype = pathfindtype;
5182 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5183 Person::players[i]->finalpathfindpoint = -1;
5184 Person::players[i]->targetpathfindpoint = -1;
5185 Person::players[i]->lastpathfindpoint = -1;
5186 Person::players[i]->lastpathfindpoint2 = -1;
5187 Person::players[i]->lastpathfindpoint3 = -1;
5188 Person::players[i]->lastpathfindpoint4 = -1;
5190 Person::players[i]->laststanding = j;
5193 //check out last seen location
5194 if (Person::players[i]->aiupdatedelay < 0) {
5195 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5196 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5197 Person::players[i]->aiupdatedelay = .05;
5198 Person::players[i]->forwardkeydown = 1;
5200 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5201 Person::players[i]->forwardkeydown = 0;
5202 Person::players[i]->aiupdatedelay = 1;
5203 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5204 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5205 Person::players[i]->lastchecktime = 3;
5208 Person::players[i]->leftkeydown = 0;
5209 Person::players[i]->backkeydown = 0;
5210 Person::players[i]->rightkeydown = 0;
5211 Person::players[i]->crouchkeydown = 0;
5212 Person::players[i]->attackkeydown = 0;
5213 Person::players[i]->throwkeydown = 0;
5215 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5216 if (!Person::players[i]->avoidsomething)
5217 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5219 XYZ leftpos, rightpos;
5220 float leftdist, rightdist;
5221 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5222 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5223 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5224 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5225 if (leftdist < rightdist)
5226 Person::players[i]->targetyaw += 90;
5228 Person::players[i]->targetyaw -= 90;
5232 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5233 Person::players[i]->jumpkeydown = 0;
5234 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5235 Person::players[i]->jumpkeydown = 1;
5237 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5238 for (int k = 0; k < numenvsounds; k++) {
5239 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5240 Person::players[i]->aitype = attacktypecutoff;
5244 if (!Person::players[0]->dead &&
5245 Person::players[i]->losupdatedelay < 0 &&
5247 Person::players[i]->occluded < 2 &&
5248 ((tutoriallevel != 1 || cananger) && hostile)) {
5249 Person::players[i]->losupdatedelay = .2;
5250 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5251 Person::players[i]->aitype = attacktypecutoff;
5252 Person::players[i]->lastseentime = 1;
5254 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5255 //TODO: factor out canSeePlayer()
5256 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5257 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5259 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5260 Person::players[i]->scale + Person::players[i]->coords,
5261 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5262 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5263 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5264 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5265 /* //TODO: changed j to 0 on a whim, make sure this is correct
5266 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5267 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5269 Person::players[i]->aitype = attacktypecutoff;
5270 Person::players[i]->lastseentime = 1;
5274 if (Person::players[i]->lastseentime < 0) {
5275 //Person::players[i]->aitype=passivetype;
5277 Person::players[i]->aitype = pathfindtype;
5278 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5279 Person::players[i]->finalpathfindpoint = -1;
5280 Person::players[i]->targetpathfindpoint = -1;
5281 Person::players[i]->lastpathfindpoint = -1;
5282 Person::players[i]->lastpathfindpoint2 = -1;
5283 Person::players[i]->lastpathfindpoint3 = -1;
5284 Person::players[i]->lastpathfindpoint4 = -1;
5288 if (Person::players[i]->aitype != gethelptype)
5289 Person::players[i]->runninghowlong = 0;
5291 //get help from buddies
5292 if (Person::players[i]->aitype == gethelptype) {
5293 Person::players[i]->runninghowlong += multiplier;
5294 Person::players[i]->aiupdatedelay -= multiplier;
5296 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5297 Person::players[i]->aiupdatedelay = .2;
5300 //TODO: factor out closest search somehow
5301 if (!Person::players[i]->ally) {
5303 float closestdist = -1;
5304 for (int k = 0; k < Person::players.size(); k++) {
5305 if (k != i && k != 0 && !Person::players[k]->dead &&
5306 Person::players[k]->howactive < typedead1 &&
5307 !Person::players[k]->skeleton.free &&
5308 Person::players[k]->aitype == passivetype) {
5309 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5310 if (closestdist == -1 || distance < closestdist) {
5311 closestdist = distance;
5318 Person::players[i]->ally = closest;
5320 Person::players[i]->ally = 0;
5321 Person::players[i]->lastseen = Person::players[0]->coords;
5322 Person::players[i]->lastseentime = 12;
5326 Person::players[i]->lastchecktime = 12;
5328 XYZ facing = Person::players[i]->coords;
5329 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5330 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5331 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5332 if (-1 != checkcollide(facing, flatfacing))
5333 Person::players[i]->lastseentime -= .1;
5335 //no available ally, run back to player
5336 if (Person::players[i]->ally <= 0 ||
5337 Person::players[Person::players[i]->ally]->skeleton.free ||
5338 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5339 Person::players[i]->lastseentime <= 0) {
5340 Person::players[i]->aitype = searchtype;
5341 Person::players[i]->lastseentime = 12;
5345 if (Person::players[i]->ally > 0) {
5346 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5347 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5348 Person::players[i]->aiupdatedelay = .05;
5349 Person::players[i]->forwardkeydown = 1;
5351 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5352 Person::players[i]->aitype = searchtype;
5353 Person::players[i]->lastseentime = 12;
5354 Person::players[Person::players[i]->ally]->aitype = searchtype;
5355 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5356 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5357 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5358 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5362 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5363 if (!Person::players[i]->avoidsomething)
5364 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5366 XYZ leftpos, rightpos;
5367 float leftdist, rightdist;
5368 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5369 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5370 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5371 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5372 if (leftdist < rightdist)
5373 Person::players[i]->targetyaw += 90;
5375 Person::players[i]->targetyaw -= 90;
5380 Person::players[i]->leftkeydown = 0;
5381 Person::players[i]->backkeydown = 0;
5382 Person::players[i]->rightkeydown = 0;
5383 Person::players[i]->crouchkeydown = 0;
5384 Person::players[i]->attackkeydown = 0;
5386 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5387 Person::players[i]->jumpkeydown = 0;
5388 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5389 Person::players[i]->jumpkeydown = 1;
5392 //retreiving a weapon on the ground
5393 if (Person::players[i]->aitype == getweapontype) {
5394 Person::players[i]->aiupdatedelay -= multiplier;
5395 Person::players[i]->lastchecktime -= multiplier;
5397 if (Person::players[i]->aiupdatedelay < 0) {
5398 Person::players[i]->aiupdatedelay = .2;
5401 if (Person::players[i]->ally < 0) {
5403 float closestdist = -1;
5404 for (int k = 0; k < weapons.size(); k++)
5405 if (weapons[k].owner == -1) {
5406 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5407 if (closestdist == -1 || distance < closestdist) {
5408 closestdist = distance;
5414 Person::players[i]->ally = closest;
5416 Person::players[i]->ally = -1;
5419 Person::players[i]->lastseentime = 12;
5421 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5422 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5423 Person::players[i]->aitype = attacktypecutoff;
5424 Person::players[i]->lastseentime = 1;
5426 if (!Person::players[0]->dead)
5427 if (Person::players[i]->ally >= 0) {
5428 if (weapons[Person::players[i]->ally].owner != -1 ||
5429 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5430 Person::players[i]->aitype = attacktypecutoff;
5431 Person::players[i]->lastseentime = 1;
5433 //TODO: factor these out as moveToward()
5434 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5435 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5436 Person::players[i]->aiupdatedelay = .05;
5437 Person::players[i]->forwardkeydown = 1;
5440 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5441 if (!Person::players[i]->avoidsomething)
5442 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5444 XYZ leftpos, rightpos;
5445 float leftdist, rightdist;
5446 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5447 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5448 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5449 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5450 if (leftdist < rightdist)
5451 Person::players[i]->targetyaw += 90;
5453 Person::players[i]->targetyaw -= 90;
5458 Person::players[i]->leftkeydown = 0;
5459 Person::players[i]->backkeydown = 0;
5460 Person::players[i]->rightkeydown = 0;
5461 Person::players[i]->attackkeydown = 0;
5462 Person::players[i]->throwkeydown = 1;
5463 Person::players[i]->crouchkeydown = 0;
5464 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5465 Person::players[i]->animTarget != removeknifeanim)
5466 Person::players[i]->throwtogglekeydown = 0;
5467 Person::players[i]->drawkeydown = 0;
5469 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5470 Person::players[i]->jumpkeydown = 0;
5471 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5472 Person::players[i]->jumpkeydown = 1;
5475 if (Person::players[i]->aitype == attacktypecutoff) {
5476 Person::players[i]->aiupdatedelay -= multiplier;
5477 //dodge or reverse rabbit kicks, knife throws, flips
5478 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5479 if ((Person::players[0]->animTarget == rabbitkickanim ||
5480 Person::players[0]->animTarget == knifethrowanim ||
5481 (Person::players[0]->isFlip() &&
5482 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5483 !Person::players[0]->skeleton.free &&
5484 (Person::players[i]->aiupdatedelay < .1)) {
5485 Person::players[i]->attackkeydown = 0;
5486 if (Person::players[i]->isIdle())
5487 Person::players[i]->crouchkeydown = 1;
5488 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5489 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5490 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5491 if (abs(Random() % 2 == 0))
5492 Person::players[i]->setAnimation(backhandspringanim);
5494 Person::players[i]->setAnimation(rollanim);
5495 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5496 Person::players[i]->wentforweapon = 0;
5498 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5499 Person::players[i]->setAnimation(flipanim);
5502 Person::players[i]->forwardkeydown = 0;
5503 Person::players[i]->aiupdatedelay = .02;
5505 //get confused by flips
5506 if (Person::players[0]->isFlip() &&
5507 !Person::players[0]->skeleton.free &&
5508 Person::players[0]->animTarget != walljumprightkickanim &&
5509 Person::players[0]->animTarget != walljumpleftkickanim) {
5510 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5511 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5512 Person::players[i]->stunned = 1;
5514 //go for weapon on the ground
5515 if (Person::players[i]->wentforweapon < 3)
5516 for (int k = 0; k < weapons.size(); k++)
5517 if (Person::players[i]->creature != wolftype)
5518 if (Person::players[i]->num_weapons == 0 &&
5519 weapons[k].owner == -1 &&
5520 weapons[i].velocity.x == 0 &&
5521 weapons[i].velocity.z == 0 &&
5522 weapons[i].velocity.y == 0) {
5523 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5524 Person::players[i]->wentforweapon++;
5525 Person::players[i]->lastchecktime = 6;
5526 Person::players[i]->aitype = getweapontype;
5527 Person::players[i]->ally = -1;
5530 //dodge/reverse walljump kicks
5531 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5532 if (animation[Person::players[i]->animTarget].height != highheight)
5533 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5534 ((Person::players[0]->animTarget == walljumprightkickanim ||
5535 Person::players[0]->animTarget == walljumpleftkickanim) &&
5536 ((Person::players[i]->aiupdatedelay < .15 &&
5538 (Person::players[i]->aiupdatedelay < .08 &&
5539 difficulty != 2)))) {
5540 Person::players[i]->crouchkeydown = 1;
5542 //walked off a ledge (?)
5543 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5544 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5545 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5547 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5549 j = checkcollide(test2, test, Person::players[i]->laststanding);
5551 j = checkcollide(test2, test);
5553 Person::players[i]->velocity = 0;
5554 Person::players[i]->setAnimation(Person::players[i]->getStop());
5555 Person::players[i]->targetyaw += 180;
5556 Person::players[i]->stunned = .5;
5557 Person::players[i]->aitype = pathfindtype;
5558 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5559 Person::players[i]->finalpathfindpoint = -1;
5560 Person::players[i]->targetpathfindpoint = -1;
5561 Person::players[i]->lastpathfindpoint = -1;
5562 Person::players[i]->lastpathfindpoint2 = -1;
5563 Person::players[i]->lastpathfindpoint3 = -1;
5564 Person::players[i]->lastpathfindpoint4 = -1;
5566 Person::players[i]->laststanding = j;
5568 //lose sight of player in the air (?)
5569 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5570 animation[Person::players[0]->animTarget].height != highheight &&
5571 !Person::players[0]->onterrain) {
5572 Person::players[i]->aitype = pathfindtype;
5573 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5574 Person::players[i]->finalpathfindpoint = -1;
5575 Person::players[i]->targetpathfindpoint = -1;
5576 Person::players[i]->lastpathfindpoint = -1;
5577 Person::players[i]->lastpathfindpoint2 = -1;
5578 Person::players[i]->lastpathfindpoint3 = -1;
5579 Person::players[i]->lastpathfindpoint4 = -1;
5581 //it's time to think (?)
5582 if (Person::players[i]->aiupdatedelay < 0 &&
5583 !animation[Person::players[i]->animTarget].attack &&
5584 Person::players[i]->animTarget != staggerbackhighanim &&
5585 Person::players[i]->animTarget != staggerbackhardanim &&
5586 Person::players[i]->animTarget != backhandspringanim &&
5587 Person::players[i]->animTarget != dodgebackanim) {
5589 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5590 Person::players[i]->drawkeydown = Random() % 2;
5592 Person::players[i]->drawkeydown = 0;
5593 Person::players[i]->rabbitkickenabled = Random() % 2;
5595 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5596 XYZ targetpoint = Person::players[0]->coords;
5597 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5598 distsq(&rotatetarget, &Person::players[i]->coords))
5599 targetpoint += Person::players[0]->velocity *
5600 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5601 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5602 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5603 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5605 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5606 Person::players[i]->forwardkeydown = 1;
5607 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5608 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5609 Person::players[0]->weaponactive != -1)
5610 Person::players[i]->forwardkeydown = 1;
5611 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5612 Person::players[i]->forwardkeydown = 1;
5614 Person::players[i]->forwardkeydown = 0;
5615 //chill out around the corpse
5616 if (Person::players[0]->dead) {
5617 Person::players[i]->forwardkeydown = 0;
5618 if (Random() % 10 == 0)
5619 Person::players[i]->forwardkeydown = 1;
5620 if (Random() % 100 == 0) {
5621 Person::players[i]->aitype = pathfindtype;
5622 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5623 Person::players[i]->finalpathfindpoint = -1;
5624 Person::players[i]->targetpathfindpoint = -1;
5625 Person::players[i]->lastpathfindpoint = -1;
5626 Person::players[i]->lastpathfindpoint2 = -1;
5627 Person::players[i]->lastpathfindpoint3 = -1;
5628 Person::players[i]->lastpathfindpoint4 = -1;
5631 Person::players[i]->leftkeydown = 0;
5632 Person::players[i]->backkeydown = 0;
5633 Person::players[i]->rightkeydown = 0;
5634 Person::players[i]->crouchkeydown = 0;
5635 Person::players[i]->throwkeydown = 0;
5637 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5638 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5640 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5641 Person::players[i]->attackkeydown = 1;
5643 Person::players[i]->attackkeydown = 0;
5644 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5645 Person::players[i]->attackkeydown = 0;
5648 if (Person::players[i]->aitype != playercontrolled &&
5649 (Person::players[i]->isIdle() ||
5650 Person::players[i]->isCrouch() ||
5651 Person::players[i]->isRun())) {
5653 for (int j = 0; j < Person::players.size(); j++)
5654 if (j != i && !Person::players[j]->skeleton.free &&
5655 Person::players[j]->hasvictim &&
5656 (tutoriallevel == 1 && reversaltrain ||
5657 Random() % 2 == 0 && difficulty == 2 ||
5658 Random() % 4 == 0 && difficulty == 1 ||
5659 Random() % 8 == 0 && difficulty == 0 ||
5660 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5661 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5662 (Random() % 2 == 0 || difficulty == 2) ||
5663 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5664 Person::players[j]->weaponactive != -1 ||
5665 Person::players[j]->animTarget == swordslashanim &&
5666 Person::players[i]->weaponactive != -1 ||
5667 Person::players[j]->animTarget == staffhitanim ||
5668 Person::players[j]->animTarget == staffspinhitanim))
5669 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5670 Person::players[j]->victim == Person::players[i] &&
5671 (Person::players[j]->animTarget == sweepanim ||
5672 Person::players[j]->animTarget == spinkickanim ||
5673 Person::players[j]->animTarget == staffhitanim ||
5674 Person::players[j]->animTarget == staffspinhitanim ||
5675 Person::players[j]->animTarget == winduppunchanim ||
5676 Person::players[j]->animTarget == upunchanim ||
5677 Person::players[j]->animTarget == wolfslapanim ||
5678 Person::players[j]->animTarget == knifeslashstartanim ||
5679 Person::players[j]->animTarget == swordslashanim &&
5680 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5681 Person::players[i]->weaponactive != -1))) {
5688 Person::players[target]->Reverse();
5691 if (Person::players[i]->collided < 1)
5692 Person::players[i]->jumpkeydown = 0;
5693 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5694 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5695 Person::players[i]->onterrain &&
5696 Person::players[i]->creature == rabbittype)
5697 Person::players[i]->jumpkeydown = 1;
5698 //TODO: why are we controlling the human?
5699 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5700 Person::players[0]->jumpkeydown = 0;
5701 if (Person::players[0]->animTarget == jumpdownanim &&
5702 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5703 Person::players[i]->crouchkeydown = 1;
5704 if (Person::players[i]->jumpkeydown)
5705 Person::players[i]->attackkeydown = 0;
5707 if (tutoriallevel == 1)
5709 Person::players[i]->attackkeydown = 0;
5712 XYZ facing = Person::players[i]->coords;
5713 XYZ flatfacing = Person::players[0]->coords;
5714 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5715 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5716 if (Person::players[i]->occluded >= 2)
5717 if (-1 != checkcollide(facing, flatfacing)) {
5718 if (!Person::players[i]->pause)
5719 Person::players[i]->lastseentime -= .2;
5720 if (Person::players[i]->lastseentime <= 0 &&
5721 (Person::players[i]->creature != wolftype ||
5722 Person::players[i]->weaponstuck == -1)) {
5723 Person::players[i]->aitype = searchtype;
5724 Person::players[i]->lastchecktime = 12;
5725 Person::players[i]->lastseen = Person::players[0]->coords;
5726 Person::players[i]->lastseentime = 12;
5729 Person::players[i]->lastseentime = 1;
5732 if (animation[Person::players[0]->animTarget].height == highheight &&
5733 (Person::players[i]->aitype == attacktypecutoff ||
5734 Person::players[i]->aitype == searchtype))
5735 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5736 XYZ test = Person::players[0]->coords;
5738 if (-1 == checkcollide(Person::players[0]->coords, test))
5739 Person::players[i]->stunned = 1;
5742 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5743 Person::players[i]->stunned > 0 ||
5744 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5745 if (Person::players[i]->pause)
5746 Person::players[i]->lastseentime = 1;
5747 Person::players[i]->targetyaw = Person::players[i]->yaw;
5748 Person::players[i]->forwardkeydown = 0;
5749 Person::players[i]->leftkeydown = 0;
5750 Person::players[i]->backkeydown = 0;
5751 Person::players[i]->rightkeydown = 0;
5752 Person::players[i]->jumpkeydown = 0;
5753 Person::players[i]->attackkeydown = 0;
5754 Person::players[i]->crouchkeydown = 0;
5755 Person::players[i]->throwkeydown = 0;
5763 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5764 facing = flatfacing;
5766 if (Person::players[i]->aitype == attacktypecutoff) {
5767 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5768 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5769 } else if (Person::players[i]->howactive >= typesleeping) {
5770 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5771 Person::players[i]->targetheadpitch = 0;
5773 if (Person::players[i]->interestdelay <= 0) {
5774 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5775 Person::players[i]->headtarget = Person::players[i]->coords;
5776 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5777 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5778 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5779 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5781 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5782 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5789 void updateSettingsMenu()
5792 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5793 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5795 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5796 Menu::setText(0, sbuf);
5797 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5798 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5799 if (newdetail == 2) Menu::setText(1, "Detail: High");
5800 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5801 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5802 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5803 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5804 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5805 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5806 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5807 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5808 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5809 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5810 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5811 Menu::setText(10, sbuf);
5812 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5813 Menu::setText(11, sbuf);
5814 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5815 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5816 sprintf (sbuf, "Back");
5818 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5819 Menu::setText(8, sbuf);
5822 void updateStereoConfigMenu()
5825 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5826 Menu::setText(0, sbuf);
5827 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5828 Menu::setText(1, sbuf);
5829 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5830 Menu::setText(2, sbuf);
5833 void updateControlsMenu()
5835 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5836 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5837 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5838 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5839 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5840 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5841 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5842 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5843 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5845 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5849 Values of mainmenu :
5851 2 Menu pause (resume/end game)
5853 4 Controls configuration menu
5854 5 Main game menu (choose level or challenge)
5855 6 Deleting user menu
5856 7 User managment menu (select/add)
5857 8 Choose difficulty menu
5858 9 Challenge level selection menu
5859 10 End of the campaign congratulation (is that really a menu?)
5860 11 Same that 9 ??? => unused
5861 18 stereo configuration
5864 void Game::LoadMenu()
5870 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5871 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5872 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5873 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5876 Menu::addButton( 0, "", 10 + 20, 440);
5877 Menu::addButton( 1, "", 10 + 60, 405);
5878 Menu::addButton( 2, "", 10 + 70, 370);
5879 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5880 Menu::addButton( 4, "", 10 , 335);
5881 Menu::addButton( 5, "", 10 + 60, 300);
5882 Menu::addButton( 6, "", 10 + 70, 265);
5883 Menu::addButton( 9, "", 10 , 230);
5884 Menu::addButton(10, "", 20 , 195);
5885 Menu::addButton(11, "", 10 + 60, 160);
5886 Menu::addButton(13, "", 30 , 125);
5887 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5888 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5889 Menu::addButton(8, "Back", 10, 10);
5890 updateSettingsMenu();
5893 Menu::addButton(0, "", 10 , 400);
5894 Menu::addButton(1, "", 10 + 40, 360);
5895 Menu::addButton(2, "", 10 + 40, 320);
5896 Menu::addButton(3, "", 10 + 30, 280);
5897 Menu::addButton(4, "", 10 + 20, 240);
5898 Menu::addButton(5, "", 10 + 40, 200);
5899 Menu::addButton(6, "", 10 + 40, 160);
5900 Menu::addButton(7, "", 10 + 30, 120);
5901 Menu::addButton(8, "", 10 + 20, 80);
5903 Menu::addButton(9, "", 10 + 10, 40);
5904 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5905 updateControlsMenu();
5909 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5910 Menu::addButton(1, "Tutorial", 5, 300);
5911 Menu::addButton(2, "Challenge", 5, 240);
5912 Menu::addButton(3, "Delete User", 400, 10);
5913 Menu::addButton(4, "Main Menu", 5, 10);
5914 Menu::addButton(5, "Change User", 5, 180);
5915 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5918 //with (2,-5) offset from old code
5919 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5921 int numlevels = accountactive->getCampaignChoicesMade();
5922 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5923 for (int i = 0; i < numlevels; i++) {
5924 XYZ midpoint = campaignlevels[i].getCenter();
5925 float itemsize = campaignlevels[i].getWidth();
5926 const bool active = i >= accountactive->getCampaignChoicesMade();
5931 XYZ start = campaignlevels[i - 1].getCenter();
5932 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);
5934 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5935 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5938 Menu::addMapLabel(-2, campaignlevels[i].description,
5939 campaignlevels[i].getStartX() + 10,
5940 campaignlevels[i].getStartY() - 4);
5946 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5947 Menu::addButton(1, "Yes", 10, 360);
5948 Menu::addButton(2, "No", 10, 320);
5951 if (Account::getNbAccounts() < 8)
5952 Menu::addButton(0, "New User", 10, 400);
5954 Menu::addLabel(0, "No More Users", 10, 400);
5955 Menu::addLabel(-2, "", 20, 400);
5956 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5957 for (int i = 0; i < Account::getNbAccounts(); i++)
5958 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5961 Menu::addButton(0, "Easier", 10, 400);
5962 Menu::addButton(1, "Difficult", 10, 360);
5963 Menu::addButton(2, "Insane", 10, 320);
5966 for (int i = 0; i < numchallengelevels; i++) {
5969 sprintf (temp, "Level %d", i + 1);
5970 for (int j = strlen(temp); j < 17; j++)
5973 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5974 for (int j = strlen(temp); j < (32 - 17); j++)
5977 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5978 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5981 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5984 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5987 Menu::addButton(-1, " High Score Best Time", 10, 440);
5988 Menu::addButton(numchallengelevels, "Back", 10, 10);
5991 Menu::addLabel(0, "Congratulations!", 220, 330);
5992 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5993 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5994 Menu::addButton(3, "Back", 10, 10);
5996 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5997 Menu::addLabel(4, sbuf, 190, 200);
5998 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5999 Menu::addLabel(5, sbuf, 190, 180);
6003 Menu::addButton(0, "", 70, 400);
6004 Menu::addButton(1, "", 10, 360);
6005 Menu::addButton(2, "", 40, 320);
6006 Menu::addButton(3, "Back", 10, 10);
6007 updateStereoConfigMenu();
6012 extern SDL_Rect **resolutions;
6017 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6019 // some specific case where we do something even if the left mouse button is not pressed.
6020 if ((mainmenu == 5) && (endgame == 2)) {
6021 accountactive->endGame();
6026 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6027 stereoseparation -= 0.001;
6028 updateStereoConfigMenu();
6031 static int oldmainmenu = mainmenu;
6035 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6041 if (gameon) { //resume
6043 pause_sound(stream_menutheme);
6044 resume_stream(leveltheme);
6046 fireSound(firestartsound);
6048 mainmenu = (accountactive ? 5 : 7);
6060 if (newscreenwidth > 3000)
6061 newscreenwidth = screenwidth;
6062 if (newscreenwidth < 0)
6063 newscreenwidth = screenwidth;
6064 if (newscreenheight > 3000)
6065 newscreenheight = screenheight;
6066 if (newscreenheight < 0)
6067 newscreenheight = screenheight;
6072 if (gameon) { //end game
6077 pause_sound(stream_menutheme);
6084 bool isCustomResolution, found;
6087 isCustomResolution = true;
6089 for (int i = 0; (!found) && (resolutions[i]); i++) {
6090 if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
6091 isCustomResolution = false;
6093 if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
6095 if (resolutions[i] != NULL) {
6096 newscreenwidth = (int) resolutions[i]->w;
6097 newscreenheight = (int) resolutions[i]->h;
6098 } else if (isCustomResolution) {
6099 if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
6100 newscreenwidth = (int) resolutions[0]->w;
6101 newscreenheight = (int) resolutions[0]->h;
6103 newscreenwidth = screenwidth;
6104 newscreenheight = screenheight;
6107 newscreenwidth = (int) resolutions[0]->w;
6108 newscreenheight = (int) resolutions[0]->h;
6115 newscreenwidth = (int) resolutions[0]->w;
6116 newscreenheight = (int) resolutions[0]->h;
6126 if (bloodtoggle > 2)
6135 ismotionblur = !ismotionblur;
6141 musictoggle = !musictoggle;
6143 emit_stream_np(stream_menutheme);
6145 pause_sound(leveltheme);
6146 pause_sound(stream_fighttheme);
6147 pause_sound(stream_menutheme);
6149 for (int i = 0; i < 4; i++) {
6150 oldmusicvolume[i] = 0;
6164 mainmenu = gameon ? 2 : 1;
6167 invertmouse = !invertmouse;
6170 usermousesensitivity += .2;
6171 if (usermousesensitivity > 2)
6172 usermousesensitivity = .2;
6176 if (volume > 1.0001f)
6178 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6182 newstereomode = stereomode;
6187 showdamagebar = !showdamagebar;
6190 updateSettingsMenu();
6195 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6196 keyselect = selected;
6197 if (keyselect != -1)
6199 if (selected == (debugmode ? 10 : 9)) {
6204 updateControlsMenu();
6209 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6210 startbonustotal = 0;
6219 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6220 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6223 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6227 pause_sound(stream_menutheme);
6231 startbonustotal = 0;
6244 pause_sound(stream_menutheme);
6253 mainmenu = (gameon ? 2 : 1);
6259 vector<string> campaigns = ListCampaigns();
6260 vector<string>::iterator c;
6261 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6262 if (!campaigns.empty())
6263 accountactive->setCurrentCampaign(campaigns.front());
6266 if (c == campaigns.end())
6267 c = campaigns.begin();
6268 accountactive->setCurrentCampaign(*c);
6276 if (selected == 1) {
6278 accountactive = Account::destroy(accountactive);
6280 } else if (selected == 2) {
6287 if (selected == 0 && Account::getNbAccounts() < 8) {
6289 } else if (selected < Account::getNbAccounts() + 1) {
6292 accountactive = Account::get(selected - 1);
6293 } else if (selected == Account::getNbAccounts() + 1) {
6299 displaytext[0].clear();
6300 displayselected = 0;
6308 accountactive->setDifficulty(selected);
6312 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6316 startbonustotal = 0;
6320 targetlevel = selected;
6325 Loadlevel(selected);
6330 pause_sound(stream_menutheme);
6332 if (selected == numchallengelevels) {
6339 if (selected == 3) {
6347 stereoseparation += 0.001;
6350 if (selected == 0) {
6351 newstereomode = (StereoMode)(newstereomode + 1);
6352 while (!CanInitStereo(newstereomode)) {
6353 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6354 newstereomode = (StereoMode)(newstereomode + 1);
6355 if (newstereomode >= stereoCount)
6356 newstereomode = stereoNone;
6358 } else if (selected == 2) {
6359 stereoreverse = !stereoreverse;
6360 } else if (selected == 3) {
6364 stereomode = newstereomode;
6365 InitStereo(stereomode);
6368 updateStereoConfigMenu();
6373 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6375 if (mainmenu == 3) {
6380 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6383 inputText(displaytext[0], &displayselected);
6384 if (!waiting) { // the input as finished
6385 if (!displaytext[0].empty()) { // with enter
6386 accountactive = Account::add(string(displaytext[0]));
6392 fireSound(firestartsound);
6394 displaytext[0].clear();
6396 displayselected = 0;
6402 displayblinkdelay -= multiplier;
6403 if (displayblinkdelay <= 0) {
6404 displayblinkdelay = .3;
6405 displayblink = 1 - displayblink;
6410 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6411 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6414 if (oldmainmenu != mainmenu)
6416 oldmainmenu = mainmenu;
6422 static XYZ facing, flatfacing;
6425 for (int i = 0; i < 15; i++) {
6426 displaytime[i] += multiplier;
6429 keyboardfrozen = false;
6432 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6433 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6434 stereoreverse = true;
6436 stereoreverse = false;
6439 printf("Stereo reversed\n");
6441 printf("Stereo unreversed\n");
6444 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6445 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6446 stereoseparation -= 0.001;
6448 stereoseparation -= 0.010;
6449 printf("Stereo decreased increased to %f\n", stereoseparation);
6452 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6453 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6454 stereoseparation += 0.001;
6456 stereoseparation += 0.010;
6457 printf("Stereo separation increased to %f\n", stereoseparation);
6461 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6462 if (tutorialstage != 51)
6463 tutorialstagetime = tutorialmaxtime;
6464 emit_sound_np(consolefailsound, 128.);
6468 Values of mainmenu :
6470 2 Menu pause (resume/end game)
6472 4 Controls configuration menu
6473 5 Main game menu (choose level or challenge)
6474 6 Deleting user menu
6475 7 User managment menu (select/add)
6476 8 Choose difficulty menu
6477 9 Challenge level selection menu
6478 10 End of the campaign congratulation (is that really a menu?)
6479 11 Same that 9 ??? => unused
6480 18 stereo configuration
6485 if (mainmenu && endgame == 1)
6487 //go to level select after completing a campaign level
6488 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6495 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6496 emit_stream_np(stream_menutheme);
6497 pause_sound(leveltheme);
6501 //escape key pressed
6502 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6503 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6505 if (mainmenu == 0 && !winfreeze)
6506 mainmenu = 2; //pause
6507 else if (mainmenu == 1 || mainmenu == 2) {
6508 mainmenu = 0; //unpause
6511 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6512 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6513 emit_stream_np(stream_menutheme);
6514 pause_sound(leveltheme);
6516 //on resume, play level music
6518 pause_sound(stream_menutheme);
6519 resume_stream(leveltheme);
6521 //finished with settings menu
6522 if (mainmenu == 3) {
6526 if (mainmenu >= 3 && mainmenu != 8) {
6534 mainmenu = gameon ? 2 : 1;
6556 hostiletime += multiplier;
6560 leveltime += multiplier;
6563 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6564 freeze = 1 - freeze;
6566 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6570 if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode)
6574 inputText(displaytext[0], &displayselected);
6576 if (!displaytext[0].empty()) {
6577 displaytext[0].clear();
6578 displayselected = 0;
6583 displayblinkdelay -= multiplier;
6584 if (displayblinkdelay <= 0) {
6585 displayblinkdelay = .3;
6586 displayblink = 1 - displayblink;
6590 keyboardfrozen = true;
6592 if (Input::isKeyPressed(consolekey) && debugmode) {
6595 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6604 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6605 inputText(consoletext[0], &consoleselected);
6607 if (!consoletext[0].empty()) {
6608 cmd_dispatch(consoletext[0]);
6609 for (int k = 14; k >= 1; k--) {
6610 consoletext[k] = consoletext[k - 1];
6612 consoletext[0].clear();
6613 consoleselected = 0;
6617 consoleblinkdelay -= multiplier;
6618 if (consoleblinkdelay <= 0) {
6619 consoleblinkdelay = .3;
6620 consoleblink = 1 - consoleblink;
6626 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6628 if (mainmenu == 3) {
6633 static int oldwinfreeze;
6634 if (winfreeze && !oldwinfreeze) {
6635 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6636 emit_sound_np(consolesuccesssound);
6639 oldwinfreeze = winfreeze;
6643 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6646 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6650 } else if (winfreeze) {
6658 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6661 static float talkdelay = 0;
6663 if (indialogue != -1)
6665 talkdelay -= multiplier;
6667 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6668 for (int i = 0; i < numdialogues; i++) {
6669 int realdialoguetype;
6671 if (dialoguetype[i] > 49) {
6672 realdialoguetype = dialoguetype[i] - 50;
6674 } else if (dialoguetype[i] > 39) {
6675 realdialoguetype = dialoguetype[i] - 40;
6677 } else if (dialoguetype[i] > 29) {
6678 realdialoguetype = dialoguetype[i] - 30;
6680 } else if (dialoguetype[i] > 19) {
6681 realdialoguetype = dialoguetype[i] - 20;
6683 } else if (dialoguetype[i] > 9) {
6684 realdialoguetype = dialoguetype[i] - 10;
6687 realdialoguetype = dialoguetype[i];
6690 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6691 realdialoguetype < Person::players.size() &&
6692 realdialoguetype > 0 &&
6693 (dialoguegonethrough[i] == 0 || !special) &&
6694 (special || Input::isKeyPressed(attackkey))) {
6695 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6696 Person::players[realdialoguetype]->howactive >= typedead1 ||
6697 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6699 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6700 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6701 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6702 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6703 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6704 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6705 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6710 dialoguegonethrough[i]++;
6711 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6712 playdialogueboxsound();
6718 windvar += multiplier;
6719 smoketex += multiplier;
6720 tutorialstagetime += multiplier;
6723 static float hotspotvisual[40];
6727 for (int i = 0; i < numhotspots; i++)
6728 hotspotvisual[i] -= multiplier / 320;
6730 for (int i = 0; i < numhotspots; i++) {
6731 //if(hotspottype[i]<=10)
6732 while (hotspotvisual[i] < 0) {
6734 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6735 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6736 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6737 hotspotsprite += hotspot[i];
6738 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6739 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6743 for (int i = 0; i < numhotspots; i++) {
6744 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6745 hotspot[i] = Person::players[hotspottype[i]]->coords;
6751 if (tutoriallevel) {
6756 if (tutoriallevel != 1) {
6757 if (bonustime == 0 &&
6758 bonus != solidhit &&
6759 bonus != spinecrusher &&
6760 bonus != tracheotomy &&
6761 bonus != backstab &&
6763 emit_sound_np(consolesuccesssound);
6765 } else if (bonustime == 0) {
6766 emit_sound_np(fireendsound);
6768 if (bonustime == 0) {
6769 if (bonus != solidhit &&
6770 bonus != twoxcombo &&
6771 bonus != threexcombo &&
6772 bonus != fourxcombo &&
6776 bonusnum[bonus] += 0.15;
6779 bonusvalue /= bonusnum[bonus];
6780 bonustotal += bonusvalue;
6782 bonustime += multiplier;
6785 if (environment == snowyenvironment) {
6786 precipdelay -= multiplier;
6787 while (precipdelay < 0) {
6791 XYZ footvel, footpoint;
6794 footpoint = viewer + viewerfacing * 6;
6795 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6796 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6797 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6798 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6803 doAerialAcrobatics();
6806 static XYZ oldviewer;
6809 if (indialogue == -1) {
6810 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6811 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6812 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6813 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6814 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6815 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6816 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6817 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6819 Person::players[0]->forwardkeydown = 0;
6820 Person::players[0]->leftkeydown = 0;
6821 Person::players[0]->backkeydown = 0;
6822 Person::players[0]->rightkeydown = 0;
6823 Person::players[0]->jumpkeydown = 0;
6824 Person::players[0]->crouchkeydown = 0;
6825 Person::players[0]->drawkeydown = 0;
6826 Person::players[0]->throwkeydown = 0;
6829 if (!Person::players[0]->jumpkeydown)
6830 Person::players[0]->jumpclimb = 0;
6833 if (indialogue != -1) {
6839 facing = DoRotation(facing, -pitch, 0, 0);
6840 facing = DoRotation(facing, 0, 0 - yaw, 0);
6845 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6847 if (Input::isKeyDown(forwardkey))
6848 viewer += facing * multiplier * 4;
6849 if (Input::isKeyDown(backkey))
6850 viewer -= facing * multiplier * 4;
6851 if (Input::isKeyDown(leftkey))
6852 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6853 if (Input::isKeyDown(rightkey))
6854 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6855 if (Input::isKeyDown(jumpkey))
6856 viewer.y += multiplier * 4;
6857 if (Input::isKeyDown(crouchkey))
6858 viewer.y -= multiplier * 4;
6859 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6860 Input::isKeyPressed(SDL_SCANCODE_2) ||
6861 Input::isKeyPressed(SDL_SCANCODE_3) ||
6862 Input::isKeyPressed(SDL_SCANCODE_4) ||
6863 Input::isKeyPressed(SDL_SCANCODE_5) ||
6864 Input::isKeyPressed(SDL_SCANCODE_6) ||
6865 Input::isKeyPressed(SDL_SCANCODE_7) ||
6866 Input::isKeyPressed(SDL_SCANCODE_8) ||
6867 Input::isKeyPressed(SDL_SCANCODE_9) ||
6868 Input::isKeyPressed(SDL_SCANCODE_0) ||
6869 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6871 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6872 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6873 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6874 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6875 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6876 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6877 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6878 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6879 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6880 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6881 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6883 if (whichend != -1) {
6884 participantfocus[whichdialogue][indialogue] = whichend;
6885 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6886 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6888 if (whichend == -1) {
6889 participantfocus[whichdialogue][indialogue] = -1;
6891 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6896 dialoguecamera[whichdialogue][indialogue] = viewer;
6897 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6898 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6900 if (indialogue < numdialogueboxes[whichdialogue]) {
6901 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6902 playdialogueboxsound();
6906 for (int j = 0; j < Person::players.size(); j++) {
6907 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6910 //TODO: should these be KeyDown or KeyPressed?
6911 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6912 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6913 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6914 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6915 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6916 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6917 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6918 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6919 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6920 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6922 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6923 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6924 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6925 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6926 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6927 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6928 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6929 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6930 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6931 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6932 participantfacing[whichdialogue][indialogue][whichend] = facing;
6934 if (indialogue >= numdialogueboxes[whichdialogue]) {
6941 pause_sound(whooshsound);
6942 viewer = dialoguecamera[whichdialogue][indialogue];
6943 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6944 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6945 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6946 if (dialoguetime > 0.5)
6947 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6948 Input::isKeyPressed(SDL_SCANCODE_2) ||
6949 Input::isKeyPressed(SDL_SCANCODE_3) ||
6950 Input::isKeyPressed(SDL_SCANCODE_4) ||
6951 Input::isKeyPressed(SDL_SCANCODE_5) ||
6952 Input::isKeyPressed(SDL_SCANCODE_6) ||
6953 Input::isKeyPressed(SDL_SCANCODE_7) ||
6954 Input::isKeyPressed(SDL_SCANCODE_8) ||
6955 Input::isKeyPressed(SDL_SCANCODE_9) ||
6956 Input::isKeyPressed(SDL_SCANCODE_0) ||
6957 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6958 Input::isKeyPressed(attackkey)) {
6960 if (indialogue < numdialogueboxes[whichdialogue]) {
6961 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6962 playdialogueboxsound();
6963 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6964 hotspot[numhotspots] = Person::players[0]->coords;
6965 hotspotsize[numhotspots] = 10;
6966 hotspottype[numhotspots] = -1;
6970 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6974 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6982 if (indialogue >= numdialogueboxes[whichdialogue]) {
6986 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6989 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6992 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6994 for (int i = 1; i < Person::players.size(); i++) {
6995 Person::players[i]->aitype = attacktypecutoff;
7002 if (!Person::players[0]->jumpkeydown) {
7003 Person::players[0]->jumptogglekeydown = 0;
7005 if (Person::players[0]->jumpkeydown &&
7006 Person::players[0]->animTarget != jumpupanim &&
7007 Person::players[0]->animTarget != jumpdownanim &&
7008 !Person::players[0]->isFlip())
7009 Person::players[0]->jumptogglekeydown = 1;
7012 dialoguetime += multiplier;
7013 hawkyaw += multiplier * 25;
7015 realhawkcoords.x = 25;
7016 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
7017 hawkcalldelay -= multiplier / 2;
7019 if (hawkcalldelay <= 0) {
7020 emit_sound_at(hawksound, realhawkcoords);
7022 hawkcalldelay = 16 + abs(Random() % 8);
7029 doPlayerCollisions();
7033 for (int k = 0; k < Person::players.size(); k++)
7034 if (k != 0 && Person::players[k]->immobile)
7035 Person::players[k]->coords = Person::players[k]->realoldcoords;
7037 for (int k = 0; k < Person::players.size(); k++) {
7038 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7039 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7040 Person::players[k]->DoDamage(1000);
7046 static bool respawnkeydown;
7047 if (!editorenabled &&
7048 (whichlevel != -2 &&
7049 (Input::isKeyDown(SDL_SCANCODE_Z) &&
7050 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
7052 (Input::isKeyDown(jumpkey) &&
7055 Person::players[0]->dead))) {
7056 targetlevel = whichlevel;
7060 if (!Input::isKeyDown(jumpkey))
7062 if (Input::isKeyDown(jumpkey))
7068 static bool movekey;
7071 for (int i = 0; i < Person::players.size(); i++) {
7072 static float oldtargetyaw;
7073 if (!Person::players[i]->skeleton.free) {
7074 oldtargetyaw = Person::players[i]->targetyaw;
7075 if (i == 0 && indialogue == -1) {
7076 //TODO: refactor repetitive code
7077 if (!animation[Person::players[0]->animTarget].attack &&
7078 Person::players[0]->animTarget != staggerbackhighanim &&
7079 Person::players[0]->animTarget != staggerbackhardanim &&
7080 Person::players[0]->animTarget != crouchremoveknifeanim &&
7081 Person::players[0]->animTarget != removeknifeanim &&
7082 Person::players[0]->animTarget != backhandspringanim &&
7083 Person::players[0]->animTarget != dodgebackanim &&
7084 Person::players[0]->animTarget != walljumprightkickanim &&
7085 Person::players[0]->animTarget != walljumpleftkickanim) {
7087 Person::players[0]->targetyaw = 0;
7089 Person::players[0]->targetyaw = -yaw + 180;
7095 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7097 facing = flatfacing;
7099 facing = DoRotation(facing, -pitch, 0, 0);
7100 facing = DoRotation(facing, 0, 0 - yaw, 0);
7103 Person::players[0]->lookyaw = -yaw;
7105 Person::players[i]->targetheadyaw = yaw;
7106 Person::players[i]->targetheadpitch = pitch;
7108 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7109 if (!animation[Person::players[i]->animTarget].attack &&
7110 Person::players[i]->animTarget != staggerbackhighanim &&
7111 Person::players[i]->animTarget != staggerbackhardanim &&
7112 Person::players[i]->animTarget != crouchremoveknifeanim &&
7113 Person::players[i]->animTarget != removeknifeanim &&
7114 Person::players[i]->animTarget != backhandspringanim &&
7115 Person::players[i]->animTarget != dodgebackanim &&
7116 Person::players[i]->animTarget != walljumprightkickanim &&
7117 Person::players[i]->animTarget != walljumpleftkickanim) {
7118 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7124 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7126 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7127 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7129 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7130 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7132 if (indialogue != -1) {
7133 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7134 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7140 Person::players[i]->avoidsomething = 0;
7142 //avoid flaming things
7143 for (int j = 0; j < objects.numobjects; j++)
7144 if (objects.onfire[j])
7145 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7146 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7147 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7148 Person::players[i]->collided = 0;
7149 Person::players[i]->avoidcollided = 1;
7150 if (Person::players[i]->avoidsomething == 0 ||
7151 distsq(&Person::players[i]->coords, &objects.position[j]) <
7152 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7153 Person::players[i]->avoidwhere = objects.position[j];
7154 Person::players[i]->avoidsomething = 1;
7158 //avoid flaming players
7159 for (int j = 0; j < Person::players.size(); j++)
7160 if (Person::players[j]->onfire)
7161 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7162 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7163 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7164 Person::players[i]->collided = 0;
7165 Person::players[i]->avoidcollided = 1;
7166 if (Person::players[i]->avoidsomething == 0 ||
7167 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7168 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7169 Person::players[i]->avoidwhere = Person::players[j]->coords;
7170 Person::players[i]->avoidsomething = 1;
7174 if (Person::players[i]->collided > .8)
7175 Person::players[i]->avoidcollided = 0;
7179 if (animation[Person::players[i]->animTarget].attack == reversed) {
7180 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7181 Person::players[i]->forwardkeydown = 0;
7182 Person::players[i]->leftkeydown = 0;
7183 Person::players[i]->backkeydown = 0;
7184 Person::players[i]->rightkeydown = 0;
7185 Person::players[i]->jumpkeydown = 0;
7186 Person::players[i]->attackkeydown = 0;
7187 //Person::players[i]->crouchkeydown=0;
7188 Person::players[i]->throwkeydown = 0;
7191 if (indialogue != -1) {
7192 Person::players[i]->forwardkeydown = 0;
7193 Person::players[i]->leftkeydown = 0;
7194 Person::players[i]->backkeydown = 0;
7195 Person::players[i]->rightkeydown = 0;
7196 Person::players[i]->jumpkeydown = 0;
7197 Person::players[i]->crouchkeydown = 0;
7198 Person::players[i]->drawkeydown = 0;
7199 Person::players[i]->throwkeydown = 0;
7202 if (Person::players[i]->collided < -.3)
7203 Person::players[i]->collided = -.3;
7204 if (Person::players[i]->collided > 1)
7205 Person::players[i]->collided = 1;
7206 Person::players[i]->collided -= multiplier * 4;
7207 Person::players[i]->whichdirectiondelay -= multiplier;
7208 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7209 Person::players[i]->avoidcollided = -.3;
7210 Person::players[i]->whichdirection = abs(Random() % 2);
7211 Person::players[i]->whichdirectiondelay = .4;
7213 if (Person::players[i]->avoidcollided > 1)
7214 Person::players[i]->avoidcollided = 1;
7215 Person::players[i]->avoidcollided -= multiplier / 4;
7216 if (!Person::players[i]->skeleton.free) {
7217 Person::players[i]->stunned -= multiplier;
7218 Person::players[i]->surprised -= multiplier;
7220 if (i != 0 && Person::players[i]->surprised <= 0 &&
7221 Person::players[i]->aitype == attacktypecutoff &&
7222 !Person::players[i]->dead &&
7223 !Person::players[i]->skeleton.free &&
7224 animation[Person::players[i]->animTarget].attack == neutral)
7227 if (!Person::players[i]->throwkeydown)
7228 Person::players[i]->throwtogglekeydown = 0;
7231 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7232 if (Person::players[i]->weaponactive == -1 &&
7233 Person::players[i]->num_weapons < 2 &&
7234 (Person::players[i]->isIdle() ||
7235 Person::players[i]->isCrouch() ||
7236 Person::players[i]->animTarget == sneakanim ||
7237 Person::players[i]->animTarget == rollanim ||
7238 Person::players[i]->animTarget == backhandspringanim ||
7239 Person::players[i]->isFlip() ||
7240 Person::players[i]->isFlip() ||
7241 Person::players[i]->aitype != playercontrolled)) {
7242 for (int j = 0; j < weapons.size(); j++) {
7243 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7244 Person::players[i]->aitype == playercontrolled) &&
7245 weapons[j].owner == -1 &&
7246 Person::players[i]->weaponactive == -1)
7247 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7248 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7249 if (Person::players[i]->isCrouch() ||
7250 Person::players[i]->animTarget == sneakanim ||
7251 Person::players[i]->isRun() ||
7252 Person::players[i]->isIdle() ||
7253 Person::players[i]->aitype != playercontrolled) {
7254 Person::players[i]->throwtogglekeydown = 1;
7255 Person::players[i]->setAnimation(crouchremoveknifeanim);
7256 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7257 Person::players[i]->hasvictim = 0;
7259 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7260 Person::players[i]->throwtogglekeydown = 1;
7261 Person::players[i]->hasvictim = 0;
7263 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7264 Person::players[i]->aitype == playercontrolled) &&
7265 weapons[j].owner == -1 ||
7266 Person::players[i]->victim &&
7267 weapons[j].owner == Person::players[i]->victim->id)
7268 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7269 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7270 if (weapons[j].getType() != staff)
7271 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7273 Person::players[i]->weaponactive = 0;
7274 weapons[j].owner = Person::players[i]->id;
7275 if (Person::players[i]->num_weapons > 0)
7276 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7277 Person::players[i]->num_weapons++;
7278 Person::players[i]->weaponids[0] = j;
7281 } else if ((Person::players[i]->isIdle() ||
7282 Person::players[i]->isFlip() ||
7283 Person::players[i]->aitype != playercontrolled) &&
7284 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7285 Person::players[i]->coords.y < weapons[j].position.y) {
7286 if (!Person::players[i]->isFlip()) {
7287 Person::players[i]->throwtogglekeydown = 1;
7288 Person::players[i]->setAnimation(removeknifeanim);
7289 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7291 if (Person::players[i]->isFlip()) {
7292 Person::players[i]->throwtogglekeydown = 1;
7293 Person::players[i]->hasvictim = 0;
7295 for (int k = 0; k < weapons.size(); k++) {
7296 if (Person::players[i]->weaponactive == -1)
7297 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7298 Person::players[i]->aitype == playercontrolled) &&
7299 weapons[k].owner == -1 ||
7300 Person::players[i]->victim &&
7301 weapons[k].owner == Person::players[i]->victim->id)
7302 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7303 Person::players[i]->weaponactive == -1) {
7304 if (weapons[k].getType() != staff)
7305 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7307 Person::players[i]->weaponactive = 0;
7308 weapons[k].owner = Person::players[i]->id;
7309 if (Person::players[i]->num_weapons > 0)
7310 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7311 Person::players[i]->num_weapons++;
7312 Person::players[i]->weaponids[0] = k;
7319 if (Person::players[i]->isCrouch() ||
7320 Person::players[i]->animTarget == sneakanim ||
7321 Person::players[i]->isRun() ||
7322 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7323 Person::players[i]->animTarget == backhandspringanim) {
7324 if (Person::players.size() > 1)
7325 for (int j = 0; j < Person::players.size(); j++) {
7326 if (Person::players[i]->weaponactive == -1)
7328 if (Person::players[j]->num_weapons &&
7329 Person::players[j]->skeleton.free &&
7330 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7331 (((Person::players[j]->skeleton.forward.y < 0 &&
7332 Person::players[j]->weaponstuckwhere == 0) ||
7333 (Person::players[j]->skeleton.forward.y > 0 &&
7334 Person::players[j]->weaponstuckwhere == 1)) ||
7335 Person::players[j]->weaponstuck == -1 ||
7336 Person::players[j]->num_weapons > 1)) {
7337 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7338 Person::players[i]->throwtogglekeydown = 1;
7339 Person::players[i]->victim = Person::players[j];
7340 Person::players[i]->hasvictim = 1;
7341 Person::players[i]->setAnimation(crouchremoveknifeanim);
7342 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7344 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7345 Person::players[i]->throwtogglekeydown = 1;
7346 Person::players[i]->victim = Person::players[j];
7347 Person::players[i]->hasvictim = 1;
7348 int k = Person::players[j]->weaponids[0];
7349 if (Person::players[i]->hasvictim) {
7352 if (Person::players[i]->victim->weaponstuck != -1) {
7353 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7358 if (weapons[k].getType() != staff)
7359 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7362 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7364 Person::players[i]->weaponactive = 0;
7365 if (weapons[k].owner != -1) {
7366 if (Person::players[i]->victim->num_weapons == 1)
7367 Person::players[i]->victim->num_weapons = 0;
7369 Person::players[i]->victim->num_weapons = 1;
7371 Person::players[i]->victim->skeleton.longdead = 0;
7372 Person::players[i]->victim->skeleton.free = 1;
7373 Person::players[i]->victim->skeleton.broken = 0;
7375 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7376 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7377 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7383 Normalise(&relative);
7384 XYZ footvel, footpoint;
7386 footpoint = weapons[k].position;
7387 if (Person::players[i]->victim->weaponstuck != -1) {
7388 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7390 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7391 weapons[k].bloody = 2;
7392 weapons[k].blooddrip = 5;
7393 Person::players[i]->victim->weaponstuck = -1;
7394 Person::players[i]->victim->bloodloss += 2000;
7395 Person::players[i]->victim->DoDamage(2000);
7398 if (Person::players[i]->victim->num_weapons > 0) {
7399 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7400 Person::players[i]->victim->weaponstuck = 0;
7401 if (Person::players[i]->victim->weaponids[0] == k)
7402 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7405 Person::players[i]->victim->weaponactive = -1;
7407 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7408 Person::players[i]->victim->jointVel(neck) += relative * 6;
7409 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7410 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7412 weapons[k].owner = i;
7413 if (Person::players[i]->num_weapons > 0) {
7414 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7416 Person::players[i]->num_weapons++;
7417 Person::players[i]->weaponids[0] = k;
7424 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7425 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7426 if (Person::players[i]->isIdle() ||
7427 Person::players[i]->isRun() ||
7428 Person::players[i]->isCrouch() ||
7429 Person::players[i]->animTarget == sneakanim ||
7430 Person::players[i]->isFlip())
7431 if (Person::players.size() > 1)
7432 for (int j = 0; j < Person::players.size(); j++) {
7434 if (tutoriallevel != 1 || tutorialstage == 49)
7436 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7437 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7438 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7439 !Person::players[j]->skeleton.free &&
7440 -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)) {
7441 if (!Person::players[i]->isFlip()) {
7442 Person::players[i]->throwtogglekeydown = 1;
7443 Person::players[i]->victim = Person::players[j];
7444 Person::players[i]->setAnimation(knifethrowanim);
7445 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7446 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7448 if (Person::players[i]->isFlip()) {
7449 if (Person::players[i]->weaponactive != -1) {
7450 Person::players[i]->throwtogglekeydown = 1;
7451 Person::players[i]->victim = Person::players[j];
7453 weapons[Person::players[i]->weaponids[0]].owner = -1;
7454 aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
7457 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7459 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7460 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7461 weapons[Person::players[i]->weaponids[0]].missed = 0;
7462 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7463 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7464 weapons[Person::players[i]->weaponids[0]].physics = 0;
7465 Person::players[i]->num_weapons--;
7466 if (Person::players[i]->num_weapons) {
7467 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7469 Person::players[i]->weaponactive = -1;
7476 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7477 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7478 Person::players[i]->throwtogglekeydown = 1;
7479 weapons[Person::players[i]->weaponids[0]].owner = -1;
7480 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7481 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7482 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7483 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7484 weapons[Person::players[i]->weaponids[0]].missed = 1;
7485 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7486 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7487 weapons[Person::players[i]->weaponids[0]].physics = 1;
7488 Person::players[i]->num_weapons--;
7489 if (Person::players[i]->num_weapons) {
7490 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7491 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7492 Person::players[i]->weaponstuck = 0;
7495 Person::players[i]->weaponactive = -1;
7496 for (int j = 0; j < Person::players.size(); j++) {
7497 Person::players[j]->wentforweapon = 0;
7505 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7506 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7507 (Person::players[i]->num_weapons == 2) &&
7508 (Person::players[i]->weaponactive == -1) &&
7509 Person::players[i]->isIdle() ||
7510 Person::players[0]->dead &&
7511 (Person::players[i]->weaponactive != -1) &&
7514 if (Person::players[i]->weaponactive != -1)
7515 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7517 if (isgood && Person::players[i]->creature != wolftype) {
7518 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7519 Person::players[i]->setAnimation(drawrightanim);
7520 Person::players[i]->drawtogglekeydown = 1;
7522 if ((Person::players[i]->isIdle() ||
7523 (Person::players[i]->aitype != playercontrolled &&
7524 Person::players[0]->weaponactive != -1 &&
7525 Person::players[i]->isRun())) &&
7526 Person::players[i]->num_weapons &&
7527 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7528 Person::players[i]->setAnimation(drawleftanim);
7529 Person::players[i]->drawtogglekeydown = 1;
7531 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7532 Person::players[i]->setAnimation(crouchdrawrightanim);
7533 Person::players[i]->drawtogglekeydown = 1;
7540 if (Person::players[i]->weaponactive != -1) {
7541 if (Person::players[i]->isCrouch() &&
7542 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7544 Person::players[i]->onterrain &&
7545 Person::players[i]->num_weapons &&
7546 Person::players[i]->attackkeydown &&
7547 musictype != stream_fighttheme) {
7548 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7549 Person::players[i]->setAnimation(crouchstabanim);
7550 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7551 Person::players[i]->setAnimation(swordgroundstabanim);
7552 Person::players[i]->hasvictim = 0;
7556 if (!Person::players[i]->drawkeydown)
7557 Person::players[i]->drawtogglekeydown = 0;
7562 absflatfacing.z = -1;
7564 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7566 absflatfacing = flatfacing;
7568 if (indialogue != -1) {
7569 Person::players[i]->forwardkeydown = 0;
7570 Person::players[i]->leftkeydown = 0;
7571 Person::players[i]->backkeydown = 0;
7572 Person::players[i]->rightkeydown = 0;
7573 Person::players[i]->jumpkeydown = 0;
7574 Person::players[i]->crouchkeydown = 0;
7575 Person::players[i]->drawkeydown = 0;
7576 Person::players[i]->throwkeydown = 0;
7580 if (!animation[Person::players[i]->animTarget].attack &&
7581 Person::players[i]->animTarget != staggerbackhighanim &&
7582 Person::players[i]->animTarget != staggerbackhardanim &&
7583 Person::players[i]->animTarget != backhandspringanim &&
7584 Person::players[i]->animTarget != dodgebackanim) {
7585 if (!Person::players[i]->forwardkeydown)
7586 Person::players[i]->forwardstogglekeydown = 0;
7587 if (Person::players[i]->crouchkeydown) {
7591 Person::players[i]->superruntoggle = 1;
7592 if (Person::players.size() > 1)
7593 for (int j = 0; j < Person::players.size(); j++)
7594 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7595 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7596 Person::players[i]->superruntoggle = 0;
7599 if (Person::players.size() > 1)
7600 for (int j = 0; j < Person::players.size(); j++) {
7601 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7602 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7603 Person::players[j]->victim == Person::players[i] &&
7604 (Person::players[j]->animTarget == sweepanim ||
7605 Person::players[j]->animTarget == upunchanim ||
7606 Person::players[j]->animTarget == wolfslapanim ||
7607 ((Person::players[j]->animTarget == swordslashanim ||
7608 Person::players[j]->animTarget == knifeslashstartanim ||
7609 Person::players[j]->animTarget == staffhitanim ||
7610 Person::players[j]->animTarget == staffspinhitanim) &&
7611 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7620 Person::players[target]->Reverse();
7621 Person::players[i]->lowreversaldelay = .5;
7623 if (Person::players[i]->isIdle()) {
7624 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7625 Person::players[i]->transspeed = 10;
7627 if (Person::players[i]->isRun() ||
7628 (Person::players[i]->isStop() &&
7629 (Person::players[i]->leftkeydown ||
7630 Person::players[i]->rightkeydown ||
7631 Person::players[i]->forwardkeydown ||
7632 Person::players[i]->backkeydown))) {
7633 Person::players[i]->setAnimation(rollanim);
7634 Person::players[i]->transspeed = 20;
7637 if (!Person::players[i]->crouchkeydown) {
7639 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7640 Person::players[i]->superruntoggle = 0;
7642 if (Person::players[i]->isCrouch()) {
7643 if (Person::players.size() > 1)
7644 for (int j = 0; j < Person::players.size(); j++) {
7646 !Person::players[j]->skeleton.free &&
7647 Person::players[j]->victim &&
7648 Person::players[i]->highreversaldelay <= 0) {
7649 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7650 Person::players[j]->victim == Person::players[i] &&
7651 (Person::players[j]->animTarget == spinkickanim) &&
7652 Person::players[i]->isCrouch()) {
7661 Person::players[target]->Reverse();
7662 Person::players[i]->highreversaldelay = .5;
7664 if (Person::players[i]->isCrouch()) {
7665 if (!Person::players[i]->wasCrouch()) {
7666 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7667 Person::players[i]->frameCurrent = 0;
7669 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7670 Person::players[i]->transspeed = 10;
7673 if (Person::players[i]->animTarget == sneakanim) {
7674 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7675 Person::players[i]->transspeed = 10;
7678 if (Person::players[i]->forwardkeydown) {
7679 if (Person::players[i]->isIdle() ||
7680 (Person::players[i]->isStop() &&
7681 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7682 (Person::players[i]->isLanding() &&
7683 Person::players[i]->frameTarget > 0 &&
7684 !Person::players[i]->jumpkeydown) ||
7685 (Person::players[i]->isLandhard() &&
7686 Person::players[i]->frameTarget > 0 &&
7687 !Person::players[i]->jumpkeydown &&
7688 Person::players[i]->crouchkeydown)) {
7689 if (Person::players[i]->aitype == passivetype)
7690 Person::players[i]->setAnimation(walkanim);
7692 Person::players[i]->setAnimation(Person::players[i]->getRun());
7694 if (Person::players[i]->isCrouch()) {
7695 Person::players[i]->animTarget = sneakanim;
7696 if (Person::players[i]->wasCrouch())
7697 Person::players[i]->target = 0;
7698 Person::players[i]->frameTarget = 0;
7700 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7701 Person::players[i]->setAnimation(climbanim);
7702 Person::players[i]->frameTarget = 1;
7703 Person::players[i]->jumpclimb = 1;
7705 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7706 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7708 Person::players[i]->forwardstogglekeydown = 1;
7711 if (Person::players[i]->rightkeydown) {
7712 if (Person::players[i]->isIdle() ||
7713 (Person::players[i]->isStop() &&
7714 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7715 (Person::players[i]->isLanding() &&
7716 Person::players[i]->frameTarget > 0 &&
7717 !Person::players[i]->jumpkeydown) ||
7718 (Person::players[i]->isLandhard() &&
7719 Person::players[i]->frameTarget > 0 &&
7720 !Person::players[i]->jumpkeydown &&
7721 Person::players[i]->crouchkeydown)) {
7722 Person::players[i]->setAnimation(Person::players[i]->getRun());
7724 if (Person::players[i]->isCrouch()) {
7725 Person::players[i]->animTarget = sneakanim;
7726 if (Person::players[i]->wasCrouch())
7727 Person::players[i]->target = 0;
7728 Person::players[i]->frameTarget = 0;
7730 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7731 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7733 Person::players[i]->targetyaw -= 90;
7734 if (Person::players[i]->forwardkeydown)
7735 Person::players[i]->targetyaw += 45;
7736 if (Person::players[i]->backkeydown)
7737 Person::players[i]->targetyaw -= 45;
7740 if ( Person::players[i]->leftkeydown) {
7741 if (Person::players[i]->isIdle() ||
7742 (Person::players[i]->isStop() &&
7743 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7744 (Person::players[i]->isLanding() &&
7745 Person::players[i]->frameTarget > 0 &&
7746 !Person::players[i]->jumpkeydown) ||
7747 (Person::players[i]->isLandhard() &&
7748 Person::players[i]->frameTarget > 0 &&
7749 !Person::players[i]->jumpkeydown &&
7750 Person::players[i]->crouchkeydown)) {
7751 Person::players[i]->setAnimation(Person::players[i]->getRun());
7753 if (Person::players[i]->isCrouch()) {
7754 Person::players[i]->animTarget = sneakanim;
7755 if (Person::players[i]->wasCrouch())
7756 Person::players[i]->target = 0;
7757 Person::players[i]->frameTarget = 0;
7759 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7760 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7762 Person::players[i]->targetyaw += 90;
7763 if (Person::players[i]->forwardkeydown)
7764 Person::players[i]->targetyaw -= 45;
7765 if (Person::players[i]->backkeydown)
7766 Person::players[i]->targetyaw += 45;
7769 if (Person::players[i]->backkeydown) {
7770 if (Person::players[i]->isIdle() ||
7771 (Person::players[i]->isStop() &&
7772 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7773 (Person::players[i]->isLanding() &&
7774 Person::players[i]->frameTarget > 0 &&
7775 !Person::players[i]->jumpkeydown) ||
7776 (Person::players[i]->isLandhard() &&
7777 Person::players[i]->frameTarget > 0 &&
7778 !Person::players[i]->jumpkeydown &&
7779 Person::players[i]->crouchkeydown)) {
7780 Person::players[i]->setAnimation(Person::players[i]->getRun());
7782 if (Person::players[i]->isCrouch()) {
7783 Person::players[i]->animTarget = sneakanim;
7784 if (Person::players[i]->wasCrouch())
7785 Person::players[i]->target = 0;
7786 Person::players[i]->frameTarget = 0;
7788 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7789 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7791 if (Person::players[i]->animTarget == hanganim) {
7792 Person::players[i]->animCurrent = jumpdownanim;
7793 Person::players[i]->animTarget = jumpdownanim;
7794 Person::players[i]->target = 0;
7795 Person::players[i]->frameCurrent = 0;
7796 Person::players[i]->frameTarget = 1;
7797 Person::players[i]->velocity = 0;
7798 Person::players[i]->velocity.y += gravity;
7799 Person::players[i]->coords.y -= 1.4;
7800 Person::players[i]->grabdelay = 1;
7802 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7803 Person::players[i]->targetyaw += 180;
7806 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7807 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7808 Person::players[i]->isRun() ||
7809 Person::players[i]->animTarget == walkanim ||
7810 Person::players[i]->isCrouch() ||
7811 Person::players[i]->animTarget == sneakanim) &&
7812 Person::players[i]->jumppower > 1) &&
7813 ((Person::players[i]->animTarget != rabbitrunninganim &&
7814 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7815 Person::players[i]->jumpstart = 0;
7816 Person::players[i]->setAnimation(jumpupanim);
7817 Person::players[i]->yaw = Person::players[i]->targetyaw;
7818 Person::players[i]->transspeed = 20;
7819 Person::players[i]->FootLand(0, 1);
7820 Person::players[i]->FootLand(1, 1);
7824 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7827 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7829 Person::players[i]->velocity = 0;
7833 if (Person::players.size() > 1)
7834 for (int j = 0; j < Person::players.size(); j++) {
7835 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7836 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7837 (Person::players[j]->victim == Person::players[i]) &&
7838 (Person::players[j]->animTarget == sweepanim)) {
7847 Person::players[i]->velocity.y = 1;
7849 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7850 Person::players[i]->velocity.y = 7;
7851 Person::players[i]->crouchtogglekeydown = 1;
7852 } else Person::players[i]->velocity.y = 5;
7854 if (mousejump && i == 0 && debugmode) {
7855 if (!Person::players[i]->isLanding())
7856 Person::players[i]->tempdeltav = deltav;
7857 if (Person::players[i]->tempdeltav < 0)
7858 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7861 Person::players[i]->coords.y += .2;
7862 Person::players[i]->jumppower -= 1;
7865 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7867 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7869 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7870 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7871 Person::players[i]->frameTarget = 2;
7872 Person::players[i]->landhard = 0;
7873 Person::players[i]->jumpstart = 1;
7874 Person::players[i]->tempdeltav = deltav;
7876 if (Person::players[i]->animTarget == jumpupanim &&
7880 Person::players[i]->aitype != playercontrolled)) {
7881 if (Person::players[i]->jumppower > multiplier * 6) {
7882 Person::players[i]->velocity.y += multiplier * 6;
7883 Person::players[i]->jumppower -= multiplier * 6;
7885 if (Person::players[i]->jumppower <= multiplier * 6) {
7886 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7887 Person::players[i]->jumppower = 0;
7890 if (((floatjump || editorenabled) && debugmode) && i == 0)
7891 Person::players[i]->velocity.y += multiplier * 30;
7895 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7896 Person::players[i]->setAnimation(Person::players[i]->getStop());
7897 if (Person::players[i]->animTarget == sneakanim) {
7898 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7899 if (Person::players[i]->animCurrent == sneakanim)
7900 Person::players[i]->target = 0;
7901 Person::players[i]->frameTarget = 0;
7904 if (Person::players[i]->animTarget == walkanim &&
7905 (Person::players[i]->aitype == attacktypecutoff ||
7906 Person::players[i]->aitype == searchtype ||
7907 (Person::players[i]->aitype == passivetype &&
7908 Person::players[i]->numwaypoints <= 1)))
7909 Person::players[i]->setAnimation(Person::players[i]->getStop());
7910 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7911 Person::players[i]->setAnimation(Person::players[i]->getStop());
7914 if (Person::players[i]->animTarget == rollanim)
7915 Person::players[i]->targetyaw = oldtargetyaw;
7919 for (int k = 0; k < Person::players.size(); k++) {
7920 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7921 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7922 Person::players[k]->yaw -= 360;
7924 Person::players[k]->yaw += 360;
7927 //stop to turn in right direction
7928 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7929 Person::players[k]->setAnimation(Person::players[k]->getStop());
7931 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7932 Person::players[k]->targettilt = 0;
7934 if (Person::players[k]->animTarget != jumpupanim &&
7935 Person::players[k]->animTarget != backhandspringanim &&
7936 Person::players[k]->animTarget != jumpdownanim &&
7937 !Person::players[k]->isFlip()) {
7938 Person::players[k]->targettilt = 0;
7939 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7940 Person::players[k]->jumppower = 0;
7941 Person::players[k]->jumppower += multiplier * 7;
7942 if (Person::players[k]->isCrouch())
7943 Person::players[k]->jumppower += multiplier * 7;
7944 if (Person::players[k]->jumppower > 5)
7945 Person::players[k]->jumppower = 5;
7948 if (Person::players[k]->isRun())
7949 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7951 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7952 Person::players[k]->grabdelay -= multiplier;
7956 for (int k = 0; k < Person::players.size(); k++) {
7957 Person::players[k]->DoAnimations();
7958 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7959 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7965 for (int j = numenvsounds - 1; j >= 0; j--) {
7966 envsoundlife[j] -= multiplier;
7967 if (envsoundlife[j] < 0) {
7969 envsoundlife[j] = envsoundlife[numenvsounds];
7970 envsound[j] = envsound[numenvsounds];
7974 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7976 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7978 if (tutoriallevel == 1) {
7995 if (tutorialstage >= 51)
7996 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7997 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7998 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
8000 emit_stream_np(stream_menutheme);
8009 if (tutorialstage < 51)
8010 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8011 emit_sound_at(fireendsound, Person::players[0]->coords);
8013 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
8017 if (tutorialstage >= 14 && tutorialstage < 50)
8018 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
8019 emit_sound_at(fireendsound, Person::players[1]->coords);
8021 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8022 if (Random() % 2 == 0) {
8023 if (!Person::players[1]->skeleton.free)
8024 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8025 if (Person::players[1]->skeleton.free)
8026 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8027 if (!Person::players[1]->skeleton.free)
8028 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;
8029 if (Person::players[1]->skeleton.free)
8030 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8031 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8035 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
8036 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8037 Person::players[1]->skeleton.joints[i].velocity = 0;
8038 if (Random() % 2 == 0) {
8039 if (!Person::players[1]->skeleton.free)
8040 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8041 if (Person::players[1]->skeleton.free)
8042 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8043 if (!Person::players[1]->skeleton.free)
8044 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;
8045 if (Person::players[1]->skeleton.free)
8046 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8047 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8055 static float gLoc[3];
8059 static float vel[3];
8060 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8061 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8062 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8064 //Set orientation with forward and up vectors
8065 static XYZ upvector;
8069 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8070 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8075 facing = DoRotation(facing, -pitch, 0, 0);
8076 facing = DoRotation(facing, 0, 0 - yaw, 0);
8079 static float ori[6];
8083 ori[3] = -upvector.x;
8084 ori[4] = upvector.y;
8085 ori[5] = -upvector.z;
8087 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8094 if (Input::isKeyPressed(SDL_SCANCODE_F1))
8098 void Game::TickOnce()
8101 yaw += multiplier * 5;
8102 else if (directing || indialogue == -1) {
8105 pitch += deltav * .7;
8107 pitch -= deltav * .7;
8115 void Game::TickOnceAfter()
8117 static XYZ colviewer;
8118 static XYZ coltarget;
8122 static float changedelay;
8123 static bool alldead;
8124 static float unseendelay;
8125 static float cameraspeed;
8128 static int oldmusictype = musictype;
8130 if (environment == snowyenvironment)
8131 leveltheme = stream_snowtheme;
8132 if (environment == grassyenvironment)
8133 leveltheme = stream_grasstheme;
8134 if (environment == desertenvironment)
8135 leveltheme = stream_deserttheme;
8139 musictype = leveltheme;
8140 for (int i = 0; i < Person::players.size(); i++) {
8141 if ((Person::players[i]->aitype == attacktypecutoff ||
8142 Person::players[i]->aitype == getweapontype ||
8143 Person::players[i]->aitype == gethelptype ||
8144 Person::players[i]->aitype == searchtype) &&
8145 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8146 (Person::players[i]->animTarget != sneakattackedanim &&
8147 Person::players[i]->animTarget != knifesneakattackedanim &&
8148 Person::players[i]->animTarget != swordsneakattackedanim)) {
8149 musictype = stream_fighttheme;
8153 if (Person::players[0]->dead)
8154 musictype = stream_menutheme;
8157 if (musictype == stream_fighttheme)
8160 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8161 unseendelay -= multiplier;
8162 if (unseendelay > 0)
8163 musictype = stream_fighttheme;
8168 musictype = stream_menutheme;
8169 musicvolume[2] = 512;
8176 if (musictype != oldmusictype && musictype == stream_fighttheme)
8177 emit_sound_np(alarmsound);
8178 musicselected = musictype;
8180 if (musicselected == leveltheme)
8181 musicvolume[0] += multiplier * 450;
8183 musicvolume[0] -= multiplier * 450;
8184 if (musicselected == stream_fighttheme)
8185 musicvolume[1] += multiplier * 450;
8187 musicvolume[1] -= multiplier * 450;
8188 if (musicselected == stream_menutheme)
8189 musicvolume[2] += multiplier * 450;
8191 musicvolume[2] -= multiplier * 450;
8193 for (int i = 0; i < 3; i++) {
8194 if (musicvolume[i] < 0)
8196 if (musicvolume[i] > 512)
8197 musicvolume[i] = 512;
8200 if (musicvolume[2] > 128 && !loading && !mainmenu)
8201 musicvolume[2] = 128;
8204 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8205 emit_stream_np(leveltheme, musicvolume[0]);
8206 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8207 emit_stream_np(stream_fighttheme, musicvolume[1]);
8208 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8209 emit_stream_np(stream_menutheme, musicvolume[2]);
8210 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8211 pause_sound(leveltheme);
8212 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8213 pause_sound(stream_fighttheme);
8214 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8215 pause_sound(stream_menutheme);
8217 if (musicvolume[0] != oldmusicvolume[0])
8218 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8219 if (musicvolume[1] != oldmusicvolume[1])
8220 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8221 if (musicvolume[2] != oldmusicvolume[2])
8222 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8224 for (int i = 0; i < 3; i++)
8225 oldmusicvolume[i] = musicvolume[i];
8227 pause_sound(leveltheme);
8228 pause_sound(stream_fighttheme);
8229 pause_sound(stream_menutheme);
8231 for (int i = 0; i < 4; i++) {
8232 oldmusicvolume[i] = 0;
8238 for (int i = 0; i < numhotspots; i++) {
8239 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8240 if (Person::players[hotspottype[i] - 10]->dead == 0)
8242 else if (killhotspot == 2)
8246 if (killhotspot == 2)
8251 for (int i = 0; i < numhotspots; i++)
8252 if (hotspottype[i] == -1)
8253 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8257 for (int i = 1; i < Person::players.size(); i++)
8258 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8260 if (numalarmed > maxalarmed)
8261 maxalarmed = numalarmed;
8263 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8264 if (Person::players[0]->dead && changedelay <= 0) {
8266 targetlevel = whichlevel;
8269 for (int i = 1; i < Person::players.size(); i++) {
8270 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8277 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8279 targetlevel = whichlevel + 1;
8280 if (targetlevel > numchallengelevels - 1)
8283 if (winhotspot || windialogue) {
8285 targetlevel = whichlevel + 1;
8286 if (targetlevel > numchallengelevels - 1)
8293 targetlevel = whichlevel + 1;
8294 if (targetlevel > numchallengelevels - 1)
8298 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8299 //high scores, awards, win
8301 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8304 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8312 if (leveltime < 1) {
8320 if (!editorenabled && gameon && !mainmenu) {
8321 if (changedelay != -999)
8322 changedelay -= multiplier / 7;
8323 if (Person::players[0]->dead)
8324 targetlevel = whichlevel;
8325 if (loading == 2 && !campaign) {
8328 fireSound(firestartsound);
8330 if (!Person::players[0]->dead && targetlevel != whichlevel)
8331 startbonustotal = bonustotal;
8332 if (Person::players[0]->dead)
8333 Loadlevel(whichlevel);
8335 Loadlevel(targetlevel);
8341 if (loading == 2 && targetlevel == whichlevel) {
8345 fireSound(firestartsound);
8347 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8353 if (changedelay <= -999 &&
8356 (Person::players[0]->dead ||
8357 (alldead && maptype == mapkilleveryone) ||
8361 if ((Person::players[0]->dead ||
8362 (alldead && maptype == mapkilleveryone) ||
8367 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8371 if (Person::players[0]->dead)
8377 // campaignchoosenext determines what to do when the level is complete:
8378 // 0 = load next level
8379 // 1 = go back to level select screen
8380 // 2 = stealthload next level
8381 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8382 if (campaignlevels[actuallevel].nextlevel.empty())
8384 } else if (mainmenu == 0 && winfreeze) {
8385 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8387 if (!stealthloading) {
8388 fireSound(firestartsound);
8393 startbonustotal = 0;
8403 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8406 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8410 pause_sound(stream_menutheme);
8421 oldmusictype = musictype;
8427 facing = DoRotation(facing, -pitch, 0, 0);
8428 facing = DoRotation(facing, 0, 0 - yaw, 0);
8429 viewerfacing = facing;
8432 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8433 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;
8435 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;
8437 if (Person::players[0]->skeleton.free) {
8438 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8439 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8440 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8444 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8446 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8447 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8449 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8451 coltarget = target - cameraloc;
8452 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8455 Normalise(&coltarget);
8456 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8457 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8459 cameraloc = cameraloc + coltarget * multiplier * 8;
8463 cameradist += multiplier * 5;
8464 if (cameradist > 2.3)
8466 viewer = cameraloc - facing * cameradist;
8468 coltarget = cameraloc;
8469 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8470 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8471 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8472 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8474 coltarget = cameraloc;
8475 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8478 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8479 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8480 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8482 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8486 cameradist = findDistance(&viewer, &target);
8487 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8488 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8489 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8493 //what did autocam do?
8494 if(Person::players[0]->skeleton.free!=2&&autocam){
8496 if(findLengthfast(&Person::players[0]->velocity)>400){
8497 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8499 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8500 cameradist+=multiplier*5;
8501 if(cameradist>3.3)cameradist=3.3;
8502 coltarget=target-cameraloc;
8503 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8504 else if(findLengthfast(&coltarget)>1)
8506 Normalise(&coltarget);
8507 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;
8508 else cameraloc=cameraloc+coltarget*multiplier*8;
8510 if(editorenabled)cameraloc=target;
8513 coltarget=cameraloc;
8514 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8515 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8516 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8517 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8519 coltarget=cameraloc;
8520 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8522 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8523 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8524 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8526 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8530 cameradist=findDistance(&viewer,&target);
8531 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8532 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8533 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8537 if (camerashake > .8)
8539 //if(woozy>10)woozy=10;
8540 //woozy+=multiplier;
8541 woozy += multiplier;
8542 if (Person::players[0]->dead)
8544 if (Person::players[0]->dead)
8546 camerashake -= multiplier * 2;
8547 blackout -= multiplier * 2;
8548 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8549 if (camerashake < 0)
8553 //if(woozy<0)woozy=0;
8555 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8556 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8557 viewer.z += (float)(Random() % 100) * .0005 * camerashake;