2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
52 // Added more evilness needed for MSVC
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 extern float multiplier;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
66 extern float texdetail;
67 extern Objects objects;
69 extern float slomodelay;
70 extern bool floatjump;
73 extern float camerashake;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
88 extern bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
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;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
243 ":Data:Textures:Fur3.jpg",
244 ":Data:Textures:Fur.jpg",
245 ":Data:Textures:Fur2.jpg",
246 ":Data:Textures:Lynx.jpg",
247 ":Data:Textures:Otter.jpg",
248 ":Data:Textures:Opal.jpg",
249 ":Data:Textures:Sable.jpg",
250 ":Data:Textures:Chocolate.jpg",
251 ":Data:Textures:BW2.jpg",
252 ":Data:Textures:WB2.jpg"
255 const char *wolfskin[] = {
256 ":Data:Textures:Wolf.jpg",
257 ":Data:Textures:Darkwolf.jpg",
258 ":Data:Textures:Snowwolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialogueboxsound()
307 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
308 temppos = temppos - viewer;
313 switch (dialogueboxsound[whichdialogue][indialogue]) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
606 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
607 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
608 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
616 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
619 temptexdetail = texdetail;
622 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
623 ":Data:Textures:Skybox(snow):Left.jpg",
624 ":Data:Textures:Skybox(snow):Back.jpg",
625 ":Data:Textures:Skybox(snow):Right.jpg",
626 ":Data:Textures:Skybox(snow):Up.jpg",
627 ":Data:Textures:Skybox(snow):Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
637 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
638 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
639 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
651 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
654 temptexdetail = texdetail;
657 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
658 ":Data:Textures:Skybox(sand):Left.jpg",
659 ":Data:Textures:Skybox(sand):Back.jpg",
660 ":Data:Textures:Skybox(sand):Right.jpg",
661 ":Data:Textures:Skybox(sand):Up.jpg",
662 ":Data:Textures:Skybox(sand):Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
672 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
673 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
674 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
685 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
688 temptexdetail = texdetail;
691 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
692 ":Data:Textures:Skybox(grass):Left.jpg",
693 ":Data:Textures:Skybox(grass):Back.jpg",
694 ":Data:Textures:Skybox(grass):Right.jpg",
695 ":Data:Textures:Skybox(grass):Up.jpg",
696 ":Data:Textures:Skybox(grass):Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load(":Data:Textures:heightmap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
736 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
738 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
749 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
750 struct dirent *campaign = NULL;
752 perror("Problem while loading campaigns");
753 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const char *name)
787 int indemo; // FIXME this should be removed
790 static const char *pfx = ":Data:Maps:";
793 float headprop, legprop, armprop, bodyprop;
797 LOG(std::string("Loading level...") + name);
809 if (tutoriallevel != -1)
814 if (tutoriallevel == 1)
816 if (tutorialstage == 0) {
817 tutorialstagetime = 0;
821 pause_sound(whooshsound);
822 pause_sound(stream_firesound);
824 // Change the map filename into something that is os specific
825 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
826 sprintf(buf, "%s%s", pfx, name);
827 const char *FixedFN = ConvertFileName(buf);
831 tfile = fopen( FixedFN, "rb" );
833 pause_sound(stream_firesound);
839 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
843 for (int i = 0; i < 20; i++)
844 dialoguegonethrough[i] = 0;
853 difficulty = accountactive->getDifficulty();
867 for (int i = 0; i < 100; i++)
876 numunarmedattack = 0;
887 bonustotal = startbonustotal;
892 emit_sound_np(consolesuccesssound);
897 if (!stealthloading) {
898 terrain.numdecals = 0;
899 Sprite::deleteSprites();
900 for (int i = 0; i < objects.numobjects; i++)
901 objects.model[i].numdecals = 0;
903 int j = objects.numobjects;
904 for (int i = 0; i < j; i++) {
905 objects.DeleteObject(0);
910 for (int i = 0; i < subdivision; i++)
911 for (int j = 0; j < subdivision; j++)
912 terrain.patchobjectnum[i][j] = 0;
919 funpackf(tfile, "Bi", &mapvers);
921 funpackf(tfile, "Bi", &indemo);
925 funpackf(tfile, "Bi", &maptype);
927 maptype = mapkilleveryone;
929 funpackf(tfile, "Bi", &hostile);
933 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
939 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
947 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
949 skyboxlightr = skyboxr;
950 skyboxlightg = skyboxg;
951 skyboxlightb = skyboxb;
954 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);
956 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
957 Person::players[0]->originalcoords = Person::players[0]->coords;
958 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
959 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
960 Person::players[0]->weaponids[j] = weapons.size();
962 funpackf(tfile, "Bi", &type);
963 weapons.push_back(Weapon(type, 0));
969 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
970 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
971 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
972 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
974 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
977 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
979 Person::players[0]->whichskin = 0;
980 Person::players[0]->creature = rabbittype;
983 Person::players[0]->lastattack = -1;
984 Person::players[0]->lastattack2 = -1;
985 Person::players[0]->lastattack3 = -1;
989 funpackf(tfile, "Bi", &numdialogues);
990 for (int k = 0; k < numdialogues; k++) {
991 funpackf(tfile, "Bi", &numdialogueboxes[k]);
992 funpackf(tfile, "Bi", &dialoguetype[k]);
993 for (int l = 0; l < 10; l++) {
994 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
995 funpackf(tfile, "Bf", &participantyaw[k][l]);
997 for (int l = 0; l < numdialogueboxes[k]; l++) {
998 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
999 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1000 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1001 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1002 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1004 funpackf(tfile, "Bi", &templength);
1005 if (templength > 128 || templength <= 0)
1008 for (m = 0; m < templength; m++) {
1009 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1010 if (dialoguetext[k][l][m] == '\0')
1013 dialoguetext[k][l][m] = 0;
1015 funpackf(tfile, "Bi", &templength);
1016 if (templength > 64 || templength <= 0)
1018 for (m = 0; m < templength; m++) {
1019 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1020 if (dialoguename[k][l][m] == '\0')
1023 dialoguename[k][l][m] = 0;
1024 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1025 funpackf(tfile, "Bi", &participantfocus[k][l]);
1026 funpackf(tfile, "Bi", &participantaction[k][l]);
1028 for (m = 0; m < 10; m++)
1029 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1031 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1037 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1038 funpackf(tfile, "Bi", &templength);
1039 for (int l = 0; l < templength; l++)
1040 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1041 Person::players[0]->clothes[k][templength] = '\0';
1042 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1045 funpackf(tfile, "Bi", &environment);
1047 funpackf(tfile, "Bi", &objects.numobjects);
1048 for (int i = 0; i < objects.numobjects; i++) {
1049 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]);
1050 if (objects.type[i] == treeleavestype)
1051 objects.scale[i] = objects.scale[i - 1];
1055 funpackf(tfile, "Bi", &numhotspots);
1056 for (int i = 0; i < numhotspots; i++) {
1057 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1058 funpackf(tfile, "Bi", &templength);
1060 for (int l = 0; l < templength; l++)
1061 funpackf(tfile, "Bb", &hotspottext[i][l]);
1062 hotspottext[i][templength] = '\0';
1063 if (hotspottype[i] == -111)
1072 if (!stealthloading) {
1074 for (int i = 0; i < objects.numobjects; i++)
1075 objects.center += objects.position[i];
1076 objects.center /= objects.numobjects;
1082 float maxdistance = 0;
1084 for (int i = 0; i < objects.numobjects; i++) {
1085 tempdist = distsq(&objects.center, &objects.position[i]);
1086 if (tempdist > maxdistance) {
1087 maxdistance = tempdist;
1090 objects.radius = fast_sqrt(maxdistance);
1097 funpackf(tfile, "Bi", &numplayers);
1098 int howmanyremoved = 0;
1099 bool removeanother = 0;
1100 if (numplayers > maxplayers) {
1101 cout << "Warning: this level contains more players than allowed" << endl;
1103 if (numplayers > 1) {
1104 for (int i = 1; i < numplayers; i++) {
1105 Person::players.push_back(shared_ptr<Person>(new Person()));
1110 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);
1112 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1114 Person::players[i - howmanyremoved]->howactive = typeactive;
1116 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1118 Person::players[i - howmanyremoved]->scale = -1;
1120 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1122 Person::players[i - howmanyremoved]->immobile = 0;
1124 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1126 Person::players[i - howmanyremoved]->yaw = 0;
1127 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1128 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1132 if (!removeanother) {
1133 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1134 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1135 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1137 funpackf(tfile, "Bi", &type);
1138 weapons.push_back(Weapon(type, i));
1141 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1142 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1143 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1144 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1145 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1147 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1149 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1152 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1153 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1154 Person::players[i - howmanyremoved]->waypoint = 0;
1156 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1157 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1158 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1159 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1162 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1169 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1170 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1171 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1172 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1173 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1176 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1177 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1178 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1179 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1180 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1181 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1184 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1185 if (Person::players[i - howmanyremoved]->numclothes) {
1186 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1188 funpackf(tfile, "Bi", &templength);
1189 for (int l = 0; l < templength; l++)
1190 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1191 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1192 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1201 numplayers -= howmanyremoved;
1202 Person::players.resize(numplayers);
1204 funpackf(tfile, "Bi", &numpathpoints);
1205 if (numpathpoints > 30 || numpathpoints < 0)
1207 for (int j = 0; j < numpathpoints; j++) {
1208 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1209 for (int k = 0; k < numpathpointconnect[j]; k++) {
1210 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1216 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1219 if (environment != oldenvironment)
1220 Setenvironment(environment);
1221 oldenvironment = environment;
1223 if (!stealthloading) {
1224 int j = objects.numobjects;
1225 objects.numobjects = 0;
1226 for (int i = 0; i < j; i++) {
1227 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1232 terrain.DoShadows();
1235 objects.DoShadows();
1242 for (unsigned i = 0; i < Person::players.size(); i++) {
1245 Person::players[i]->burnt = 0;
1246 Person::players[i]->bled = 0;
1247 Person::players[i]->onfire = 0;
1248 if (i == 0 || Person::players[i]->scale < 0)
1249 Person::players[i]->scale = .2;
1250 Person::players[i]->skeleton.free = 0;
1251 Person::players[i]->skeleton.id = i;
1252 if (i == 0 && mapvers < 9)
1253 Person::players[i]->creature = rabbittype;
1254 if (Person::players[i]->creature != wolftype) {
1255 Person::players[i]->skeleton.Load(
1256 (char *)":Data:Skeleton:Basic Figure",
1257 (char *)":Data:Skeleton:Basic Figurelow",
1258 (char *)":Data:Skeleton:Rabbitbelt",
1259 (char *)":Data:Models:Body.solid",
1260 (char *)":Data:Models:Body2.solid",
1261 (char *)":Data:Models:Body3.solid",
1262 (char *)":Data:Models:Body4.solid",
1263 (char *)":Data:Models:Body5.solid",
1264 (char *)":Data:Models:Body6.solid",
1265 (char *)":Data:Models:Body7.solid",
1266 (char *)":Data:Models:Bodylow.solid",
1267 (char *)":Data:Models:Belt.solid", 0);
1269 if (Person::players[i]->creature != wolftype) {
1270 Person::players[i]->skeleton.Load(
1271 (char *)":Data:Skeleton:Basic Figure",
1272 (char *)":Data:Skeleton:Basic Figurelow",
1273 (char *)":Data:Skeleton:Rabbitbelt",
1274 (char *)":Data:Models:Body.solid",
1275 (char *)":Data:Models:Body2.solid",
1276 (char *)":Data:Models:Body3.solid",
1277 (char *)":Data:Models:Body4.solid",
1278 (char *)":Data:Models:Body5.solid",
1279 (char *)":Data:Models:Body6.solid",
1280 (char *)":Data:Models:Body7.solid",
1281 (char *)":Data:Models:Bodylow.solid",
1282 (char *)":Data:Models:Belt.solid", 1);
1283 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1285 if (Person::players[i]->creature == wolftype) {
1286 Person::players[i]->skeleton.Load(
1287 (char *)":Data:Skeleton:Basic Figure Wolf",
1288 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1289 (char *)":Data:Skeleton:Rabbitbelt",
1290 (char *)":Data:Models:Wolf.solid",
1291 (char *)":Data:Models:Wolf2.solid",
1292 (char *)":Data:Models:Wolf3.solid",
1293 (char *)":Data:Models:Wolf4.solid",
1294 (char *)":Data:Models:Wolf5.solid",
1295 (char *)":Data:Models:Wolf6.solid",
1296 (char *)":Data:Models:Wolf7.solid",
1297 (char *)":Data:Models:Wolflow.solid",
1298 (char *)":Data:Models:Belt.solid", 0);
1302 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);
1304 Person::players[i]->addClothes();
1306 Person::players[i]->animCurrent = bounceidleanim;
1307 Person::players[i]->animTarget = bounceidleanim;
1308 Person::players[i]->frameCurrent = 0;
1309 Person::players[i]->frameTarget = 1;
1310 Person::players[i]->target = 0;
1311 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1312 if (difficulty == 0)
1313 Person::players[i]->speed -= .2;
1314 if (difficulty == 1)
1315 Person::players[i]->speed -= .1;
1317 Person::players[i]->velocity = 0;
1318 Person::players[i]->oldcoords = Person::players[i]->coords;
1319 Person::players[i]->realoldcoords = Person::players[i]->coords;
1321 Person::players[i]->id = i;
1322 Person::players[i]->skeleton.id = i;
1323 Person::players[i]->updatedelay = 0;
1324 Person::players[i]->normalsupdatedelay = 0;
1326 Person::players[i]->aitype = passivetype;
1327 Person::players[i]->madskills = 0;
1330 Person::players[i]->proportionhead = 1.2;
1331 Person::players[i]->proportionbody = 1.05;
1332 Person::players[i]->proportionarms = 1.00;
1333 Person::players[i]->proportionlegs = 1.1;
1334 Person::players[i]->proportionlegs.y = 1.05;
1336 Person::players[i]->headless = 0;
1337 Person::players[i]->currentoffset = 0;
1338 Person::players[i]->targetoffset = 0;
1340 Person::players[i]->damagetolerance = 200;
1342 if (Person::players[i]->creature == wolftype) {
1343 if (i == 0 || Person::players[i]->scale < 0)
1344 Person::players[i]->scale = .23;
1345 Person::players[i]->damagetolerance = 300;
1351 Person::players[i]->proportionhead.z = 0;
1352 Person::players[i]->proportionbody.z = 0;
1353 Person::players[i]->proportionarms.z = 0;
1354 Person::players[i]->proportionlegs.z = 0;
1357 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1359 Person::players[i]->headmorphness = 0;
1360 Person::players[i]->targetheadmorphness = 1;
1361 Person::players[i]->headmorphstart = 0;
1362 Person::players[i]->headmorphend = 0;
1364 Person::players[i]->pausetime = 0;
1366 Person::players[i]->dead = 0;
1367 Person::players[i]->jumppower = 5;
1368 Person::players[i]->damage = 0;
1369 Person::players[i]->permanentdamage = 0;
1370 Person::players[i]->superpermanentdamage = 0;
1372 Person::players[i]->forwardkeydown = 0;
1373 Person::players[i]->leftkeydown = 0;
1374 Person::players[i]->backkeydown = 0;
1375 Person::players[i]->rightkeydown = 0;
1376 Person::players[i]->jumpkeydown = 0;
1377 Person::players[i]->crouchkeydown = 0;
1378 Person::players[i]->throwkeydown = 0;
1380 Person::players[i]->collided = -10;
1381 Person::players[i]->loaded = 1;
1382 Person::players[i]->bloodloss = 0;
1383 Person::players[i]->weaponactive = -1;
1384 Person::players[i]->weaponstuck = -1;
1385 Person::players[i]->bleeding = 0;
1386 Person::players[i]->deathbleeding = 0;
1387 Person::players[i]->stunned = 0;
1388 Person::players[i]->hasvictim = 0;
1389 Person::players[i]->wentforweapon = 0;
1392 Person::players[0]->aitype = playercontrolled;
1393 Person::players[0]->weaponactive = -1;
1395 if (difficulty == 1) {
1396 Person::players[0]->power = 1 / .9;
1397 Person::players[0]->damagetolerance = 250;
1398 } else if (difficulty == 0) {
1399 Person::players[0]->power = 1 / .8;
1400 Person::players[0]->damagetolerance = 300;
1401 Person::players[0]->armorhead *= 1.5;
1402 Person::players[0]->armorhigh *= 1.5;
1403 Person::players[0]->armorlow *= 1.5;
1406 cameraloc = Person::players[0]->coords;
1408 yaw = Person::players[0]->yaw;
1410 hawkcoords = Person::players[0]->coords;
1416 LOG("Starting background music...");
1418 OPENAL_StopSound(OPENAL_ALL);
1420 if (environment == snowyenvironment) {
1421 emit_stream_np(stream_wind);
1422 } else if (environment == desertenvironment) {
1423 emit_stream_np(stream_desertambient);
1424 } else if (environment == grassyenvironment) {
1425 emit_stream_np(stream_wind, 100.);
1428 oldmusicvolume[0] = 0;
1429 oldmusicvolume[1] = 0;
1430 oldmusicvolume[2] = 0;
1431 oldmusicvolume[3] = 0;
1445 if (tutorialstagetime > tutorialmaxtime) {
1447 tutorialsuccess = 0;
1448 if (tutorialstage <= 1) {
1453 switch (tutorialstage) {
1455 tutorialmaxtime = 5;
1458 tutorialmaxtime = 2;
1461 tutorialmaxtime = 600;
1464 tutorialmaxtime = 1000;
1467 tutorialmaxtime = 600;
1470 tutorialmaxtime = 600;
1473 tutorialmaxtime = 600;
1476 tutorialmaxtime = 600;
1479 tutorialmaxtime = 600;
1482 tutorialmaxtime = 2;
1485 tutorialmaxtime = 1000;
1488 tutorialmaxtime = 1000;
1491 tutorialmaxtime = 2;
1494 tutorialmaxtime = 3;
1505 Person::players[1]->coords = (temp + temp2) / 2;
1507 emit_sound_at(fireendsound, Person::players[1]->coords);
1509 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1510 if (Random() % 2 == 0) {
1511 if (!Person::players[1]->skeleton.free)
1512 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1513 if (Person::players[1]->skeleton.free)
1514 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1515 if (!Person::players[1]->skeleton.free)
1516 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;
1517 if (Person::players[1]->skeleton.free)
1518 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1519 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1525 tutorialmaxtime = 500;
1528 tutorialmaxtime = 500;
1531 tutorialmaxtime = 500;
1534 tutorialmaxtime = 500;
1540 tutorialmaxtime = 500;
1543 tutorialmaxtime = 500;
1544 if (bonus == cannon) {
1551 tutorialmaxtime = 500;
1554 tutorialmaxtime = 500;
1557 tutorialmaxtime = 500;
1560 tutorialmaxtime = 500;
1563 tutorialmaxtime = 2;
1566 tutorialmaxtime = 4;
1569 Person::players[1]->aitype = attacktypecutoff;
1572 tutorialmaxtime = 400;
1575 tutorialmaxtime = 400;
1576 Person::players[0]->escapednum = 0;
1579 tutorialmaxtime = 4;
1582 Person::players[1]->aitype = passivetype;
1585 tutorialmaxtime = 13;
1588 tutorialmaxtime = 8;
1591 tutorialmaxtime = 400;
1594 Person::players[1]->aitype = attacktypecutoff;
1597 tutorialmaxtime = 400;
1600 tutorialmaxtime = 400;
1603 tutorialmaxtime = 2;
1606 Person::players[1]->aitype = passivetype;
1611 tutorialmaxtime = 50;
1614 Person::players[1]->aitype = attacktypecutoff;
1617 tutorialmaxtime = 4;
1620 Person::players[1]->aitype = passivetype;
1632 Weapon w(knife, -1);
1633 w.position = (temp + temp2) / 2;
1634 w.tippoint = (temp + temp2) / 2;
1637 w.tipvelocity = 0.1;
1644 weapons.push_back(w);
1648 tutorialmaxtime = 300;
1651 tutorialmaxtime = 300;
1654 tutorialmaxtime = 8;
1657 tutorialmaxtime = 300;
1660 weapons[0].owner = 1;
1661 Person::players[0]->weaponactive = -1;
1662 Person::players[0]->num_weapons = 0;
1663 Person::players[1]->weaponactive = 0;
1664 Person::players[1]->num_weapons = 1;
1665 Person::players[1]->weaponids[0] = 0;
1669 Person::players[1]->aitype = attacktypecutoff;
1671 tutorialmaxtime = 300;
1674 weapons[0].owner = 1;
1675 Person::players[0]->weaponactive = -1;
1676 Person::players[0]->num_weapons = 0;
1677 Person::players[1]->weaponactive = 0;
1678 Person::players[1]->num_weapons = 1;
1679 Person::players[1]->weaponids[0] = 0;
1681 tutorialmaxtime = 300;
1684 weapons[0].owner = 1;
1685 Person::players[0]->weaponactive = -1;
1686 Person::players[0]->num_weapons = 0;
1687 Person::players[1]->weaponactive = 0;
1688 Person::players[1]->num_weapons = 1;
1689 Person::players[1]->weaponids[0] = 0;
1691 weapons[0].setType(sword);
1693 tutorialmaxtime = 300;
1696 tutorialmaxtime = 10;
1707 Weapon w(sword, -1);
1708 w.position = (temp + temp2) / 2;
1709 w.tippoint = (temp + temp2) / 2;
1712 w.tipvelocity = 0.1;
1719 weapons.push_back(w);
1721 weapons[0].owner = 1;
1722 weapons[1].owner = 0;
1723 Person::players[0]->weaponactive = 0;
1724 Person::players[0]->num_weapons = 1;
1725 Person::players[0]->weaponids[0] = 1;
1726 Person::players[1]->weaponactive = 0;
1727 Person::players[1]->num_weapons = 1;
1728 Person::players[1]->weaponids[0] = 0;
1735 Person::players[1]->aitype = passivetype;
1737 tutorialmaxtime = 15;
1739 weapons[0].owner = 1;
1740 weapons[1].owner = 0;
1741 Person::players[0]->weaponactive = 0;
1742 Person::players[0]->num_weapons = 1;
1743 Person::players[0]->weaponids[0] = 1;
1744 Person::players[1]->weaponactive = 0;
1745 Person::players[1]->num_weapons = 1;
1746 Person::players[1]->weaponids[0] = 0;
1748 if (Person::players[0]->weaponactive != -1)
1749 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1751 weapons[0].setType(staff);
1756 Person::players[1]->aitype = passivetype;
1758 tutorialmaxtime = 200;
1760 weapons[1].position = 1000;
1761 weapons[1].tippoint = 1000;
1763 weapons[0].setType(knife);
1765 weapons[0].owner = 0;
1766 Person::players[1]->weaponactive = -1;
1767 Person::players[1]->num_weapons = 0;
1768 Person::players[0]->weaponactive = 0;
1769 Person::players[0]->num_weapons = 1;
1770 Person::players[0]->weaponids[0] = 0;
1774 tutorialmaxtime = 8;
1777 emit_sound_at(fireendsound, Person::players[1]->coords);
1779 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1780 if (Random() % 2 == 0) {
1781 if (!Person::players[1]->skeleton.free)
1782 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1783 if (Person::players[1]->skeleton.free)
1784 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1785 if (!Person::players[1]->skeleton.free)
1786 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;
1787 if (Person::players[1]->skeleton.free)
1788 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1789 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1793 Person::players[1]->num_weapons = 0;
1794 Person::players[1]->weaponstuck = -1;
1795 Person::players[1]->weaponactive = -1;
1801 tutorialmaxtime = 80000;
1806 if (tutorialstage <= 51)
1807 tutorialstagetime = 0;
1811 if (tutorialstagetime < tutorialmaxtime - 3) {
1812 switch (tutorialstage) {
1814 if (deltah || deltav)
1815 tutorialsuccess += multiplier;
1818 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1819 tutorialsuccess += multiplier;
1822 if (Person::players[0]->jumpkeydown)
1823 tutorialsuccess = 1;
1826 if (Person::players[0]->isCrouch())
1827 tutorialsuccess = 1;
1830 if (Person::players[0]->animTarget == rollanim)
1831 tutorialsuccess = 1;
1834 if (Person::players[0]->animTarget == sneakanim)
1835 tutorialsuccess += multiplier;
1838 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1839 tutorialsuccess += multiplier;
1842 if (Person::players[0]->isWallJump())
1843 tutorialsuccess = 1;
1846 if (Person::players[0]->animTarget == flipanim)
1847 tutorialsuccess = 1;
1850 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1851 tutorialsuccess = 1;
1854 if (Person::players[0]->animTarget == winduppunchanim)
1855 tutorialsuccess = 1;
1858 if (Person::players[0]->animTarget == spinkickanim)
1859 tutorialsuccess = 1;
1862 if (Person::players[0]->animTarget == sweepanim)
1863 tutorialsuccess = 1;
1866 if (Person::players[0]->animTarget == dropkickanim)
1867 tutorialsuccess = 1;
1870 if (Person::players[0]->animTarget == rabbitkickanim)
1871 tutorialsuccess = 1;
1874 if (bonus == cannon)
1875 tutorialsuccess = 1;
1878 if (bonus == spinecrusher)
1879 tutorialsuccess = 1;
1882 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1883 tutorialsuccess = 1;
1886 if (Person::players[0]->animTarget == rabbittacklinganim)
1887 tutorialsuccess = 1;
1890 if (Person::players[0]->animTarget == backhandspringanim)
1891 tutorialsuccess = 1;
1894 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1895 tutorialsuccess = 1;
1898 if (Person::players[0]->escapednum == 2) {
1899 tutorialsuccess = 1;
1902 Person::players[1]->aitype = passivetype;
1906 if (animation[Person::players[0]->animTarget].attack == reversal)
1907 tutorialsuccess = 1;
1910 if (animation[Person::players[0]->animTarget].attack == reversal)
1911 tutorialsuccess = 1;
1914 if (animation[Person::players[0]->animTarget].attack == reversal) {
1915 tutorialsuccess = 1;
1918 Person::players[1]->aitype = passivetype;
1922 if (Person::players[0]->num_weapons > 0)
1923 tutorialsuccess = 1;
1926 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1927 tutorialsuccess = 1;
1930 if (Person::players[0]->animTarget == knifeslashstartanim)
1931 tutorialsuccess = 1;
1934 if (animation[Person::players[0]->animTarget].attack == reversal)
1935 tutorialsuccess = 1;
1938 if (animation[Person::players[0]->animTarget].attack == reversal)
1939 tutorialsuccess = 1;
1942 if (animation[Person::players[0]->animTarget].attack == reversal)
1943 tutorialsuccess = 1;
1946 if (Person::players[1]->weaponstuck != -1)
1947 tutorialsuccess = 1;
1952 if (tutorialsuccess >= 1)
1953 tutorialstagetime = tutorialmaxtime - 3;
1956 if (tutorialstagetime == tutorialmaxtime - 3) {
1957 emit_sound_np(consolesuccesssound);
1960 if (tutorialsuccess >= 1) {
1961 if (tutorialstage == 34 || tutorialstage == 35)
1962 tutorialstagetime = tutorialmaxtime - 1;
1966 if (tutorialstage < 14 || tutorialstage >= 50) {
1967 Person::players[1]->coords.y = 300;
1968 Person::players[1]->velocity = 0;
1974 float headprop, bodyprop, armprop, legprop;
1976 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1977 Person::players[0]->damagetolerance = 200000;
1978 Person::players[0]->damage = 0;
1979 Person::players[0]->burnt = 0;
1980 Person::players[0]->permanentdamage = 0;
1981 Person::players[0]->superpermanentdamage = 0;
1984 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1986 if (environment > 2)
1988 Setenvironment(environment);
1991 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1992 cameramode = !cameramode;
1995 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1996 if (Person::players[0]->num_weapons > 0) {
1997 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1998 weapons[Person::players[0]->weaponids[0]].setType(staff);
1999 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2000 weapons[Person::players[0]->weaponids[0]].setType(knife);
2002 weapons[Person::players[0]->weaponids[0]].setType(sword);
2006 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2007 int closest = findClosestPlayer();
2009 if (Person::players[closest]->num_weapons) {
2010 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2011 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2012 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2013 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2015 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2017 if (!Person::players[closest]->num_weapons) {
2018 Person::players[closest]->weaponids[0] = weapons.size();
2020 weapons.push_back(Weapon(knife, closest));
2022 Person::players[closest]->num_weapons = 1;
2027 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2028 int closest = findClosestPlayer();
2030 Person::players[closest]->yaw += multiplier * 50;
2031 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2036 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2037 int closest = findClosestPlayer();
2038 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2042 Person::players[closest]->whichskin++;
2043 if (Person::players[closest]->whichskin > 9)
2044 Person::players[closest]->whichskin = 0;
2045 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2046 Person::players[closest]->whichskin = 0;
2048 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2049 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2052 Person::players[closest]->addClothes();
2055 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2056 int closest = findClosestPlayer();
2058 if (Person::players[closest]->creature == wolftype) {
2059 headprop = Person::players[closest]->proportionhead.x / 1.1;
2060 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2061 armprop = Person::players[closest]->proportionarms.x / 1.1;
2062 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2065 if (Person::players[closest]->creature == rabbittype) {
2066 headprop = Person::players[closest]->proportionhead.x / 1.2;
2067 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2068 armprop = Person::players[closest]->proportionarms.x / 1.00;
2069 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2073 if (Person::players[closest]->creature == rabbittype) {
2074 Person::players[closest]->skeleton.id = closest;
2075 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);
2076 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2077 Person::players[closest]->whichskin = 0;
2078 Person::players[closest]->creature = wolftype;
2080 Person::players[closest]->proportionhead = 1.1;
2081 Person::players[closest]->proportionbody = 1.1;
2082 Person::players[closest]->proportionarms = 1.1;
2083 Person::players[closest]->proportionlegs = 1.1;
2084 Person::players[closest]->proportionlegs.y = 1.1;
2085 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2087 Person::players[closest]->damagetolerance = 300;
2089 Person::players[closest]->skeleton.id = closest;
2090 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);
2091 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2092 Person::players[closest]->whichskin = 0;
2093 Person::players[closest]->creature = rabbittype;
2095 Person::players[closest]->proportionhead = 1.2;
2096 Person::players[closest]->proportionbody = 1.05;
2097 Person::players[closest]->proportionarms = 1.00;
2098 Person::players[closest]->proportionlegs = 1.1;
2099 Person::players[closest]->proportionlegs.y = 1.05;
2100 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2102 Person::players[closest]->damagetolerance = 200;
2105 if (Person::players[closest]->creature == wolftype) {
2106 Person::players[closest]->proportionhead = 1.1 * headprop;
2107 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2108 Person::players[closest]->proportionarms = 1.1 * armprop;
2109 Person::players[closest]->proportionlegs = 1.1 * legprop;
2112 if (Person::players[closest]->creature == rabbittype) {
2113 Person::players[closest]->proportionhead = 1.2 * headprop;
2114 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2115 Person::players[closest]->proportionarms = 1.00 * armprop;
2116 Person::players[closest]->proportionlegs = 1.1 * legprop;
2117 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2123 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2129 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2131 float closestdist = std::numeric_limits<float>::max();
2133 for (unsigned i = 1; i < Person::players.size(); i++) {
2134 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2135 if (!Person::players[i]->headless)
2136 if (distance < closestdist) {
2137 closestdist = distance;
2142 XYZ flatfacing2, flatvelocity2;
2144 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2145 blah = Person::players[closest]->coords;
2146 XYZ headspurtdirection;
2147 //int i = Person::players[closest]->skeleton.jointlabels[head];
2148 Joint& headjoint = Person::players[closest]->joint(head);
2149 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2150 if (!Person::players[closest]->skeleton.free)
2151 flatvelocity2 = Person::players[closest]->velocity;
2152 if (Person::players[closest]->skeleton.free)
2153 flatvelocity2 = headjoint.velocity;
2154 if (!Person::players[closest]->skeleton.free)
2155 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;
2156 if (Person::players[closest]->skeleton.free)
2157 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2158 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2159 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2160 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2161 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2162 Normalise(&headspurtdirection);
2163 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2164 flatvelocity2 += headspurtdirection * 8;
2165 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2167 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2169 emit_sound_at(splattersound, blah);
2170 emit_sound_at(breaksound2, blah, 100.);
2172 if (Person::players[closest]->skeleton.free == 2)
2173 Person::players[closest]->skeleton.free = 0;
2174 Person::players[closest]->RagDoll(0);
2175 Person::players[closest]->dead = 2;
2176 Person::players[closest]->headless = 1;
2177 Person::players[closest]->DoBloodBig(3, 165);
2183 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2184 int closest = findClosestPlayer();
2185 XYZ flatfacing2, flatvelocity2;
2187 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2188 blah = Person::players[closest]->coords;
2189 emit_sound_at(splattersound, blah);
2190 emit_sound_at(breaksound2, blah);
2192 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2193 if (!Person::players[closest]->skeleton.free)
2194 flatvelocity2 = Person::players[closest]->velocity;
2195 if (Person::players[closest]->skeleton.free)
2196 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2197 if (!Person::players[closest]->skeleton.free)
2198 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;
2199 if (Person::players[closest]->skeleton.free)
2200 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2201 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2202 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2203 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2204 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2205 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2206 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2209 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2210 if (!Person::players[closest]->skeleton.free)
2211 flatvelocity2 = Person::players[closest]->velocity;
2212 if (Person::players[closest]->skeleton.free)
2213 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2214 if (!Person::players[closest]->skeleton.free)
2215 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;
2216 if (Person::players[closest]->skeleton.free)
2217 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2218 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2219 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2220 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2221 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2222 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2225 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2226 if (!Person::players[closest]->skeleton.free)
2227 flatvelocity2 = Person::players[closest]->velocity;
2228 if (Person::players[closest]->skeleton.free)
2229 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2230 if (!Person::players[closest]->skeleton.free)
2231 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;
2232 if (Person::players[closest]->skeleton.free)
2233 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2234 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2235 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2236 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2237 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2238 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2241 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2242 if (!Person::players[closest]->skeleton.free)
2243 flatvelocity2 = Person::players[closest]->velocity;
2244 if (Person::players[closest]->skeleton.free)
2245 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2246 if (!Person::players[closest]->skeleton.free)
2247 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;
2248 if (Person::players[closest]->skeleton.free)
2249 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2250 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2251 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2252 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2253 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2254 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2258 for (unsigned j = 0; j < Person::players.size(); j++) {
2259 if (int(j) != closest) {
2260 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2261 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2262 if (Person::players[j]->skeleton.free == 2)
2263 Person::players[j]->skeleton.free = 1;
2264 Person::players[j]->skeleton.longdead = 0;
2265 Person::players[j]->RagDoll(0);
2266 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2267 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2268 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2269 flatvelocity2 = temppos - Person::players[closest]->coords;
2270 Normalise(&flatvelocity2);
2271 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2278 Person::players[closest]->DoDamage(10000);
2279 Person::players[closest]->RagDoll(0);
2280 Person::players[closest]->dead = 2;
2281 Person::players[closest]->coords = 20;
2282 Person::players[closest]->skeleton.free = 2;
2289 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2290 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2291 if (Person::players[0]->onfire) {
2292 Person::players[0]->CatchFire();
2294 if (!Person::players[0]->onfire) {
2295 emit_sound_at(fireendsound, Person::players[0]->coords);
2296 pause_sound(stream_firesound);
2300 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2301 Person::players[0]->RagDoll(0);
2303 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2306 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2307 for (int i = 0; i < objects.numobjects; i++) {
2308 if (objects.type[i] == treeleavestype) {
2309 objects.scale[i] *= .9;
2314 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2315 editorenabled = !editorenabled;
2316 if (editorenabled) {
2317 Person::players[0]->damagetolerance = 100000;
2319 Person::players[0]->damagetolerance = 200;
2321 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2322 Person::players[0]->permanentdamage = 0;
2323 Person::players[0]->superpermanentdamage = 0;
2324 Person::players[0]->bloodloss = 0;
2325 Person::players[0]->deathbleeding = 0;
2329 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2331 if (targetlevel > numchallengelevels - 1)
2337 if (editorenabled) {
2338 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2339 int closest = findClosestPlayer();
2341 Person::players.erase(Person::players.begin()+closest);
2345 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2346 int closest = findClosestObject();
2348 objects.position[closest].y -= 500;
2351 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2352 if (objects.numobjects < max_objects - 1) {
2354 boxcoords.x = Person::players[0]->coords.x;
2355 boxcoords.z = Person::players[0]->coords.z;
2356 boxcoords.y = Person::players[0]->coords.y - 3;
2357 if (editortype == bushtype)
2358 boxcoords.y = Person::players[0]->coords.y - .5;
2359 if (editortype == firetype)
2360 boxcoords.y = Person::players[0]->coords.y - .5;
2361 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2362 float temprotat, temprotat2;
2363 temprotat = editoryaw;
2364 temprotat2 = editorpitch;
2365 if (temprotat < 0 || editortype == bushtype)
2366 temprotat = Random() % 360;
2368 temprotat2 = Random() % 360;
2370 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2371 if (editortype == treetrunktype)
2372 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2376 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2377 Person::players.push_back(shared_ptr<Person>(new Person()));
2379 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2380 Person::players.back()->creature = rabbittype;
2381 Person::players.back()->howactive = editoractive;
2382 Person::players.back()->skeleton.id = Person::players.size()-1;
2383 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);
2385 int k = abs(Random() % 2) + 1;
2387 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2388 Person::players.back()->whichskin = 0;
2389 } else if (k == 1) {
2390 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2391 Person::players.back()->whichskin = 1;
2393 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2394 Person::players.back()->whichskin = 2;
2397 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2398 Person::players.back()->power = 1;
2399 Person::players.back()->speedmult = 1;
2400 Person::players.back()->animCurrent = bounceidleanim;
2401 Person::players.back()->animTarget = bounceidleanim;
2402 Person::players.back()->frameCurrent = 0;
2403 Person::players.back()->frameTarget = 1;
2404 Person::players.back()->target = 0;
2405 Person::players.back()->bled = 0;
2406 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2408 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2409 Person::players.back()->yaw = Person::players[0]->yaw;
2411 Person::players.back()->velocity = 0;
2412 Person::players.back()->coords = Person::players[0]->coords;
2413 Person::players.back()->oldcoords = Person::players.back()->coords;
2414 Person::players.back()->realoldcoords = Person::players.back()->coords;
2416 Person::players.back()->id = Person::players.size()-1;
2417 Person::players.back()->updatedelay = 0;
2418 Person::players.back()->normalsupdatedelay = 0;
2420 Person::players.back()->aitype = passivetype;
2422 if (Person::players[0]->creature == wolftype) {
2423 headprop = Person::players[0]->proportionhead.x / 1.1;
2424 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2425 armprop = Person::players[0]->proportionarms.x / 1.1;
2426 legprop = Person::players[0]->proportionlegs.x / 1.1;
2429 if (Person::players[0]->creature == rabbittype) {
2430 headprop = Person::players[0]->proportionhead.x / 1.2;
2431 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2432 armprop = Person::players[0]->proportionarms.x / 1.00;
2433 legprop = Person::players[0]->proportionlegs.x / 1.1;
2436 if (Person::players.back()->creature == wolftype) {
2437 Person::players.back()->proportionhead = 1.1 * headprop;
2438 Person::players.back()->proportionbody = 1.1 * bodyprop;
2439 Person::players.back()->proportionarms = 1.1 * armprop;
2440 Person::players.back()->proportionlegs = 1.1 * legprop;
2443 if (Person::players.back()->creature == rabbittype) {
2444 Person::players.back()->proportionhead = 1.2 * headprop;
2445 Person::players.back()->proportionbody = 1.05 * bodyprop;
2446 Person::players.back()->proportionarms = 1.00 * armprop;
2447 Person::players.back()->proportionlegs = 1.1 * legprop;
2448 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2451 Person::players.back()->headless = 0;
2452 Person::players.back()->onfire = 0;
2455 Person::players.back()->proportionhead.z = 0;
2456 Person::players.back()->proportionbody.z = 0;
2457 Person::players.back()->proportionarms.z = 0;
2458 Person::players.back()->proportionlegs.z = 0;
2461 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2463 Person::players.back()->damagetolerance = 200;
2465 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2466 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2467 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2468 Person::players.back()->armorhead = Person::players[0]->armorhead;
2469 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2470 Person::players.back()->armorlow = Person::players[0]->armorlow;
2471 Person::players.back()->metalhead = Person::players[0]->metalhead;
2472 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2473 Person::players.back()->metallow = Person::players[0]->metallow;
2475 Person::players.back()->immobile = Person::players[0]->immobile;
2477 Person::players.back()->numclothes = Person::players[0]->numclothes;
2478 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2479 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2480 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2481 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2482 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2484 Person::players.back()->addClothes();
2486 Person::players.back()->power = Person::players[0]->power;
2487 Person::players.back()->speedmult = Person::players[0]->speedmult;
2489 Person::players.back()->damage = 0;
2490 Person::players.back()->permanentdamage = 0;
2491 Person::players.back()->superpermanentdamage = 0;
2492 Person::players.back()->deathbleeding = 0;
2493 Person::players.back()->bleeding = 0;
2494 Person::players.back()->numwaypoints = 0;
2495 Person::players.back()->waypoint = 0;
2496 Person::players.back()->jumppath = 0;
2497 Person::players.back()->weaponstuck = -1;
2498 Person::players.back()->weaponactive = -1;
2499 Person::players.back()->num_weapons = 0;
2500 Person::players.back()->bloodloss = 0;
2501 Person::players.back()->dead = 0;
2503 Person::players.back()->loaded = 1;
2506 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2507 if (Person::players.back()->numwaypoints < 90) {
2508 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2509 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2510 Person::players.back()->numwaypoints++;
2514 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2515 if (numpathpoints < 30) {
2516 bool connected, alreadyconnected;
2518 if (numpathpoints > 1)
2519 for (int i = 0; i < numpathpoints; i++) {
2520 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2521 alreadyconnected = 0;
2522 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2523 if (pathpointconnect[pathpointselected][j] == i)
2524 alreadyconnected = 1;
2526 if (!alreadyconnected) {
2527 numpathpointconnect[pathpointselected]++;
2529 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2535 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2536 numpathpointconnect[numpathpoints - 1] = 0;
2537 if (numpathpoints > 1 && pathpointselected != -1) {
2538 numpathpointconnect[pathpointselected]++;
2539 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2541 pathpointselected = numpathpoints - 1;
2546 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2547 pathpointselected++;
2548 if (pathpointselected >= numpathpoints)
2549 pathpointselected = -1;
2551 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2552 pathpointselected--;
2553 if (pathpointselected <= -2)
2554 pathpointselected = numpathpoints - 1;
2556 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2557 if (pathpointselected != -1) {
2559 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2560 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2561 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2562 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2564 for (int i = 0; i < numpathpoints; i++) {
2565 for (int j = 0; j < numpathpointconnect[i]; j++) {
2566 if (pathpointconnect[i][j] == pathpointselected) {
2567 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2568 numpathpointconnect[i]--;
2570 if (pathpointconnect[i][j] == numpathpoints) {
2571 pathpointconnect[i][j] = pathpointselected;
2575 pathpointselected = numpathpoints - 1;
2579 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2581 if (editortype == treeleavestype || editortype == 10)
2584 editortype = firetype;
2587 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2589 if (editortype == treeleavestype || editortype == 10)
2591 if (editortype > firetype)
2595 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2596 editoryaw -= multiplier * 100;
2597 if (editoryaw < -.01)
2601 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2602 editoryaw += multiplier * 100;
2605 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2606 editorsize += multiplier;
2609 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2610 editorsize -= multiplier;
2611 if (editorsize < .1)
2616 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2617 mapradius -= multiplier * 10;
2620 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2621 mapradius += multiplier * 10;
2623 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2624 editorpitch += multiplier * 100;
2627 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2628 editorpitch -= multiplier * 100;
2629 if (editorpitch < -.01)
2632 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2633 int closest = findClosestObject();
2635 objects.DeleteObject(closest);
2641 void doJumpReversals()
2643 for (unsigned k = 0; k < Person::players.size(); k++)
2644 for (unsigned i = k; i < Person::players.size(); i++) {
2647 if ( Person::players[k]->skeleton.free == 0 &&
2648 Person::players[i]->skeleton.oldfree == 0 &&
2649 (Person::players[i]->animTarget == jumpupanim ||
2650 Person::players[k]->animTarget == jumpupanim) &&
2651 (Person::players[i]->aitype == playercontrolled ||
2652 Person::players[k]->aitype == playercontrolled) &&
2653 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2654 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2655 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2656 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2657 //TODO: refactor two huge similar ifs
2658 if (Person::players[i]->animTarget == jumpupanim &&
2659 Person::players[k]->animTarget != getupfrombackanim &&
2660 Person::players[k]->animTarget != getupfromfrontanim &&
2661 animation[Person::players[k]->animTarget].height == middleheight &&
2662 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2663 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2664 Person::players[k]->aitype != playercontrolled)) {
2665 Person::players[i]->victim = Person::players[k];
2666 Person::players[i]->velocity = 0;
2667 Person::players[i]->animCurrent = jumpreversedanim;
2668 Person::players[i]->animTarget = jumpreversedanim;
2669 Person::players[i]->frameCurrent = 0;
2670 Person::players[i]->frameTarget = 1;
2671 Person::players[i]->targettilt2 = 0;
2672 Person::players[k]->victim = Person::players[i];
2673 Person::players[k]->velocity = 0;
2674 Person::players[k]->animCurrent = jumpreversalanim;
2675 Person::players[k]->animTarget = jumpreversalanim;
2676 Person::players[k]->frameCurrent = 0;
2677 Person::players[k]->frameTarget = 1;
2678 Person::players[k]->targettilt2 = 0;
2679 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2680 Person::players[i]->animCurrent = rabbitkickreversedanim;
2681 Person::players[i]->animTarget = rabbitkickreversedanim;
2682 Person::players[i]->frameCurrent = 1;
2683 Person::players[i]->frameTarget = 2;
2684 Person::players[k]->animCurrent = rabbitkickreversalanim;
2685 Person::players[k]->animTarget = rabbitkickreversalanim;
2686 Person::players[k]->frameCurrent = 1;
2687 Person::players[k]->frameTarget = 2;
2689 Person::players[i]->target = 0;
2690 Person::players[k]->oldcoords = Person::players[k]->coords;
2691 Person::players[i]->coords = Person::players[k]->coords;
2692 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2693 Person::players[k]->yaw = Person::players[i]->targetyaw;
2694 if (Person::players[k]->aitype == attacktypecutoff)
2695 Person::players[k]->stunned = .5;
2697 if (Person::players[k]->animTarget == jumpupanim &&
2698 Person::players[i]->animTarget != getupfrombackanim &&
2699 Person::players[i]->animTarget != getupfromfrontanim &&
2700 animation[Person::players[i]->animTarget].height == middleheight &&
2701 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2702 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2703 Person::players[i]->aitype != playercontrolled)) {
2704 Person::players[k]->victim = Person::players[i];
2705 Person::players[k]->velocity = 0;
2706 Person::players[k]->animCurrent = jumpreversedanim;
2707 Person::players[k]->animTarget = jumpreversedanim;
2708 Person::players[k]->frameCurrent = 0;
2709 Person::players[k]->frameTarget = 1;
2710 Person::players[k]->targettilt2 = 0;
2711 Person::players[i]->victim = Person::players[k];
2712 Person::players[i]->velocity = 0;
2713 Person::players[i]->animCurrent = jumpreversalanim;
2714 Person::players[i]->animTarget = jumpreversalanim;
2715 Person::players[i]->frameCurrent = 0;
2716 Person::players[i]->frameTarget = 1;
2717 Person::players[i]->targettilt2 = 0;
2718 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2719 Person::players[k]->animTarget = rabbitkickreversedanim;
2720 Person::players[k]->animCurrent = rabbitkickreversedanim;
2721 Person::players[i]->animCurrent = rabbitkickreversalanim;
2722 Person::players[i]->animTarget = rabbitkickreversalanim;
2723 Person::players[k]->frameCurrent = 1;
2724 Person::players[k]->frameTarget = 2;
2725 Person::players[i]->frameCurrent = 1;
2726 Person::players[i]->frameTarget = 2;
2728 Person::players[k]->target = 0;
2729 Person::players[i]->oldcoords = Person::players[i]->coords;
2730 Person::players[k]->coords = Person::players[i]->coords;
2731 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2732 Person::players[i]->yaw = Person::players[k]->targetyaw;
2733 if (Person::players[i]->aitype == attacktypecutoff)
2734 Person::players[i]->stunned = .5;
2741 void doAerialAcrobatics()
2743 static XYZ facing, flatfacing;
2744 for (unsigned k = 0; k < Person::players.size(); k++) {
2745 Person::players[k]->turnspeed = 500;
2747 if ((Person::players[k]->isRun() &&
2748 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2749 Person::players[k]->targetyaw != wolfrunninganim) ||
2750 Person::players[k]->frameTarget == 4)) ||
2751 Person::players[k]->animTarget == removeknifeanim ||
2752 Person::players[k]->animTarget == crouchremoveknifeanim ||
2753 Person::players[k]->animTarget == flipanim ||
2754 Person::players[k]->animTarget == fightsidestep ||
2755 Person::players[k]->animTarget == walkanim) {
2756 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2760 if (Person::players[k]->isStop() ||
2761 Person::players[k]->isLanding() ||
2762 Person::players[k]->animTarget == staggerbackhighanim ||
2763 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2764 Person::players[k]->animTarget == staggerbackhardanim ||
2765 Person::players[k]->animTarget == backhandspringanim ||
2766 Person::players[k]->animTarget == dodgebackanim ||
2767 Person::players[k]->animTarget == rollanim ||
2768 (animation[Person::players[k]->animTarget].attack &&
2769 Person::players[k]->animTarget != rabbitkickanim &&
2770 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2771 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2772 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2775 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2776 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2779 Person::players[k]->DoStuff();
2780 if (Person::players[k]->immobile && k != 0)
2781 Person::players[k]->coords = Person::players[k]->realoldcoords;
2783 //if player's position has changed (?)
2784 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2785 !Person::players[k]->skeleton.free &&
2786 Person::players[k]->animTarget != climbanim &&
2787 Person::players[k]->animTarget != hanganim) {
2788 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2790 bool tempcollide = 0;
2792 if (Person::players[k]->collide < -.3)
2793 Person::players[k]->collide = -.3;
2794 if (Person::players[k]->collide > 1)
2795 Person::players[k]->collide = 1;
2796 Person::players[k]->collide -= multiplier * 30;
2799 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2801 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2802 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2803 if (objects.type[i] != rocktype ||
2804 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2805 objects.position[i].y > Person::players[k]->coords.y) {
2806 lowpoint = Person::players[k]->coords;
2807 if (Person::players[k]->animTarget != jumpupanim &&
2808 Person::players[k]->animTarget != jumpdownanim &&
2809 !Person::players[k]->isFlip())
2813 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2814 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2815 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2816 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2817 flatfacing = lowpoint - Person::players[k]->coords;
2818 Person::players[k]->coords = lowpoint;
2819 Person::players[k]->coords.y -= 1.3;
2820 Person::players[k]->collide = 1;
2823 //TODO: refactor four similar blocks
2824 if (Person::players[k]->aitype == playercontrolled &&
2825 (Person::players[k]->animTarget == jumpupanim ||
2826 Person::players[k]->animTarget == jumpdownanim ||
2827 Person::players[k]->isFlip()) &&
2828 !Person::players[k]->jumptogglekeydown &&
2829 Person::players[k]->jumpkeydown) {
2830 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2831 XYZ tempcoords1 = lowpoint;
2832 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2833 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2834 Person::players[k]->setAnimation(walljumpleftanim);
2835 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2837 pause_sound(whooshsound);
2839 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2840 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2841 if (lowpointtarget.z < 0)
2842 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2843 Person::players[k]->targetyaw = Person::players[k]->yaw;
2844 Person::players[k]->lowyaw = Person::players[k]->yaw;
2848 lowpoint = tempcoords1;
2849 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2850 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2851 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2852 Person::players[k]->setAnimation(walljumprightanim);
2853 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2855 pause_sound(whooshsound);
2857 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2858 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2859 if (lowpointtarget.z < 0)
2860 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2861 Person::players[k]->targetyaw = Person::players[k]->yaw;
2862 Person::players[k]->lowyaw = Person::players[k]->yaw;
2866 lowpoint = tempcoords1;
2867 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2868 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2869 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2870 Person::players[k]->setAnimation(walljumpbackanim);
2871 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2873 pause_sound(whooshsound);
2875 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2876 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2877 if (lowpointtarget.z < 0)
2878 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2879 Person::players[k]->targetyaw = Person::players[k]->yaw;
2880 Person::players[k]->lowyaw = Person::players[k]->yaw;
2884 lowpoint = tempcoords1;
2885 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2886 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2887 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2888 Person::players[k]->setAnimation(walljumpfrontanim);
2889 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2891 pause_sound(whooshsound);
2893 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2894 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2895 if (lowpointtarget.z < 0)
2896 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2897 Person::players[k]->yaw += 180;
2898 Person::players[k]->targetyaw = Person::players[k]->yaw;
2899 Person::players[k]->lowyaw = Person::players[k]->yaw;
2908 } else if (objects.type[i] == rocktype) {
2909 lowpoint2 = Person::players[k]->coords;
2910 lowpoint = Person::players[k]->coords;
2912 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2913 Person::players[k]->coords = colpoint;
2914 Person::players[k]->collide = 1;
2917 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2918 //flipped into a rock
2919 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2920 Person::players[k]->RagDoll(0);
2922 if (Person::players[k]->animTarget == jumpupanim) {
2923 Person::players[k]->jumppower = -4;
2924 Person::players[k]->animTarget = Person::players[k]->getIdle();
2926 Person::players[k]->target = 0;
2927 Person::players[k]->frameTarget = 0;
2928 Person::players[k]->onterrain = 1;
2930 if (Person::players[k]->id == 0) {
2931 pause_sound(whooshsound);
2932 OPENAL_SetVolume(channels[whooshsound], 0);
2936 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2937 if (Person::players[k]->isFlip())
2938 Person::players[k]->jumppower = -4;
2939 Person::players[k]->animTarget = Person::players[k]->getLanding();
2940 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2942 envsound[numenvsounds] = Person::players[k]->coords;
2943 envsoundvol[numenvsounds] = 16;
2944 envsoundlife[numenvsounds] = .4;
2955 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2956 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2957 lowpoint = Person::players[k]->coords;
2959 if (objects.type[i] != rocktype)
2960 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2961 if (Person::players[k]->animTarget != jumpupanim &&
2962 Person::players[k]->animTarget != jumpdownanim &&
2963 Person::players[k]->onterrain)
2964 Person::players[k]->avoidcollided = 1;
2965 Person::players[k]->coords = lowpoint;
2966 Person::players[k]->coords.y -= 1.35;
2967 Person::players[k]->collide = 1;
2969 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2970 (Person::players[k]->animCurrent != climbanim &&
2971 Person::players[k]->animCurrent != hanganim &&
2972 !Person::players[k]->isWallJump() ||
2973 Person::players[k]->animTarget == jumpupanim ||
2974 Person::players[k]->animTarget == jumpdownanim)) {
2975 lowpoint = Person::players[k]->coords;
2976 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2977 lowpoint = Person::players[k]->coords;
2981 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2982 lowpointtarget = lowpoint + facing * 1.4;
2983 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2984 if (whichhit != -1) {
2985 lowpoint = Person::players[k]->coords;
2987 lowpointtarget = lowpoint + facing * 1.4;
2988 lowpoint2 = lowpoint;
2989 lowpointtarget2 = lowpointtarget;
2990 lowpoint3 = lowpoint;
2991 lowpointtarget3 = lowpointtarget;
2992 lowpoint4 = lowpoint;
2993 lowpointtarget4 = lowpointtarget;
2994 lowpoint5 = lowpoint;
2995 lowpointtarget5 = lowpointtarget;
2996 lowpoint6 = lowpoint;
2997 lowpointtarget6 = lowpointtarget;
2998 lowpoint7 = lowpoint;
2999 lowpointtarget7 = lowpoint;
3001 lowpointtarget2.x += .1;
3003 lowpointtarget3.z += .1;
3005 lowpointtarget4.x -= .1;
3007 lowpointtarget5.z -= .1;
3008 lowpoint6.y += 45 / 13;
3009 lowpointtarget6.y += 45 / 13;
3010 lowpointtarget6 += facing * .6;
3011 lowpointtarget7.y += 90 / 13;
3012 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3013 if (objects.friction[i] > .5)
3014 if (whichhit != -1) {
3015 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3016 Person::players[k]->collided = 1;
3017 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3018 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3019 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3020 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3021 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3022 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3023 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3024 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3025 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3026 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3027 for (int j = 0; j < 45; j++) {
3028 lowpoint = Person::players[k]->coords;
3029 lowpoint.y += (float)j / 13;
3030 lowpointtarget = lowpoint + facing * 1.4;
3031 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3032 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3033 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3035 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3036 lowpoint = Person::players[k]->coords;
3037 lowpoint.y += (float)j / 13;
3038 lowpointtarget = lowpoint + facing * 1.3;
3039 flatfacing = Person::players[k]->coords;
3040 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3041 Person::players[k]->coords.y = lowpointtarget.y - .07;
3042 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3044 if (j > 10 || !Person::players[k]->isRun()) {
3045 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3047 pause_sound(whooshsound);
3049 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3051 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3052 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3053 if (lowpointtarget.z < 0)
3054 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3055 Person::players[k]->targetyaw = Person::players[k]->yaw;
3056 Person::players[k]->lowyaw = Person::players[k]->yaw;
3058 //Person::players[k]->velocity=lowpointtarget*.03;
3059 Person::players[k]->velocity = 0;
3062 if (Person::players[k]->animTarget == jumpupanim) {
3063 Person::players[k]->animTarget = climbanim;
3064 Person::players[k]->jumppower = 0;
3065 Person::players[k]->jumpclimb = 1;
3067 Person::players[k]->transspeed = 6;
3068 Person::players[k]->target = 0;
3069 Person::players[k]->frameTarget = 1;
3072 Person::players[k]->setAnimation(hanganim);
3073 Person::players[k]->jumppower = 0;
3085 if (Person::players[k]->collide <= 0) {
3087 if (!Person::players[k]->onterrain &&
3088 Person::players[k]->animTarget != jumpupanim &&
3089 Person::players[k]->animTarget != jumpdownanim &&
3090 Person::players[k]->animTarget != climbanim &&
3091 Person::players[k]->animTarget != hanganim &&
3092 !Person::players[k]->isWallJump() &&
3093 !Person::players[k]->isFlip()) {
3094 if (Person::players[k]->animCurrent != climbanim &&
3095 Person::players[k]->animCurrent != tempanim &&
3096 Person::players[k]->animTarget != backhandspringanim &&
3097 (Person::players[k]->animTarget != rollanim ||
3098 Person::players[k]->frameTarget < 2 ||
3099 Person::players[k]->frameTarget > 6)) {
3100 //stagger off ledge (?)
3101 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3102 Person::players[k]->RagDoll(0);
3103 Person::players[k]->setAnimation(jumpdownanim);
3106 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3109 Person::players[k]->velocity.y += gravity;
3113 Person::players[k]->realoldcoords = Person::players[k]->coords;
3119 static int randattack;
3120 static bool playerrealattackkeydown = 0;
3122 if (!Input::isKeyDown(attackkey))
3125 Person::players[0]->attackkeydown = 0;
3127 playerrealattackkeydown = 0;
3129 playerrealattackkeydown = Input::isKeyDown(attackkey);
3130 if ((Person::players[0]->parriedrecently <= 0 ||
3131 Person::players[0]->weaponactive == -1) &&
3134 Person::players[0]->lastattack != swordslashanim &&
3135 Person::players[0]->lastattack != knifeslashstartanim &&
3136 Person::players[0]->lastattack != staffhitanim &&
3137 Person::players[0]->lastattack != staffspinhitanim)))
3138 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3139 if (Input::isKeyDown(attackkey) &&
3141 !Person::players[0]->backkeydown) {
3142 for (unsigned k = 0; k < Person::players.size(); k++) {
3143 if ((Person::players[k]->animTarget == swordslashanim ||
3144 Person::players[k]->animTarget == staffhitanim ||
3145 Person::players[k]->animTarget == staffspinhitanim) &&
3146 Person::players[0]->animCurrent != dodgebackanim &&
3147 !Person::players[k]->skeleton.free)
3148 Person::players[k]->Reverse();
3152 if (!hostile || indialogue != -1)
3153 Person::players[0]->attackkeydown = 0;
3155 for (unsigned k = 0; k < Person::players.size(); k++) {
3156 if (indialogue != -1)
3157 Person::players[k]->attackkeydown = 0;
3158 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3159 if (Person::players[k]->aitype != playercontrolled)
3160 Person::players[k]->victim = Person::players[0];
3161 //attack key pressed
3162 if (Person::players[k]->attackkeydown) {
3164 if (Person::players[k]->backkeydown &&
3165 Person::players[k]->animTarget != backhandspringanim &&
3166 (Person::players[k]->isIdle() ||
3167 Person::players[k]->isStop() ||
3168 Person::players[k]->isRun() ||
3169 Person::players[k]->animTarget == walkanim)) {
3170 if (Person::players[k]->jumppower <= 1) {
3171 Person::players[k]->jumppower -= 2;
3173 for (unsigned i = 0; i < Person::players.size(); i++) {
3176 if (Person::players[i]->animTarget == swordslashanim ||
3177 Person::players[i]->animTarget == knifeslashstartanim ||
3178 Person::players[i]->animTarget == staffhitanim ||
3179 Person::players[i]->animTarget == staffspinhitanim)
3180 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3181 Person::players[k]->setAnimation(dodgebackanim);
3182 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3183 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3186 if (Person::players[k]->animTarget != dodgebackanim) {
3189 Person::players[k]->setAnimation(backhandspringanim);
3190 Person::players[k]->targetyaw = -yaw + 180;
3191 if (Person::players[k]->leftkeydown)
3192 Person::players[k]->targetyaw -= 45;
3193 if (Person::players[k]->rightkeydown)
3194 Person::players[k]->targetyaw += 45;
3195 Person::players[k]->yaw = Person::players[k]->targetyaw;
3196 Person::players[k]->jumppower -= 2;
3201 if (!animation[Person::players[k]->animTarget].attack &&
3202 !Person::players[k]->backkeydown &&
3203 (Person::players[k]->isIdle() ||
3204 Person::players[k]->isRun() ||
3205 Person::players[k]->animTarget == walkanim ||
3206 Person::players[k]->animTarget == sneakanim ||
3207 Person::players[k]->isCrouch())) {
3208 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3209 //normal attacks (?)
3210 Person::players[k]->hasvictim = 0;
3211 if (Person::players.size() > 1)
3212 for (unsigned i = 0; i < Person::players.size(); i++) {
3213 if (i == k || !(k == 0 || i == 0))
3215 if (!Person::players[k]->hasvictim)
3216 if (animation[Person::players[k]->animTarget].attack != reversal) {
3218 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3219 if (distance < 4.5 &&
3220 !Person::players[i]->skeleton.free &&
3221 Person::players[i]->howactive < typedead1 &&
3222 Person::players[i]->animTarget != jumpreversedanim &&
3223 Person::players[i]->animTarget != rabbitkickreversedanim &&
3224 Person::players[i]->animTarget != rabbitkickanim &&
3225 Person::players[k]->animTarget != rabbitkickanim &&
3226 Person::players[i]->animTarget != getupfrombackanim &&
3227 (Person::players[i]->animTarget != staggerbackhighanim &&
3228 (Person::players[i]->animTarget != staggerbackhardanim ||
3229 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3230 Person::players[i]->animTarget != jumpdownanim &&
3231 Person::players[i]->animTarget != jumpupanim &&
3232 Person::players[i]->animTarget != getupfromfrontanim) {
3233 Person::players[k]->victim = Person::players[i];
3234 Person::players[k]->hasvictim = 1;
3235 if (Person::players[k]->aitype == playercontrolled) { //human player
3237 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3238 Person::players[k]->crouchkeydown &&
3239 animation[Person::players[i]->animTarget].height != lowheight)
3240 Person::players[k]->animTarget = sweepanim;
3242 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3243 animation[Person::players[i]->animTarget].height != lowheight &&
3244 !Person::players[k]->forwardkeydown &&
3245 !Person::players[k]->leftkeydown &&
3246 !Person::players[k]->rightkeydown &&
3247 !Person::players[k]->crouchkeydown &&
3250 Person::players[k]->animTarget = winduppunchanim;
3252 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3253 animation[Person::players[i]->animTarget].height != lowheight &&
3254 !Person::players[k]->forwardkeydown &&
3255 !Person::players[k]->leftkeydown &&
3256 !Person::players[k]->rightkeydown &&
3257 !Person::players[k]->crouchkeydown &&
3259 Person::players[k]->animTarget = upunchanim;
3261 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3262 Person::players[i]->staggerdelay > 0 &&
3263 attackweapon == knife &&
3264 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3265 Person::players[k]->animTarget = knifefollowanim;
3267 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3268 animation[Person::players[i]->animTarget].height != lowheight &&
3269 !Person::players[k]->forwardkeydown &&
3270 !Person::players[k]->leftkeydown &&
3271 !Person::players[k]->rightkeydown &&
3272 !Person::players[k]->crouchkeydown &&
3273 attackweapon == knife &&
3274 Person::players[k]->weaponmissdelay <= 0)
3275 Person::players[k]->animTarget = knifeslashstartanim;
3277 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3278 animation[Person::players[i]->animTarget].height != lowheight &&
3279 !Person::players[k]->crouchkeydown &&
3280 attackweapon == sword &&
3281 Person::players[k]->weaponmissdelay <= 0)
3282 Person::players[k]->animTarget = swordslashanim;
3284 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3285 animation[Person::players[i]->animTarget].height != lowheight &&
3286 !Person::players[k]->crouchkeydown &&
3287 attackweapon == staff &&
3288 Person::players[k]->weaponmissdelay <= 0 &&
3289 !Person::players[k]->leftkeydown &&
3290 !Person::players[k]->rightkeydown &&
3291 !Person::players[k]->forwardkeydown)
3292 Person::players[k]->animTarget = staffhitanim;
3294 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3295 animation[Person::players[i]->animTarget].height != lowheight &&
3296 !Person::players[k]->crouchkeydown &&
3297 attackweapon == staff &&
3298 Person::players[k]->weaponmissdelay <= 0)
3299 Person::players[k]->animTarget = staffspinhitanim;
3301 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3302 animation[Person::players[i]->animTarget].height != lowheight)
3303 Person::players[k]->animTarget = spinkickanim;
3305 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3306 animation[Person::players[i]->animTarget].height == lowheight &&
3307 animation[Person::players[k]->animTarget].attack != normalattack)
3308 Person::players[k]->animTarget = lowkickanim;
3309 } else { //AI player
3310 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3311 randattack = abs(Random() % 5);
3312 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3314 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3315 Person::players[k]->animTarget = sweepanim;
3317 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3319 Person::players[k]->animTarget = upunchanim;
3321 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3322 Person::players[k]->animTarget = spinkickanim;
3324 else if (animation[Person::players[i]->animTarget].height == lowheight)
3325 Person::players[k]->animTarget = lowkickanim;
3329 if ((tutoriallevel != 1 || !attackweapon) &&
3330 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3332 animation[Person::players[i]->animTarget].height != lowheight)
3333 Person::players[k]->animTarget = sweepanim;
3335 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3336 attackweapon == knife &&
3337 Person::players[k]->weaponmissdelay <= 0)
3338 Person::players[k]->animTarget = knifeslashstartanim;
3340 else if (!(Person::players[0]->victim == Person::players[i] &&
3341 Person::players[0]->hasvictim &&
3342 Person::players[0]->animTarget == swordslashanim) &&
3343 attackweapon == sword &&
3344 Person::players[k]->weaponmissdelay <= 0)
3345 Person::players[k]->animTarget = swordslashanim;
3347 else if (!(Person::players[0]->victim == Person::players[i] &&
3348 Person::players[0]->hasvictim &&
3349 Person::players[0]->animTarget == swordslashanim) &&
3350 attackweapon == staff &&
3351 Person::players[k]->weaponmissdelay <= 0 &&
3353 Person::players[k]->animTarget = staffhitanim;
3355 else if (!(Person::players[0]->victim == Person::players[i] &&
3356 Person::players[0]->hasvictim &&
3357 Person::players[0]->animTarget == swordslashanim) &&
3358 attackweapon == staff &&
3359 Person::players[k]->weaponmissdelay <= 0 &&
3361 Person::players[k]->animTarget = staffspinhitanim;
3363 else if ((tutoriallevel != 1 || !attackweapon) &&
3364 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3366 animation[Person::players[i]->animTarget].height != lowheight)
3367 Person::players[k]->animTarget = spinkickanim;
3369 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3370 animation[Person::players[i]->animTarget].height == lowheight &&
3371 animation[Person::players[k]->animTarget].attack != normalattack)
3372 Person::players[k]->animTarget = lowkickanim;
3376 //upunch becomes wolfslap
3377 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3378 Person::players[k]->animTarget = wolfslapanim;
3381 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3382 Person::players[i]->howactive < typedead1 &&
3383 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3384 !Person::players[i]->skeleton.free &&
3385 Person::players[i]->animTarget != getupfrombackanim &&
3386 Person::players[i]->animTarget != getupfromfrontanim &&
3387 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
3388 Person::players[i]->surprised > 0 ||
3389 Person::players[i]->aitype == passivetype ||
3390 attackweapon && Person::players[i]->stunned > 0) &&
3391 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3393 if (!attackweapon) {
3394 Person::players[k]->animCurrent = sneakattackanim;
3395 Person::players[k]->animTarget = sneakattackanim;
3396 Person::players[i]->animCurrent = sneakattackedanim;
3397 Person::players[i]->animTarget = sneakattackedanim;
3398 Person::players[k]->oldcoords = Person::players[k]->coords;
3399 Person::players[k]->coords = Person::players[i]->coords;
3402 if (attackweapon == knife) {
3403 Person::players[k]->animCurrent = knifesneakattackanim;
3404 Person::players[k]->animTarget = knifesneakattackanim;
3405 Person::players[i]->animCurrent = knifesneakattackedanim;
3406 Person::players[i]->animTarget = knifesneakattackedanim;
3407 Person::players[i]->oldcoords = Person::players[i]->coords;
3408 Person::players[i]->coords = Person::players[k]->coords;
3411 if (attackweapon == sword) {
3412 Person::players[k]->animCurrent = swordsneakattackanim;
3413 Person::players[k]->animTarget = swordsneakattackanim;
3414 Person::players[i]->animCurrent = swordsneakattackedanim;
3415 Person::players[i]->animTarget = swordsneakattackedanim;
3416 Person::players[i]->oldcoords = Person::players[i]->coords;
3417 Person::players[i]->coords = Person::players[k]->coords;
3419 if (attackweapon != staff) {
3420 Person::players[k]->victim = Person::players[i];
3421 Person::players[k]->hasvictim = 1;
3422 Person::players[i]->targettilt2 = 0;
3423 Person::players[i]->frameTarget = 1;
3424 Person::players[i]->frameCurrent = 0;
3425 Person::players[i]->target = 0;
3426 Person::players[i]->velocity = 0;
3427 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3428 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3429 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3430 Person::players[k]->target = Person::players[i]->target;
3431 Person::players[k]->velocity = 0;
3432 Person::players[k]->targetyaw = Person::players[i]->yaw;
3433 Person::players[k]->yaw = Person::players[i]->yaw;
3434 Person::players[i]->targetyaw = Person::players[i]->yaw;
3437 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3438 Person::players[k]->victim == Person::players[i] &&
3439 (!Person::players[i]->skeleton.free)) {
3441 Person::players[k]->frameTarget = 0;
3442 Person::players[k]->target = 0;
3444 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3445 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3446 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3447 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3448 Person::players[k]->lastattack = Person::players[k]->animTarget;
3450 if (Person::players[k]->animTarget == knifefollowanim &&
3451 Person::players[k]->victim == Person::players[i]) {
3453 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3454 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3455 Person::players[k]->victim = Person::players[i];
3456 Person::players[k]->hasvictim = 1;
3457 Person::players[i]->animTarget = knifefollowedanim;
3458 Person::players[i]->animCurrent = knifefollowedanim;
3459 Person::players[i]->targettilt2 = 0;
3460 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3461 Person::players[i]->frameTarget = 1;
3462 Person::players[i]->frameCurrent = 0;
3463 Person::players[i]->target = 0;
3464 Person::players[i]->velocity = 0;
3465 Person::players[k]->animCurrent = knifefollowanim;
3466 Person::players[k]->animTarget = knifefollowanim;
3467 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3468 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3469 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3470 Person::players[k]->target = Person::players[i]->target;
3471 Person::players[k]->velocity = 0;
3472 Person::players[k]->oldcoords = Person::players[k]->coords;
3473 Person::players[i]->coords = Person::players[k]->coords;
3474 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3475 Person::players[i]->yaw = Person::players[k]->targetyaw;
3476 Person::players[k]->yaw = Person::players[k]->targetyaw;
3477 Person::players[i]->yaw = Person::players[k]->targetyaw;
3481 const bool hasstaff = attackweapon == staff;
3482 if (k == 0 && Person::players.size() > 1)
3483 for (unsigned i = 0; i < Person::players.size(); i++) {
3486 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3487 animation[Person::players[k]->animTarget].attack == neutral) {
3488 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3489 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3490 if (Person::players[i]->skeleton.free)
3491 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3492 (Person::players[i]->dead ||
3493 Person::players[i]->skeleton.longdead > 1000 ||
3494 Person::players[k]->isRun() ||
3497 (Person::players[i]->skeleton.longdead > 2000 ||
3498 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3499 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3500 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3501 Person::players[k]->victim = Person::players[i];
3502 Person::players[k]->hasvictim = 1;
3503 if (attackweapon && tutoriallevel != 1) {
3505 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3506 Person::players[k]->animTarget = crouchstabanim;
3508 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3509 Person::players[k]->animTarget = swordgroundstabanim;
3511 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3512 Person::players[k]->animTarget = staffgroundsmashanim;
3514 if (distance < 2.5 &&
3515 Person::players[k]->crouchkeydown &&
3516 Person::players[k]->animTarget != crouchstabanim &&
3518 Person::players[i]->dead &&
3519 Person::players[i]->skeleton.free &&
3520 Person::players[i]->skeleton.longdead > 1000) {
3521 Person::players[k]->animTarget = killanim;
3522 //TODO: refactor this out, what does it do?
3523 for (int j = 0; j < terrain.numdecals; j++) {
3524 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3525 terrain.decalalivetime[j] < 2)
3526 terrain.DeleteDecal(j);
3528 for (int l = 0; l < objects.numobjects; l++) {
3529 if (objects.model[l].type == decalstype)
3530 for (int j = 0; j < objects.model[l].numdecals; j++) {
3531 if ((objects.model[l].decaltype[j] == blooddecal ||
3532 objects.model[l].decaltype[j] == blooddecalslow) &&
3533 objects.model[l].decalalivetime[j] < 2)
3534 objects.model[l].DeleteDecal(j);
3538 if (!Person::players[i]->dead || musictype != 2)
3539 if (distance < 3.5 &&
3540 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3541 Person::players[k]->staggerdelay <= 0 &&
3542 (Person::players[i]->dead ||
3543 Person::players[i]->skeleton.longdead < 300 &&
3544 Person::players[k]->lastattack != spinkickanim &&
3545 Person::players[i]->skeleton.free) &&
3546 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3547 Person::players[k]->animTarget = dropkickanim;
3548 for (int j = 0; j < terrain.numdecals; j++) {
3549 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3550 terrain.decalalivetime[j] < 2) {
3551 terrain.DeleteDecal(j);
3554 for (int l = 0; l < objects.numobjects; l++) {
3555 if (objects.model[l].type == decalstype)
3556 for (int j = 0; j < objects.model[l].numdecals; j++) {
3557 if ((objects.model[l].decaltype[j] == blooddecal ||
3558 objects.model[l].decaltype[j] == blooddecalslow) &&
3559 objects.model[l].decalalivetime[j] < 2) {
3560 objects.model[l].DeleteDecal(j);
3566 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3567 Person::players[k]->victim == Person::players[i] &&
3568 (!Person::players[i]->skeleton.free ||
3569 Person::players[k]->animTarget == killanim ||
3570 Person::players[k]->animTarget == crouchstabanim ||
3571 Person::players[k]->animTarget == swordgroundstabanim ||
3572 Person::players[k]->animTarget == staffgroundsmashanim ||
3573 Person::players[k]->animTarget == dropkickanim)) {
3575 Person::players[k]->frameTarget = 0;
3576 Person::players[k]->target = 0;
3578 XYZ targetpoint = Person::players[i]->coords;
3579 if (Person::players[k]->animTarget == crouchstabanim ||
3580 Person::players[k]->animTarget == swordgroundstabanim ||
3581 Person::players[k]->animTarget == staffgroundsmashanim) {
3582 targetpoint += (Person::players[i]->jointPos(abdomen) +
3583 Person::players[i]->jointPos(neck)) / 2 *
3584 Person::players[i]->scale;
3586 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3587 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3589 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3590 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3593 if (Person::players[k]->animTarget == staffgroundsmashanim)
3594 Person::players[k]->targettilt2 += 10;
3596 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3597 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3598 Person::players[k]->lastattack = Person::players[k]->animTarget;
3600 if (Person::players[k]->animTarget == swordgroundstabanim) {
3601 Person::players[k]->targetyaw += 30;
3606 if (!Person::players[k]->hasvictim) {
3608 for (unsigned i = 0; i < Person::players.size(); i++) {
3609 if (i == k || !(i == 0 || k == 0))
3611 if (!Person::players[i]->skeleton.free) {
3612 if (Person::players[k]->hasvictim) {
3613 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3614 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3615 Person::players[k]->victim = Person::players[i];
3617 Person::players[k]->victim = Person::players[i];
3618 Person::players[k]->hasvictim = 1;
3623 if (Person::players[k]->aitype == playercontrolled)
3625 if (Person::players[k]->attackkeydown &&
3626 Person::players[k]->isRun() &&
3627 Person::players[k]->wasRun() &&
3628 ((Person::players[k]->hasvictim &&
3629 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3630 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3631 !Person::players[k]->victim->skeleton.free &&
3632 Person::players[k]->victim->animTarget != getupfrombackanim &&
3633 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3634 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3635 Person::players[k]->aitype != playercontrolled && //wat???
3636 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3637 Person::players[k]->rabbitkickenabled) ||
3638 Person::players[k]->jumpkeydown)) {
3640 Person::players[k]->setAnimation(rabbitkickanim);
3643 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3645 switch (attackweapon) {
3666 void doPlayerCollisions()
3668 static XYZ rotatetarget;
3669 static float collisionradius;
3670 if (Person::players.size() > 1)
3671 for (unsigned k = 0; k < Person::players.size(); k++)
3672 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3673 //neither player is part of a reversal
3674 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3675 animation[Person::players[i]->animTarget].attack != reversal &&
3676 animation[Person::players[k]->animTarget].attack != reversed &&
3677 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3678 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3679 animation[Person::players[i]->animCurrent].attack != reversal &&
3680 animation[Person::players[k]->animCurrent].attack != reversed &&
3681 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3682 //neither is sleeping
3683 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3684 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3685 //in same patch, neither is climbing
3686 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3687 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3688 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3689 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3690 Person::players[i]->animTarget != climbanim &&
3691 Person::players[i]->animTarget != hanganim &&
3692 Person::players[k]->animTarget != climbanim &&
3693 Person::players[k]->animTarget != hanganim)
3694 //players are close (bounding box test)
3695 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3696 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3697 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3698 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3699 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3700 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3701 //spread fire from player to player
3702 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3703 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3704 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3705 if (!Person::players[i]->onfire)
3706 Person::players[i]->CatchFire();
3707 if (!Person::players[k]->onfire)
3708 Person::players[k]->CatchFire();
3712 XYZ tempcoords1 = Person::players[i]->coords;
3713 XYZ tempcoords2 = Person::players[k]->coords;
3714 if (!Person::players[i]->skeleton.oldfree)
3715 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3716 if (!Person::players[k]->skeleton.oldfree)
3717 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3718 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3719 if (Person::players[0]->hasvictim)
3720 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3721 collisionradius = 3;
3722 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3723 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3724 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3725 //jump down on a dead body
3726 if (k == 0 || i == 0) {
3728 if (Person::players[0]->animTarget == jumpdownanim &&
3729 !Person::players[0]->skeleton.oldfree &&
3730 !Person::players[0]->skeleton.free &&
3731 Person::players[l]->skeleton.oldfree &&
3732 Person::players[l]->skeleton.free &&
3733 Person::players[l]->dead &&
3734 Person::players[0]->lastcollide <= 0 &&
3735 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3736 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3737 Person::players[0]->coords.y = Person::players[l]->coords.y;
3738 Person::players[l]->velocity = Person::players[0]->velocity;
3739 Person::players[l]->skeleton.free = 0;
3740 Person::players[l]->yaw = 0;
3741 Person::players[l]->RagDoll(0);
3742 Person::players[l]->DoDamage(20);
3744 Person::players[l]->skeleton.longdead = 0;
3745 Person::players[0]->lastcollide = 1;
3749 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3750 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3751 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3752 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3753 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3754 Person::players[i]->skeleton.free) &&
3755 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3756 Person::players[k]->skeleton.free))
3757 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3758 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3759 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3761 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3762 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3763 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3764 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3765 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3767 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3768 (k != 0 || Person::players[k]->skeleton.free) ||
3769 (animation[Person::players[i]->animTarget].height == highheight &&
3770 animation[Person::players[k]->animTarget].height == highheight)) {
3771 if (tutoriallevel != 1) {
3772 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3775 Person::players[i]->RagDoll(0);
3776 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3777 award_bonus(0, aimbonus);
3779 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3780 Person::players[k]->RagDoll(0);
3781 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3782 award_bonus(0, aimbonus); // Huh, again?
3784 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3786 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3787 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3789 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3790 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3795 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3796 animation[Person::players[i]->animTarget].attack == normalattack) &&
3797 (animation[Person::players[k]->animTarget].attack == neutral ||
3798 animation[Person::players[k]->animTarget].attack == normalattack)) {
3800 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3801 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3802 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3803 Normalise(&rotatetarget);
3804 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3805 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3806 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3807 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3808 if (Person::players[k]->howactive == typeactive || hostile)
3809 if (Person::players[k]->isIdle()) {
3810 if (Person::players[k]->howactive < typesleeping)
3811 Person::players[k]->setAnimation(Person::players[k]->getStop());
3812 else if (Person::players[k]->howactive == typesleeping)
3813 Person::players[k]->setAnimation(getupfromfrontanim);
3815 Person::players[k]->howactive = typeactive;
3817 if (Person::players[i]->howactive == typeactive || hostile)
3818 if (Person::players[i]->isIdle()) {
3819 if (Person::players[i]->howactive < typesleeping)
3820 Person::players[i]->setAnimation(Person::players[k]->getStop());
3822 Person::players[i]->setAnimation(getupfromfrontanim);
3824 Person::players[i]->howactive = typeactive;
3827 //jump down on player
3829 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3830 !Person::players[i]->isCrouch() &&
3831 Person::players[i]->animTarget != rollanim &&
3832 !Person::players[k]->skeleton.oldfree && !
3833 Person::players[k]->skeleton.free &&
3834 Person::players[k]->lastcollide <= 0 &&
3835 Person::players[k]->velocity.y < -10) {
3836 Person::players[i]->velocity = Person::players[k]->velocity;
3837 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3838 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3839 Person::players[i]->DoDamage(20);
3840 Person::players[i]->RagDoll(0);
3841 Person::players[k]->lastcollide = 1;
3842 award_bonus(k, AboveBonus);
3844 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3845 !Person::players[k]->isCrouch() &&
3846 Person::players[k]->animTarget != rollanim &&
3847 !Person::players[i]->skeleton.oldfree &&
3848 !Person::players[i]->skeleton.free &&
3849 Person::players[i]->lastcollide <= 0 &&
3850 Person::players[i]->velocity.y < -10) {
3851 Person::players[k]->velocity = Person::players[i]->velocity;
3852 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3853 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3854 Person::players[k]->DoDamage(20);
3855 Person::players[k]->RagDoll(0);
3856 Person::players[i]->lastcollide = 1;
3857 award_bonus(i, AboveBonus);
3863 Person::players[i]->CheckKick();
3864 Person::players[k]->CheckKick();
3870 void doAI(unsigned i)
3872 static bool connected;
3873 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3874 Person::players[i]->jumpclimb = 0;
3875 //disable movement in editor
3877 Person::players[i]->stunned = 1;
3879 Person::players[i]->pause = 0;
3880 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3881 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3882 !Person::players[0]->onterrain)
3883 Person::players[i]->pause = 1;
3886 if (Person::players[i]->aitype == pathfindtype) {
3887 if (Person::players[i]->finalpathfindpoint == -1) {
3888 float closestdistance;
3893 closestdistance = -1;
3894 for (int j = 0; j < numpathpoints; j++)
3895 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3896 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3898 Person::players[i]->finaltarget = pathpoint[j];
3900 Person::players[i]->finalpathfindpoint = closest;
3901 for (int j = 0; j < numpathpoints; j++)
3902 for (int k = 0; k < numpathpointconnect[j]; k++) {
3903 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3904 if (sq(tempdist) < closestdistance)
3905 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3906 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3907 closestdistance = sq(tempdist);
3909 Person::players[i]->finaltarget = colpoint;
3912 Person::players[i]->finalpathfindpoint = closest;
3915 if (Person::players[i]->targetpathfindpoint == -1) {
3916 float closestdistance;
3921 closestdistance = -1;
3922 if (Person::players[i]->lastpathfindpoint == -1) {
3923 for (int j = 0; j < numpathpoints; j++) {
3924 if (j != Person::players[i]->lastpathfindpoint)
3925 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3926 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3930 Person::players[i]->targetpathfindpoint = closest;
3931 for (int j = 0; j < numpathpoints; j++)
3932 if (j != Person::players[i]->lastpathfindpoint)
3933 for (int k = 0; k < numpathpointconnect[j]; k++) {
3934 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3935 if (sq(tempdist) < closestdistance) {
3936 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3937 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3938 closestdistance = sq(tempdist);
3943 Person::players[i]->targetpathfindpoint = closest;
3945 for (int j = 0; j < numpathpoints; j++)
3946 if (j != Person::players[i]->lastpathfindpoint &&
3947 j != Person::players[i]->lastpathfindpoint2 &&
3948 j != Person::players[i]->lastpathfindpoint3 &&
3949 j != Person::players[i]->lastpathfindpoint4) {
3951 if (numpathpointconnect[j])
3952 for (int k = 0; k < numpathpointconnect[j]; k++)
3953 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3956 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3957 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3958 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3961 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3962 if (closest == -1 || tempdist < closestdistance) {
3963 closestdistance = tempdist;
3968 Person::players[i]->targetpathfindpoint = closest;
3971 Person::players[i]->losupdatedelay -= multiplier;
3973 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3974 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3976 //reached target point
3977 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3978 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3979 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3980 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3981 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3982 if (Person::players[i]->lastpathfindpoint2 == -1)
3983 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3984 if (Person::players[i]->lastpathfindpoint3 == -1)
3985 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3986 if (Person::players[i]->lastpathfindpoint4 == -1)
3987 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3988 Person::players[i]->targetpathfindpoint = -1;
3990 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3991 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3992 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3993 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3994 Person::players[i]->aitype = passivetype;
3997 Person::players[i]->forwardkeydown = 1;
3998 Person::players[i]->leftkeydown = 0;
3999 Person::players[i]->backkeydown = 0;
4000 Person::players[i]->rightkeydown = 0;
4001 Person::players[i]->crouchkeydown = 0;
4002 Person::players[i]->attackkeydown = 0;
4003 Person::players[i]->throwkeydown = 0;
4005 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4006 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4008 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4009 Person::players[i]->jumpkeydown = 0;
4010 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4011 Person::players[i]->jumpkeydown = 1;
4013 if ((tutoriallevel != 1 || cananger) &&
4015 !Person::players[0]->dead &&
4016 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4017 Person::players[i]->occluded < 25) {
4018 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4019 animation[Person::players[0]->animTarget].height != lowheight &&
4021 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4022 Person::players[i]->aitype = attacktypecutoff;
4023 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4024 animation[Person::players[0]->animTarget].height == highheight &&
4026 Person::players[i]->aitype = attacktypecutoff;
4028 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4029 Person::players[i]->losupdatedelay = .2;
4030 for (unsigned j = 0; j < Person::players.size(); j++)
4031 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4032 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4033 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4034 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4035 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4036 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4037 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4038 *Person::players[i]->scale + Person::players[i]->coords,
4039 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4040 *Person::players[j]->scale + Person::players[j]->coords) ||
4041 (Person::players[j]->animTarget == hanganim &&
4042 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4043 Person::players[i]->aitype = searchtype;
4044 Person::players[i]->lastchecktime = 12;
4045 Person::players[i]->lastseen = Person::players[j]->coords;
4046 Person::players[i]->lastseentime = 12;
4050 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4051 if (Person::players[i]->creature != wolftype) {
4052 Person::players[i]->stunned = .6;
4053 Person::players[i]->surprised = .6;
4057 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4058 Person::players[i]->howactive = typeactive;
4060 if (Person::players[i]->aitype == passivetype) {
4061 Person::players[i]->aiupdatedelay -= multiplier;
4062 Person::players[i]->losupdatedelay -= multiplier;
4063 Person::players[i]->lastseentime += multiplier;
4064 Person::players[i]->pausetime -= multiplier;
4065 if (Person::players[i]->lastseentime > 1)
4066 Person::players[i]->lastseentime = 1;
4068 if (Person::players[i]->aiupdatedelay < 0) {
4069 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4070 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4071 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4072 Person::players[i]->aiupdatedelay = .05;
4074 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4075 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4076 Person::players[i]->pausetime = 4;
4077 Person::players[i]->waypoint++;
4078 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4079 Person::players[i]->waypoint = 0;
4084 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4085 Person::players[i]->forwardkeydown = 1;
4087 Person::players[i]->forwardkeydown = 0;
4088 Person::players[i]->leftkeydown = 0;
4089 Person::players[i]->backkeydown = 0;
4090 Person::players[i]->rightkeydown = 0;
4091 Person::players[i]->crouchkeydown = 0;
4092 Person::players[i]->attackkeydown = 0;
4093 Person::players[i]->throwkeydown = 0;
4095 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4096 if (!Person::players[i]->avoidsomething)
4097 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4099 XYZ leftpos, rightpos;
4100 float leftdist, rightdist;
4101 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4102 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4103 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4104 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4105 if (leftdist < rightdist)
4106 Person::players[i]->targetyaw += 90;
4108 Person::players[i]->targetyaw -= 90;
4112 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4113 Person::players[i]->jumpkeydown = 0;
4114 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4115 Person::players[i]->jumpkeydown = 1;
4119 if (!editorenabled) {
4120 if (Person::players[i]->howactive <= typesleeping)
4121 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4122 for (int j = 0; j < numenvsounds; j++) {
4123 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4124 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4125 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4126 Person::players[i]->aitype = attacktypecutoff;
4129 if (Person::players[i]->aitype != passivetype) {
4130 if (Person::players[i]->howactive == typesleeping)
4131 Person::players[i]->setAnimation(getupfromfrontanim);
4132 Person::players[i]->howactive = typeactive;
4136 if (Person::players[i]->howactive < typesleeping &&
4137 ((tutoriallevel != 1 || cananger) && hostile) &&
4138 !Person::players[0]->dead &&
4139 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4140 Person::players[i]->occluded < 25) {
4141 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4142 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4143 Person::players[i]->aitype = attacktypecutoff;
4144 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4145 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4146 Person::players[i]->aitype = attacktypecutoff;
4149 if (Person::players[i]->creature == wolftype) {
4151 for (unsigned j = 0; j < Person::players.size(); j++) {
4152 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4153 float smelldistance = 50;
4154 if (j == 0 && Person::players[j]->num_weapons > 0) {
4155 if (weapons[Person::players[j]->weaponids[0]].bloody)
4156 smelldistance = 100;
4157 if (Person::players[j]->num_weapons == 2)
4158 if (weapons[Person::players[j]->weaponids[1]].bloody)
4159 smelldistance = 100;
4162 smelldistance = 100;
4163 windsmell = windvector;
4164 Normalise(&windsmell);
4165 windsmell = windsmell * 2 + Person::players[j]->coords;
4166 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4167 Person::players[i]->aitype = attacktypecutoff;
4172 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4173 Person::players[i]->losupdatedelay = .2;
4174 for (unsigned j = 0; j < Person::players.size(); j++) {
4175 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4176 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4177 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4178 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4179 if ((-1 == checkcollide(
4180 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4181 Person::players[i]->scale + Person::players[i]->coords,
4182 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4183 Person::players[j]->scale + Person::players[j]->coords) &&
4184 !Person::players[j]->isWallJump()) ||
4185 (Person::players[j]->animTarget == hanganim &&
4186 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4187 Person::players[i]->lastseentime -= .2;
4188 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4189 Person::players[i]->lastseentime -= .4;
4191 Person::players[i]->lastseentime -= .6;
4193 if (Person::players[i]->lastseentime <= 0) {
4194 Person::players[i]->aitype = searchtype;
4195 Person::players[i]->lastchecktime = 12;
4196 Person::players[i]->lastseen = Person::players[j]->coords;
4197 Person::players[i]->lastseentime = 12;
4204 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4205 if (Person::players[i]->creature != wolftype) {
4206 Person::players[i]->stunned = .6;
4207 Person::players[i]->surprised = .6;
4209 if (Person::players[i]->creature == wolftype) {
4210 Person::players[i]->stunned = .47;
4211 Person::players[i]->surprised = .47;
4219 if (Person::players[i]->aitype == searchtype) {
4220 Person::players[i]->aiupdatedelay -= multiplier;
4221 Person::players[i]->losupdatedelay -= multiplier;
4222 if (!Person::players[i]->pause)
4223 Person::players[i]->lastseentime -= multiplier;
4224 Person::players[i]->lastchecktime -= multiplier;
4226 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4227 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4228 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4230 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4232 j = checkcollide(test2, test, Person::players[i]->laststanding);
4234 j = checkcollide(test2, test);
4236 Person::players[i]->velocity = 0;
4237 Person::players[i]->setAnimation(Person::players[i]->getStop());
4238 Person::players[i]->targetyaw += 180;
4239 Person::players[i]->stunned = .5;
4240 //Person::players[i]->aitype=passivetype;
4241 Person::players[i]->aitype = pathfindtype;
4242 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4243 Person::players[i]->finalpathfindpoint = -1;
4244 Person::players[i]->targetpathfindpoint = -1;
4245 Person::players[i]->lastpathfindpoint = -1;
4246 Person::players[i]->lastpathfindpoint2 = -1;
4247 Person::players[i]->lastpathfindpoint3 = -1;
4248 Person::players[i]->lastpathfindpoint4 = -1;
4250 Person::players[i]->laststanding = j;
4253 //check out last seen location
4254 if (Person::players[i]->aiupdatedelay < 0) {
4255 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4256 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4257 Person::players[i]->aiupdatedelay = .05;
4258 Person::players[i]->forwardkeydown = 1;
4260 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4261 Person::players[i]->forwardkeydown = 0;
4262 Person::players[i]->aiupdatedelay = 1;
4263 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4264 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4265 Person::players[i]->lastchecktime = 3;
4268 Person::players[i]->leftkeydown = 0;
4269 Person::players[i]->backkeydown = 0;
4270 Person::players[i]->rightkeydown = 0;
4271 Person::players[i]->crouchkeydown = 0;
4272 Person::players[i]->attackkeydown = 0;
4273 Person::players[i]->throwkeydown = 0;
4275 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4276 if (!Person::players[i]->avoidsomething)
4277 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4279 XYZ leftpos, rightpos;
4280 float leftdist, rightdist;
4281 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4282 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4283 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4284 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4285 if (leftdist < rightdist)
4286 Person::players[i]->targetyaw += 90;
4288 Person::players[i]->targetyaw -= 90;
4292 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4293 Person::players[i]->jumpkeydown = 0;
4294 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4295 Person::players[i]->jumpkeydown = 1;
4297 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4298 for (int k = 0; k < numenvsounds; k++) {
4299 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4300 Person::players[i]->aitype = attacktypecutoff;
4304 if (!Person::players[0]->dead &&
4305 Person::players[i]->losupdatedelay < 0 &&
4307 Person::players[i]->occluded < 2 &&
4308 ((tutoriallevel != 1 || cananger) && hostile)) {
4309 Person::players[i]->losupdatedelay = .2;
4310 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4311 Person::players[i]->aitype = attacktypecutoff;
4312 Person::players[i]->lastseentime = 1;
4314 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4315 //TODO: factor out canSeePlayer()
4316 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4317 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4319 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4320 Person::players[i]->scale + Person::players[i]->coords,
4321 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4322 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4323 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4324 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4325 /* //TODO: changed j to 0 on a whim, make sure this is correct
4326 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4327 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4329 Person::players[i]->aitype = attacktypecutoff;
4330 Person::players[i]->lastseentime = 1;
4334 if (Person::players[i]->lastseentime < 0) {
4335 //Person::players[i]->aitype=passivetype;
4337 Person::players[i]->aitype = pathfindtype;
4338 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4339 Person::players[i]->finalpathfindpoint = -1;
4340 Person::players[i]->targetpathfindpoint = -1;
4341 Person::players[i]->lastpathfindpoint = -1;
4342 Person::players[i]->lastpathfindpoint2 = -1;
4343 Person::players[i]->lastpathfindpoint3 = -1;
4344 Person::players[i]->lastpathfindpoint4 = -1;
4348 if (Person::players[i]->aitype != gethelptype)
4349 Person::players[i]->runninghowlong = 0;
4351 //get help from buddies
4352 if (Person::players[i]->aitype == gethelptype) {
4353 Person::players[i]->runninghowlong += multiplier;
4354 Person::players[i]->aiupdatedelay -= multiplier;
4356 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4357 Person::players[i]->aiupdatedelay = .2;
4360 //TODO: factor out closest search somehow
4361 if (!Person::players[i]->ally) {
4363 float closestdist = -1;
4364 for (unsigned k = 0; k < Person::players.size(); k++) {
4365 if (k != i && k != 0 && !Person::players[k]->dead &&
4366 Person::players[k]->howactive < typedead1 &&
4367 !Person::players[k]->skeleton.free &&
4368 Person::players[k]->aitype == passivetype) {
4369 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4370 if (closestdist == -1 || distance < closestdist) {
4371 closestdist = distance;
4378 Person::players[i]->ally = closest;
4380 Person::players[i]->ally = 0;
4381 Person::players[i]->lastseen = Person::players[0]->coords;
4382 Person::players[i]->lastseentime = 12;
4386 Person::players[i]->lastchecktime = 12;
4388 XYZ facing = Person::players[i]->coords;
4389 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4390 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4391 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4392 if (-1 != checkcollide(facing, flatfacing))
4393 Person::players[i]->lastseentime -= .1;
4395 //no available ally, run back to player
4396 if (Person::players[i]->ally <= 0 ||
4397 Person::players[Person::players[i]->ally]->skeleton.free ||
4398 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4399 Person::players[i]->lastseentime <= 0) {
4400 Person::players[i]->aitype = searchtype;
4401 Person::players[i]->lastseentime = 12;
4405 if (Person::players[i]->ally > 0) {
4406 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4407 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4408 Person::players[i]->aiupdatedelay = .05;
4409 Person::players[i]->forwardkeydown = 1;
4411 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4412 Person::players[i]->aitype = searchtype;
4413 Person::players[i]->lastseentime = 12;
4414 Person::players[Person::players[i]->ally]->aitype = searchtype;
4415 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4416 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4417 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4418 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4422 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4423 if (!Person::players[i]->avoidsomething)
4424 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4426 XYZ leftpos, rightpos;
4427 float leftdist, rightdist;
4428 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4429 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4430 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4431 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4432 if (leftdist < rightdist)
4433 Person::players[i]->targetyaw += 90;
4435 Person::players[i]->targetyaw -= 90;
4440 Person::players[i]->leftkeydown = 0;
4441 Person::players[i]->backkeydown = 0;
4442 Person::players[i]->rightkeydown = 0;
4443 Person::players[i]->crouchkeydown = 0;
4444 Person::players[i]->attackkeydown = 0;
4446 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4447 Person::players[i]->jumpkeydown = 0;
4448 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4449 Person::players[i]->jumpkeydown = 1;
4452 //retreiving a weapon on the ground
4453 if (Person::players[i]->aitype == getweapontype) {
4454 Person::players[i]->aiupdatedelay -= multiplier;
4455 Person::players[i]->lastchecktime -= multiplier;
4457 if (Person::players[i]->aiupdatedelay < 0) {
4458 Person::players[i]->aiupdatedelay = .2;
4461 if (Person::players[i]->ally < 0) {
4463 float closestdist = -1;
4464 for (unsigned k = 0; k < weapons.size(); k++)
4465 if (weapons[k].owner == -1) {
4466 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4467 if (closestdist == -1 || distance < closestdist) {
4468 closestdist = distance;
4474 Person::players[i]->ally = closest;
4476 Person::players[i]->ally = -1;
4479 Person::players[i]->lastseentime = 12;
4481 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4482 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4483 Person::players[i]->aitype = attacktypecutoff;
4484 Person::players[i]->lastseentime = 1;
4486 if (!Person::players[0]->dead)
4487 if (Person::players[i]->ally >= 0) {
4488 if (weapons[Person::players[i]->ally].owner != -1 ||
4489 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4490 Person::players[i]->aitype = attacktypecutoff;
4491 Person::players[i]->lastseentime = 1;
4493 //TODO: factor these out as moveToward()
4494 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4495 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4496 Person::players[i]->aiupdatedelay = .05;
4497 Person::players[i]->forwardkeydown = 1;
4500 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4501 if (!Person::players[i]->avoidsomething)
4502 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4504 XYZ leftpos, rightpos;
4505 float leftdist, rightdist;
4506 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4507 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4508 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4509 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4510 if (leftdist < rightdist)
4511 Person::players[i]->targetyaw += 90;
4513 Person::players[i]->targetyaw -= 90;
4518 Person::players[i]->leftkeydown = 0;
4519 Person::players[i]->backkeydown = 0;
4520 Person::players[i]->rightkeydown = 0;
4521 Person::players[i]->attackkeydown = 0;
4522 Person::players[i]->throwkeydown = 1;
4523 Person::players[i]->crouchkeydown = 0;
4524 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4525 Person::players[i]->animTarget != removeknifeanim)
4526 Person::players[i]->throwtogglekeydown = 0;
4527 Person::players[i]->drawkeydown = 0;
4529 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4530 Person::players[i]->jumpkeydown = 0;
4531 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4532 Person::players[i]->jumpkeydown = 1;
4535 if (Person::players[i]->aitype == attacktypecutoff) {
4536 Person::players[i]->aiupdatedelay -= multiplier;
4537 //dodge or reverse rabbit kicks, knife throws, flips
4538 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4539 if ((Person::players[0]->animTarget == rabbitkickanim ||
4540 Person::players[0]->animTarget == knifethrowanim ||
4541 (Person::players[0]->isFlip() &&
4542 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4543 !Person::players[0]->skeleton.free &&
4544 (Person::players[i]->aiupdatedelay < .1)) {
4545 Person::players[i]->attackkeydown = 0;
4546 if (Person::players[i]->isIdle())
4547 Person::players[i]->crouchkeydown = 1;
4548 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4549 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4550 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4551 if (abs(Random() % 2) == 0)
4552 Person::players[i]->setAnimation(backhandspringanim);
4554 Person::players[i]->setAnimation(rollanim);
4555 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4556 Person::players[i]->wentforweapon = 0;
4558 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4559 Person::players[i]->setAnimation(flipanim);
4562 Person::players[i]->forwardkeydown = 0;
4563 Person::players[i]->aiupdatedelay = .02;
4565 //get confused by flips
4566 if (Person::players[0]->isFlip() &&
4567 !Person::players[0]->skeleton.free &&
4568 Person::players[0]->animTarget != walljumprightkickanim &&
4569 Person::players[0]->animTarget != walljumpleftkickanim) {
4570 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4571 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4572 Person::players[i]->stunned = 1;
4574 //go for weapon on the ground
4575 if (Person::players[i]->wentforweapon < 3)
4576 for (unsigned k = 0; k < weapons.size(); k++)
4577 if (Person::players[i]->creature != wolftype)
4578 if (Person::players[i]->num_weapons == 0 &&
4579 weapons[k].owner == -1 &&
4580 weapons[i].velocity.x == 0 &&
4581 weapons[i].velocity.z == 0 &&
4582 weapons[i].velocity.y == 0) {
4583 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4584 Person::players[i]->wentforweapon++;
4585 Person::players[i]->lastchecktime = 6;
4586 Person::players[i]->aitype = getweapontype;
4587 Person::players[i]->ally = -1;
4590 //dodge/reverse walljump kicks
4591 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4592 if (animation[Person::players[i]->animTarget].height != highheight)
4593 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4594 ((Person::players[0]->animTarget == walljumprightkickanim ||
4595 Person::players[0]->animTarget == walljumpleftkickanim) &&
4596 ((Person::players[i]->aiupdatedelay < .15 &&
4598 (Person::players[i]->aiupdatedelay < .08 &&
4599 difficulty != 2)))) {
4600 Person::players[i]->crouchkeydown = 1;
4602 //walked off a ledge (?)
4603 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4604 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4605 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4607 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4609 j = checkcollide(test2, test, Person::players[i]->laststanding);
4611 j = checkcollide(test2, test);
4613 Person::players[i]->velocity = 0;
4614 Person::players[i]->setAnimation(Person::players[i]->getStop());
4615 Person::players[i]->targetyaw += 180;
4616 Person::players[i]->stunned = .5;
4617 Person::players[i]->aitype = pathfindtype;
4618 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4619 Person::players[i]->finalpathfindpoint = -1;
4620 Person::players[i]->targetpathfindpoint = -1;
4621 Person::players[i]->lastpathfindpoint = -1;
4622 Person::players[i]->lastpathfindpoint2 = -1;
4623 Person::players[i]->lastpathfindpoint3 = -1;
4624 Person::players[i]->lastpathfindpoint4 = -1;
4626 Person::players[i]->laststanding = j;
4628 //lose sight of player in the air (?)
4629 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4630 animation[Person::players[0]->animTarget].height != highheight &&
4631 !Person::players[0]->onterrain) {
4632 Person::players[i]->aitype = pathfindtype;
4633 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4634 Person::players[i]->finalpathfindpoint = -1;
4635 Person::players[i]->targetpathfindpoint = -1;
4636 Person::players[i]->lastpathfindpoint = -1;
4637 Person::players[i]->lastpathfindpoint2 = -1;
4638 Person::players[i]->lastpathfindpoint3 = -1;
4639 Person::players[i]->lastpathfindpoint4 = -1;
4641 //it's time to think (?)
4642 if (Person::players[i]->aiupdatedelay < 0 &&
4643 !animation[Person::players[i]->animTarget].attack &&
4644 Person::players[i]->animTarget != staggerbackhighanim &&
4645 Person::players[i]->animTarget != staggerbackhardanim &&
4646 Person::players[i]->animTarget != backhandspringanim &&
4647 Person::players[i]->animTarget != dodgebackanim) {
4649 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4650 Person::players[i]->drawkeydown = Random() % 2;
4652 Person::players[i]->drawkeydown = 0;
4653 Person::players[i]->rabbitkickenabled = Random() % 2;
4655 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4656 XYZ targetpoint = Person::players[0]->coords;
4657 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4658 distsq(&rotatetarget, &Person::players[i]->coords))
4659 targetpoint += Person::players[0]->velocity *
4660 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4661 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4662 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4663 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4665 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4666 Person::players[i]->forwardkeydown = 1;
4667 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4668 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4669 Person::players[0]->weaponactive != -1)
4670 Person::players[i]->forwardkeydown = 1;
4671 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4672 Person::players[i]->forwardkeydown = 1;
4674 Person::players[i]->forwardkeydown = 0;
4675 //chill out around the corpse
4676 if (Person::players[0]->dead) {
4677 Person::players[i]->forwardkeydown = 0;
4678 if (Random() % 10 == 0)
4679 Person::players[i]->forwardkeydown = 1;
4680 if (Random() % 100 == 0) {
4681 Person::players[i]->aitype = pathfindtype;
4682 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4683 Person::players[i]->finalpathfindpoint = -1;
4684 Person::players[i]->targetpathfindpoint = -1;
4685 Person::players[i]->lastpathfindpoint = -1;
4686 Person::players[i]->lastpathfindpoint2 = -1;
4687 Person::players[i]->lastpathfindpoint3 = -1;
4688 Person::players[i]->lastpathfindpoint4 = -1;
4691 Person::players[i]->leftkeydown = 0;
4692 Person::players[i]->backkeydown = 0;
4693 Person::players[i]->rightkeydown = 0;
4694 Person::players[i]->crouchkeydown = 0;
4695 Person::players[i]->throwkeydown = 0;
4697 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4698 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4700 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4701 Person::players[i]->attackkeydown = 1;
4703 Person::players[i]->attackkeydown = 0;
4704 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4705 Person::players[i]->attackkeydown = 0;
4708 if (Person::players[i]->aitype != playercontrolled &&
4709 (Person::players[i]->isIdle() ||
4710 Person::players[i]->isCrouch() ||
4711 Person::players[i]->isRun())) {
4713 for (unsigned j = 0; j < Person::players.size(); j++)
4714 if (j != i && !Person::players[j]->skeleton.free &&
4715 Person::players[j]->hasvictim &&
4716 (tutoriallevel == 1 && reversaltrain ||
4717 Random() % 2 == 0 && difficulty == 2 ||
4718 Random() % 4 == 0 && difficulty == 1 ||
4719 Random() % 8 == 0 && difficulty == 0 ||
4720 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4721 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4722 (Random() % 2 == 0 || difficulty == 2) ||
4723 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4724 Person::players[j]->weaponactive != -1 ||
4725 Person::players[j]->animTarget == swordslashanim &&
4726 Person::players[i]->weaponactive != -1 ||
4727 Person::players[j]->animTarget == staffhitanim ||
4728 Person::players[j]->animTarget == staffspinhitanim))
4729 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4730 Person::players[j]->victim == Person::players[i] &&
4731 (Person::players[j]->animTarget == sweepanim ||
4732 Person::players[j]->animTarget == spinkickanim ||
4733 Person::players[j]->animTarget == staffhitanim ||
4734 Person::players[j]->animTarget == staffspinhitanim ||
4735 Person::players[j]->animTarget == winduppunchanim ||
4736 Person::players[j]->animTarget == upunchanim ||
4737 Person::players[j]->animTarget == wolfslapanim ||
4738 Person::players[j]->animTarget == knifeslashstartanim ||
4739 Person::players[j]->animTarget == swordslashanim &&
4740 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4741 Person::players[i]->weaponactive != -1))) {
4748 Person::players[target]->Reverse();
4751 if (Person::players[i]->collided < 1)
4752 Person::players[i]->jumpkeydown = 0;
4753 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4754 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4755 Person::players[i]->onterrain &&
4756 Person::players[i]->creature == rabbittype)
4757 Person::players[i]->jumpkeydown = 1;
4758 //TODO: why are we controlling the human?
4759 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4760 Person::players[0]->jumpkeydown = 0;
4761 if (Person::players[0]->animTarget == jumpdownanim &&
4762 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4763 Person::players[i]->crouchkeydown = 1;
4764 if (Person::players[i]->jumpkeydown)
4765 Person::players[i]->attackkeydown = 0;
4767 if (tutoriallevel == 1)
4769 Person::players[i]->attackkeydown = 0;
4772 XYZ facing = Person::players[i]->coords;
4773 XYZ flatfacing = Person::players[0]->coords;
4774 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4775 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4776 if (Person::players[i]->occluded >= 2)
4777 if (-1 != checkcollide(facing, flatfacing)) {
4778 if (!Person::players[i]->pause)
4779 Person::players[i]->lastseentime -= .2;
4780 if (Person::players[i]->lastseentime <= 0 &&
4781 (Person::players[i]->creature != wolftype ||
4782 Person::players[i]->weaponstuck == -1)) {
4783 Person::players[i]->aitype = searchtype;
4784 Person::players[i]->lastchecktime = 12;
4785 Person::players[i]->lastseen = Person::players[0]->coords;
4786 Person::players[i]->lastseentime = 12;
4789 Person::players[i]->lastseentime = 1;
4792 if (animation[Person::players[0]->animTarget].height == highheight &&
4793 (Person::players[i]->aitype == attacktypecutoff ||
4794 Person::players[i]->aitype == searchtype))
4795 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4796 XYZ test = Person::players[0]->coords;
4798 if (-1 == checkcollide(Person::players[0]->coords, test))
4799 Person::players[i]->stunned = 1;
4802 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4803 Person::players[i]->stunned > 0 ||
4804 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4805 if (Person::players[i]->pause)
4806 Person::players[i]->lastseentime = 1;
4807 Person::players[i]->targetyaw = Person::players[i]->yaw;
4808 Person::players[i]->forwardkeydown = 0;
4809 Person::players[i]->leftkeydown = 0;
4810 Person::players[i]->backkeydown = 0;
4811 Person::players[i]->rightkeydown = 0;
4812 Person::players[i]->jumpkeydown = 0;
4813 Person::players[i]->attackkeydown = 0;
4814 Person::players[i]->crouchkeydown = 0;
4815 Person::players[i]->throwkeydown = 0;
4823 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4824 facing = flatfacing;
4826 if (Person::players[i]->aitype == attacktypecutoff) {
4827 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4828 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4829 } else if (Person::players[i]->howactive >= typesleeping) {
4830 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4831 Person::players[i]->targetheadpitch = 0;
4833 if (Person::players[i]->interestdelay <= 0) {
4834 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4835 Person::players[i]->headtarget = Person::players[i]->coords;
4836 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4837 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4838 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4839 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4841 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4842 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4849 void updateSettingsMenu()
4852 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4853 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4855 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4856 Menu::setText(0, sbuf);
4857 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4858 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4859 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4860 if (newdetail == 2) Menu::setText(1, "Detail: High");
4861 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4862 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4863 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4864 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4865 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4866 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4867 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4868 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4869 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4870 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4871 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4872 Menu::setText(10, sbuf);
4873 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4874 Menu::setText(11, sbuf);
4875 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4876 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4877 sprintf (sbuf, "Back");
4879 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4880 Menu::setText(8, sbuf);
4883 void updateStereoConfigMenu()
4886 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4887 Menu::setText(0, sbuf);
4888 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4889 Menu::setText(1, sbuf);
4890 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4891 Menu::setText(2, sbuf);
4894 void updateControlsMenu()
4896 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4897 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4898 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4899 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4900 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4901 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4902 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4903 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4904 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4906 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4910 Values of mainmenu :
4912 2 Menu pause (resume/end game)
4914 4 Controls configuration menu
4915 5 Main game menu (choose level or challenge)
4916 6 Deleting user menu
4917 7 User managment menu (select/add)
4918 8 Choose difficulty menu
4919 9 Challenge level selection menu
4920 10 End of the campaign congratulation (is that really a menu?)
4921 11 Same that 9 ??? => unused
4922 18 stereo configuration
4925 void Game::LoadMenu()
4931 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4932 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4933 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4934 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4937 Menu::addButton( 0, "", 10 + 20, 440);
4938 Menu::addButton(14, "", 10 + 400, 440);
4939 Menu::addButton( 1, "", 10 + 60, 405);
4940 Menu::addButton( 2, "", 10 + 70, 370);
4941 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4942 Menu::addButton( 4, "", 10 , 335);
4943 Menu::addButton( 5, "", 10 + 60, 300);
4944 Menu::addButton( 6, "", 10 + 70, 265);
4945 Menu::addButton( 9, "", 10 , 230);
4946 Menu::addButton(10, "", 20 , 195);
4947 Menu::addButton(11, "", 10 + 60, 160);
4948 Menu::addButton(13, "", 30 , 125);
4949 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4950 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4951 Menu::addButton(8, "Back", 10, 10);
4952 updateSettingsMenu();
4955 Menu::addButton(0, "", 10 , 400);
4956 Menu::addButton(1, "", 10 + 40, 360);
4957 Menu::addButton(2, "", 10 + 40, 320);
4958 Menu::addButton(3, "", 10 + 30, 280);
4959 Menu::addButton(4, "", 10 + 20, 240);
4960 Menu::addButton(5, "", 10 + 40, 200);
4961 Menu::addButton(6, "", 10 + 40, 160);
4962 Menu::addButton(7, "", 10 + 30, 120);
4963 Menu::addButton(8, "", 10 + 20, 80);
4965 Menu::addButton(9, "", 10 + 10, 40);
4966 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4967 updateControlsMenu();
4971 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4972 Menu::addButton(1, "Tutorial", 5, 300);
4973 Menu::addButton(2, "Challenge", 5, 240);
4974 Menu::addButton(3, "Delete User", 400, 10);
4975 Menu::addButton(4, "Main Menu", 5, 10);
4976 Menu::addButton(5, "Change User", 5, 180);
4977 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4980 //with (2,-5) offset from old code
4981 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4983 int numlevels = accountactive->getCampaignChoicesMade();
4984 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4985 for (int i = 0; i < numlevels; i++) {
4986 XYZ midpoint = campaignlevels[i].getCenter();
4987 float itemsize = campaignlevels[i].getWidth();
4988 const bool active = i >= accountactive->getCampaignChoicesMade();
4993 XYZ start = campaignlevels[i - 1].getCenter();
4994 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);
4996 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4997 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5000 Menu::addMapLabel(-2, campaignlevels[i].description,
5001 campaignlevels[i].getStartX() + 10,
5002 campaignlevels[i].getStartY() - 4);
5008 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5009 Menu::addButton(1, "Yes", 10, 360);
5010 Menu::addButton(2, "No", 10, 320);
5013 if (Account::getNbAccounts() < 8)
5014 Menu::addButton(0, "New User", 10, 400);
5016 Menu::addLabel(0, "No More Users", 10, 400);
5017 Menu::addLabel(-2, "", 20, 400);
5018 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5019 for (int i = 0; i < Account::getNbAccounts(); i++)
5020 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5023 Menu::addButton(0, "Easier", 10, 400);
5024 Menu::addButton(1, "Difficult", 10, 360);
5025 Menu::addButton(2, "Insane", 10, 320);
5028 for (int i = 0; i < numchallengelevels; i++) {
5031 sprintf (temp, "Level %d", i + 1);
5032 for (int j = strlen(temp); j < 17; j++)
5035 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5036 for (int j = strlen(temp); j < (32 - 17); j++)
5039 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5040 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5043 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5046 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5049 Menu::addButton(-1, " High Score Best Time", 10, 440);
5050 Menu::addButton(numchallengelevels, "Back", 10, 10);
5053 Menu::addLabel(0, "Congratulations!", 220, 330);
5054 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5055 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5056 Menu::addButton(3, "Back", 10, 10);
5058 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5059 Menu::addLabel(4, sbuf, 190, 200);
5060 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5061 Menu::addLabel(5, sbuf, 190, 180);
5065 Menu::addButton(0, "", 70, 400);
5066 Menu::addButton(1, "", 10, 360);
5067 Menu::addButton(2, "", 40, 320);
5068 Menu::addButton(3, "Back", 10, 10);
5069 updateStereoConfigMenu();
5074 extern set<pair<int,int>> resolutions;
5079 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5081 // some specific case where we do something even if the left mouse button is not pressed.
5082 if ((mainmenu == 5) && (endgame == 2)) {
5083 accountactive->endGame();
5088 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5089 stereoseparation -= 0.001;
5090 updateStereoConfigMenu();
5093 static int oldmainmenu = mainmenu;
5095 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5096 set<pair<int,int>>::iterator newscreenresolution;
5102 if (gameon) { //resume
5104 pause_sound(stream_menutheme);
5105 resume_stream(leveltheme);
5107 fireSound(firestartsound);
5109 mainmenu = (accountactive ? 5 : 7);
5121 if (newscreenwidth > 3000)
5122 newscreenwidth = screenwidth;
5123 if (newscreenwidth < 0)
5124 newscreenwidth = screenwidth;
5125 if (newscreenheight > 3000)
5126 newscreenheight = screenheight;
5127 if (newscreenheight < 0)
5128 newscreenheight = screenheight;
5133 if (gameon) { //end game
5138 pause_sound(stream_menutheme);
5147 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5148 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5149 newscreenresolution++;
5150 if (newscreenresolution == resolutions.end()) {
5151 /* It was the last one (or not found), go back to the beginning */
5152 newscreenresolution = resolutions.begin();
5154 newscreenwidth = newscreenresolution->first;
5155 newscreenheight = newscreenresolution->second;
5164 if (bloodtoggle > 2)
5173 ismotionblur = !ismotionblur;
5179 musictoggle = !musictoggle;
5181 emit_stream_np(stream_menutheme);
5183 pause_sound(leveltheme);
5184 pause_sound(stream_fighttheme);
5185 pause_sound(stream_menutheme);
5187 for (int i = 0; i < 4; i++) {
5188 oldmusicvolume[i] = 0;
5202 mainmenu = gameon ? 2 : 1;
5205 invertmouse = !invertmouse;
5208 usermousesensitivity += .2;
5209 if (usermousesensitivity > 2)
5210 usermousesensitivity = .2;
5214 if (volume > 1.0001f)
5216 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5220 newstereomode = stereomode;
5225 showdamagebar = !showdamagebar;
5231 updateSettingsMenu();
5236 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5237 keyselect = selected;
5238 if (keyselect != -1)
5240 if (selected == (debugmode ? 10 : 9)) {
5245 updateControlsMenu();
5250 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5251 startbonustotal = 0;
5260 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5261 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5264 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5268 pause_sound(stream_menutheme);
5272 startbonustotal = 0;
5285 pause_sound(stream_menutheme);
5294 mainmenu = (gameon ? 2 : 1);
5300 vector<string> campaigns = ListCampaigns();
5301 vector<string>::iterator c;
5302 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5303 if (!campaigns.empty())
5304 accountactive->setCurrentCampaign(campaigns.front());
5307 if (c == campaigns.end())
5308 c = campaigns.begin();
5309 accountactive->setCurrentCampaign(*c);
5317 if (selected == 1) {
5319 accountactive = Account::destroy(accountactive);
5321 } else if (selected == 2) {
5328 if (selected == 0 && Account::getNbAccounts() < 8) {
5330 } else if (selected < Account::getNbAccounts() + 1) {
5333 accountactive = Account::get(selected - 1);
5334 } else if (selected == Account::getNbAccounts() + 1) {
5340 displaytext[0].clear();
5341 displayselected = 0;
5349 accountactive->setDifficulty(selected);
5353 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5357 startbonustotal = 0;
5361 targetlevel = selected;
5366 Loadlevel(selected);
5371 pause_sound(stream_menutheme);
5373 if (selected == numchallengelevels) {
5380 if (selected == 3) {
5388 stereoseparation += 0.001;
5391 if (selected == 0) {
5392 newstereomode = (StereoMode)(newstereomode + 1);
5393 while (!CanInitStereo(newstereomode)) {
5394 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5395 newstereomode = (StereoMode)(newstereomode + 1);
5396 if (newstereomode >= stereoCount)
5397 newstereomode = stereoNone;
5399 } else if (selected == 2) {
5400 stereoreverse = !stereoreverse;
5401 } else if (selected == 3) {
5405 stereomode = newstereomode;
5406 InitStereo(stereomode);
5409 updateStereoConfigMenu();
5414 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5417 inputText(displaytext[0], &displayselected);
5418 if (!waiting) { // the input as finished
5419 if (!displaytext[0].empty()) { // with enter
5420 accountactive = Account::add(string(displaytext[0]));
5426 fireSound(firestartsound);
5428 displaytext[0].clear();
5430 displayselected = 0;
5436 displayblinkdelay -= multiplier;
5437 if (displayblinkdelay <= 0) {
5438 displayblinkdelay = .3;
5439 displayblink = !displayblink;
5444 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5445 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5448 if (oldmainmenu != mainmenu)
5450 oldmainmenu = mainmenu;
5456 static XYZ facing, flatfacing;
5459 for (int i = 0; i < 15; i++) {
5460 displaytime[i] += multiplier;
5463 keyboardfrozen = false;
5466 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5467 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5468 stereoreverse = true;
5470 stereoreverse = false;
5473 printf("Stereo reversed\n");
5475 printf("Stereo unreversed\n");
5478 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5479 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5480 stereoseparation -= 0.001;
5482 stereoseparation -= 0.010;
5483 printf("Stereo decreased increased to %f\n", stereoseparation);
5486 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5487 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5488 stereoseparation += 0.001;
5490 stereoseparation += 0.010;
5491 printf("Stereo separation increased to %f\n", stereoseparation);
5495 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5496 if (tutorialstage != 51)
5497 tutorialstagetime = tutorialmaxtime;
5498 emit_sound_np(consolefailsound, 128.);
5502 Values of mainmenu :
5504 2 Menu pause (resume/end game)
5506 4 Controls configuration menu
5507 5 Main game menu (choose level or challenge)
5508 6 Deleting user menu
5509 7 User managment menu (select/add)
5510 8 Choose difficulty menu
5511 9 Challenge level selection menu
5512 10 End of the campaign congratulation (is that really a menu?)
5513 11 Same that 9 ??? => unused
5514 18 stereo configuration
5519 if (mainmenu && endgame == 1)
5521 //go to level select after completing a campaign level
5522 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5529 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5530 emit_stream_np(stream_menutheme);
5531 pause_sound(leveltheme);
5535 //escape key pressed
5536 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5537 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5539 if (mainmenu == 0 && !winfreeze)
5540 mainmenu = 2; //pause
5541 else if (mainmenu == 1 || mainmenu == 2) {
5542 mainmenu = 0; //unpause
5545 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5546 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5547 emit_stream_np(stream_menutheme);
5548 pause_sound(leveltheme);
5550 //on resume, play level music
5552 pause_sound(stream_menutheme);
5553 resume_stream(leveltheme);
5555 //finished with settings menu
5556 if (mainmenu == 3) {
5560 if (mainmenu >= 3 && mainmenu != 8) {
5568 mainmenu = gameon ? 2 : 1;
5590 hostiletime += multiplier;
5594 leveltime += multiplier;
5597 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5600 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5604 if (Input::isKeyPressed(consolekey) && debugmode) {
5607 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5616 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5617 inputText(consoletext[0], &consoleselected);
5619 if (!consoletext[0].empty()) {
5620 cmd_dispatch(consoletext[0]);
5621 for (int k = 14; k >= 1; k--) {
5622 consoletext[k] = consoletext[k - 1];
5624 consoletext[0].clear();
5625 consoleselected = 0;
5629 consoleblinkdelay -= multiplier;
5630 if (consoleblinkdelay <= 0) {
5631 consoleblinkdelay = .3;
5632 consoleblink = !consoleblink;
5636 static int oldwinfreeze;
5637 if (winfreeze && !oldwinfreeze) {
5638 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5639 emit_sound_np(consolesuccesssound);
5642 oldwinfreeze = winfreeze;
5646 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5649 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5653 } else if (winfreeze) {
5661 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5664 static float talkdelay = 0;
5666 if (indialogue != -1)
5668 talkdelay -= multiplier;
5670 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5671 for (int i = 0; i < numdialogues; i++) {
5672 unsigned realdialoguetype;
5674 /* FIXME - Seems like modulo done with ifs */
5675 if (dialoguetype[i] > 49) {
5676 realdialoguetype = dialoguetype[i] - 50;
5678 } else if (dialoguetype[i] > 39) {
5679 realdialoguetype = dialoguetype[i] - 40;
5681 } else if (dialoguetype[i] > 29) {
5682 realdialoguetype = dialoguetype[i] - 30;
5684 } else if (dialoguetype[i] > 19) {
5685 realdialoguetype = dialoguetype[i] - 20;
5687 } else if (dialoguetype[i] > 9) {
5688 realdialoguetype = dialoguetype[i] - 10;
5691 realdialoguetype = dialoguetype[i];
5694 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5695 realdialoguetype < Person::players.size() &&
5696 realdialoguetype > 0 &&
5697 (dialoguegonethrough[i] == 0 || !special) &&
5698 (special || Input::isKeyPressed(attackkey))) {
5699 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5700 Person::players[realdialoguetype]->howactive >= typedead1 ||
5701 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5703 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5704 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5705 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5706 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5707 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5708 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5709 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5714 dialoguegonethrough[i]++;
5715 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5716 playdialogueboxsound();
5722 windvar += multiplier;
5723 smoketex += multiplier;
5724 tutorialstagetime += multiplier;
5727 static float hotspotvisual[40];
5731 for (int i = 0; i < numhotspots; i++)
5732 hotspotvisual[i] -= multiplier / 320;
5734 for (int i = 0; i < numhotspots; i++) {
5735 while (hotspotvisual[i] < 0) {
5737 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5738 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5739 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5740 hotspotsprite += hotspot[i];
5741 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5742 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5746 for (int i = 0; i < numhotspots; i++) {
5747 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5748 hotspot[i] = Person::players[hotspottype[i]]->coords;
5754 if (tutoriallevel) {
5759 if (tutoriallevel != 1) {
5760 if (bonustime == 0 &&
5761 bonus != solidhit &&
5762 bonus != spinecrusher &&
5763 bonus != tracheotomy &&
5764 bonus != backstab &&
5766 emit_sound_np(consolesuccesssound);
5768 } else if (bonustime == 0) {
5769 emit_sound_np(fireendsound);
5771 if (bonustime == 0) {
5772 if (bonus != solidhit &&
5773 bonus != twoxcombo &&
5774 bonus != threexcombo &&
5775 bonus != fourxcombo &&
5779 bonusnum[bonus] += 0.15;
5782 bonusvalue /= bonusnum[bonus];
5783 bonustotal += bonusvalue;
5785 bonustime += multiplier;
5788 if (environment == snowyenvironment) {
5789 precipdelay -= multiplier;
5790 while (precipdelay < 0) {
5794 XYZ footvel, footpoint;
5797 footpoint = viewer + viewerfacing * 6;
5798 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5799 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5800 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5801 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5806 doAerialAcrobatics();
5809 static XYZ oldviewer;
5812 if (indialogue == -1) {
5813 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5814 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5815 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5816 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5817 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5818 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5819 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5820 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5822 Person::players[0]->forwardkeydown = 0;
5823 Person::players[0]->leftkeydown = 0;
5824 Person::players[0]->backkeydown = 0;
5825 Person::players[0]->rightkeydown = 0;
5826 Person::players[0]->jumpkeydown = 0;
5827 Person::players[0]->crouchkeydown = 0;
5828 Person::players[0]->drawkeydown = 0;
5829 Person::players[0]->throwkeydown = 0;
5832 if (!Person::players[0]->jumpkeydown)
5833 Person::players[0]->jumpclimb = 0;
5836 if (indialogue != -1) {
5842 facing = DoRotation(facing, -pitch, 0, 0);
5843 facing = DoRotation(facing, 0, 0 - yaw, 0);
5848 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5850 if (Input::isKeyDown(forwardkey))
5851 viewer += facing * multiplier * 4;
5852 if (Input::isKeyDown(backkey))
5853 viewer -= facing * multiplier * 4;
5854 if (Input::isKeyDown(leftkey))
5855 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5856 if (Input::isKeyDown(rightkey))
5857 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5858 if (Input::isKeyDown(jumpkey))
5859 viewer.y += multiplier * 4;
5860 if (Input::isKeyDown(crouchkey))
5861 viewer.y -= multiplier * 4;
5862 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5863 Input::isKeyPressed(SDL_SCANCODE_2) ||
5864 Input::isKeyPressed(SDL_SCANCODE_3) ||
5865 Input::isKeyPressed(SDL_SCANCODE_4) ||
5866 Input::isKeyPressed(SDL_SCANCODE_5) ||
5867 Input::isKeyPressed(SDL_SCANCODE_6) ||
5868 Input::isKeyPressed(SDL_SCANCODE_7) ||
5869 Input::isKeyPressed(SDL_SCANCODE_8) ||
5870 Input::isKeyPressed(SDL_SCANCODE_9) ||
5871 Input::isKeyPressed(SDL_SCANCODE_0) ||
5872 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5874 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5875 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5876 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5877 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5878 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5879 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5880 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5881 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5882 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5883 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5884 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5886 if (whichend != -1) {
5887 participantfocus[whichdialogue][indialogue] = whichend;
5888 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5889 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5891 if (whichend == -1) {
5892 participantfocus[whichdialogue][indialogue] = -1;
5894 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5899 dialoguecamera[whichdialogue][indialogue] = viewer;
5900 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5901 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5903 if (indialogue < numdialogueboxes[whichdialogue]) {
5904 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5905 playdialogueboxsound();
5909 for (unsigned j = 0; j < Person::players.size(); j++) {
5910 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5913 //TODO: should these be KeyDown or KeyPressed?
5914 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5915 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5916 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5917 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5918 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5919 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5920 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5921 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5922 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5923 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5925 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5926 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5927 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5928 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5929 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5930 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5931 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5932 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5933 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5934 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5935 participantfacing[whichdialogue][indialogue][whichend] = facing;
5937 if (indialogue >= numdialogueboxes[whichdialogue]) {
5944 pause_sound(whooshsound);
5945 viewer = dialoguecamera[whichdialogue][indialogue];
5946 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5947 yaw = dialoguecamerayaw[whichdialogue][indialogue];
5948 pitch = dialoguecamerapitch[whichdialogue][indialogue];
5949 if (dialoguetime > 0.5)
5950 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5951 Input::isKeyPressed(SDL_SCANCODE_2) ||
5952 Input::isKeyPressed(SDL_SCANCODE_3) ||
5953 Input::isKeyPressed(SDL_SCANCODE_4) ||
5954 Input::isKeyPressed(SDL_SCANCODE_5) ||
5955 Input::isKeyPressed(SDL_SCANCODE_6) ||
5956 Input::isKeyPressed(SDL_SCANCODE_7) ||
5957 Input::isKeyPressed(SDL_SCANCODE_8) ||
5958 Input::isKeyPressed(SDL_SCANCODE_9) ||
5959 Input::isKeyPressed(SDL_SCANCODE_0) ||
5960 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5961 Input::isKeyPressed(attackkey)) {
5963 if (indialogue < numdialogueboxes[whichdialogue]) {
5964 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5965 playdialogueboxsound();
5966 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5967 hotspot[numhotspots] = Person::players[0]->coords;
5968 hotspotsize[numhotspots] = 10;
5969 hotspottype[numhotspots] = -1;
5973 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5977 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5985 if (indialogue >= numdialogueboxes[whichdialogue]) {
5989 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5992 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5995 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5997 for (unsigned i = 1; i < Person::players.size(); i++) {
5998 Person::players[i]->aitype = attacktypecutoff;
6005 if (!Person::players[0]->jumpkeydown) {
6006 Person::players[0]->jumptogglekeydown = 0;
6008 if (Person::players[0]->jumpkeydown &&
6009 Person::players[0]->animTarget != jumpupanim &&
6010 Person::players[0]->animTarget != jumpdownanim &&
6011 !Person::players[0]->isFlip())
6012 Person::players[0]->jumptogglekeydown = 1;
6015 dialoguetime += multiplier;
6016 hawkyaw += multiplier * 25;
6018 realhawkcoords.x = 25;
6019 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6020 hawkcalldelay -= multiplier / 2;
6022 if (hawkcalldelay <= 0) {
6023 emit_sound_at(hawksound, realhawkcoords);
6025 hawkcalldelay = 16 + abs(Random() % 8);
6032 doPlayerCollisions();
6036 for (unsigned k = 0; k < Person::players.size(); k++)
6037 if (k != 0 && Person::players[k]->immobile)
6038 Person::players[k]->coords = Person::players[k]->realoldcoords;
6040 for (unsigned k = 0; k < Person::players.size(); k++) {
6041 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6042 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6043 Person::players[k]->DoDamage(1000);
6049 static bool respawnkeydown;
6050 if (!editorenabled &&
6051 (whichlevel != -2 &&
6052 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6053 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6055 (Input::isKeyDown(jumpkey) &&
6058 Person::players[0]->dead))) {
6059 targetlevel = whichlevel;
6063 if (!Input::isKeyDown(jumpkey))
6065 if (Input::isKeyDown(jumpkey))
6071 static bool movekey;
6074 for (unsigned i = 0; i < Person::players.size(); i++) {
6075 static float oldtargetyaw;
6076 if (!Person::players[i]->skeleton.free) {
6077 oldtargetyaw = Person::players[i]->targetyaw;
6078 if (i == 0 && indialogue == -1) {
6079 //TODO: refactor repetitive code
6080 if (!animation[Person::players[0]->animTarget].attack &&
6081 Person::players[0]->animTarget != staggerbackhighanim &&
6082 Person::players[0]->animTarget != staggerbackhardanim &&
6083 Person::players[0]->animTarget != crouchremoveknifeanim &&
6084 Person::players[0]->animTarget != removeknifeanim &&
6085 Person::players[0]->animTarget != backhandspringanim &&
6086 Person::players[0]->animTarget != dodgebackanim &&
6087 Person::players[0]->animTarget != walljumprightkickanim &&
6088 Person::players[0]->animTarget != walljumpleftkickanim) {
6090 Person::players[0]->targetyaw = 0;
6092 Person::players[0]->targetyaw = -yaw + 180;
6098 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6100 facing = flatfacing;
6102 facing = DoRotation(facing, -pitch, 0, 0);
6103 facing = DoRotation(facing, 0, 0 - yaw, 0);
6106 Person::players[0]->lookyaw = -yaw;
6108 Person::players[i]->targetheadyaw = yaw;
6109 Person::players[i]->targetheadpitch = pitch;
6111 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6112 if (!animation[Person::players[i]->animTarget].attack &&
6113 Person::players[i]->animTarget != staggerbackhighanim &&
6114 Person::players[i]->animTarget != staggerbackhardanim &&
6115 Person::players[i]->animTarget != crouchremoveknifeanim &&
6116 Person::players[i]->animTarget != removeknifeanim &&
6117 Person::players[i]->animTarget != backhandspringanim &&
6118 Person::players[i]->animTarget != dodgebackanim &&
6119 Person::players[i]->animTarget != walljumprightkickanim &&
6120 Person::players[i]->animTarget != walljumpleftkickanim) {
6121 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6127 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6129 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6130 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6132 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6133 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6135 if (indialogue != -1) {
6136 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6137 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6143 Person::players[i]->avoidsomething = 0;
6145 //avoid flaming things
6146 for (int j = 0; j < objects.numobjects; j++)
6147 if (objects.onfire[j])
6148 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6149 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6150 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6151 Person::players[i]->collided = 0;
6152 Person::players[i]->avoidcollided = 1;
6153 if (Person::players[i]->avoidsomething == 0 ||
6154 distsq(&Person::players[i]->coords, &objects.position[j]) <
6155 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6156 Person::players[i]->avoidwhere = objects.position[j];
6157 Person::players[i]->avoidsomething = 1;
6161 //avoid flaming players
6162 for (unsigned j = 0; j < Person::players.size(); j++)
6163 if (Person::players[j]->onfire)
6164 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6165 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6166 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6167 Person::players[i]->collided = 0;
6168 Person::players[i]->avoidcollided = 1;
6169 if (Person::players[i]->avoidsomething == 0 ||
6170 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6171 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6172 Person::players[i]->avoidwhere = Person::players[j]->coords;
6173 Person::players[i]->avoidsomething = 1;
6177 if (Person::players[i]->collided > .8)
6178 Person::players[i]->avoidcollided = 0;
6182 if (animation[Person::players[i]->animTarget].attack == reversed) {
6183 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6184 Person::players[i]->forwardkeydown = 0;
6185 Person::players[i]->leftkeydown = 0;
6186 Person::players[i]->backkeydown = 0;
6187 Person::players[i]->rightkeydown = 0;
6188 Person::players[i]->jumpkeydown = 0;
6189 Person::players[i]->attackkeydown = 0;
6190 //Person::players[i]->crouchkeydown=0;
6191 Person::players[i]->throwkeydown = 0;
6194 if (indialogue != -1) {
6195 Person::players[i]->forwardkeydown = 0;
6196 Person::players[i]->leftkeydown = 0;
6197 Person::players[i]->backkeydown = 0;
6198 Person::players[i]->rightkeydown = 0;
6199 Person::players[i]->jumpkeydown = 0;
6200 Person::players[i]->crouchkeydown = 0;
6201 Person::players[i]->drawkeydown = 0;
6202 Person::players[i]->throwkeydown = 0;
6205 if (Person::players[i]->collided < -.3)
6206 Person::players[i]->collided = -.3;
6207 if (Person::players[i]->collided > 1)
6208 Person::players[i]->collided = 1;
6209 Person::players[i]->collided -= multiplier * 4;
6210 Person::players[i]->whichdirectiondelay -= multiplier;
6211 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6212 Person::players[i]->avoidcollided = -.3;
6213 Person::players[i]->whichdirection = abs(Random() % 2);
6214 Person::players[i]->whichdirectiondelay = .4;
6216 if (Person::players[i]->avoidcollided > 1)
6217 Person::players[i]->avoidcollided = 1;
6218 Person::players[i]->avoidcollided -= multiplier / 4;
6219 if (!Person::players[i]->skeleton.free) {
6220 Person::players[i]->stunned -= multiplier;
6221 Person::players[i]->surprised -= multiplier;
6223 if (i != 0 && Person::players[i]->surprised <= 0 &&
6224 Person::players[i]->aitype == attacktypecutoff &&
6225 !Person::players[i]->dead &&
6226 !Person::players[i]->skeleton.free &&
6227 animation[Person::players[i]->animTarget].attack == neutral)
6230 if (!Person::players[i]->throwkeydown)
6231 Person::players[i]->throwtogglekeydown = 0;
6234 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6235 if (Person::players[i]->weaponactive == -1 &&
6236 Person::players[i]->num_weapons < 2 &&
6237 (Person::players[i]->isIdle() ||
6238 Person::players[i]->isCrouch() ||
6239 Person::players[i]->animTarget == sneakanim ||
6240 Person::players[i]->animTarget == rollanim ||
6241 Person::players[i]->animTarget == backhandspringanim ||
6242 Person::players[i]->isFlip() ||
6243 Person::players[i]->aitype != playercontrolled)) {
6244 for (unsigned j = 0; j < weapons.size(); j++) {
6245 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6246 Person::players[i]->aitype == playercontrolled) &&
6247 weapons[j].owner == -1 &&
6248 Person::players[i]->weaponactive == -1)
6249 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6250 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6251 if (Person::players[i]->isCrouch() ||
6252 Person::players[i]->animTarget == sneakanim ||
6253 Person::players[i]->isRun() ||
6254 Person::players[i]->isIdle() ||
6255 Person::players[i]->aitype != playercontrolled) {
6256 Person::players[i]->throwtogglekeydown = 1;
6257 Person::players[i]->setAnimation(crouchremoveknifeanim);
6258 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6259 Person::players[i]->hasvictim = 0;
6261 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6262 Person::players[i]->throwtogglekeydown = 1;
6263 Person::players[i]->hasvictim = 0;
6265 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6266 Person::players[i]->aitype == playercontrolled) &&
6267 weapons[j].owner == -1 ||
6268 Person::players[i]->victim &&
6269 weapons[j].owner == int(Person::players[i]->victim->id))
6270 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6271 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6272 if (weapons[j].getType() != staff)
6273 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6275 Person::players[i]->takeWeapon(j);
6278 } else if ((Person::players[i]->isIdle() ||
6279 Person::players[i]->isFlip() ||
6280 Person::players[i]->aitype != playercontrolled) &&
6281 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6282 Person::players[i]->coords.y < weapons[j].position.y) {
6283 if (!Person::players[i]->isFlip()) {
6284 Person::players[i]->throwtogglekeydown = 1;
6285 Person::players[i]->setAnimation(removeknifeanim);
6286 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6288 if (Person::players[i]->isFlip()) {
6289 Person::players[i]->throwtogglekeydown = 1;
6290 Person::players[i]->hasvictim = 0;
6292 for (unsigned k = 0; k < weapons.size(); k++) {
6293 if (Person::players[i]->weaponactive == -1)
6294 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6295 Person::players[i]->aitype == playercontrolled) &&
6296 weapons[k].owner == -1 ||
6297 Person::players[i]->victim &&
6298 weapons[k].owner == int(Person::players[i]->victim->id))
6299 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6300 Person::players[i]->weaponactive == -1) {
6301 if (weapons[k].getType() != staff)
6302 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6304 Person::players[i]->takeWeapon(k);
6311 if (Person::players[i]->isCrouch() ||
6312 Person::players[i]->animTarget == sneakanim ||
6313 Person::players[i]->isRun() ||
6314 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6315 Person::players[i]->animTarget == backhandspringanim) {
6316 if (Person::players.size() > 1)
6317 for (unsigned j = 0; j < Person::players.size(); j++) {
6318 if (Person::players[i]->weaponactive == -1)
6320 if (Person::players[j]->num_weapons &&
6321 Person::players[j]->skeleton.free &&
6322 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6323 (((Person::players[j]->skeleton.forward.y < 0 &&
6324 Person::players[j]->weaponstuckwhere == 0) ||
6325 (Person::players[j]->skeleton.forward.y > 0 &&
6326 Person::players[j]->weaponstuckwhere == 1)) ||
6327 Person::players[j]->weaponstuck == -1 ||
6328 Person::players[j]->num_weapons > 1)) {
6329 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6330 Person::players[i]->throwtogglekeydown = 1;
6331 Person::players[i]->victim = Person::players[j];
6332 Person::players[i]->hasvictim = 1;
6333 Person::players[i]->setAnimation(crouchremoveknifeanim);
6334 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6336 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6337 Person::players[i]->throwtogglekeydown = 1;
6338 Person::players[i]->victim = Person::players[j];
6339 Person::players[i]->hasvictim = 1;
6340 int k = Person::players[j]->weaponids[0];
6341 if (Person::players[i]->hasvictim) {
6344 if (Person::players[i]->victim->weaponstuck != -1) {
6345 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6350 if (weapons[k].getType() != staff)
6351 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6354 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6356 if (weapons[k].owner != -1) {
6357 if (Person::players[i]->victim->num_weapons == 1)
6358 Person::players[i]->victim->num_weapons = 0;
6360 Person::players[i]->victim->num_weapons = 1;
6362 Person::players[i]->victim->skeleton.longdead = 0;
6363 Person::players[i]->victim->skeleton.free = 1;
6364 Person::players[i]->victim->skeleton.broken = 0;
6366 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6367 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6368 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6374 Normalise(&relative);
6375 XYZ footvel, footpoint;
6377 footpoint = weapons[k].position;
6378 if (Person::players[i]->victim->weaponstuck != -1) {
6379 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6381 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6382 weapons[k].bloody = 2;
6383 weapons[k].blooddrip = 5;
6384 Person::players[i]->victim->weaponstuck = -1;
6385 Person::players[i]->victim->bloodloss += 2000;
6386 Person::players[i]->victim->DoDamage(2000);
6389 if (Person::players[i]->victim->num_weapons > 0) {
6390 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6391 Person::players[i]->victim->weaponstuck = 0;
6392 if (Person::players[i]->victim->weaponids[0] == k)
6393 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6396 Person::players[i]->victim->weaponactive = -1;
6398 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6399 Person::players[i]->victim->jointVel(neck) += relative * 6;
6400 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6401 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6403 Person::players[i]->takeWeapon(k);
6410 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6411 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6412 if (Person::players[i]->isIdle() ||
6413 Person::players[i]->isRun() ||
6414 Person::players[i]->isCrouch() ||
6415 Person::players[i]->animTarget == sneakanim ||
6416 Person::players[i]->isFlip())
6417 if (Person::players.size() > 1)
6418 for (unsigned j = 0; j < Person::players.size(); j++) {
6420 if (tutoriallevel != 1 || tutorialstage == 49)
6422 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6423 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6424 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6425 !Person::players[j]->skeleton.free &&
6426 -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)) {
6427 if (!Person::players[i]->isFlip()) {
6428 Person::players[i]->throwtogglekeydown = 1;
6429 Person::players[i]->victim = Person::players[j];
6430 Person::players[i]->setAnimation(knifethrowanim);
6431 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6432 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6434 if (Person::players[i]->isFlip()) {
6435 if (Person::players[i]->weaponactive != -1) {
6436 Person::players[i]->throwtogglekeydown = 1;
6437 Person::players[i]->victim = Person::players[j];
6439 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);
6442 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6444 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6445 Person::players[i]->num_weapons--;
6446 if (Person::players[i]->num_weapons) {
6447 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6449 Person::players[i]->weaponactive = -1;
6456 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6457 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6458 Person::players[i]->throwtogglekeydown = 1;
6459 XYZ tempVelocity = Person::players[i]->velocity * .2;
6460 if (tempVelocity.x == 0)
6461 tempVelocity.x = .1;
6462 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6463 Person::players[i]->num_weapons--;
6464 if (Person::players[i]->num_weapons) {
6465 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6466 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6467 Person::players[i]->weaponstuck = 0;
6470 Person::players[i]->weaponactive = -1;
6471 for (unsigned j = 0; j < Person::players.size(); j++) {
6472 Person::players[j]->wentforweapon = 0;
6480 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6481 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6482 (Person::players[i]->num_weapons == 2) &&
6483 (Person::players[i]->weaponactive == -1) &&
6484 Person::players[i]->isIdle() ||
6485 Person::players[0]->dead &&
6486 (Person::players[i]->weaponactive != -1) &&
6489 if (Person::players[i]->weaponactive != -1)
6490 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6492 if (isgood && Person::players[i]->creature != wolftype) {
6493 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6494 Person::players[i]->setAnimation(drawrightanim);
6495 Person::players[i]->drawtogglekeydown = 1;
6497 if ((Person::players[i]->isIdle() ||
6498 (Person::players[i]->aitype != playercontrolled &&
6499 Person::players[0]->weaponactive != -1 &&
6500 Person::players[i]->isRun())) &&
6501 Person::players[i]->num_weapons &&
6502 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6503 Person::players[i]->setAnimation(drawleftanim);
6504 Person::players[i]->drawtogglekeydown = 1;
6506 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6507 Person::players[i]->setAnimation(crouchdrawrightanim);
6508 Person::players[i]->drawtogglekeydown = 1;
6515 if (Person::players[i]->weaponactive != -1) {
6516 if (Person::players[i]->isCrouch() &&
6517 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6519 Person::players[i]->onterrain &&
6520 Person::players[i]->num_weapons &&
6521 Person::players[i]->attackkeydown &&
6522 musictype != stream_fighttheme) {
6523 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6524 Person::players[i]->setAnimation(crouchstabanim);
6525 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6526 Person::players[i]->setAnimation(swordgroundstabanim);
6527 Person::players[i]->hasvictim = 0;
6531 if (!Person::players[i]->drawkeydown)
6532 Person::players[i]->drawtogglekeydown = 0;
6537 absflatfacing.z = -1;
6539 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6541 absflatfacing = flatfacing;
6543 if (indialogue != -1) {
6544 Person::players[i]->forwardkeydown = 0;
6545 Person::players[i]->leftkeydown = 0;
6546 Person::players[i]->backkeydown = 0;
6547 Person::players[i]->rightkeydown = 0;
6548 Person::players[i]->jumpkeydown = 0;
6549 Person::players[i]->crouchkeydown = 0;
6550 Person::players[i]->drawkeydown = 0;
6551 Person::players[i]->throwkeydown = 0;
6555 if (!animation[Person::players[i]->animTarget].attack &&
6556 Person::players[i]->animTarget != staggerbackhighanim &&
6557 Person::players[i]->animTarget != staggerbackhardanim &&
6558 Person::players[i]->animTarget != backhandspringanim &&
6559 Person::players[i]->animTarget != dodgebackanim) {
6560 if (!Person::players[i]->forwardkeydown)
6561 Person::players[i]->forwardstogglekeydown = 0;
6562 if (Person::players[i]->crouchkeydown) {
6566 Person::players[i]->superruntoggle = 1;
6567 if (Person::players.size() > 1)
6568 for (unsigned j = 0; j < Person::players.size(); j++)
6569 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6570 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6571 Person::players[i]->superruntoggle = 0;
6574 if (Person::players.size() > 1)
6575 for (unsigned j = 0; j < Person::players.size(); j++) {
6576 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6577 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6578 Person::players[j]->victim == Person::players[i] &&
6579 (Person::players[j]->animTarget == sweepanim ||
6580 Person::players[j]->animTarget == upunchanim ||
6581 Person::players[j]->animTarget == wolfslapanim ||
6582 ((Person::players[j]->animTarget == swordslashanim ||
6583 Person::players[j]->animTarget == knifeslashstartanim ||
6584 Person::players[j]->animTarget == staffhitanim ||
6585 Person::players[j]->animTarget == staffspinhitanim) &&
6586 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6595 Person::players[target]->Reverse();
6596 Person::players[i]->lowreversaldelay = .5;
6598 if (Person::players[i]->isIdle()) {
6599 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6600 Person::players[i]->transspeed = 10;
6602 if (Person::players[i]->isRun() ||
6603 (Person::players[i]->isStop() &&
6604 (Person::players[i]->leftkeydown ||
6605 Person::players[i]->rightkeydown ||
6606 Person::players[i]->forwardkeydown ||
6607 Person::players[i]->backkeydown))) {
6608 Person::players[i]->setAnimation(rollanim);
6609 Person::players[i]->transspeed = 20;
6612 if (!Person::players[i]->crouchkeydown) {
6614 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6615 Person::players[i]->superruntoggle = 0;
6617 if (Person::players[i]->isCrouch()) {
6618 if (Person::players.size() > 1)
6619 for (unsigned j = 0; j < Person::players.size(); j++) {
6621 !Person::players[j]->skeleton.free &&
6622 Person::players[j]->victim &&
6623 Person::players[i]->highreversaldelay <= 0) {
6624 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6625 Person::players[j]->victim == Person::players[i] &&
6626 (Person::players[j]->animTarget == spinkickanim) &&
6627 Person::players[i]->isCrouch()) {
6636 Person::players[target]->Reverse();
6637 Person::players[i]->highreversaldelay = .5;
6639 if (Person::players[i]->isCrouch()) {
6640 if (!Person::players[i]->wasCrouch()) {
6641 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6642 Person::players[i]->frameCurrent = 0;
6644 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6645 Person::players[i]->transspeed = 10;
6648 if (Person::players[i]->animTarget == sneakanim) {
6649 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6650 Person::players[i]->transspeed = 10;
6653 if (Person::players[i]->forwardkeydown) {
6654 if (Person::players[i]->isIdle() ||
6655 (Person::players[i]->isStop() &&
6656 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6657 (Person::players[i]->isLanding() &&
6658 Person::players[i]->frameTarget > 0 &&
6659 !Person::players[i]->jumpkeydown) ||
6660 (Person::players[i]->isLandhard() &&
6661 Person::players[i]->frameTarget > 0 &&
6662 !Person::players[i]->jumpkeydown &&
6663 Person::players[i]->crouchkeydown)) {
6664 if (Person::players[i]->aitype == passivetype)
6665 Person::players[i]->setAnimation(walkanim);
6667 Person::players[i]->setAnimation(Person::players[i]->getRun());
6669 if (Person::players[i]->isCrouch()) {
6670 Person::players[i]->animTarget = sneakanim;
6671 if (Person::players[i]->wasCrouch())
6672 Person::players[i]->target = 0;
6673 Person::players[i]->frameTarget = 0;
6675 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6676 Person::players[i]->setAnimation(climbanim);
6677 Person::players[i]->frameTarget = 1;
6678 Person::players[i]->jumpclimb = 1;
6680 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6681 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6683 Person::players[i]->forwardstogglekeydown = 1;
6686 if (Person::players[i]->rightkeydown) {
6687 if (Person::players[i]->isIdle() ||
6688 (Person::players[i]->isStop() &&
6689 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6690 (Person::players[i]->isLanding() &&
6691 Person::players[i]->frameTarget > 0 &&
6692 !Person::players[i]->jumpkeydown) ||
6693 (Person::players[i]->isLandhard() &&
6694 Person::players[i]->frameTarget > 0 &&
6695 !Person::players[i]->jumpkeydown &&
6696 Person::players[i]->crouchkeydown)) {
6697 Person::players[i]->setAnimation(Person::players[i]->getRun());
6699 if (Person::players[i]->isCrouch()) {
6700 Person::players[i]->animTarget = sneakanim;
6701 if (Person::players[i]->wasCrouch())
6702 Person::players[i]->target = 0;
6703 Person::players[i]->frameTarget = 0;
6705 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6706 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6708 Person::players[i]->targetyaw -= 90;
6709 if (Person::players[i]->forwardkeydown)
6710 Person::players[i]->targetyaw += 45;
6711 if (Person::players[i]->backkeydown)
6712 Person::players[i]->targetyaw -= 45;
6715 if ( Person::players[i]->leftkeydown) {
6716 if (Person::players[i]->isIdle() ||
6717 (Person::players[i]->isStop() &&
6718 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6719 (Person::players[i]->isLanding() &&
6720 Person::players[i]->frameTarget > 0 &&
6721 !Person::players[i]->jumpkeydown) ||
6722 (Person::players[i]->isLandhard() &&
6723 Person::players[i]->frameTarget > 0 &&
6724 !Person::players[i]->jumpkeydown &&
6725 Person::players[i]->crouchkeydown)) {
6726 Person::players[i]->setAnimation(Person::players[i]->getRun());
6728 if (Person::players[i]->isCrouch()) {
6729 Person::players[i]->animTarget = sneakanim;
6730 if (Person::players[i]->wasCrouch())
6731 Person::players[i]->target = 0;
6732 Person::players[i]->frameTarget = 0;
6734 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6735 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6737 Person::players[i]->targetyaw += 90;
6738 if (Person::players[i]->forwardkeydown)
6739 Person::players[i]->targetyaw -= 45;
6740 if (Person::players[i]->backkeydown)
6741 Person::players[i]->targetyaw += 45;
6744 if (Person::players[i]->backkeydown) {
6745 if (Person::players[i]->isIdle() ||
6746 (Person::players[i]->isStop() &&
6747 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6748 (Person::players[i]->isLanding() &&
6749 Person::players[i]->frameTarget > 0 &&
6750 !Person::players[i]->jumpkeydown) ||
6751 (Person::players[i]->isLandhard() &&
6752 Person::players[i]->frameTarget > 0 &&
6753 !Person::players[i]->jumpkeydown &&
6754 Person::players[i]->crouchkeydown)) {
6755 Person::players[i]->setAnimation(Person::players[i]->getRun());
6757 if (Person::players[i]->isCrouch()) {
6758 Person::players[i]->animTarget = sneakanim;
6759 if (Person::players[i]->wasCrouch())
6760 Person::players[i]->target = 0;
6761 Person::players[i]->frameTarget = 0;
6763 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6764 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6766 if (Person::players[i]->animTarget == hanganim) {
6767 Person::players[i]->animCurrent = jumpdownanim;
6768 Person::players[i]->animTarget = jumpdownanim;
6769 Person::players[i]->target = 0;
6770 Person::players[i]->frameCurrent = 0;
6771 Person::players[i]->frameTarget = 1;
6772 Person::players[i]->velocity = 0;
6773 Person::players[i]->velocity.y += gravity;
6774 Person::players[i]->coords.y -= 1.4;
6775 Person::players[i]->grabdelay = 1;
6777 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6778 Person::players[i]->targetyaw += 180;
6781 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6782 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6783 Person::players[i]->isRun() ||
6784 Person::players[i]->animTarget == walkanim ||
6785 Person::players[i]->isCrouch() ||
6786 Person::players[i]->animTarget == sneakanim) &&
6787 Person::players[i]->jumppower > 1) &&
6788 ((Person::players[i]->animTarget != rabbitrunninganim &&
6789 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6790 Person::players[i]->jumpstart = 0;
6791 Person::players[i]->setAnimation(jumpupanim);
6792 Person::players[i]->yaw = Person::players[i]->targetyaw;
6793 Person::players[i]->transspeed = 20;
6794 Person::players[i]->FootLand(0, 1);
6795 Person::players[i]->FootLand(1, 1);
6799 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6802 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6804 Person::players[i]->velocity = 0;
6808 if (Person::players.size() > 1)
6809 for (unsigned j = 0; j < Person::players.size(); j++) {
6810 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6811 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6812 (Person::players[j]->victim == Person::players[i]) &&
6813 (Person::players[j]->animTarget == sweepanim)) {
6822 Person::players[i]->velocity.y = 1;
6824 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6825 Person::players[i]->velocity.y = 7;
6826 Person::players[i]->crouchtogglekeydown = 1;
6827 } else Person::players[i]->velocity.y = 5;
6829 if (mousejump && i == 0 && debugmode) {
6830 if (!Person::players[i]->isLanding())
6831 Person::players[i]->tempdeltav = deltav;
6832 if (Person::players[i]->tempdeltav < 0)
6833 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6836 Person::players[i]->coords.y += .2;
6837 Person::players[i]->jumppower -= 1;
6840 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6842 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6844 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6845 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6846 Person::players[i]->frameTarget = 2;
6847 Person::players[i]->landhard = 0;
6848 Person::players[i]->jumpstart = 1;
6849 Person::players[i]->tempdeltav = deltav;
6851 if (Person::players[i]->animTarget == jumpupanim &&
6855 Person::players[i]->aitype != playercontrolled)) {
6856 if (Person::players[i]->jumppower > multiplier * 6) {
6857 Person::players[i]->velocity.y += multiplier * 6;
6858 Person::players[i]->jumppower -= multiplier * 6;
6860 if (Person::players[i]->jumppower <= multiplier * 6) {
6861 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6862 Person::players[i]->jumppower = 0;
6865 if (((floatjump || editorenabled) && debugmode) && i == 0)
6866 Person::players[i]->velocity.y += multiplier * 30;
6870 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6871 Person::players[i]->setAnimation(Person::players[i]->getStop());
6872 if (Person::players[i]->animTarget == sneakanim) {
6873 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6874 if (Person::players[i]->animCurrent == sneakanim)
6875 Person::players[i]->target = 0;
6876 Person::players[i]->frameTarget = 0;
6879 if (Person::players[i]->animTarget == walkanim &&
6880 (Person::players[i]->aitype == attacktypecutoff ||
6881 Person::players[i]->aitype == searchtype ||
6882 (Person::players[i]->aitype == passivetype &&
6883 Person::players[i]->numwaypoints <= 1)))
6884 Person::players[i]->setAnimation(Person::players[i]->getStop());
6885 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6886 Person::players[i]->setAnimation(Person::players[i]->getStop());
6889 if (Person::players[i]->animTarget == rollanim)
6890 Person::players[i]->targetyaw = oldtargetyaw;
6894 for (unsigned k = 0; k < Person::players.size(); k++) {
6895 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6896 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6897 Person::players[k]->yaw -= 360;
6899 Person::players[k]->yaw += 360;
6902 //stop to turn in right direction
6903 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6904 Person::players[k]->setAnimation(Person::players[k]->getStop());
6906 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6907 Person::players[k]->targettilt = 0;
6909 if (Person::players[k]->animTarget != jumpupanim &&
6910 Person::players[k]->animTarget != backhandspringanim &&
6911 Person::players[k]->animTarget != jumpdownanim &&
6912 !Person::players[k]->isFlip()) {
6913 Person::players[k]->targettilt = 0;
6914 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6915 Person::players[k]->jumppower = 0;
6916 Person::players[k]->jumppower += multiplier * 7;
6917 if (Person::players[k]->isCrouch())
6918 Person::players[k]->jumppower += multiplier * 7;
6919 if (Person::players[k]->jumppower > 5)
6920 Person::players[k]->jumppower = 5;
6923 if (Person::players[k]->isRun())
6924 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6926 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6927 Person::players[k]->grabdelay -= multiplier;
6931 for (unsigned k = 0; k < Person::players.size(); k++) {
6932 Person::players[k]->DoAnimations();
6933 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6934 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6940 for (int j = numenvsounds - 1; j >= 0; j--) {
6941 envsoundlife[j] -= multiplier;
6942 if (envsoundlife[j] < 0) {
6944 envsoundlife[j] = envsoundlife[numenvsounds];
6945 envsound[j] = envsound[numenvsounds];
6949 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6951 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6953 if (tutoriallevel == 1) {
6970 if (tutorialstage >= 51)
6971 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6972 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6973 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6975 emit_stream_np(stream_menutheme);
6984 if (tutorialstage < 51)
6985 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6986 emit_sound_at(fireendsound, Person::players[0]->coords);
6988 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6992 if (tutorialstage >= 14 && tutorialstage < 50)
6993 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6994 emit_sound_at(fireendsound, Person::players[1]->coords);
6996 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6997 if (Random() % 2 == 0) {
6998 if (!Person::players[1]->skeleton.free)
6999 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7000 if (Person::players[1]->skeleton.free)
7001 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7002 if (!Person::players[1]->skeleton.free)
7003 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;
7004 if (Person::players[1]->skeleton.free)
7005 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7006 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7010 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7011 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7012 Person::players[1]->skeleton.joints[i].velocity = 0;
7013 if (Random() % 2 == 0) {
7014 if (!Person::players[1]->skeleton.free)
7015 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7016 if (Person::players[1]->skeleton.free)
7017 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7018 if (!Person::players[1]->skeleton.free)
7019 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;
7020 if (Person::players[1]->skeleton.free)
7021 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7022 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7030 static float gLoc[3];
7034 static float vel[3];
7035 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7036 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7037 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7039 //Set orientation with forward and up vectors
7040 static XYZ upvector;
7044 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7045 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7050 facing = DoRotation(facing, -pitch, 0, 0);
7051 facing = DoRotation(facing, 0, 0 - yaw, 0);
7054 static float ori[6];
7058 ori[3] = -upvector.x;
7059 ori[4] = upvector.y;
7060 ori[5] = -upvector.z;
7062 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7069 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7073 void Game::TickOnce()
7076 yaw += multiplier * 5;
7077 else if (directing || indialogue == -1) {
7080 pitch += deltav * .7;
7082 pitch -= deltav * .7;
7090 void Game::TickOnceAfter()
7092 static XYZ colviewer;
7093 static XYZ coltarget;
7097 static float changedelay;
7098 static bool alldead;
7099 static float unseendelay;
7100 static float cameraspeed;
7103 static int oldmusictype = musictype;
7105 if (environment == snowyenvironment)
7106 leveltheme = stream_snowtheme;
7107 if (environment == grassyenvironment)
7108 leveltheme = stream_grasstheme;
7109 if (environment == desertenvironment)
7110 leveltheme = stream_deserttheme;
7114 musictype = leveltheme;
7115 for (unsigned i = 0; i < Person::players.size(); i++) {
7116 if ((Person::players[i]->aitype == attacktypecutoff ||
7117 Person::players[i]->aitype == getweapontype ||
7118 Person::players[i]->aitype == gethelptype ||
7119 Person::players[i]->aitype == searchtype) &&
7120 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7121 (Person::players[i]->animTarget != sneakattackedanim &&
7122 Person::players[i]->animTarget != knifesneakattackedanim &&
7123 Person::players[i]->animTarget != swordsneakattackedanim)) {
7124 musictype = stream_fighttheme;
7128 if (Person::players[0]->dead)
7129 musictype = stream_menutheme;
7132 if (musictype == stream_fighttheme)
7135 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7136 unseendelay -= multiplier;
7137 if (unseendelay > 0)
7138 musictype = stream_fighttheme;
7143 musictype = stream_menutheme;
7144 musicvolume[2] = 512;
7151 if (musictype != oldmusictype && musictype == stream_fighttheme)
7152 emit_sound_np(alarmsound);
7153 musicselected = musictype;
7155 if (musicselected == leveltheme)
7156 musicvolume[0] += multiplier * 450;
7158 musicvolume[0] -= multiplier * 450;
7159 if (musicselected == stream_fighttheme)
7160 musicvolume[1] += multiplier * 450;
7162 musicvolume[1] -= multiplier * 450;
7163 if (musicselected == stream_menutheme)
7164 musicvolume[2] += multiplier * 450;
7166 musicvolume[2] -= multiplier * 450;
7168 for (int i = 0; i < 3; i++) {
7169 if (musicvolume[i] < 0)
7171 if (musicvolume[i] > 512)
7172 musicvolume[i] = 512;
7175 if (musicvolume[2] > 128 && !loading && !mainmenu)
7176 musicvolume[2] = 128;
7179 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7180 emit_stream_np(leveltheme, musicvolume[0]);
7181 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7182 emit_stream_np(stream_fighttheme, musicvolume[1]);
7183 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7184 emit_stream_np(stream_menutheme, musicvolume[2]);
7185 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7186 pause_sound(leveltheme);
7187 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7188 pause_sound(stream_fighttheme);
7189 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7190 pause_sound(stream_menutheme);
7192 if (musicvolume[0] != oldmusicvolume[0])
7193 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7194 if (musicvolume[1] != oldmusicvolume[1])
7195 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7196 if (musicvolume[2] != oldmusicvolume[2])
7197 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7199 for (int i = 0; i < 3; i++)
7200 oldmusicvolume[i] = musicvolume[i];
7202 pause_sound(leveltheme);
7203 pause_sound(stream_fighttheme);
7204 pause_sound(stream_menutheme);
7206 for (int i = 0; i < 4; i++) {
7207 oldmusicvolume[i] = 0;
7213 for (int i = 0; i < numhotspots; i++) {
7214 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7215 if (Person::players[hotspottype[i] - 10]->dead == 0)
7217 else if (killhotspot == 2)
7221 if (killhotspot == 2)
7226 for (int i = 0; i < numhotspots; i++)
7227 if (hotspottype[i] == -1)
7228 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7232 for (unsigned i = 1; i < Person::players.size(); i++)
7233 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7235 if (numalarmed > maxalarmed)
7236 maxalarmed = numalarmed;
7238 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7239 if (Person::players[0]->dead && changedelay <= 0) {
7241 targetlevel = whichlevel;
7244 for (unsigned i = 1; i < Person::players.size(); i++) {
7245 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7252 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7254 targetlevel = whichlevel + 1;
7255 if (targetlevel > numchallengelevels - 1)
7258 if (winhotspot || windialogue) {
7260 targetlevel = whichlevel + 1;
7261 if (targetlevel > numchallengelevels - 1)
7268 targetlevel = whichlevel + 1;
7269 if (targetlevel > numchallengelevels - 1)
7273 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7274 //high scores, awards, win
7276 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7279 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7287 if (leveltime < 1) {
7295 if (!editorenabled && gameon && !mainmenu) {
7296 if (changedelay != -999)
7297 changedelay -= multiplier / 7;
7298 if (Person::players[0]->dead)
7299 targetlevel = whichlevel;
7300 if (loading == 2 && !campaign) {
7303 fireSound(firestartsound);
7305 if (!Person::players[0]->dead && targetlevel != whichlevel)
7306 startbonustotal = bonustotal;
7307 if (Person::players[0]->dead)
7308 Loadlevel(whichlevel);
7310 Loadlevel(targetlevel);
7316 if (loading == 2 && targetlevel == whichlevel) {
7320 fireSound(firestartsound);
7322 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7328 if (changedelay <= -999 &&
7331 (Person::players[0]->dead ||
7332 (alldead && maptype == mapkilleveryone) ||
7336 if ((Person::players[0]->dead ||
7337 (alldead && maptype == mapkilleveryone) ||
7342 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7346 if (Person::players[0]->dead)
7352 // campaignchoosenext determines what to do when the level is complete:
7353 // 0 = load next level
7354 // 1 = go back to level select screen
7355 // 2 = stealthload next level
7356 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7357 if (campaignlevels[actuallevel].nextlevel.empty())
7359 } else if (mainmenu == 0 && winfreeze) {
7360 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7362 if (!stealthloading) {
7363 fireSound(firestartsound);
7368 startbonustotal = 0;
7378 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7381 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7385 pause_sound(stream_menutheme);
7396 oldmusictype = musictype;
7402 facing = DoRotation(facing, -pitch, 0, 0);
7403 facing = DoRotation(facing, 0, 0 - yaw, 0);
7404 viewerfacing = facing;
7407 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7408 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;
7410 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;
7412 if (Person::players[0]->skeleton.free) {
7413 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7414 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7415 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7419 if (Person::players[0]->skeleton.free != 2) {
7421 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7422 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7424 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7426 coltarget = target - cameraloc;
7427 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7430 Normalise(&coltarget);
7431 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7432 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7434 cameraloc = cameraloc + coltarget * multiplier * 8;
7438 cameradist += multiplier * 5;
7439 if (cameradist > 2.3)
7441 viewer = cameraloc - facing * cameradist;
7443 coltarget = cameraloc;
7444 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7445 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7446 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7447 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7449 coltarget = cameraloc;
7450 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7453 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7454 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7455 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7457 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7461 cameradist = findDistance(&viewer, &target);
7462 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7463 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7464 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7467 if (camerashake > .8)
7469 woozy += multiplier;
7470 if (Person::players[0]->dead)
7472 if (Person::players[0]->dead)
7474 camerashake -= multiplier * 2;
7475 blackout -= multiplier * 2;
7476 if (camerashake < 0)
7481 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7482 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7483 viewer.z += (float)(Random() % 100) * .0005 * camerashake;