2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
20 // Enable full math definitions
21 #define _USE_MATH_DEFINES
25 #include <sys/types.h>
37 #include "openal_wrapper.h"
40 #include "Animation.h"
50 // Added more evilness needed for MSVC
52 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
53 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
57 extern float multiplier;
59 extern int environment;
60 extern Terrain terrain;
61 extern float screenwidth, screenheight;
64 extern float texdetail;
65 extern Objects objects;
67 extern float slomodelay;
68 extern bool floatjump;
71 extern float camerashake;
73 extern float blackout;
74 extern bool cellophane;
75 extern bool musictoggle;
76 extern int difficulty;
77 extern int bloodtoggle;
78 extern bool invertmouse;
80 extern float precipdelay;
81 extern XYZ viewerfacing;
82 extern bool ambientsound;
83 extern bool mousejump;
84 extern float viewdistance;
86 extern bool keyboardfrozen;
87 extern bool loadingstuff;
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
102 extern float tintr, tintg, tintb;
103 extern bool skyboxtexture;
104 extern float skyboxr;
105 extern float skyboxg;
106 extern float skyboxb;
107 extern float skyboxlightr;
108 extern float skyboxlightg;
109 extern float skyboxlightb;
110 extern float fadestart;
111 extern float slomospeed;
112 extern float slomofreq;
113 extern int tutoriallevel;
114 extern float smoketex;
115 extern float tutorialstagetime;
116 extern int tutorialstage;
117 extern float tutorialmaxtime;
118 extern float tutorialsuccess;
119 extern bool againbonus;
120 extern bool reversaltrain;
121 extern bool canattack;
122 extern bool cananger;
123 extern float damagedealt;
125 extern int editoractive;
126 extern int editorpathtype;
127 extern TGAImageRec texture;
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;
149 extern void toggleFullscreen();
152 void Loadlevel(int which);
153 void Loadlevel(const char *name);
165 std::string description;
168 0 = Immediately load next level at the end of this one.
169 1 = Go back to the world map.
170 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
172 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
173 std::vector<int> nextlevel;
175 CampaignLevel() : width(10) {
181 return 30 + 120 + location.x * 400 / 512;
184 return 30 + 30 + (512 - location.y) * 400 / 512;
187 return getStartX() + width;
190 return getStartY() + width;
194 center.x = getStartX() + width / 2;
195 center.y = getStartY() + width / 2;
201 istream& operator<< (istream& is) {
208 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
209 description.replace(pos, 1, 1, ' ');
216 for (int j = 0; j < numnext; j++) {
219 nextlevel.push_back(next - 1);
227 friend istream& operator>> (istream& is, CampaignLevel& cl) {
235 vector<CampaignLevel> campaignlevels;
238 bool winhotspot = false;
239 bool windialogue = false;
242 float cameradist = 0;
243 bool oldattackkey = 0;
245 float musicvolume[4] = {};
246 float oldmusicvolume[4] = {};
247 int musicselected = 0;
251 static const char *rabbitskin[] = {
252 ":Data:Textures:Fur3.jpg",
253 ":Data:Textures:Fur.jpg",
254 ":Data:Textures:Fur2.jpg",
255 ":Data:Textures:Lynx.jpg",
256 ":Data:Textures:Otter.jpg",
257 ":Data:Textures:Opal.jpg",
258 ":Data:Textures:Sable.jpg",
259 ":Data:Textures:Chocolate.jpg",
260 ":Data:Textures:BW2.jpg",
261 ":Data:Textures:WB2.jpg"
264 static const char *wolfskin[] = {
265 ":Data:Textures:Wolf.jpg",
266 ":Data:Textures:Darkwolf.jpg",
267 ":Data:Textures:Snowwolf.jpg"
270 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
271 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
273 static const char **creatureskin[] = {rabbitskin, wolfskin};
275 /* Return true if PFX is a prefix of STR (case-insensitive). */
276 static bool stripfx(const char *str, const char *pfx)
278 return !strncasecmp(str, pfx, strlen(pfx));
281 static const char *cmd_names[] = {
282 #define DECLARE_COMMAND(cmd) #cmd,
283 #include "ConsoleCmds.h"
284 #undef DECLARE_COMMAND
287 typedef void (*console_handler)(const char *args);
289 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
293 static console_handler cmd_handlers[] = {
294 #define DECLARE_COMMAND(cmd) ch_##cmd,
295 #include "ConsoleCmds.h"
296 #undef DECLARE_COMMAND
303 // TODO: this is slightly incorrect
304 inline float roughDirection(XYZ vec)
307 float angle = -asin(-vec.x) * 180 / M_PI;
312 inline float roughDirectionTo(XYZ start, XYZ end)
314 return roughDirection(end - start);
316 inline float pitchOf(XYZ vec)
319 return -asin(vec.y) * 180 / M_PI;
321 inline float pitchTo(XYZ start, XYZ end)
323 return pitchOf(end - start);
325 inline float sq(float n)
329 inline float stepTowardf(float from, float to, float by)
331 if (fabs(from - to) < by)
339 void playdialogueboxsound()
342 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
343 temppos = temppos - viewer;
348 switch (dialogueboxsound[whichdialogue][indialogue]) {
353 sound = consolefailsound;
356 sound = consolesuccesssound;
359 sound = firestartsound;
362 sound = fireendsound;
365 sound = rabbitchitter;
368 sound = rabbitchitter2;
371 sound = rabbitpainsound;
374 sound = rabbitpain1sound;
377 sound = rabbitattacksound;
380 sound = rabbitattack2sound;
383 sound = rabbitattack3sound;
386 sound = rabbitattack4sound;
410 sound = barkgrowlsound;
416 emit_sound_at(sound, temppos);
419 // ================================================================
421 bool AddClothes(const char *fileName, GLubyte *array)
425 unsigned char fileNamep[256];
426 CopyCStringToPascal(fileName, fileNamep);
428 opened = upload_image( fileNamep , 1);
433 if (tintr > 1) tintr = 1;
434 if (tintg > 1) tintg = 1;
435 if (tintb > 1) tintb = 1;
437 if (tintr < 0) tintr = 0;
438 if (tintg < 0) tintg = 0;
439 if (tintb < 0) tintb = 0;
441 int bytesPerPixel = texture.bpp / 8;
445 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
446 if (bytesPerPixel == 3)
448 else if ((i + 1) % 4 == 0)
449 alphanum = texture.data[i];
451 if ((i + 1) % 4 || bytesPerPixel == 3) {
453 texture.data[i] *= tintr;
455 texture.data[i] *= tintg;
457 texture.data[i] *= tintb;
458 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
469 static void ch_quit(const char *args)
474 static void ch_map(const char *args)
481 static void ch_save(const char *args)
484 snprintf(buf, 63, ":Data:Maps:%s", args);
489 tfile = fopen( ConvertFileName(buf), "wb" );
490 fpackf(tfile, "Bi", mapvers);
491 fpackf(tfile, "Bi", maptype);
492 fpackf(tfile, "Bi", hostile);
493 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
494 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
495 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
496 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
497 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
498 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
499 for (int j = 0; j < Person::players[0]->num_weapons; j++)
500 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
502 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
503 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
504 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
505 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
507 fpackf(tfile, "Bi", Person::players[0]->numclothes);
509 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
511 fpackf(tfile, "Bi", numdialogues);
513 for (int k = 0; k < numdialogues; k++) {
514 fpackf(tfile, "Bi", numdialogueboxes[k]);
515 fpackf(tfile, "Bi", dialoguetype[k]);
516 for (int l = 0; l < 10; l++) {
517 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
518 fpackf(tfile, "Bf", participantyaw[k][l]);
520 for (int l = 0; l < numdialogueboxes[k]; l++) {
521 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
522 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
523 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
524 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
525 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
527 int templength = strlen(dialoguetext[k][l]);
528 fpackf(tfile, "Bi", (templength));
529 for (int m = 0; m < templength; m++) {
530 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
531 if (dialoguetext[k][l][m] == '\0')
535 templength = strlen(dialoguename[k][l]);
536 fpackf(tfile, "Bi", templength);
537 for (int m = 0; m < templength; m++) {
538 fpackf(tfile, "Bb", dialoguename[k][l][m]);
539 if (dialoguename[k][l][m] == '\0')
543 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
544 fpackf(tfile, "Bi", participantfocus[k][l]);
545 fpackf(tfile, "Bi", participantaction[k][l]);
547 for (int m = 0; m < 10; m++)
548 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
550 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
554 for (int k = 0; k < Person::players[0]->numclothes; k++) {
555 int templength = strlen(Person::players[0]->clothes[k]);
556 fpackf(tfile, "Bi", templength);
557 for (int l = 0; l < templength; l++)
558 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
559 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
562 fpackf(tfile, "Bi", environment);
564 fpackf(tfile, "Bi", objects.numobjects);
566 for (int k = 0; k < objects.numobjects; k++)
567 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
568 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
570 fpackf(tfile, "Bi", numhotspots);
571 for (int i = 0; i < numhotspots; i++) {
572 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
573 int templength = strlen(hotspottext[i]);
574 fpackf(tfile, "Bi", templength);
575 for (int l = 0; l < templength; l++)
576 fpackf(tfile, "Bb", hotspottext[i][l]);
579 fpackf(tfile, "Bi", Person::players.size());
580 if (Person::players.size() > maxplayers) {
581 cout << "Warning: this level contains more players than allowed" << endl;
583 for (unsigned j = 1; j < Person::players.size(); j++) {
584 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
585 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
586 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
587 if (Person::players[j]->num_weapons < 5)
588 for (int k = 0; k < Person::players[j]->num_weapons; k++)
589 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
590 if (Person::players[j]->numwaypoints < 30) {
591 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
592 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
593 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
594 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
595 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
596 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
598 fpackf(tfile, "Bi", Person::players[j]->waypoint);
600 Person::players[j]->numwaypoints = 0;
601 Person::players[j]->waypoint = 0;
602 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
605 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
606 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
607 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
608 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
610 float headprop, bodyprop, armprop, legprop;
611 if (Person::players[j]->creature == wolftype) {
612 headprop = Person::players[j]->proportionhead.x / 1.1;
613 bodyprop = Person::players[j]->proportionbody.x / 1.1;
614 armprop = Person::players[j]->proportionarms.x / 1.1;
615 legprop = Person::players[j]->proportionlegs.x / 1.1;
616 } else if (Person::players[j]->creature == rabbittype) {
617 headprop = Person::players[j]->proportionhead.x / 1.2;
618 bodyprop = Person::players[j]->proportionbody.x / 1.05;
619 armprop = Person::players[j]->proportionarms.x / 1.00;
620 legprop = Person::players[j]->proportionlegs.x / 1.1;
623 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
625 fpackf(tfile, "Bi", Person::players[j]->numclothes);
626 if (Person::players[j]->numclothes)
627 for (int k = 0; k < Person::players[j]->numclothes; k++) {
629 templength = strlen(Person::players[j]->clothes[k]);
630 fpackf(tfile, "Bi", templength);
631 for (int l = 0; l < templength; l++)
632 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
633 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
637 fpackf(tfile, "Bi", numpathpoints);
638 for (int j = 0; j < numpathpoints; j++) {
639 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
640 for (int k = 0; k < numpathpointconnect[j]; k++)
641 fpackf(tfile, "Bi", pathpointconnect[j][k]);
644 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
649 static void ch_cellar(const char *args)
651 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
654 static void ch_tint(const char *args)
656 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
659 static void ch_tintr(const char *args)
664 static void ch_tintg(const char *args)
669 static void ch_tintb(const char *args)
674 static void ch_speed(const char *args)
676 Person::players[0]->speedmult = atof(args);
679 static void ch_strength(const char *args)
681 Person::players[0]->power = atof(args);
684 static void ch_power(const char *args)
686 Person::players[0]->power = atof(args);
689 static void ch_size(const char *args)
691 Person::players[0]->scale = atof(args) * .2;
694 static int findClosestPlayer()
697 float closestdist = std::numeric_limits<float>::max();
699 for (unsigned i = 1; i < Person::players.size(); i++) {
700 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
701 if (distance < closestdist) {
702 closestdist = distance;
709 static int findClosestObject()
712 float closestdist = std::numeric_limits<float>::max();
714 for (int i = 0; i < objects.numobjects; i++) {
715 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
716 if (distance < closestdist) {
717 closestdist = distance;
724 static void ch_sizenear(const char *args)
726 int closest = findClosestPlayer();
728 Person::players[closest]->scale = atof(args) * .2;
731 static void set_proportion(int pnum, const char *args)
733 float headprop, bodyprop, armprop, legprop;
735 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
737 if (Person::players[pnum]->creature == wolftype) {
738 Person::players[pnum]->proportionhead = 1.1 * headprop;
739 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
740 Person::players[pnum]->proportionarms = 1.1 * armprop;
741 Person::players[pnum]->proportionlegs = 1.1 * legprop;
742 } else if (Person::players[pnum]->creature == rabbittype) {
743 Person::players[pnum]->proportionhead = 1.2 * headprop;
744 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
745 Person::players[pnum]->proportionarms = 1.00 * armprop;
746 Person::players[pnum]->proportionlegs = 1.1 * legprop;
747 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
751 static void ch_proportion(const char *args)
753 set_proportion(0, args);
756 static void ch_proportionnear(const char *args)
758 int closest = findClosestPlayer();
760 set_proportion(closest, args);
763 static void set_protection(int pnum, const char *args)
765 float head, high, low;
766 sscanf(args, "%f%f%f", &head, &high, &low);
768 Person::players[pnum]->protectionhead = head;
769 Person::players[pnum]->protectionhigh = high;
770 Person::players[pnum]->protectionlow = low;
773 static void ch_protection(const char *args)
775 set_protection(0, args);
778 static void ch_protectionnear(const char *args)
780 int closest = findClosestPlayer();
782 set_protection(closest, args);
785 static void set_armor(int pnum, const char *args)
787 float head, high, low;
788 sscanf(args, "%f%f%f", &head, &high, &low);
790 Person::players[pnum]->armorhead = head;
791 Person::players[pnum]->armorhigh = high;
792 Person::players[pnum]->armorlow = low;
795 static void ch_armor(const char *args)
800 static void ch_armornear(const char *args)
802 int closest = findClosestPlayer();
804 set_armor(closest, args);
807 static void ch_protectionreset(const char *args)
809 set_protection(0, "1 1 1");
810 set_armor(0, "1 1 1");
813 static void set_metal(int pnum, const char *args)
815 float head, high, low;
816 sscanf(args, "%f%f%f", &head, &high, &low);
818 Person::players[pnum]->metalhead = head;
819 Person::players[pnum]->metalhigh = high;
820 Person::players[pnum]->metallow = low;
823 static void ch_metal(const char *args)
828 static void set_noclothes(int pnum, const char *args)
830 Person::players[pnum]->numclothes = 0;
831 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
832 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
833 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
836 static void ch_noclothes(const char *args)
838 set_noclothes(0, args);
841 static void ch_noclothesnear(const char *args)
843 int closest = findClosestPlayer();
845 set_noclothes(closest, args);
849 static void set_clothes(int pnum, const char *args)
852 snprintf(buf, 63, ":Data:Textures:%s.png", args);
854 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
857 Person::players[pnum]->DoMipmaps();
858 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
859 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
860 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
861 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
862 Person::players[pnum]->numclothes++;
865 static void ch_clothes(const char *args)
867 set_clothes(0, args);
870 static void ch_clothesnear(const char *args)
872 int closest = findClosestPlayer();
874 set_clothes(closest, args);
877 static void ch_belt(const char *args)
879 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
883 static void ch_cellophane(const char *args)
885 cellophane = !cellophane;
886 float mul = (cellophane ? 0 : 1);
888 for (auto player : Person::players) {
889 player->proportionhead.z = player->proportionhead.x * mul;
890 player->proportionbody.z = player->proportionbody.x * mul;
891 player->proportionarms.z = player->proportionarms.x * mul;
892 player->proportionlegs.z = player->proportionlegs.x * mul;
896 static void ch_funnybunny(const char *args)
898 Person::players[0]->skeleton.id = 0;
899 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
900 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
901 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
902 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
903 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
904 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
905 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
906 Person::players[0]->creature = rabbittype;
907 Person::players[0]->scale = .2;
908 Person::players[0]->headless = 0;
909 Person::players[0]->damagetolerance = 200;
910 set_proportion(0, "1 1 1 1");
913 static void ch_wolfie(const char *args)
915 Person::players[0]->skeleton.id = 0;
916 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
917 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
918 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
919 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
920 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
921 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
922 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
923 Person::players[0]->creature = wolftype;
924 Person::players[0]->damagetolerance = 300;
925 set_proportion(0, "1 1 1 1");
928 static void ch_wolfieisgod(const char *args)
933 static void ch_wolf(const char *args)
935 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 static void ch_snowwolf(const char *args)
940 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 static void ch_darkwolf(const char *args)
945 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 static void ch_lizardwolf(const char *args)
950 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 static void ch_white(const char *args)
955 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 static void ch_brown(const char *args)
960 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 static void ch_black(const char *args)
965 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
968 static void ch_sizemin(const char *args)
970 for (unsigned i = 1; i < Person::players.size(); i++)
971 if (Person::players[i]->scale < 0.8 * 0.2)
972 Person::players[i]->scale = 0.8 * 0.2;
975 static void ch_tutorial(const char *args)
977 tutoriallevel = atoi(args);
980 static void ch_hostile(const char *args)
982 hostile = atoi(args);
985 static void ch_indemo(const char *args)
988 hotspot[numhotspots] = Person::players[0]->coords;
989 hotspotsize[numhotspots] = 0;
990 hotspottype[numhotspots] = -111;
991 strcpy(hotspottext[numhotspots], "mapname");
995 static void ch_notindemo(const char *args)
1001 static void ch_type(const char *args)
1003 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1004 for (int i = 0; i < n; i++)
1005 if (stripfx(args, editortypenames[i])) {
1011 static void ch_path(const char *args)
1013 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1014 for (int i = 0; i < n; i++)
1015 if (stripfx(args, pathtypenames[i])) {
1021 static void ch_hs(const char *args)
1023 hotspot[numhotspots] = Person::players[0]->coords;
1027 sscanf(args, "%f%d %n", &size, &type, &shift);
1029 hotspotsize[numhotspots] = size;
1030 hotspottype[numhotspots] = type;
1032 strcpy(hotspottext[numhotspots], args + shift);
1033 strcat(hotspottext[numhotspots], "\n");
1038 static void ch_dialogue(const char *args)
1041 char buf1[32], buf2[64];
1043 sscanf(args, "%d %31s", &dlg, buf1);
1044 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1046 dialoguetype[numdialogues] = dlg;
1048 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1049 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1051 ifstream ipstream(ConvertFileName(buf2));
1052 ipstream.ignore(256, ':');
1053 ipstream >> numdialogueboxes[numdialogues];
1054 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1055 ipstream.ignore(256, ':');
1056 ipstream.ignore(256, ':');
1057 ipstream.ignore(256, ' ');
1058 ipstream >> dialogueboxlocation[numdialogues][i];
1059 ipstream.ignore(256, ':');
1060 ipstream >> dialogueboxcolor[numdialogues][i][0];
1061 ipstream >> dialogueboxcolor[numdialogues][i][1];
1062 ipstream >> dialogueboxcolor[numdialogues][i][2];
1063 ipstream.ignore(256, ':');
1064 ipstream.getline(dialoguename[numdialogues][i], 64);
1065 ipstream.ignore(256, ':');
1066 ipstream.ignore(256, ' ');
1067 ipstream.getline(dialoguetext[numdialogues][i], 128);
1068 for (int j = 0; j < 128; j++) {
1069 if (dialoguetext[numdialogues][i][j] == '\\')
1070 dialoguetext[numdialogues][i][j] = '\n';
1072 ipstream.ignore(256, ':');
1073 ipstream >> dialogueboxsound[numdialogues][i];
1076 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1077 for (unsigned j = 0; j < Person::players.size(); j++) {
1078 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1085 whichdialogue = numdialogues;
1090 static void ch_fixdialogue(const char *args)
1092 char buf1[32], buf2[64];
1095 sscanf(args, "%d %31s", &whichdi, buf1);
1096 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1098 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1099 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1101 ifstream ipstream(ConvertFileName(buf2));
1102 ipstream.ignore(256, ':');
1103 ipstream >> numdialogueboxes[whichdi];
1104 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1105 ipstream.ignore(256, ':');
1106 ipstream.ignore(256, ':');
1107 ipstream.ignore(256, ' ');
1108 ipstream >> dialogueboxlocation[whichdi][i];
1109 ipstream.ignore(256, ':');
1110 ipstream >> dialogueboxcolor[whichdi][i][0];
1111 ipstream >> dialogueboxcolor[whichdi][i][1];
1112 ipstream >> dialogueboxcolor[whichdi][i][2];
1113 ipstream.ignore(256, ':');
1114 ipstream.getline(dialoguename[whichdi][i], 64);
1115 ipstream.ignore(256, ':');
1116 ipstream.ignore(256, ' ');
1117 ipstream.getline(dialoguetext[whichdi][i], 128);
1118 for (int j = 0; j < 128; j++) {
1119 if (dialoguetext[whichdi][i][j] == '\\')
1120 dialoguetext[whichdi][i][j] = '\n';
1122 ipstream.ignore(256, ':');
1123 ipstream >> dialogueboxsound[whichdi][i];
1129 static void ch_fixtype(const char *args)
1132 sscanf(args, "%d", &dlg);
1133 dialoguetype[0] = dlg;
1136 static void ch_fixrotation(const char *args)
1138 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1141 static void ch_ddialogue(const char *args)
1147 static void ch_dhs(const char *args)
1153 static void ch_immobile(const char *args)
1155 Person::players[0]->immobile = 1;
1158 static void ch_allimmobile(const char *args)
1160 for (unsigned i = 1; i < Person::players.size(); i++)
1161 Person::players[i]->immobile = 1;
1164 static void ch_mobile(const char *args)
1166 Person::players[0]->immobile = 0;
1169 static void ch_default(const char *args)
1171 Person::players[0]->armorhead = 1;
1172 Person::players[0]->armorhigh = 1;
1173 Person::players[0]->armorlow = 1;
1174 Person::players[0]->protectionhead = 1;
1175 Person::players[0]->protectionhigh = 1;
1176 Person::players[0]->protectionlow = 1;
1177 Person::players[0]->metalhead = 1;
1178 Person::players[0]->metalhigh = 1;
1179 Person::players[0]->metallow = 1;
1180 Person::players[0]->power = 1;
1181 Person::players[0]->speedmult = 1;
1182 Person::players[0]->scale = 1;
1184 if (Person::players[0]->creature == wolftype) {
1185 Person::players[0]->proportionhead = 1.1;
1186 Person::players[0]->proportionbody = 1.1;
1187 Person::players[0]->proportionarms = 1.1;
1188 Person::players[0]->proportionlegs = 1.1;
1189 } else if (Person::players[0]->creature == rabbittype) {
1190 Person::players[0]->proportionhead = 1.2;
1191 Person::players[0]->proportionbody = 1.05;
1192 Person::players[0]->proportionarms = 1.00;
1193 Person::players[0]->proportionlegs = 1.1;
1194 Person::players[0]->proportionlegs.y = 1.05;
1197 Person::players[0]->numclothes = 0;
1198 Person::players[0]->skeleton.drawmodel.textureptr.load(
1199 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1200 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1202 editoractive = typeactive;
1203 Person::players[0]->immobile = 0;
1206 static void ch_play(const char *args)
1209 sscanf(args, "%d", &dlg);
1210 whichdialogue = dlg;
1212 if (whichdialogue >= numdialogues)
1215 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1216 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1217 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1218 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1219 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1220 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1221 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1227 playdialogueboxsound();
1230 static void ch_mapkilleveryone(const char *args)
1232 maptype = mapkilleveryone;
1235 static void ch_mapkillmost(const char *args)
1237 maptype = mapkillmost;
1240 static void ch_mapkillsomeone(const char *args)
1242 maptype = mapkillsomeone;
1245 static void ch_mapgosomewhere(const char *args)
1247 maptype = mapgosomewhere;
1250 static void ch_viewdistance(const char *args)
1252 viewdistance = atof(args) * 100;
1255 static void ch_fadestart(const char *args)
1257 fadestart = atof(args);
1260 static void ch_slomo(const char *args)
1262 slomospeed = atof(args);
1267 static void ch_slofreq(const char *args)
1269 slomofreq = atof(args);
1272 static void ch_skytint(const char *args)
1274 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1276 skyboxlightr = skyboxr;
1277 skyboxlightg = skyboxg;
1278 skyboxlightb = skyboxb;
1282 terrain.DoShadows();
1283 objects.DoShadows();
1286 static void ch_skylight(const char *args)
1288 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1292 terrain.DoShadows();
1293 objects.DoShadows();
1296 static void ch_skybox(const char *args)
1298 skyboxtexture = !skyboxtexture;
1302 terrain.DoShadows();
1303 objects.DoShadows();
1306 static void cmd_dispatch(const string cmd)
1308 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1310 for (i = 0; i < n_cmds; i++)
1311 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1312 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1313 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1316 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1319 /********************> Tick() <*****/
1320 extern bool save_image(const char * fname);
1321 void Screenshot (void)
1323 char filename[1024];
1324 time_t t = time(NULL);
1325 struct tm *tme = localtime(&t);
1326 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
1327 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1330 mkdir("Screenshots");
1333 save_image(filename);
1336 void Game::SetUpLighting()
1338 if (environment == snowyenvironment)
1339 light.setColors(.65, .65, .7, .4, .4, .44);
1340 if (environment == desertenvironment)
1341 light.setColors(.95, .95, .95, .4, .35, .3);
1342 if (environment == grassyenvironment)
1343 light.setColors(.95, .95, 1, .4, .4, .44);
1345 light.setColors(1, 1, 1, .4, .4, .4);
1347 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1348 light.color[0] *= (skyboxlightr + average) / 2;
1349 light.color[1] *= (skyboxlightg + average) / 2;
1350 light.color[2] *= (skyboxlightb + average) / 2;
1351 light.ambient[0] *= (skyboxlightr + average) / 2;
1352 light.ambient[1] *= (skyboxlightg + average) / 2;
1353 light.ambient[2] *= (skyboxlightb + average) / 2;
1356 int findPathDist(int start, int end)
1358 int smallestcount, count, connected;
1359 int last, last2, last3, last4;
1362 smallestcount = 1000;
1363 for (int i = 0; i < 50; i++) {
1369 while (last != end && count < 30) {
1371 for (int j = 0; j < numpathpoints; j++) {
1372 if (j != last && j != last2 && j != last3 && j != last4) {
1374 if (numpathpointconnect[j])
1375 for (int k = 0; k < numpathpointconnect[j]; k++) {
1376 if (pathpointconnect[j][k] == last)connected = 1;
1379 if (numpathpointconnect[last])
1380 for (int k = 0; k < numpathpointconnect[last]; k++) {
1381 if (pathpointconnect[last][k] == j)connected = 1;
1384 if (closest == -1 || Random() % 2 == 0) {
1395 if (count < smallestcount)
1396 smallestcount = count;
1398 return smallestcount;
1401 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1403 static XYZ colpoint, colviewer, coltarget;
1404 static float minx, minz, maxx, maxz, miny, maxy;
1406 minx = min(startpoint.x, endpoint.x) - 1;
1407 miny = min(startpoint.y, endpoint.y) - 1;
1408 minz = min(startpoint.z, endpoint.z) - 1;
1409 maxx = max(startpoint.x, endpoint.x) + 1;
1410 maxy = max(startpoint.y, endpoint.y) + 1;
1411 maxz = max(startpoint.z, endpoint.z) + 1;
1413 for (int i = 0; i < objects.numobjects; i++) {
1414 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1415 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1416 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1417 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1418 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1419 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1420 if ( objects.type[i] != treeleavestype &&
1421 objects.type[i] != bushtype &&
1422 objects.type[i] != firetype) {
1423 colviewer = startpoint;
1424 coltarget = endpoint;
1425 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1434 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1436 static XYZ colpoint, colviewer, coltarget;
1437 static float minx, minz, maxx, maxz, miny, maxy;
1438 static int i; //FIXME: see below
1440 minx = min(startpoint.x, endpoint.x) - 1;
1441 miny = min(startpoint.y, endpoint.y) - 1;
1442 minz = min(startpoint.z, endpoint.z) - 1;
1443 maxx = max(startpoint.x, endpoint.x) + 1;
1444 maxy = max(startpoint.y, endpoint.y) + 1;
1445 maxz = max(startpoint.z, endpoint.z) + 1;
1448 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1449 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1450 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1451 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1452 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1453 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1454 if ( objects.type[what] != treeleavestype &&
1455 objects.type[what] != bushtype &&
1456 objects.type[what] != firetype) {
1457 colviewer = startpoint;
1458 coltarget = endpoint;
1460 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1467 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1473 void Setenvironment(int which)
1477 LOG(" Setting environment...");
1479 float temptexdetail;
1480 environment = which;
1482 pause_sound(stream_snowtheme);
1483 pause_sound(stream_grasstheme);
1484 pause_sound(stream_deserttheme);
1485 pause_sound(stream_wind);
1486 pause_sound(stream_desertambient);
1489 if (environment == snowyenvironment) {
1493 emit_stream_np(stream_wind);
1495 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1496 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1497 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1498 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1500 footstepsound = footstepsn1;
1501 footstepsound2 = footstepsn2;
1502 footstepsound3 = footstepst1;
1503 footstepsound4 = footstepst2;
1505 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1506 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1508 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1513 temptexdetail = texdetail;
1516 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1517 ":Data:Textures:Skybox(snow):Left.jpg",
1518 ":Data:Textures:Skybox(snow):Back.jpg",
1519 ":Data:Textures:Skybox(snow):Right.jpg",
1520 ":Data:Textures:Skybox(snow):Up.jpg",
1521 ":Data:Textures:Skybox(snow):Down.jpg");
1526 texdetail = temptexdetail;
1527 } else if (environment == desertenvironment) {
1530 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1531 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1532 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1533 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1537 emit_stream_np(stream_desertambient);
1539 footstepsound = footstepsn1;
1540 footstepsound2 = footstepsn2;
1541 footstepsound3 = footstepsn1;
1542 footstepsound4 = footstepsn2;
1544 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1545 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1547 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1551 temptexdetail = texdetail;
1554 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1555 ":Data:Textures:Skybox(sand):Left.jpg",
1556 ":Data:Textures:Skybox(sand):Back.jpg",
1557 ":Data:Textures:Skybox(sand):Right.jpg",
1558 ":Data:Textures:Skybox(sand):Up.jpg",
1559 ":Data:Textures:Skybox(sand):Down.jpg");
1564 texdetail = temptexdetail;
1565 } else if (environment == grassyenvironment) {
1568 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1569 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1570 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1571 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1574 emit_stream_np(stream_wind, 100.);
1576 footstepsound = footstepgr1;
1577 footstepsound2 = footstepgr2;
1578 footstepsound3 = footstepst1;
1579 footstepsound4 = footstepst2;
1581 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1582 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1584 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1588 temptexdetail = texdetail;
1591 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1592 ":Data:Textures:Skybox(grass):Left.jpg",
1593 ":Data:Textures:Skybox(grass):Back.jpg",
1594 ":Data:Textures:Skybox(grass):Right.jpg",
1595 ":Data:Textures:Skybox(grass):Up.jpg",
1596 ":Data:Textures:Skybox(grass):Down.jpg");
1600 texdetail = temptexdetail;
1602 temptexdetail = texdetail;
1604 terrain.load(":Data:Textures:heightmap.png");
1606 texdetail = temptexdetail;
1613 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1614 if (!ipstream.good()) {
1615 if (accountactive->getCurrentCampaign() == "main") {
1616 cerr << "Could not found main campaign!" << endl;
1619 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1620 accountactive->setCurrentCampaign("main");
1621 return LoadCampaign();
1623 ipstream.ignore(256, ':');
1625 ipstream >> numlevels;
1626 campaignlevels.clear();
1627 for (int i = 0; i < numlevels; i++) {
1630 campaignlevels.push_back(cl);
1634 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1636 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1638 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1641 if (accountactive->getCampaignChoicesMade() == 0) {
1642 accountactive->setCampaignScore(0);
1643 accountactive->resetFasttime();
1647 vector<string> ListCampaigns()
1649 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1650 struct dirent *campaign = NULL;
1652 perror("Problem while loading campaigns");
1653 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1656 vector<string> campaignNames;
1657 while ((campaign = readdir(campaigns)) != NULL) {
1658 string name(campaign->d_name);
1659 if (name.length() < 5)
1661 if (!name.compare(name.length() - 4, 4, ".txt")) {
1662 campaignNames.push_back(name.substr(0, name.length() - 4));
1665 closedir(campaigns);
1666 return campaignNames;
1669 void Loadlevel(int which)
1676 Loadlevel("tutorial");
1677 } else if (which >= 0 && which <= 15) {
1679 snprintf(buf, 32, "map%d", which + 1); // challenges
1682 Loadlevel("mapsave");
1685 void Loadlevel(const char *name)
1689 static const char *pfx = ":Data:Maps:";
1692 float headprop, legprop, armprop, bodyprop;
1696 LOG(std::string("Loading level...") + name);
1708 if (tutoriallevel != -1)
1713 if (tutoriallevel == 1)
1715 if (tutorialstage == 0) {
1716 tutorialstagetime = 0;
1717 tutorialmaxtime = 1;
1720 pause_sound(whooshsound);
1721 pause_sound(stream_firesound);
1723 // Change the map filename into something that is os specific
1724 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1725 sprintf(buf, "%s%s", pfx, name);
1726 const char *FixedFN = ConvertFileName(buf);
1730 tfile = fopen( FixedFN, "rb" );
1732 pause_sound(stream_firesound);
1734 windialogue = false;
1738 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1742 for (int i = 0; i < 20; i++)
1743 dialoguegonethrough[i] = 0;
1752 difficulty = accountactive->getDifficulty();
1755 currenthotspot = -1;
1766 for (int i = 0; i < 100; i++)
1775 numunarmedattack = 0;
1786 bonustotal = startbonustotal;
1791 emit_sound_np(consolesuccesssound);
1796 if (!stealthloading) {
1797 terrain.numdecals = 0;
1798 Sprite::deleteSprites();
1799 for (int i = 0; i < objects.numobjects; i++)
1800 objects.model[i].numdecals = 0;
1802 int j = objects.numobjects;
1803 for (int i = 0; i < j; i++) {
1804 objects.DeleteObject(0);
1809 for (int i = 0; i < subdivision; i++)
1810 for (int j = 0; j < subdivision; j++)
1811 terrain.patchobjectnum[i][j] = 0;
1818 funpackf(tfile, "Bi", &mapvers);
1820 funpackf(tfile, "Bi", &indemo);
1824 funpackf(tfile, "Bi", &maptype);
1826 maptype = mapkilleveryone;
1828 funpackf(tfile, "Bi", &hostile);
1832 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1838 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1846 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1848 skyboxlightr = skyboxr;
1849 skyboxlightg = skyboxg;
1850 skyboxlightb = skyboxb;
1852 if (!stealthloading)
1853 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);
1855 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1856 Person::players[0]->originalcoords = Person::players[0]->coords;
1857 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1858 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1859 Person::players[0]->weaponids[j] = weapons.size();
1861 funpackf(tfile, "Bi", &type);
1862 weapons.push_back(Weapon(type, 0));
1868 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1869 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1870 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1871 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1873 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1876 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1878 Person::players[0]->whichskin = 0;
1879 Person::players[0]->creature = rabbittype;
1882 Person::players[0]->lastattack = -1;
1883 Person::players[0]->lastattack2 = -1;
1884 Person::players[0]->lastattack3 = -1;
1888 funpackf(tfile, "Bi", &numdialogues);
1889 for (int k = 0; k < numdialogues; k++) {
1890 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1891 funpackf(tfile, "Bi", &dialoguetype[k]);
1892 for (int l = 0; l < 10; l++) {
1893 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1894 funpackf(tfile, "Bf", &participantyaw[k][l]);
1896 for (int l = 0; l < numdialogueboxes[k]; l++) {
1897 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1898 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1899 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1900 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1901 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1903 funpackf(tfile, "Bi", &templength);
1904 if (templength > 128 || templength <= 0)
1907 for (m = 0; m < templength; m++) {
1908 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1909 if (dialoguetext[k][l][m] == '\0')
1912 dialoguetext[k][l][m] = 0;
1914 funpackf(tfile, "Bi", &templength);
1915 if (templength > 64 || templength <= 0)
1917 for (m = 0; m < templength; m++) {
1918 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1919 if (dialoguename[k][l][m] == '\0')
1922 dialoguename[k][l][m] = 0;
1923 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1924 funpackf(tfile, "Bi", &participantfocus[k][l]);
1925 funpackf(tfile, "Bi", &participantaction[k][l]);
1927 for (m = 0; m < 10; m++)
1928 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1930 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1936 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1937 funpackf(tfile, "Bi", &templength);
1938 for (int l = 0; l < templength; l++)
1939 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1940 Person::players[0]->clothes[k][templength] = '\0';
1941 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1944 funpackf(tfile, "Bi", &environment);
1946 funpackf(tfile, "Bi", &objects.numobjects);
1947 for (int i = 0; i < objects.numobjects; i++) {
1948 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]);
1949 if (objects.type[i] == treeleavestype)
1950 objects.scale[i] = objects.scale[i - 1];
1954 funpackf(tfile, "Bi", &numhotspots);
1955 for (int i = 0; i < numhotspots; i++) {
1956 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1957 funpackf(tfile, "Bi", &templength);
1959 for (int l = 0; l < templength; l++)
1960 funpackf(tfile, "Bb", &hotspottext[i][l]);
1961 hotspottext[i][templength] = '\0';
1962 if (hotspottype[i] == -111)
1971 if (!stealthloading) {
1973 for (int i = 0; i < objects.numobjects; i++)
1974 objects.center += objects.position[i];
1975 objects.center /= objects.numobjects;
1981 float maxdistance = 0;
1983 //~ int whichclosest;
1984 for (int i = 0; i < objects.numobjects; i++) {
1985 tempdist = distsq(&objects.center, &objects.position[i]);
1986 if (tempdist > maxdistance) {
1988 maxdistance = tempdist;
1991 objects.radius = fast_sqrt(maxdistance);
1998 funpackf(tfile, "Bi", &numplayers);
1999 int howmanyremoved = 0;
2000 bool removeanother = 0;
2001 if (numplayers > maxplayers) {
2002 cout << "Warning: this level contains more players than allowed" << endl;
2004 if (numplayers > 1) {
2005 for (int i = 1; i < numplayers; i++) {
2006 Person::players.push_back(shared_ptr<Person>(new Person()));
2011 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);
2013 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2015 Person::players[i - howmanyremoved]->howactive = typeactive;
2017 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2019 Person::players[i - howmanyremoved]->scale = -1;
2021 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2023 Person::players[i - howmanyremoved]->immobile = 0;
2025 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2027 Person::players[i - howmanyremoved]->yaw = 0;
2028 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2029 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2033 if (!removeanother) {
2034 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2035 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2036 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2038 funpackf(tfile, "Bi", &type);
2039 weapons.push_back(Weapon(type, i));
2042 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2043 //Person::players[i-howmanyremoved]->numwaypoints=10;
2044 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2045 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2046 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2047 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2049 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2051 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2054 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2055 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2056 Person::players[i - howmanyremoved]->waypoint = 0;
2058 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2059 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2060 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2061 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2064 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2071 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2072 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2073 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2074 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2075 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2078 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2079 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2080 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2081 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2082 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2083 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2086 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2087 if (Person::players[i - howmanyremoved]->numclothes) {
2088 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2090 funpackf(tfile, "Bi", &templength);
2091 for (int l = 0; l < templength; l++)
2092 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2093 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2094 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2103 numplayers -= howmanyremoved;
2104 Person::players.resize(numplayers);
2106 funpackf(tfile, "Bi", &numpathpoints);
2107 if (numpathpoints > 30 || numpathpoints < 0)
2109 for (int j = 0; j < numpathpoints; j++) {
2110 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2111 for (int k = 0; k < numpathpointconnect[j]; k++) {
2112 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2118 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2121 if (environment != oldenvironment)
2122 Setenvironment(environment);
2123 oldenvironment = environment;
2125 if (!stealthloading) {
2126 int j = objects.numobjects;
2127 objects.numobjects = 0;
2128 for (int i = 0; i < j; i++) {
2129 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2134 terrain.DoShadows();
2137 objects.DoShadows();
2144 for (unsigned i = 0; i < Person::players.size(); i++) {
2147 Person::players[i]->burnt = 0;
2148 Person::players[i]->bled = 0;
2149 Person::players[i]->onfire = 0;
2150 if (i == 0 || Person::players[i]->scale < 0)
2151 Person::players[i]->scale = .2;
2152 Person::players[i]->skeleton.free = 0;
2153 Person::players[i]->skeleton.id = i;
2154 if (i == 0 && mapvers < 9)
2155 Person::players[i]->creature = rabbittype;
2156 if (Person::players[i]->creature != wolftype) {
2157 Person::players[i]->skeleton.Load(
2158 (char *)":Data:Skeleton:Basic Figure",
2159 (char *)":Data:Skeleton:Basic Figurelow",
2160 (char *)":Data:Skeleton:Rabbitbelt",
2161 (char *)":Data:Models:Body.solid",
2162 (char *)":Data:Models:Body2.solid",
2163 (char *)":Data:Models:Body3.solid",
2164 (char *)":Data:Models:Body4.solid",
2165 (char *)":Data:Models:Body5.solid",
2166 (char *)":Data:Models:Body6.solid",
2167 (char *)":Data:Models:Body7.solid",
2168 (char *)":Data:Models:Bodylow.solid",
2169 (char *)":Data:Models:Belt.solid", 0);
2171 if (Person::players[i]->creature != wolftype) {
2172 Person::players[i]->skeleton.Load(
2173 (char *)":Data:Skeleton:Basic Figure",
2174 (char *)":Data:Skeleton:Basic Figurelow",
2175 (char *)":Data:Skeleton:Rabbitbelt",
2176 (char *)":Data:Models:Body.solid",
2177 (char *)":Data:Models:Body2.solid",
2178 (char *)":Data:Models:Body3.solid",
2179 (char *)":Data:Models:Body4.solid",
2180 (char *)":Data:Models:Body5.solid",
2181 (char *)":Data:Models:Body6.solid",
2182 (char *)":Data:Models:Body7.solid",
2183 (char *)":Data:Models:Bodylow.solid",
2184 (char *)":Data:Models:Belt.solid", 1);
2185 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2187 if (Person::players[i]->creature == wolftype) {
2188 Person::players[i]->skeleton.Load(
2189 (char *)":Data:Skeleton:Basic Figure Wolf",
2190 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2191 (char *)":Data:Skeleton:Rabbitbelt",
2192 (char *)":Data:Models:Wolf.solid",
2193 (char *)":Data:Models:Wolf2.solid",
2194 (char *)":Data:Models:Wolf3.solid",
2195 (char *)":Data:Models:Wolf4.solid",
2196 (char *)":Data:Models:Wolf5.solid",
2197 (char *)":Data:Models:Wolf6.solid",
2198 (char *)":Data:Models:Wolf7.solid",
2199 (char *)":Data:Models:Wolflow.solid",
2200 (char *)":Data:Models:Belt.solid", 0);
2204 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);
2206 if (Person::players[i]->numclothes) {
2207 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2208 tintr = Person::players[i]->clothestintr[j];
2209 tintg = Person::players[i]->clothestintg[j];
2210 tintb = Person::players[i]->clothestintb[j];
2211 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2213 Person::players[i]->DoMipmaps();
2216 Person::players[i]->animCurrent = bounceidleanim;
2217 Person::players[i]->animTarget = bounceidleanim;
2218 Person::players[i]->frameCurrent = 0;
2219 Person::players[i]->frameTarget = 1;
2220 Person::players[i]->target = 0;
2221 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2222 if (difficulty == 0)
2223 Person::players[i]->speed -= .2;
2224 if (difficulty == 1)
2225 Person::players[i]->speed -= .1;
2227 Person::players[i]->velocity = 0;
2228 Person::players[i]->oldcoords = Person::players[i]->coords;
2229 Person::players[i]->realoldcoords = Person::players[i]->coords;
2231 Person::players[i]->id = i;
2232 Person::players[i]->skeleton.id = i;
2233 Person::players[i]->updatedelay = 0;
2234 Person::players[i]->normalsupdatedelay = 0;
2236 Person::players[i]->aitype = passivetype;
2237 Person::players[i]->madskills = 0;
2240 Person::players[i]->proportionhead = 1.2;
2241 Person::players[i]->proportionbody = 1.05;
2242 Person::players[i]->proportionarms = 1.00;
2243 Person::players[i]->proportionlegs = 1.1;
2244 Person::players[i]->proportionlegs.y = 1.05;
2246 Person::players[i]->headless = 0;
2247 Person::players[i]->currentoffset = 0;
2248 Person::players[i]->targetoffset = 0;
2250 Person::players[i]->damagetolerance = 200;
2252 if (Person::players[i]->creature == wolftype) {
2253 if (i == 0 || Person::players[i]->scale < 0)
2254 Person::players[i]->scale = .23;
2255 Person::players[i]->damagetolerance = 300;
2261 Person::players[i]->proportionhead.z = 0;
2262 Person::players[i]->proportionbody.z = 0;
2263 Person::players[i]->proportionarms.z = 0;
2264 Person::players[i]->proportionlegs.z = 0;
2267 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2269 Person::players[i]->headmorphness = 0;
2270 Person::players[i]->targetheadmorphness = 1;
2271 Person::players[i]->headmorphstart = 0;
2272 Person::players[i]->headmorphend = 0;
2274 Person::players[i]->pausetime = 0;
2276 Person::players[i]->dead = 0;
2277 Person::players[i]->jumppower = 5;
2278 Person::players[i]->damage = 0;
2279 Person::players[i]->permanentdamage = 0;
2280 Person::players[i]->superpermanentdamage = 0;
2282 Person::players[i]->forwardkeydown = 0;
2283 Person::players[i]->leftkeydown = 0;
2284 Person::players[i]->backkeydown = 0;
2285 Person::players[i]->rightkeydown = 0;
2286 Person::players[i]->jumpkeydown = 0;
2287 Person::players[i]->crouchkeydown = 0;
2288 Person::players[i]->throwkeydown = 0;
2290 Person::players[i]->collided = -10;
2291 Person::players[i]->loaded = 1;
2292 Person::players[i]->bloodloss = 0;
2293 Person::players[i]->weaponactive = -1;
2294 Person::players[i]->weaponstuck = -1;
2295 Person::players[i]->bleeding = 0;
2296 Person::players[i]->deathbleeding = 0;
2297 Person::players[i]->stunned = 0;
2298 Person::players[i]->hasvictim = 0;
2299 Person::players[i]->wentforweapon = 0;
2302 Person::players[0]->aitype = playercontrolled;
2303 Person::players[0]->weaponactive = -1;
2305 if (difficulty == 1) {
2306 Person::players[0]->power = 1 / .9;
2307 Person::players[0]->damagetolerance = 250;
2308 } else if (difficulty == 0) {
2309 Person::players[0]->power = 1 / .8;
2310 Person::players[0]->damagetolerance = 300;
2311 Person::players[0]->armorhead *= 1.5;
2312 Person::players[0]->armorhigh *= 1.5;
2313 Person::players[0]->armorlow *= 1.5;
2316 cameraloc = Person::players[0]->coords;
2318 yaw = Person::players[0]->yaw;
2320 hawkcoords = Person::players[0]->coords;
2326 LOG("Starting background music...");
2328 OPENAL_StopSound(OPENAL_ALL);
2330 if (environment == snowyenvironment) {
2331 emit_stream_np(stream_wind);
2332 } else if (environment == desertenvironment) {
2333 emit_stream_np(stream_desertambient);
2334 } else if (environment == grassyenvironment) {
2335 emit_stream_np(stream_wind, 100.);
2338 oldmusicvolume[0] = 0;
2339 oldmusicvolume[1] = 0;
2340 oldmusicvolume[2] = 0;
2341 oldmusicvolume[3] = 0;
2355 if (tutorialstagetime > tutorialmaxtime) {
2357 tutorialsuccess = 0;
2358 if (tutorialstage <= 1) {
2363 switch (tutorialstage) {
2365 tutorialmaxtime = 5;
2368 tutorialmaxtime = 2;
2371 tutorialmaxtime = 600;
2374 tutorialmaxtime = 1000;
2377 tutorialmaxtime = 600;
2380 tutorialmaxtime = 600;
2383 tutorialmaxtime = 600;
2386 tutorialmaxtime = 600;
2389 tutorialmaxtime = 600;
2392 tutorialmaxtime = 2;
2395 tutorialmaxtime = 1000;
2398 tutorialmaxtime = 1000;
2401 tutorialmaxtime = 2;
2404 tutorialmaxtime = 3;
2415 Person::players[1]->coords = (temp + temp2) / 2;
2417 emit_sound_at(fireendsound, Person::players[1]->coords);
2419 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2420 if (Random() % 2 == 0) {
2421 if (!Person::players[1]->skeleton.free)
2422 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2423 if (Person::players[1]->skeleton.free)
2424 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2425 if (!Person::players[1]->skeleton.free)
2426 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;
2427 if (Person::players[1]->skeleton.free)
2428 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2429 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2435 tutorialmaxtime = 500;
2438 tutorialmaxtime = 500;
2441 tutorialmaxtime = 500;
2444 tutorialmaxtime = 500;
2448 //tutorialmaxtime=500;
2451 tutorialmaxtime = 500;
2454 tutorialmaxtime = 500;
2455 if (bonus == cannon) {
2462 tutorialmaxtime = 500;
2465 tutorialmaxtime = 500;
2468 tutorialmaxtime = 500;
2471 tutorialmaxtime = 500;
2474 tutorialmaxtime = 2;
2477 tutorialmaxtime = 4;
2480 Person::players[1]->aitype = attacktypecutoff;
2483 tutorialmaxtime = 400;
2486 tutorialmaxtime = 400;
2487 Person::players[0]->escapednum = 0;
2490 tutorialmaxtime = 4;
2493 Person::players[1]->aitype = passivetype;
2496 tutorialmaxtime = 13;
2499 tutorialmaxtime = 8;
2502 tutorialmaxtime = 400;
2505 Person::players[1]->aitype = attacktypecutoff;
2508 tutorialmaxtime = 400;
2511 tutorialmaxtime = 400;
2514 tutorialmaxtime = 2;
2517 Person::players[1]->aitype = passivetype;
2522 tutorialmaxtime = 50;
2525 Person::players[1]->aitype = attacktypecutoff;
2528 tutorialmaxtime = 4;
2531 Person::players[1]->aitype = passivetype;
2543 Weapon w(knife, -1);
2544 w.position = (temp + temp2) / 2;
2545 w.tippoint = (temp + temp2) / 2;
2548 w.tipvelocity = 0.1;
2555 weapons.push_back(w);
2559 tutorialmaxtime = 300;
2562 tutorialmaxtime = 300;
2565 tutorialmaxtime = 8;
2568 tutorialmaxtime = 300;
2571 weapons[0].owner = 1;
2572 Person::players[0]->weaponactive = -1;
2573 Person::players[0]->num_weapons = 0;
2574 Person::players[1]->weaponactive = 0;
2575 Person::players[1]->num_weapons = 1;
2576 Person::players[1]->weaponids[0] = 0;
2580 Person::players[1]->aitype = attacktypecutoff;
2582 tutorialmaxtime = 300;
2585 weapons[0].owner = 1;
2586 Person::players[0]->weaponactive = -1;
2587 Person::players[0]->num_weapons = 0;
2588 Person::players[1]->weaponactive = 0;
2589 Person::players[1]->num_weapons = 1;
2590 Person::players[1]->weaponids[0] = 0;
2592 tutorialmaxtime = 300;
2595 weapons[0].owner = 1;
2596 Person::players[0]->weaponactive = -1;
2597 Person::players[0]->num_weapons = 0;
2598 Person::players[1]->weaponactive = 0;
2599 Person::players[1]->num_weapons = 1;
2600 Person::players[1]->weaponids[0] = 0;
2602 weapons[0].setType(sword);
2604 tutorialmaxtime = 300;
2607 tutorialmaxtime = 10;
2618 Weapon w(sword, -1);
2619 w.position = (temp + temp2) / 2;
2620 w.tippoint = (temp + temp2) / 2;
2623 w.tipvelocity = 0.1;
2630 weapons.push_back(w);
2632 weapons[0].owner = 1;
2633 weapons[1].owner = 0;
2634 Person::players[0]->weaponactive = 0;
2635 Person::players[0]->num_weapons = 1;
2636 Person::players[0]->weaponids[0] = 1;
2637 Person::players[1]->weaponactive = 0;
2638 Person::players[1]->num_weapons = 1;
2639 Person::players[1]->weaponids[0] = 0;
2646 Person::players[1]->aitype = passivetype;
2648 tutorialmaxtime = 15;
2650 weapons[0].owner = 1;
2651 weapons[1].owner = 0;
2652 Person::players[0]->weaponactive = 0;
2653 Person::players[0]->num_weapons = 1;
2654 Person::players[0]->weaponids[0] = 1;
2655 Person::players[1]->weaponactive = 0;
2656 Person::players[1]->num_weapons = 1;
2657 Person::players[1]->weaponids[0] = 0;
2659 if (Person::players[0]->weaponactive != -1)
2660 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2662 weapons[0].setType(staff);
2667 Person::players[1]->aitype = passivetype;
2669 tutorialmaxtime = 200;
2671 weapons[1].position = 1000;
2672 weapons[1].tippoint = 1000;
2674 weapons[0].setType(knife);
2676 weapons[0].owner = 0;
2677 Person::players[1]->weaponactive = -1;
2678 Person::players[1]->num_weapons = 0;
2679 Person::players[0]->weaponactive = 0;
2680 Person::players[0]->num_weapons = 1;
2681 Person::players[0]->weaponids[0] = 0;
2685 tutorialmaxtime = 8;
2688 emit_sound_at(fireendsound, Person::players[1]->coords);
2690 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2691 if (Random() % 2 == 0) {
2692 if (!Person::players[1]->skeleton.free)
2693 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2694 if (Person::players[1]->skeleton.free)
2695 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2696 if (!Person::players[1]->skeleton.free)
2697 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;
2698 if (Person::players[1]->skeleton.free)
2699 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2700 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2704 Person::players[1]->num_weapons = 0;
2705 Person::players[1]->weaponstuck = -1;
2706 Person::players[1]->weaponactive = -1;
2712 tutorialmaxtime = 80000;
2717 if (tutorialstage <= 51)
2718 tutorialstagetime = 0;
2722 if (tutorialstagetime < tutorialmaxtime - 3) {
2723 switch (tutorialstage) {
2725 if (deltah || deltav)
2726 tutorialsuccess += multiplier;
2729 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2730 tutorialsuccess += multiplier;
2733 if (Person::players[0]->jumpkeydown)
2734 tutorialsuccess = 1;
2737 if (Person::players[0]->isCrouch())
2738 tutorialsuccess = 1;
2741 if (Person::players[0]->animTarget == rollanim)
2742 tutorialsuccess = 1;
2745 if (Person::players[0]->animTarget == sneakanim)
2746 tutorialsuccess += multiplier;
2749 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2750 tutorialsuccess += multiplier;
2753 if (Person::players[0]->isWallJump())
2754 tutorialsuccess = 1;
2757 if (Person::players[0]->animTarget == flipanim)
2758 tutorialsuccess = 1;
2761 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2762 tutorialsuccess = 1;
2765 if (Person::players[0]->animTarget == winduppunchanim)
2766 tutorialsuccess = 1;
2769 if (Person::players[0]->animTarget == spinkickanim)
2770 tutorialsuccess = 1;
2773 if (Person::players[0]->animTarget == sweepanim)
2774 tutorialsuccess = 1;
2777 if (Person::players[0]->animTarget == dropkickanim)
2778 tutorialsuccess = 1;
2781 if (Person::players[0]->animTarget == rabbitkickanim)
2782 tutorialsuccess = 1;
2785 if (bonus == cannon)
2786 tutorialsuccess = 1;
2789 if (bonus == spinecrusher)
2790 tutorialsuccess = 1;
2793 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2794 tutorialsuccess = 1;
2797 if (Person::players[0]->animTarget == rabbittacklinganim)
2798 tutorialsuccess = 1;
2801 if (Person::players[0]->animTarget == backhandspringanim)
2802 tutorialsuccess = 1;
2805 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2806 tutorialsuccess = 1;
2809 if (Person::players[0]->escapednum == 2) {
2810 tutorialsuccess = 1;
2813 Person::players[1]->aitype = passivetype;
2817 if (animation[Person::players[0]->animTarget].attack == reversal)
2818 tutorialsuccess = 1;
2821 if (animation[Person::players[0]->animTarget].attack == reversal)
2822 tutorialsuccess = 1;
2825 if (animation[Person::players[0]->animTarget].attack == reversal) {
2826 tutorialsuccess = 1;
2829 Person::players[1]->aitype = passivetype;
2833 if (Person::players[0]->num_weapons > 0)
2834 tutorialsuccess = 1;
2837 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2838 tutorialsuccess = 1;
2841 if (Person::players[0]->animTarget == knifeslashstartanim)
2842 tutorialsuccess = 1;
2845 if (animation[Person::players[0]->animTarget].attack == reversal)
2846 tutorialsuccess = 1;
2849 if (animation[Person::players[0]->animTarget].attack == reversal)
2850 tutorialsuccess = 1;
2853 if (animation[Person::players[0]->animTarget].attack == reversal)
2854 tutorialsuccess = 1;
2857 if (Person::players[1]->weaponstuck != -1)
2858 tutorialsuccess = 1;
2863 if (tutorialsuccess >= 1)
2864 tutorialstagetime = tutorialmaxtime - 3;
2867 if (tutorialstagetime == tutorialmaxtime - 3) {
2868 emit_sound_np(consolesuccesssound);
2871 if (tutorialsuccess >= 1) {
2872 if (tutorialstage == 34 || tutorialstage == 35)
2873 tutorialstagetime = tutorialmaxtime - 1;
2877 if (tutorialstage < 14 || tutorialstage >= 50) {
2878 Person::players[1]->coords.y = 300;
2879 Person::players[1]->velocity = 0;
2885 float headprop, bodyprop, armprop, legprop;
2887 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2888 Person::players[0]->damagetolerance = 200000;
2889 Person::players[0]->damage = 0;
2890 Person::players[0]->burnt = 0;
2891 Person::players[0]->permanentdamage = 0;
2892 Person::players[0]->superpermanentdamage = 0;
2895 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2897 if (environment > 2)
2899 Setenvironment(environment);
2902 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2903 cameramode = 1 - cameramode;
2906 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2907 if (Person::players[0]->num_weapons > 0) {
2908 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2909 weapons[Person::players[0]->weaponids[0]].setType(staff);
2910 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2911 weapons[Person::players[0]->weaponids[0]].setType(knife);
2913 weapons[Person::players[0]->weaponids[0]].setType(sword);
2917 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2918 int closest = findClosestPlayer();
2920 if (Person::players[closest]->num_weapons) {
2921 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2922 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2923 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2924 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2926 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2928 if (!Person::players[closest]->num_weapons) {
2929 Person::players[closest]->weaponids[0] = weapons.size();
2931 weapons.push_back(Weapon(knife, closest));
2933 Person::players[closest]->num_weapons = 1;
2938 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2939 int closest = findClosestPlayer();
2941 Person::players[closest]->yaw += multiplier * 50;
2942 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2947 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2948 int closest = findClosestPlayer();
2949 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2953 Person::players[closest]->whichskin++;
2954 if (Person::players[closest]->whichskin > 9)
2955 Person::players[closest]->whichskin = 0;
2956 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2957 Person::players[closest]->whichskin = 0;
2959 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2960 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2963 if (Person::players[closest]->numclothes) {
2964 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2965 tintr = Person::players[closest]->clothestintr[i];
2966 tintg = Person::players[closest]->clothestintg[i];
2967 tintb = Person::players[closest]->clothestintb[i];
2968 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2970 Person::players[closest]->DoMipmaps();
2974 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2975 int closest = findClosestPlayer();
2977 if (Person::players[closest]->creature == wolftype) {
2978 headprop = Person::players[closest]->proportionhead.x / 1.1;
2979 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2980 armprop = Person::players[closest]->proportionarms.x / 1.1;
2981 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2984 if (Person::players[closest]->creature == rabbittype) {
2985 headprop = Person::players[closest]->proportionhead.x / 1.2;
2986 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2987 armprop = Person::players[closest]->proportionarms.x / 1.00;
2988 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2992 if (Person::players[closest]->creature == rabbittype) {
2993 Person::players[closest]->skeleton.id = closest;
2994 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);
2995 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2996 Person::players[closest]->whichskin = 0;
2997 Person::players[closest]->creature = wolftype;
2999 Person::players[closest]->proportionhead = 1.1;
3000 Person::players[closest]->proportionbody = 1.1;
3001 Person::players[closest]->proportionarms = 1.1;
3002 Person::players[closest]->proportionlegs = 1.1;
3003 Person::players[closest]->proportionlegs.y = 1.1;
3004 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3006 Person::players[closest]->damagetolerance = 300;
3008 Person::players[closest]->skeleton.id = closest;
3009 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);
3010 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3011 Person::players[closest]->whichskin = 0;
3012 Person::players[closest]->creature = rabbittype;
3014 Person::players[closest]->proportionhead = 1.2;
3015 Person::players[closest]->proportionbody = 1.05;
3016 Person::players[closest]->proportionarms = 1.00;
3017 Person::players[closest]->proportionlegs = 1.1;
3018 Person::players[closest]->proportionlegs.y = 1.05;
3019 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3021 Person::players[closest]->damagetolerance = 200;
3024 if (Person::players[closest]->creature == wolftype) {
3025 Person::players[closest]->proportionhead = 1.1 * headprop;
3026 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3027 Person::players[closest]->proportionarms = 1.1 * armprop;
3028 Person::players[closest]->proportionlegs = 1.1 * legprop;
3031 if (Person::players[closest]->creature == rabbittype) {
3032 Person::players[closest]->proportionhead = 1.2 * headprop;
3033 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3034 Person::players[closest]->proportionarms = 1.00 * armprop;
3035 Person::players[closest]->proportionlegs = 1.1 * legprop;
3036 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3042 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3048 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3050 float closestdist = std::numeric_limits<float>::max();
3052 for (unsigned i = 1; i < Person::players.size(); i++) {
3053 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3054 if (!Person::players[i]->headless)
3055 if (distance < closestdist) {
3056 closestdist = distance;
3061 XYZ flatfacing2, flatvelocity2;
3063 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3064 blah = Person::players[closest]->coords;
3065 XYZ headspurtdirection;
3066 //int i = Person::players[closest]->skeleton.jointlabels[head];
3067 Joint& headjoint = Person::players[closest]->joint(head);
3068 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3069 if (!Person::players[closest]->skeleton.free)
3070 flatvelocity2 = Person::players[closest]->velocity;
3071 if (Person::players[closest]->skeleton.free)
3072 flatvelocity2 = headjoint.velocity;
3073 if (!Person::players[closest]->skeleton.free)
3074 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;
3075 if (Person::players[closest]->skeleton.free)
3076 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3077 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3078 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3079 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3080 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3081 Normalise(&headspurtdirection);
3082 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3083 flatvelocity2 += headspurtdirection * 8;
3084 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3086 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3088 emit_sound_at(splattersound, blah);
3089 emit_sound_at(breaksound2, blah, 100.);
3091 if (Person::players[closest]->skeleton.free == 2)
3092 Person::players[closest]->skeleton.free = 0;
3093 Person::players[closest]->RagDoll(0);
3094 Person::players[closest]->dead = 2;
3095 Person::players[closest]->headless = 1;
3096 Person::players[closest]->DoBloodBig(3, 165);
3102 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3103 int closest = findClosestPlayer();
3104 XYZ flatfacing2, flatvelocity2;
3106 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3107 blah = Person::players[closest]->coords;
3108 emit_sound_at(splattersound, blah);
3109 emit_sound_at(breaksound2, blah);
3111 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3112 if (!Person::players[closest]->skeleton.free)
3113 flatvelocity2 = Person::players[closest]->velocity;
3114 if (Person::players[closest]->skeleton.free)
3115 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3116 if (!Person::players[closest]->skeleton.free)
3117 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;
3118 if (Person::players[closest]->skeleton.free)
3119 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3120 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3121 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3122 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3123 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3124 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3125 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3128 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3129 if (!Person::players[closest]->skeleton.free)
3130 flatvelocity2 = Person::players[closest]->velocity;
3131 if (Person::players[closest]->skeleton.free)
3132 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3133 if (!Person::players[closest]->skeleton.free)
3134 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;
3135 if (Person::players[closest]->skeleton.free)
3136 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3137 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3138 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3139 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3140 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3141 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3144 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3145 if (!Person::players[closest]->skeleton.free)
3146 flatvelocity2 = Person::players[closest]->velocity;
3147 if (Person::players[closest]->skeleton.free)
3148 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3149 if (!Person::players[closest]->skeleton.free)
3150 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;
3151 if (Person::players[closest]->skeleton.free)
3152 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3153 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3154 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3155 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3156 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3157 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3160 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3161 if (!Person::players[closest]->skeleton.free)
3162 flatvelocity2 = Person::players[closest]->velocity;
3163 if (Person::players[closest]->skeleton.free)
3164 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3165 if (!Person::players[closest]->skeleton.free)
3166 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;
3167 if (Person::players[closest]->skeleton.free)
3168 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3169 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3170 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3171 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3172 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3173 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3177 for (unsigned j = 0; j < Person::players.size(); j++) {
3178 if (int(j) != closest) {
3179 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3180 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3181 if (Person::players[j]->skeleton.free == 2)
3182 Person::players[j]->skeleton.free = 1;
3183 Person::players[j]->skeleton.longdead = 0;
3184 Person::players[j]->RagDoll(0);
3185 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3186 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3187 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3188 flatvelocity2 = temppos - Person::players[closest]->coords;
3189 Normalise(&flatvelocity2);
3190 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3197 Person::players[closest]->DoDamage(10000);
3198 Person::players[closest]->RagDoll(0);
3199 Person::players[closest]->dead = 2;
3200 Person::players[closest]->coords = 20;
3201 Person::players[closest]->skeleton.free = 2;
3208 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3209 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3210 if (Person::players[0]->onfire) {
3211 Person::players[0]->CatchFire();
3213 if (!Person::players[0]->onfire) {
3214 emit_sound_at(fireendsound, Person::players[0]->coords);
3215 pause_sound(stream_firesound);
3219 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3220 Person::players[0]->RagDoll(0);
3222 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3225 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3226 for (int i = 0; i < objects.numobjects; i++) {
3227 if (objects.type[i] == treeleavestype) {
3228 objects.scale[i] *= .9;
3233 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3234 editorenabled = 1 - editorenabled;
3235 if (editorenabled) {
3236 Person::players[0]->damagetolerance = 100000;
3238 Person::players[0]->damagetolerance = 200;
3240 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3241 Person::players[0]->permanentdamage = 0;
3242 Person::players[0]->superpermanentdamage = 0;
3243 Person::players[0]->bloodloss = 0;
3244 Person::players[0]->deathbleeding = 0;
3248 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3250 if (targetlevel > numchallengelevels - 1)
3256 if (editorenabled) {
3257 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3258 int closest = findClosestPlayer();
3260 Person::players.erase(Person::players.begin()+closest);
3264 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3265 int closest = findClosestObject();
3267 objects.position[closest].y -= 500;
3270 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3271 if (objects.numobjects < max_objects - 1) {
3273 boxcoords.x = Person::players[0]->coords.x;
3274 boxcoords.z = Person::players[0]->coords.z;
3275 boxcoords.y = Person::players[0]->coords.y - 3;
3276 if (editortype == bushtype)
3277 boxcoords.y = Person::players[0]->coords.y - .5;
3278 if (editortype == firetype)
3279 boxcoords.y = Person::players[0]->coords.y - .5;
3280 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3281 float temprotat, temprotat2;
3282 temprotat = editoryaw;
3283 temprotat2 = editorpitch;
3284 if (temprotat < 0 || editortype == bushtype)
3285 temprotat = Random() % 360;
3287 temprotat2 = Random() % 360;
3289 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3290 if (editortype == treetrunktype)
3291 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3295 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3296 Person::players.push_back(shared_ptr<Person>(new Person()));
3298 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3299 Person::players.back()->creature = rabbittype;
3300 Person::players.back()->howactive = editoractive;
3301 Person::players.back()->skeleton.id = Person::players.size()-1;
3302 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);
3304 int k = abs(Random() % 2) + 1;
3306 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3307 Person::players.back()->whichskin = 0;
3308 } else if (k == 1) {
3309 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3310 Person::players.back()->whichskin = 1;
3312 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3313 Person::players.back()->whichskin = 2;
3316 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3317 Person::players.back()->power = 1;
3318 Person::players.back()->speedmult = 1;
3319 Person::players.back()->animCurrent = bounceidleanim;
3320 Person::players.back()->animTarget = bounceidleanim;
3321 Person::players.back()->frameCurrent = 0;
3322 Person::players.back()->frameTarget = 1;
3323 Person::players.back()->target = 0;
3324 Person::players.back()->bled = 0;
3325 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3327 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3328 Person::players.back()->yaw = Person::players[0]->yaw;
3330 Person::players.back()->velocity = 0;
3331 Person::players.back()->coords = Person::players[0]->coords;
3332 Person::players.back()->oldcoords = Person::players.back()->coords;
3333 Person::players.back()->realoldcoords = Person::players.back()->coords;
3335 Person::players.back()->id = Person::players.size()-1;
3336 Person::players.back()->updatedelay = 0;
3337 Person::players.back()->normalsupdatedelay = 0;
3339 Person::players.back()->aitype = passivetype;
3341 if (Person::players[0]->creature == wolftype) {
3342 headprop = Person::players[0]->proportionhead.x / 1.1;
3343 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3344 armprop = Person::players[0]->proportionarms.x / 1.1;
3345 legprop = Person::players[0]->proportionlegs.x / 1.1;
3348 if (Person::players[0]->creature == rabbittype) {
3349 headprop = Person::players[0]->proportionhead.x / 1.2;
3350 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3351 armprop = Person::players[0]->proportionarms.x / 1.00;
3352 legprop = Person::players[0]->proportionlegs.x / 1.1;
3355 if (Person::players.back()->creature == wolftype) {
3356 Person::players.back()->proportionhead = 1.1 * headprop;
3357 Person::players.back()->proportionbody = 1.1 * bodyprop;
3358 Person::players.back()->proportionarms = 1.1 * armprop;
3359 Person::players.back()->proportionlegs = 1.1 * legprop;
3362 if (Person::players.back()->creature == rabbittype) {
3363 Person::players.back()->proportionhead = 1.2 * headprop;
3364 Person::players.back()->proportionbody = 1.05 * bodyprop;
3365 Person::players.back()->proportionarms = 1.00 * armprop;
3366 Person::players.back()->proportionlegs = 1.1 * legprop;
3367 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3370 Person::players.back()->headless = 0;
3371 Person::players.back()->onfire = 0;
3374 Person::players.back()->proportionhead.z = 0;
3375 Person::players.back()->proportionbody.z = 0;
3376 Person::players.back()->proportionarms.z = 0;
3377 Person::players.back()->proportionlegs.z = 0;
3380 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3382 Person::players.back()->damagetolerance = 200;
3384 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3385 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3386 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3387 Person::players.back()->armorhead = Person::players[0]->armorhead;
3388 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3389 Person::players.back()->armorlow = Person::players[0]->armorlow;
3390 Person::players.back()->metalhead = Person::players[0]->metalhead;
3391 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3392 Person::players.back()->metallow = Person::players[0]->metallow;
3394 Person::players.back()->immobile = Person::players[0]->immobile;
3396 Person::players.back()->numclothes = Person::players[0]->numclothes;
3397 if (Person::players.back()->numclothes)
3398 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3399 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3400 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3401 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3402 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3403 tintr = Person::players.back()->clothestintr[i];
3404 tintg = Person::players.back()->clothestintg[i];
3405 tintb = Person::players.back()->clothestintb[i];
3406 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3408 if (Person::players.back()->numclothes) {
3409 Person::players.back()->DoMipmaps();
3412 Person::players.back()->power = Person::players[0]->power;
3413 Person::players.back()->speedmult = Person::players[0]->speedmult;
3415 Person::players.back()->damage = 0;
3416 Person::players.back()->permanentdamage = 0;
3417 Person::players.back()->superpermanentdamage = 0;
3418 Person::players.back()->deathbleeding = 0;
3419 Person::players.back()->bleeding = 0;
3420 Person::players.back()->numwaypoints = 0;
3421 Person::players.back()->waypoint = 0;
3422 Person::players.back()->jumppath = 0;
3423 Person::players.back()->weaponstuck = -1;
3424 Person::players.back()->weaponactive = -1;
3425 Person::players.back()->num_weapons = 0;
3426 Person::players.back()->bloodloss = 0;
3427 Person::players.back()->dead = 0;
3429 Person::players.back()->loaded = 1;
3432 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3433 if (Person::players.back()->numwaypoints < 90) {
3434 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3435 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3436 Person::players.back()->numwaypoints++;
3440 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3441 if (numpathpoints < 30) {
3442 bool connected, alreadyconnected;
3444 if (numpathpoints > 1)
3445 for (int i = 0; i < numpathpoints; i++) {
3446 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3447 alreadyconnected = 0;
3448 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3449 if (pathpointconnect[pathpointselected][j] == i)
3450 alreadyconnected = 1;
3452 if (!alreadyconnected) {
3453 numpathpointconnect[pathpointselected]++;
3455 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3461 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3462 numpathpointconnect[numpathpoints - 1] = 0;
3463 if (numpathpoints > 1 && pathpointselected != -1) {
3464 numpathpointconnect[pathpointselected]++;
3465 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3467 pathpointselected = numpathpoints - 1;
3472 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3473 pathpointselected++;
3474 if (pathpointselected >= numpathpoints)
3475 pathpointselected = -1;
3477 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3478 pathpointselected--;
3479 if (pathpointselected <= -2)
3480 pathpointselected = numpathpoints - 1;
3482 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3483 if (pathpointselected != -1) {
3485 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3486 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3487 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3488 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3490 for (int i = 0; i < numpathpoints; i++) {
3491 for (int j = 0; j < numpathpointconnect[i]; j++) {
3492 if (pathpointconnect[i][j] == pathpointselected) {
3493 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3494 numpathpointconnect[i]--;
3496 if (pathpointconnect[i][j] == numpathpoints) {
3497 pathpointconnect[i][j] = pathpointselected;
3501 pathpointselected = numpathpoints - 1;
3505 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3507 if (editortype == treeleavestype || editortype == 10)
3510 editortype = firetype;
3513 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3515 if (editortype == treeleavestype || editortype == 10)
3517 if (editortype > firetype)
3521 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3522 editoryaw -= multiplier * 100;
3523 if (editoryaw < -.01)
3527 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3528 editoryaw += multiplier * 100;
3531 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3532 editorsize += multiplier;
3535 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3536 editorsize -= multiplier;
3537 if (editorsize < .1)
3542 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3543 mapradius -= multiplier * 10;
3546 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3547 mapradius += multiplier * 10;
3549 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3550 editorpitch += multiplier * 100;
3553 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3554 editorpitch -= multiplier * 100;
3555 if (editorpitch < -.01)
3558 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3559 int closest = findClosestObject();
3561 objects.DeleteObject(closest);
3567 void doJumpReversals()
3569 for (unsigned k = 0; k < Person::players.size(); k++)
3570 for (unsigned i = k; i < Person::players.size(); i++) {
3573 if ( Person::players[k]->skeleton.free == 0 &&
3574 Person::players[i]->skeleton.oldfree == 0 &&
3575 (Person::players[i]->animTarget == jumpupanim ||
3576 Person::players[k]->animTarget == jumpupanim) &&
3577 (Person::players[i]->aitype == playercontrolled ||
3578 Person::players[k]->aitype == playercontrolled) &&
3579 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
3580 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
3581 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3582 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3583 //TODO: refactor two huge similar ifs
3584 if (Person::players[i]->animTarget == jumpupanim &&
3585 Person::players[k]->animTarget != getupfrombackanim &&
3586 Person::players[k]->animTarget != getupfromfrontanim &&
3587 animation[Person::players[k]->animTarget].height == middleheight &&
3588 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3589 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
3590 Person::players[k]->aitype != playercontrolled)) {
3591 Person::players[i]->victim = Person::players[k];
3592 Person::players[i]->velocity = 0;
3593 Person::players[i]->animCurrent = jumpreversedanim;
3594 Person::players[i]->animTarget = jumpreversedanim;
3595 Person::players[i]->frameCurrent = 0;
3596 Person::players[i]->frameTarget = 1;
3597 Person::players[i]->targettilt2 = 0;
3598 Person::players[k]->victim = Person::players[i];
3599 Person::players[k]->velocity = 0;
3600 Person::players[k]->animCurrent = jumpreversalanim;
3601 Person::players[k]->animTarget = jumpreversalanim;
3602 Person::players[k]->frameCurrent = 0;
3603 Person::players[k]->frameTarget = 1;
3604 Person::players[k]->targettilt2 = 0;
3605 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3606 Person::players[i]->animCurrent = rabbitkickreversedanim;
3607 Person::players[i]->animTarget = rabbitkickreversedanim;
3608 Person::players[i]->frameCurrent = 1;
3609 Person::players[i]->frameTarget = 2;
3610 Person::players[k]->animCurrent = rabbitkickreversalanim;
3611 Person::players[k]->animTarget = rabbitkickreversalanim;
3612 Person::players[k]->frameCurrent = 1;
3613 Person::players[k]->frameTarget = 2;
3615 Person::players[i]->target = 0;
3616 Person::players[k]->oldcoords = Person::players[k]->coords;
3617 Person::players[i]->coords = Person::players[k]->coords;
3618 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3619 Person::players[k]->yaw = Person::players[i]->targetyaw;
3620 if (Person::players[k]->aitype == attacktypecutoff)
3621 Person::players[k]->stunned = .5;
3623 if (Person::players[k]->animTarget == jumpupanim &&
3624 Person::players[i]->animTarget != getupfrombackanim &&
3625 Person::players[i]->animTarget != getupfromfrontanim &&
3626 animation[Person::players[i]->animTarget].height == middleheight &&
3627 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3628 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3629 Person::players[i]->aitype != playercontrolled)) {
3630 Person::players[k]->victim = Person::players[i];
3631 Person::players[k]->velocity = 0;
3632 Person::players[k]->animCurrent = jumpreversedanim;
3633 Person::players[k]->animTarget = jumpreversedanim;
3634 Person::players[k]->frameCurrent = 0;
3635 Person::players[k]->frameTarget = 1;
3636 Person::players[k]->targettilt2 = 0;
3637 Person::players[i]->victim = Person::players[k];
3638 Person::players[i]->velocity = 0;
3639 Person::players[i]->animCurrent = jumpreversalanim;
3640 Person::players[i]->animTarget = jumpreversalanim;
3641 Person::players[i]->frameCurrent = 0;
3642 Person::players[i]->frameTarget = 1;
3643 Person::players[i]->targettilt2 = 0;
3644 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3645 Person::players[k]->animTarget = rabbitkickreversedanim;
3646 Person::players[k]->animCurrent = rabbitkickreversedanim;
3647 Person::players[i]->animCurrent = rabbitkickreversalanim;
3648 Person::players[i]->animTarget = rabbitkickreversalanim;
3649 Person::players[k]->frameCurrent = 1;
3650 Person::players[k]->frameTarget = 2;
3651 Person::players[i]->frameCurrent = 1;
3652 Person::players[i]->frameTarget = 2;
3654 Person::players[k]->target = 0;
3655 Person::players[i]->oldcoords = Person::players[i]->coords;
3656 Person::players[k]->coords = Person::players[i]->coords;
3657 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3658 Person::players[i]->yaw = Person::players[k]->targetyaw;
3659 if (Person::players[i]->aitype == attacktypecutoff)
3660 Person::players[i]->stunned = .5;
3667 void doAerialAcrobatics()
3669 static XYZ facing, flatfacing;
3670 for (unsigned k = 0; k < Person::players.size(); k++) {
3671 Person::players[k]->turnspeed = 500;
3673 if ((Person::players[k]->isRun() &&
3674 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3675 Person::players[k]->targetyaw != wolfrunninganim) ||
3676 Person::players[k]->frameTarget == 4)) ||
3677 Person::players[k]->animTarget == removeknifeanim ||
3678 Person::players[k]->animTarget == crouchremoveknifeanim ||
3679 Person::players[k]->animTarget == flipanim ||
3680 Person::players[k]->animTarget == fightsidestep ||
3681 Person::players[k]->animTarget == walkanim) {
3682 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3686 if (Person::players[k]->isStop() ||
3687 Person::players[k]->isLanding() ||
3688 Person::players[k]->animTarget == staggerbackhighanim ||
3689 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3690 Person::players[k]->animTarget == staggerbackhardanim ||
3691 Person::players[k]->animTarget == backhandspringanim ||
3692 Person::players[k]->animTarget == dodgebackanim ||
3693 Person::players[k]->animTarget == rollanim ||
3694 (animation[Person::players[k]->animTarget].attack &&
3695 Person::players[k]->animTarget != rabbitkickanim &&
3696 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3697 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3698 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3701 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3702 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3705 Person::players[k]->DoStuff();
3706 if (Person::players[k]->immobile && k != 0)
3707 Person::players[k]->coords = Person::players[k]->realoldcoords;
3709 //if player's position has changed (?)
3710 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3711 !Person::players[k]->skeleton.free &&
3712 Person::players[k]->animTarget != climbanim &&
3713 Person::players[k]->animTarget != hanganim) {
3714 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3716 bool tempcollide = 0;
3718 if (Person::players[k]->collide < -.3)
3719 Person::players[k]->collide = -.3;
3720 if (Person::players[k]->collide > 1)
3721 Person::players[k]->collide = 1;
3722 Person::players[k]->collide -= multiplier * 30;
3725 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3727 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3728 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3729 if (objects.type[i] != rocktype ||
3730 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3731 objects.position[i].y > Person::players[k]->coords.y) {
3732 lowpoint = Person::players[k]->coords;
3733 if (Person::players[k]->animTarget != jumpupanim &&
3734 Person::players[k]->animTarget != jumpdownanim &&
3735 !Person::players[k]->isFlip())
3739 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3740 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3741 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3742 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3743 flatfacing = lowpoint - Person::players[k]->coords;
3744 Person::players[k]->coords = lowpoint;
3745 Person::players[k]->coords.y -= 1.3;
3746 Person::players[k]->collide = 1;
3749 //TODO: refactor four similar blocks
3750 if (Person::players[k]->aitype == playercontrolled &&
3751 (Person::players[k]->animTarget == jumpupanim ||
3752 Person::players[k]->animTarget == jumpdownanim ||
3753 Person::players[k]->isFlip()) &&
3754 !Person::players[k]->jumptogglekeydown &&
3755 Person::players[k]->jumpkeydown) {
3756 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3757 XYZ tempcoords1 = lowpoint;
3758 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3759 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3760 Person::players[k]->setAnimation(walljumpleftanim);
3761 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3763 pause_sound(whooshsound);
3765 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3766 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3767 if (lowpointtarget.z < 0)
3768 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3769 Person::players[k]->targetyaw = Person::players[k]->yaw;
3770 Person::players[k]->lowyaw = Person::players[k]->yaw;
3774 lowpoint = tempcoords1;
3775 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3776 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3777 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3778 Person::players[k]->setAnimation(walljumprightanim);
3779 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3781 pause_sound(whooshsound);
3783 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3784 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3785 if (lowpointtarget.z < 0)
3786 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3787 Person::players[k]->targetyaw = Person::players[k]->yaw;
3788 Person::players[k]->lowyaw = Person::players[k]->yaw;
3792 lowpoint = tempcoords1;
3793 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3794 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3795 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3796 Person::players[k]->setAnimation(walljumpbackanim);
3797 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3799 pause_sound(whooshsound);
3801 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3802 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3803 if (lowpointtarget.z < 0)
3804 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3805 Person::players[k]->targetyaw = Person::players[k]->yaw;
3806 Person::players[k]->lowyaw = Person::players[k]->yaw;
3810 lowpoint = tempcoords1;
3811 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3812 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3813 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3814 Person::players[k]->setAnimation(walljumpfrontanim);
3815 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3817 pause_sound(whooshsound);
3819 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3820 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3821 if (lowpointtarget.z < 0)
3822 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3823 Person::players[k]->yaw += 180;
3824 Person::players[k]->targetyaw = Person::players[k]->yaw;
3825 Person::players[k]->lowyaw = Person::players[k]->yaw;
3834 } else if (objects.type[i] == rocktype) {
3835 lowpoint2 = Person::players[k]->coords;
3836 lowpoint = Person::players[k]->coords;
3838 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3839 Person::players[k]->coords = colpoint;
3840 Person::players[k]->collide = 1;
3843 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3844 //flipped into a rock
3845 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3846 Person::players[k]->RagDoll(0);
3848 if (Person::players[k]->animTarget == jumpupanim) {
3849 Person::players[k]->jumppower = -4;
3850 Person::players[k]->animTarget = Person::players[k]->getIdle();
3852 Person::players[k]->target = 0;
3853 Person::players[k]->frameTarget = 0;
3854 Person::players[k]->onterrain = 1;
3856 if (Person::players[k]->id == 0) {
3857 pause_sound(whooshsound);
3858 OPENAL_SetVolume(channels[whooshsound], 0);
3862 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3863 if (Person::players[k]->isFlip())
3864 Person::players[k]->jumppower = -4;
3865 Person::players[k]->animTarget = Person::players[k]->getLanding();
3866 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3868 envsound[numenvsounds] = Person::players[k]->coords;
3869 envsoundvol[numenvsounds] = 16;
3870 envsoundlife[numenvsounds] = .4;
3881 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3882 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3883 lowpoint = Person::players[k]->coords;
3885 if (objects.type[i] != rocktype)
3886 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3887 if (Person::players[k]->animTarget != jumpupanim &&
3888 Person::players[k]->animTarget != jumpdownanim &&
3889 Person::players[k]->onterrain)
3890 Person::players[k]->avoidcollided = 1;
3891 Person::players[k]->coords = lowpoint;
3892 Person::players[k]->coords.y -= 1.35;
3893 Person::players[k]->collide = 1;
3895 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3896 (Person::players[k]->animCurrent != climbanim &&
3897 Person::players[k]->animCurrent != hanganim &&
3898 !Person::players[k]->isWallJump() ||
3899 Person::players[k]->animTarget == jumpupanim ||
3900 Person::players[k]->animTarget == jumpdownanim)) {
3901 lowpoint = Person::players[k]->coords;
3902 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3903 lowpoint = Person::players[k]->coords;
3907 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3908 lowpointtarget = lowpoint + facing * 1.4;
3909 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3910 if (whichhit != -1) {
3911 lowpoint = Person::players[k]->coords;
3913 lowpointtarget = lowpoint + facing * 1.4;
3914 lowpoint2 = lowpoint;
3915 lowpointtarget2 = lowpointtarget;
3916 lowpoint3 = lowpoint;
3917 lowpointtarget3 = lowpointtarget;
3918 lowpoint4 = lowpoint;
3919 lowpointtarget4 = lowpointtarget;
3920 lowpoint5 = lowpoint;
3921 lowpointtarget5 = lowpointtarget;
3922 lowpoint6 = lowpoint;
3923 lowpointtarget6 = lowpointtarget;
3924 lowpoint7 = lowpoint;
3925 lowpointtarget7 = lowpoint;
3927 lowpointtarget2.x += .1;
3929 lowpointtarget3.z += .1;
3931 lowpointtarget4.x -= .1;
3933 lowpointtarget5.z -= .1;
3934 lowpoint6.y += 45 / 13;
3935 lowpointtarget6.y += 45 / 13;
3936 lowpointtarget6 += facing * .6;
3937 lowpointtarget7.y += 90 / 13;
3938 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3939 if (objects.friction[i] > .5)
3940 if (whichhit != -1) {
3941 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3942 Person::players[k]->collided = 1;
3943 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3944 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3945 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3946 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3947 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3948 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3949 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3950 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3951 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3952 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3953 for (int j = 0; j < 45; j++) {
3954 lowpoint = Person::players[k]->coords;
3955 lowpoint.y += (float)j / 13;
3956 lowpointtarget = lowpoint + facing * 1.4;
3957 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3958 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3959 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3961 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3962 lowpoint = Person::players[k]->coords;
3963 lowpoint.y += (float)j / 13;
3964 lowpointtarget = lowpoint + facing * 1.3;
3965 flatfacing = Person::players[k]->coords;
3966 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3967 Person::players[k]->coords.y = lowpointtarget.y - .07;
3968 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3970 if (j > 10 || !Person::players[k]->isRun()) {
3971 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3973 pause_sound(whooshsound);
3975 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3977 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3978 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3979 if (lowpointtarget.z < 0)
3980 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3981 Person::players[k]->targetyaw = Person::players[k]->yaw;
3982 Person::players[k]->lowyaw = Person::players[k]->yaw;
3984 //Person::players[k]->velocity=lowpointtarget*.03;
3985 Person::players[k]->velocity = 0;
3988 if (Person::players[k]->animTarget == jumpupanim) {
3989 Person::players[k]->animTarget = climbanim;
3990 Person::players[k]->jumppower = 0;
3991 Person::players[k]->jumpclimb = 1;
3993 Person::players[k]->transspeed = 6;
3994 Person::players[k]->target = 0;
3995 Person::players[k]->frameTarget = 1;
3998 Person::players[k]->setAnimation(hanganim);
3999 Person::players[k]->jumppower = 0;
4011 if (Person::players[k]->collide <= 0) {
4013 if (!Person::players[k]->onterrain &&
4014 Person::players[k]->animTarget != jumpupanim &&
4015 Person::players[k]->animTarget != jumpdownanim &&
4016 Person::players[k]->animTarget != climbanim &&
4017 Person::players[k]->animTarget != hanganim &&
4018 !Person::players[k]->isWallJump() &&
4019 !Person::players[k]->isFlip()) {
4020 if (Person::players[k]->animCurrent != climbanim &&
4021 Person::players[k]->animCurrent != tempanim &&
4022 Person::players[k]->animTarget != backhandspringanim &&
4023 (Person::players[k]->animTarget != rollanim ||
4024 Person::players[k]->frameTarget < 2 ||
4025 Person::players[k]->frameTarget > 6)) {
4026 //stagger off ledge (?)
4027 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4028 Person::players[k]->RagDoll(0);
4029 Person::players[k]->setAnimation(jumpdownanim);
4032 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4035 Person::players[k]->velocity.y += gravity;
4039 Person::players[k]->realoldcoords = Person::players[k]->coords;
4045 static XYZ relative;
4046 static int randattack;
4047 static bool playerrealattackkeydown = 0;
4049 if (!Input::isKeyDown(attackkey))
4052 Person::players[0]->attackkeydown = 0;
4054 playerrealattackkeydown = 0;
4056 playerrealattackkeydown = Input::isKeyDown(attackkey);
4057 if ((Person::players[0]->parriedrecently <= 0 ||
4058 Person::players[0]->weaponactive == -1) &&
4061 Person::players[0]->lastattack != swordslashanim &&
4062 Person::players[0]->lastattack != knifeslashstartanim &&
4063 Person::players[0]->lastattack != staffhitanim &&
4064 Person::players[0]->lastattack != staffspinhitanim)))
4065 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4066 if (Input::isKeyDown(attackkey) &&
4068 !Person::players[0]->backkeydown) {
4069 for (unsigned k = 0; k < Person::players.size(); k++) {
4070 if ((Person::players[k]->animTarget == swordslashanim ||
4071 Person::players[k]->animTarget == staffhitanim ||
4072 Person::players[k]->animTarget == staffspinhitanim) &&
4073 Person::players[0]->animCurrent != dodgebackanim &&
4074 !Person::players[k]->skeleton.free)
4075 Person::players[k]->Reverse();
4079 if (!hostile || indialogue != -1)
4080 Person::players[0]->attackkeydown = 0;
4082 for (unsigned k = 0; k < Person::players.size(); k++) {
4083 if (indialogue != -1)
4084 Person::players[k]->attackkeydown = 0;
4085 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4086 if (Person::players[k]->aitype != playercontrolled)
4087 Person::players[k]->victim = Person::players[0];
4088 //attack key pressed
4089 if (Person::players[k]->attackkeydown) {
4091 if (Person::players[k]->backkeydown &&
4092 Person::players[k]->animTarget != backhandspringanim &&
4093 (Person::players[k]->isIdle() ||
4094 Person::players[k]->isStop() ||
4095 Person::players[k]->isRun() ||
4096 Person::players[k]->animTarget == walkanim)) {
4097 if (Person::players[k]->jumppower <= 1) {
4098 Person::players[k]->jumppower -= 2;
4100 for (unsigned i = 0; i < Person::players.size(); i++) {
4103 if (Person::players[i]->animTarget == swordslashanim ||
4104 Person::players[i]->animTarget == knifeslashstartanim ||
4105 Person::players[i]->animTarget == staffhitanim ||
4106 Person::players[i]->animTarget == staffspinhitanim)
4107 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4108 Person::players[k]->setAnimation(dodgebackanim);
4109 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4110 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4113 if (Person::players[k]->animTarget != dodgebackanim) {
4116 Person::players[k]->setAnimation(backhandspringanim);
4117 Person::players[k]->targetyaw = -yaw + 180;
4118 if (Person::players[k]->leftkeydown)
4119 Person::players[k]->targetyaw -= 45;
4120 if (Person::players[k]->rightkeydown)
4121 Person::players[k]->targetyaw += 45;
4122 Person::players[k]->yaw = Person::players[k]->targetyaw;
4123 Person::players[k]->jumppower -= 2;
4128 if (!animation[Person::players[k]->animTarget].attack &&
4129 !Person::players[k]->backkeydown &&
4130 (Person::players[k]->isIdle() ||
4131 Person::players[k]->isRun() ||
4132 Person::players[k]->animTarget == walkanim ||
4133 Person::players[k]->animTarget == sneakanim ||
4134 Person::players[k]->isCrouch())) {
4135 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4136 //normal attacks (?)
4137 Person::players[k]->hasvictim = 0;
4138 if (Person::players.size() > 1)
4139 for (unsigned i = 0; i < Person::players.size(); i++) {
4140 if (i == k || !(k == 0 || i == 0))
4142 if (!Person::players[k]->hasvictim)
4143 if (animation[Person::players[k]->animTarget].attack != reversal) {
4145 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4146 if (distance < 4.5 &&
4147 !Person::players[i]->skeleton.free &&
4148 Person::players[i]->howactive < typedead1 &&
4149 Person::players[i]->animTarget != jumpreversedanim &&
4150 Person::players[i]->animTarget != rabbitkickreversedanim &&
4151 Person::players[i]->animTarget != rabbitkickanim &&
4152 Person::players[k]->animTarget != rabbitkickanim &&
4153 Person::players[i]->animTarget != getupfrombackanim &&
4154 (Person::players[i]->animTarget != staggerbackhighanim &&
4155 (Person::players[i]->animTarget != staggerbackhardanim ||
4156 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4157 Person::players[i]->animTarget != jumpdownanim &&
4158 Person::players[i]->animTarget != jumpupanim &&
4159 Person::players[i]->animTarget != getupfromfrontanim) {
4160 Person::players[k]->victim = Person::players[i];
4161 Person::players[k]->hasvictim = 1;
4162 if (Person::players[k]->aitype == playercontrolled) { //human player
4164 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4165 Person::players[k]->crouchkeydown &&
4166 animation[Person::players[i]->animTarget].height != lowheight)
4167 Person::players[k]->animTarget = sweepanim;
4169 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4170 animation[Person::players[i]->animTarget].height != lowheight &&
4171 !Person::players[k]->forwardkeydown &&
4172 !Person::players[k]->leftkeydown &&
4173 !Person::players[k]->rightkeydown &&
4174 !Person::players[k]->crouchkeydown &&
4177 Person::players[k]->animTarget = winduppunchanim;
4179 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4180 animation[Person::players[i]->animTarget].height != lowheight &&
4181 !Person::players[k]->forwardkeydown &&
4182 !Person::players[k]->leftkeydown &&
4183 !Person::players[k]->rightkeydown &&
4184 !Person::players[k]->crouchkeydown &&
4186 Person::players[k]->animTarget = upunchanim;
4188 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4189 Person::players[i]->staggerdelay > 0 &&
4190 attackweapon == knife &&
4191 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4192 Person::players[k]->animTarget = knifefollowanim;
4194 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4195 animation[Person::players[i]->animTarget].height != lowheight &&
4196 !Person::players[k]->forwardkeydown &&
4197 !Person::players[k]->leftkeydown &&
4198 !Person::players[k]->rightkeydown &&
4199 !Person::players[k]->crouchkeydown &&
4200 attackweapon == knife &&
4201 Person::players[k]->weaponmissdelay <= 0)
4202 Person::players[k]->animTarget = knifeslashstartanim;
4204 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4205 animation[Person::players[i]->animTarget].height != lowheight &&
4206 !Person::players[k]->crouchkeydown &&
4207 attackweapon == sword &&
4208 Person::players[k]->weaponmissdelay <= 0)
4209 Person::players[k]->animTarget = swordslashanim;
4211 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4212 animation[Person::players[i]->animTarget].height != lowheight &&
4213 !Person::players[k]->crouchkeydown &&
4214 attackweapon == staff &&
4215 Person::players[k]->weaponmissdelay <= 0 &&
4216 !Person::players[k]->leftkeydown &&
4217 !Person::players[k]->rightkeydown &&
4218 !Person::players[k]->forwardkeydown)
4219 Person::players[k]->animTarget = staffhitanim;
4221 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4222 animation[Person::players[i]->animTarget].height != lowheight &&
4223 !Person::players[k]->crouchkeydown &&
4224 attackweapon == staff &&
4225 Person::players[k]->weaponmissdelay <= 0)
4226 Person::players[k]->animTarget = staffspinhitanim;
4228 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4229 animation[Person::players[i]->animTarget].height != lowheight)
4230 Person::players[k]->animTarget = spinkickanim;
4232 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4233 animation[Person::players[i]->animTarget].height == lowheight &&
4234 animation[Person::players[k]->animTarget].attack != normalattack)
4235 Person::players[k]->animTarget = lowkickanim;
4236 } else { //AI player
4237 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4238 randattack = abs(Random() % 5);
4239 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4241 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4242 Person::players[k]->animTarget = sweepanim;
4244 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4246 Person::players[k]->animTarget = upunchanim;
4248 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4249 Person::players[k]->animTarget = spinkickanim;
4251 else if (animation[Person::players[i]->animTarget].height == lowheight)
4252 Person::players[k]->animTarget = lowkickanim;
4256 if ((tutoriallevel != 1 || !attackweapon) &&
4257 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4259 animation[Person::players[i]->animTarget].height != lowheight)
4260 Person::players[k]->animTarget = sweepanim;
4262 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4263 attackweapon == knife &&
4264 Person::players[k]->weaponmissdelay <= 0)
4265 Person::players[k]->animTarget = knifeslashstartanim;
4267 else if (!(Person::players[0]->victim == Person::players[i] &&
4268 Person::players[0]->hasvictim &&
4269 Person::players[0]->animTarget == swordslashanim) &&
4270 attackweapon == sword &&
4271 Person::players[k]->weaponmissdelay <= 0)
4272 Person::players[k]->animTarget = swordslashanim;
4274 else if (!(Person::players[0]->victim == Person::players[i] &&
4275 Person::players[0]->hasvictim &&
4276 Person::players[0]->animTarget == swordslashanim) &&
4277 attackweapon == staff &&
4278 Person::players[k]->weaponmissdelay <= 0 &&
4280 Person::players[k]->animTarget = staffhitanim;
4282 else if (!(Person::players[0]->victim == Person::players[i] &&
4283 Person::players[0]->hasvictim &&
4284 Person::players[0]->animTarget == swordslashanim) &&
4285 attackweapon == staff &&
4286 Person::players[k]->weaponmissdelay <= 0 &&
4288 Person::players[k]->animTarget = staffspinhitanim;
4290 else if ((tutoriallevel != 1 || !attackweapon) &&
4291 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4293 animation[Person::players[i]->animTarget].height != lowheight)
4294 Person::players[k]->animTarget = spinkickanim;
4296 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4297 animation[Person::players[i]->animTarget].height == lowheight &&
4298 animation[Person::players[k]->animTarget].attack != normalattack)
4299 Person::players[k]->animTarget = lowkickanim;
4303 //upunch becomes wolfslap
4304 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4305 Person::players[k]->animTarget = wolfslapanim;
4308 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4309 Person::players[i]->howactive < typedead1 &&
4310 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4311 !Person::players[i]->skeleton.free &&
4312 Person::players[i]->animTarget != getupfrombackanim &&
4313 Person::players[i]->animTarget != getupfromfrontanim &&
4314 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4315 Person::players[i]->surprised > 0 ||
4316 Person::players[i]->aitype == passivetype ||
4317 attackweapon && Person::players[i]->stunned > 0) &&
4318 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4320 if (!attackweapon) {
4321 Person::players[k]->animCurrent = sneakattackanim;
4322 Person::players[k]->animTarget = sneakattackanim;
4323 Person::players[i]->animCurrent = sneakattackedanim;
4324 Person::players[i]->animTarget = sneakattackedanim;
4325 Person::players[k]->oldcoords = Person::players[k]->coords;
4326 Person::players[k]->coords = Person::players[i]->coords;
4329 if (attackweapon == knife) {
4330 Person::players[k]->animCurrent = knifesneakattackanim;
4331 Person::players[k]->animTarget = knifesneakattackanim;
4332 Person::players[i]->animCurrent = knifesneakattackedanim;
4333 Person::players[i]->animTarget = knifesneakattackedanim;
4334 Person::players[i]->oldcoords = Person::players[i]->coords;
4335 Person::players[i]->coords = Person::players[k]->coords;
4338 if (attackweapon == sword) {
4339 Person::players[k]->animCurrent = swordsneakattackanim;
4340 Person::players[k]->animTarget = swordsneakattackanim;
4341 Person::players[i]->animCurrent = swordsneakattackedanim;
4342 Person::players[i]->animTarget = swordsneakattackedanim;
4343 Person::players[i]->oldcoords = Person::players[i]->coords;
4344 Person::players[i]->coords = Person::players[k]->coords;
4346 if (attackweapon != staff) {
4347 Person::players[k]->victim = Person::players[i];
4348 Person::players[k]->hasvictim = 1;
4349 Person::players[i]->targettilt2 = 0;
4350 Person::players[i]->frameTarget = 1;
4351 Person::players[i]->frameCurrent = 0;
4352 Person::players[i]->target = 0;
4353 Person::players[i]->velocity = 0;
4354 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4355 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4356 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4357 Person::players[k]->target = Person::players[i]->target;
4358 Person::players[k]->velocity = 0;
4359 Person::players[k]->targetyaw = Person::players[i]->yaw;
4360 Person::players[k]->yaw = Person::players[i]->yaw;
4361 Person::players[i]->targetyaw = Person::players[i]->yaw;
4364 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4365 Person::players[k]->victim == Person::players[i] &&
4366 (!Person::players[i]->skeleton.free)) {
4368 Person::players[k]->frameTarget = 0;
4369 Person::players[k]->target = 0;
4371 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4372 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4373 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4374 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4375 Person::players[k]->lastattack = Person::players[k]->animTarget;
4377 if (Person::players[k]->animTarget == knifefollowanim &&
4378 Person::players[k]->victim == Person::players[i]) {
4380 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4381 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4382 Person::players[k]->victim = Person::players[i];
4383 Person::players[k]->hasvictim = 1;
4384 Person::players[i]->animTarget = knifefollowedanim;
4385 Person::players[i]->animCurrent = knifefollowedanim;
4386 Person::players[i]->targettilt2 = 0;
4387 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4388 Person::players[i]->frameTarget = 1;
4389 Person::players[i]->frameCurrent = 0;
4390 Person::players[i]->target = 0;
4391 Person::players[i]->velocity = 0;
4392 Person::players[k]->animCurrent = knifefollowanim;
4393 Person::players[k]->animTarget = knifefollowanim;
4394 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4395 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4396 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4397 Person::players[k]->target = Person::players[i]->target;
4398 Person::players[k]->velocity = 0;
4399 Person::players[k]->oldcoords = Person::players[k]->coords;
4400 Person::players[i]->coords = Person::players[k]->coords;
4401 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4402 Person::players[i]->yaw = Person::players[k]->targetyaw;
4403 Person::players[k]->yaw = Person::players[k]->targetyaw;
4404 Person::players[i]->yaw = Person::players[k]->targetyaw;
4408 const bool hasstaff = attackweapon == staff;
4409 if (k == 0 && Person::players.size() > 1)
4410 for (unsigned i = 0; i < Person::players.size(); i++) {
4413 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4414 animation[Person::players[k]->animTarget].attack == neutral) {
4415 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4416 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4417 if (Person::players[i]->skeleton.free)
4418 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4419 (Person::players[i]->dead ||
4420 Person::players[i]->skeleton.longdead > 1000 ||
4421 Person::players[k]->isRun() ||
4424 (Person::players[i]->skeleton.longdead > 2000 ||
4425 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4426 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4427 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4428 Person::players[k]->victim = Person::players[i];
4429 Person::players[k]->hasvictim = 1;
4430 if (attackweapon && tutoriallevel != 1) {
4432 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4433 Person::players[k]->animTarget = crouchstabanim;
4435 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4436 Person::players[k]->animTarget = swordgroundstabanim;
4438 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4439 Person::players[k]->animTarget = staffgroundsmashanim;
4441 if (distance < 2.5 &&
4442 Person::players[k]->crouchkeydown &&
4443 Person::players[k]->animTarget != crouchstabanim &&
4445 Person::players[i]->dead &&
4446 Person::players[i]->skeleton.free &&
4447 Person::players[i]->skeleton.longdead > 1000) {
4448 Person::players[k]->animTarget = killanim;
4449 //TODO: refactor this out, what does it do?
4450 for (int j = 0; j < terrain.numdecals; j++) {
4451 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4452 terrain.decalalivetime[j] < 2)
4453 terrain.DeleteDecal(j);
4455 for (int l = 0; l < objects.numobjects; l++) {
4456 if (objects.model[l].type == decalstype)
4457 for (int j = 0; j < objects.model[l].numdecals; j++) {
4458 if ((objects.model[l].decaltype[j] == blooddecal ||
4459 objects.model[l].decaltype[j] == blooddecalslow) &&
4460 objects.model[l].decalalivetime[j] < 2)
4461 objects.model[l].DeleteDecal(j);
4465 if (!Person::players[i]->dead || musictype != 2)
4466 if (distance < 3.5 &&
4467 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4468 Person::players[k]->staggerdelay <= 0 &&
4469 (Person::players[i]->dead ||
4470 Person::players[i]->skeleton.longdead < 300 &&
4471 Person::players[k]->lastattack != spinkickanim &&
4472 Person::players[i]->skeleton.free) &&
4473 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4474 Person::players[k]->animTarget = dropkickanim;
4475 for (int j = 0; j < terrain.numdecals; j++) {
4476 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4477 terrain.decalalivetime[j] < 2) {
4478 terrain.DeleteDecal(j);
4481 for (int l = 0; l < objects.numobjects; l++) {
4482 if (objects.model[l].type == decalstype)
4483 for (int j = 0; j < objects.model[l].numdecals; j++) {
4484 if ((objects.model[l].decaltype[j] == blooddecal ||
4485 objects.model[l].decaltype[j] == blooddecalslow) &&
4486 objects.model[l].decalalivetime[j] < 2) {
4487 objects.model[l].DeleteDecal(j);
4493 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4494 Person::players[k]->victim == Person::players[i] &&
4495 (!Person::players[i]->skeleton.free ||
4496 Person::players[k]->animTarget == killanim ||
4497 Person::players[k]->animTarget == crouchstabanim ||
4498 Person::players[k]->animTarget == swordgroundstabanim ||
4499 Person::players[k]->animTarget == staffgroundsmashanim ||
4500 Person::players[k]->animTarget == dropkickanim)) {
4502 Person::players[k]->frameTarget = 0;
4503 Person::players[k]->target = 0;
4505 XYZ targetpoint = Person::players[i]->coords;
4506 if (Person::players[k]->animTarget == crouchstabanim ||
4507 Person::players[k]->animTarget == swordgroundstabanim ||
4508 Person::players[k]->animTarget == staffgroundsmashanim) {
4509 targetpoint += (Person::players[i]->jointPos(abdomen) +
4510 Person::players[i]->jointPos(neck)) / 2 *
4511 Person::players[i]->scale;
4513 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4514 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4516 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4517 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4520 if (Person::players[k]->animTarget == staffgroundsmashanim)
4521 Person::players[k]->targettilt2 += 10;
4523 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4524 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4525 Person::players[k]->lastattack = Person::players[k]->animTarget;
4527 if (Person::players[k]->animTarget == swordgroundstabanim) {
4528 Person::players[k]->targetyaw += 30;
4533 if (!Person::players[k]->hasvictim) {
4535 for (unsigned i = 0; i < Person::players.size(); i++) {
4536 if (i == k || !(i == 0 || k == 0))
4538 if (!Person::players[i]->skeleton.free) {
4539 if (Person::players[k]->hasvictim) {
4540 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4541 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4542 Person::players[k]->victim = Person::players[i];
4544 Person::players[k]->victim = Person::players[i];
4545 Person::players[k]->hasvictim = 1;
4550 if (Person::players[k]->aitype == playercontrolled)
4552 if (Person::players[k]->attackkeydown &&
4553 Person::players[k]->isRun() &&
4554 Person::players[k]->wasRun() &&
4555 ((Person::players[k]->hasvictim &&
4556 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4557 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4558 !Person::players[k]->victim->skeleton.free &&
4559 Person::players[k]->victim->animTarget != getupfrombackanim &&
4560 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4561 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4562 Person::players[k]->aitype != playercontrolled && //wat???
4563 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4564 Person::players[k]->rabbitkickenabled) ||
4565 Person::players[k]->jumpkeydown)) {
4567 Person::players[k]->setAnimation(rabbitkickanim);
4570 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4572 switch (attackweapon) {
4593 void doPlayerCollisions()
4595 static XYZ rotatetarget;
4596 static float collisionradius;
4597 if (Person::players.size() > 1)
4598 for (unsigned k = 0; k < Person::players.size(); k++)
4599 for (unsigned i = k + 1; i < Person::players.size(); i++) {
4600 //neither player is part of a reversal
4601 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4602 animation[Person::players[i]->animTarget].attack != reversal &&
4603 animation[Person::players[k]->animTarget].attack != reversed &&
4604 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4605 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4606 animation[Person::players[i]->animCurrent].attack != reversal &&
4607 animation[Person::players[k]->animCurrent].attack != reversed &&
4608 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4609 //neither is sleeping
4610 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4611 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4612 //in same patch, neither is climbing
4613 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4614 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4615 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4616 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4617 Person::players[i]->animTarget != climbanim &&
4618 Person::players[i]->animTarget != hanganim &&
4619 Person::players[k]->animTarget != climbanim &&
4620 Person::players[k]->animTarget != hanganim)
4621 //players are close (bounding box test)
4622 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4623 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4624 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4625 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4626 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4627 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4628 //spread fire from player to player
4629 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4630 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4631 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4632 if (!Person::players[i]->onfire)
4633 Person::players[i]->CatchFire();
4634 if (!Person::players[k]->onfire)
4635 Person::players[k]->CatchFire();
4639 XYZ tempcoords1 = Person::players[i]->coords;
4640 XYZ tempcoords2 = Person::players[k]->coords;
4641 if (!Person::players[i]->skeleton.oldfree)
4642 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4643 if (!Person::players[k]->skeleton.oldfree)
4644 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4645 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4646 if (Person::players[0]->hasvictim)
4647 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4648 collisionradius = 3;
4649 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4650 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4651 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4652 //jump down on a dead body
4653 if (k == 0 || i == 0) {
4655 if (Person::players[0]->animTarget == jumpdownanim &&
4656 !Person::players[0]->skeleton.oldfree &&
4657 !Person::players[0]->skeleton.free &&
4658 Person::players[l]->skeleton.oldfree &&
4659 Person::players[l]->skeleton.free &&
4660 Person::players[l]->dead &&
4661 Person::players[0]->lastcollide <= 0 &&
4662 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4663 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4664 Person::players[0]->coords.y = Person::players[l]->coords.y;
4665 Person::players[l]->velocity = Person::players[0]->velocity;
4666 Person::players[l]->skeleton.free = 0;
4667 Person::players[l]->yaw = 0;
4668 Person::players[l]->RagDoll(0);
4669 Person::players[l]->DoDamage(20);
4671 Person::players[l]->skeleton.longdead = 0;
4672 Person::players[0]->lastcollide = 1;
4676 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4677 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4678 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4679 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4680 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4681 Person::players[i]->skeleton.free) &&
4682 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4683 Person::players[k]->skeleton.free))
4684 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4685 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4686 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4688 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4689 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4690 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4691 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4692 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4694 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4695 (k != 0 || Person::players[k]->skeleton.free) ||
4696 (animation[Person::players[i]->animTarget].height == highheight &&
4697 animation[Person::players[k]->animTarget].height == highheight)) {
4698 if (tutoriallevel != 1) {
4699 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4702 Person::players[i]->RagDoll(0);
4703 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4704 award_bonus(0, aimbonus);
4706 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4707 Person::players[k]->RagDoll(0);
4708 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4709 award_bonus(0, aimbonus); // Huh, again?
4711 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4713 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4714 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4716 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4717 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4722 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4723 animation[Person::players[i]->animTarget].attack == normalattack) &&
4724 (animation[Person::players[k]->animTarget].attack == neutral ||
4725 animation[Person::players[k]->animTarget].attack == normalattack)) {
4727 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4728 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4729 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4730 Normalise(&rotatetarget);
4731 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4732 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4733 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4734 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4735 if (Person::players[k]->howactive == typeactive || hostile)
4736 if (Person::players[k]->isIdle()) {
4737 if (Person::players[k]->howactive < typesleeping)
4738 Person::players[k]->setAnimation(Person::players[k]->getStop());
4739 else if (Person::players[k]->howactive == typesleeping)
4740 Person::players[k]->setAnimation(getupfromfrontanim);
4742 Person::players[k]->howactive = typeactive;
4744 if (Person::players[i]->howactive == typeactive || hostile)
4745 if (Person::players[i]->isIdle()) {
4746 if (Person::players[i]->howactive < typesleeping)
4747 Person::players[i]->setAnimation(Person::players[k]->getStop());
4749 Person::players[i]->setAnimation(getupfromfrontanim);
4751 Person::players[i]->howactive = typeactive;
4754 //jump down on player
4756 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4757 !Person::players[i]->isCrouch() &&
4758 Person::players[i]->animTarget != rollanim &&
4759 !Person::players[k]->skeleton.oldfree && !
4760 Person::players[k]->skeleton.free &&
4761 Person::players[k]->lastcollide <= 0 &&
4762 Person::players[k]->velocity.y < -10) {
4763 Person::players[i]->velocity = Person::players[k]->velocity;
4764 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4765 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4766 Person::players[i]->DoDamage(20);
4767 Person::players[i]->RagDoll(0);
4768 Person::players[k]->lastcollide = 1;
4769 award_bonus(k, AboveBonus);
4771 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4772 !Person::players[k]->isCrouch() &&
4773 Person::players[k]->animTarget != rollanim &&
4774 !Person::players[i]->skeleton.oldfree &&
4775 !Person::players[i]->skeleton.free &&
4776 Person::players[i]->lastcollide <= 0 &&
4777 Person::players[i]->velocity.y < -10) {
4778 Person::players[k]->velocity = Person::players[i]->velocity;
4779 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4780 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4781 Person::players[k]->DoDamage(20);
4782 Person::players[k]->RagDoll(0);
4783 Person::players[i]->lastcollide = 1;
4784 award_bonus(i, AboveBonus);
4790 Person::players[i]->CheckKick();
4791 Person::players[k]->CheckKick();
4797 void doAI(unsigned i)
4799 static bool connected;
4800 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4801 Person::players[i]->jumpclimb = 0;
4802 //disable movement in editor
4804 Person::players[i]->stunned = 1;
4806 Person::players[i]->pause = 0;
4807 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4808 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4809 !Person::players[0]->onterrain)
4810 Person::players[i]->pause = 1;
4813 if (Person::players[i]->aitype == pathfindtype) {
4814 if (Person::players[i]->finalpathfindpoint == -1) {
4815 float closestdistance;
4820 closestdistance = -1;
4821 for (int j = 0; j < numpathpoints; j++)
4822 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4823 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4825 Person::players[i]->finaltarget = pathpoint[j];
4827 Person::players[i]->finalpathfindpoint = closest;
4828 for (int j = 0; j < numpathpoints; j++)
4829 for (int k = 0; k < numpathpointconnect[j]; k++) {
4830 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4831 if (sq(tempdist) < closestdistance)
4832 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4833 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4834 closestdistance = sq(tempdist);
4836 Person::players[i]->finaltarget = colpoint;
4839 Person::players[i]->finalpathfindpoint = closest;
4842 if (Person::players[i]->targetpathfindpoint == -1) {
4843 float closestdistance;
4848 closestdistance = -1;
4849 if (Person::players[i]->lastpathfindpoint == -1) {
4850 for (int j = 0; j < numpathpoints; j++) {
4851 if (j != Person::players[i]->lastpathfindpoint)
4852 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4853 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4857 Person::players[i]->targetpathfindpoint = closest;
4858 for (int j = 0; j < numpathpoints; j++)
4859 if (j != Person::players[i]->lastpathfindpoint)
4860 for (int k = 0; k < numpathpointconnect[j]; k++) {
4861 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4862 if (sq(tempdist) < closestdistance) {
4863 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4864 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4865 closestdistance = sq(tempdist);
4870 Person::players[i]->targetpathfindpoint = closest;
4872 for (int j = 0; j < numpathpoints; j++)
4873 if (j != Person::players[i]->lastpathfindpoint &&
4874 j != Person::players[i]->lastpathfindpoint2 &&
4875 j != Person::players[i]->lastpathfindpoint3 &&
4876 j != Person::players[i]->lastpathfindpoint4) {
4878 if (numpathpointconnect[j])
4879 for (int k = 0; k < numpathpointconnect[j]; k++)
4880 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4883 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4884 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4885 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4888 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4889 if (closest == -1 || tempdist < closestdistance) {
4890 closestdistance = tempdist;
4895 Person::players[i]->targetpathfindpoint = closest;
4898 Person::players[i]->losupdatedelay -= multiplier;
4900 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4901 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4903 //reached target point
4904 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4905 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4906 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4907 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4908 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4909 if (Person::players[i]->lastpathfindpoint2 == -1)
4910 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4911 if (Person::players[i]->lastpathfindpoint3 == -1)
4912 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4913 if (Person::players[i]->lastpathfindpoint4 == -1)
4914 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4915 Person::players[i]->targetpathfindpoint = -1;
4917 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4918 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4919 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4920 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4921 Person::players[i]->aitype = passivetype;
4924 Person::players[i]->forwardkeydown = 1;
4925 Person::players[i]->leftkeydown = 0;
4926 Person::players[i]->backkeydown = 0;
4927 Person::players[i]->rightkeydown = 0;
4928 Person::players[i]->crouchkeydown = 0;
4929 Person::players[i]->attackkeydown = 0;
4930 Person::players[i]->throwkeydown = 0;
4932 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4933 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4935 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4936 Person::players[i]->jumpkeydown = 0;
4937 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4938 Person::players[i]->jumpkeydown = 1;
4940 if ((tutoriallevel != 1 || cananger) &&
4942 !Person::players[0]->dead &&
4943 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4944 Person::players[i]->occluded < 25) {
4945 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4946 animation[Person::players[0]->animTarget].height != lowheight &&
4948 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4949 Person::players[i]->aitype = attacktypecutoff;
4950 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4951 animation[Person::players[0]->animTarget].height == highheight &&
4953 Person::players[i]->aitype = attacktypecutoff;
4955 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4956 Person::players[i]->losupdatedelay = .2;
4957 for (unsigned j = 0; j < Person::players.size(); j++)
4958 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4959 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4960 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4961 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4962 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4963 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4964 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4965 *Person::players[i]->scale + Person::players[i]->coords,
4966 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4967 *Person::players[j]->scale + Person::players[j]->coords) ||
4968 (Person::players[j]->animTarget == hanganim &&
4969 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4970 Person::players[i]->aitype = searchtype;
4971 Person::players[i]->lastchecktime = 12;
4972 Person::players[i]->lastseen = Person::players[j]->coords;
4973 Person::players[i]->lastseentime = 12;
4977 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4978 if (Person::players[i]->creature != wolftype) {
4979 Person::players[i]->stunned = .6;
4980 Person::players[i]->surprised = .6;
4984 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4985 Person::players[i]->howactive = typeactive;
4987 if (Person::players[i]->aitype == passivetype) {
4988 Person::players[i]->aiupdatedelay -= multiplier;
4989 Person::players[i]->losupdatedelay -= multiplier;
4990 Person::players[i]->lastseentime += multiplier;
4991 Person::players[i]->pausetime -= multiplier;
4992 if (Person::players[i]->lastseentime > 1)
4993 Person::players[i]->lastseentime = 1;
4995 if (Person::players[i]->aiupdatedelay < 0) {
4996 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4997 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4998 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4999 Person::players[i]->aiupdatedelay = .05;
5001 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5002 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5003 Person::players[i]->pausetime = 4;
5004 Person::players[i]->waypoint++;
5005 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5006 Person::players[i]->waypoint = 0;
5011 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5012 Person::players[i]->forwardkeydown = 1;
5014 Person::players[i]->forwardkeydown = 0;
5015 Person::players[i]->leftkeydown = 0;
5016 Person::players[i]->backkeydown = 0;
5017 Person::players[i]->rightkeydown = 0;
5018 Person::players[i]->crouchkeydown = 0;
5019 Person::players[i]->attackkeydown = 0;
5020 Person::players[i]->throwkeydown = 0;
5022 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5023 if (!Person::players[i]->avoidsomething)
5024 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5026 XYZ leftpos, rightpos;
5027 float leftdist, rightdist;
5028 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5029 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5030 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5031 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5032 if (leftdist < rightdist)
5033 Person::players[i]->targetyaw += 90;
5035 Person::players[i]->targetyaw -= 90;
5039 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5040 Person::players[i]->jumpkeydown = 0;
5041 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5042 Person::players[i]->jumpkeydown = 1;
5046 if (!editorenabled) {
5047 if (Person::players[i]->howactive <= typesleeping)
5048 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5049 for (int j = 0; j < numenvsounds; j++) {
5050 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5051 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5052 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5053 Person::players[i]->aitype = attacktypecutoff;
5056 if (Person::players[i]->aitype != passivetype) {
5057 if (Person::players[i]->howactive == typesleeping)
5058 Person::players[i]->setAnimation(getupfromfrontanim);
5059 Person::players[i]->howactive = typeactive;
5063 if (Person::players[i]->howactive < typesleeping &&
5064 ((tutoriallevel != 1 || cananger) && hostile) &&
5065 !Person::players[0]->dead &&
5066 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5067 Person::players[i]->occluded < 25) {
5068 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5069 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5070 Person::players[i]->aitype = attacktypecutoff;
5071 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5072 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5073 Person::players[i]->aitype = attacktypecutoff;
5076 if (Person::players[i]->creature == wolftype) {
5078 for (unsigned j = 0; j < Person::players.size(); j++) {
5079 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5080 float smelldistance = 50;
5081 if (j == 0 && Person::players[j]->num_weapons > 0) {
5082 if (weapons[Person::players[j]->weaponids[0]].bloody)
5083 smelldistance = 100;
5084 if (Person::players[j]->num_weapons == 2)
5085 if (weapons[Person::players[j]->weaponids[1]].bloody)
5086 smelldistance = 100;
5089 smelldistance = 100;
5090 windsmell = windvector;
5091 Normalise(&windsmell);
5092 windsmell = windsmell * 2 + Person::players[j]->coords;
5093 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5094 Person::players[i]->aitype = attacktypecutoff;
5099 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5100 Person::players[i]->losupdatedelay = .2;
5101 for (unsigned j = 0; j < Person::players.size(); j++) {
5102 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5103 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5104 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5105 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5106 if ((-1 == checkcollide(
5107 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5108 Person::players[i]->scale + Person::players[i]->coords,
5109 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5110 Person::players[j]->scale + Person::players[j]->coords) &&
5111 !Person::players[j]->isWallJump()) ||
5112 (Person::players[j]->animTarget == hanganim &&
5113 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5114 Person::players[i]->lastseentime -= .2;
5115 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5116 Person::players[i]->lastseentime -= .4;
5118 Person::players[i]->lastseentime -= .6;
5120 if (Person::players[i]->lastseentime <= 0) {
5121 Person::players[i]->aitype = searchtype;
5122 Person::players[i]->lastchecktime = 12;
5123 Person::players[i]->lastseen = Person::players[j]->coords;
5124 Person::players[i]->lastseentime = 12;
5131 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5132 if (Person::players[i]->creature != wolftype) {
5133 Person::players[i]->stunned = .6;
5134 Person::players[i]->surprised = .6;
5136 if (Person::players[i]->creature == wolftype) {
5137 Person::players[i]->stunned = .47;
5138 Person::players[i]->surprised = .47;
5146 if (Person::players[i]->aitype == searchtype) {
5147 Person::players[i]->aiupdatedelay -= multiplier;
5148 Person::players[i]->losupdatedelay -= multiplier;
5149 if (!Person::players[i]->pause)
5150 Person::players[i]->lastseentime -= multiplier;
5151 Person::players[i]->lastchecktime -= multiplier;
5153 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5154 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5155 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5157 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5159 j = checkcollide(test2, test, Person::players[i]->laststanding);
5161 j = checkcollide(test2, test);
5163 Person::players[i]->velocity = 0;
5164 Person::players[i]->setAnimation(Person::players[i]->getStop());
5165 Person::players[i]->targetyaw += 180;
5166 Person::players[i]->stunned = .5;
5167 //Person::players[i]->aitype=passivetype;
5168 Person::players[i]->aitype = pathfindtype;
5169 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5170 Person::players[i]->finalpathfindpoint = -1;
5171 Person::players[i]->targetpathfindpoint = -1;
5172 Person::players[i]->lastpathfindpoint = -1;
5173 Person::players[i]->lastpathfindpoint2 = -1;
5174 Person::players[i]->lastpathfindpoint3 = -1;
5175 Person::players[i]->lastpathfindpoint4 = -1;
5177 Person::players[i]->laststanding = j;
5180 //check out last seen location
5181 if (Person::players[i]->aiupdatedelay < 0) {
5182 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5183 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5184 Person::players[i]->aiupdatedelay = .05;
5185 Person::players[i]->forwardkeydown = 1;
5187 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5188 Person::players[i]->forwardkeydown = 0;
5189 Person::players[i]->aiupdatedelay = 1;
5190 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5191 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5192 Person::players[i]->lastchecktime = 3;
5195 Person::players[i]->leftkeydown = 0;
5196 Person::players[i]->backkeydown = 0;
5197 Person::players[i]->rightkeydown = 0;
5198 Person::players[i]->crouchkeydown = 0;
5199 Person::players[i]->attackkeydown = 0;
5200 Person::players[i]->throwkeydown = 0;
5202 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5203 if (!Person::players[i]->avoidsomething)
5204 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5206 XYZ leftpos, rightpos;
5207 float leftdist, rightdist;
5208 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5209 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5210 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5211 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5212 if (leftdist < rightdist)
5213 Person::players[i]->targetyaw += 90;
5215 Person::players[i]->targetyaw -= 90;
5219 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5220 Person::players[i]->jumpkeydown = 0;
5221 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5222 Person::players[i]->jumpkeydown = 1;
5224 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5225 for (int k = 0; k < numenvsounds; k++) {
5226 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5227 Person::players[i]->aitype = attacktypecutoff;
5231 if (!Person::players[0]->dead &&
5232 Person::players[i]->losupdatedelay < 0 &&
5234 Person::players[i]->occluded < 2 &&
5235 ((tutoriallevel != 1 || cananger) && hostile)) {
5236 Person::players[i]->losupdatedelay = .2;
5237 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5238 Person::players[i]->aitype = attacktypecutoff;
5239 Person::players[i]->lastseentime = 1;
5241 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5242 //TODO: factor out canSeePlayer()
5243 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5244 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5246 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5247 Person::players[i]->scale + Person::players[i]->coords,
5248 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5249 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5250 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5251 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5252 /* //TODO: changed j to 0 on a whim, make sure this is correct
5253 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5254 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5256 Person::players[i]->aitype = attacktypecutoff;
5257 Person::players[i]->lastseentime = 1;
5261 if (Person::players[i]->lastseentime < 0) {
5262 //Person::players[i]->aitype=passivetype;
5264 Person::players[i]->aitype = pathfindtype;
5265 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5266 Person::players[i]->finalpathfindpoint = -1;
5267 Person::players[i]->targetpathfindpoint = -1;
5268 Person::players[i]->lastpathfindpoint = -1;
5269 Person::players[i]->lastpathfindpoint2 = -1;
5270 Person::players[i]->lastpathfindpoint3 = -1;
5271 Person::players[i]->lastpathfindpoint4 = -1;
5275 if (Person::players[i]->aitype != gethelptype)
5276 Person::players[i]->runninghowlong = 0;
5278 //get help from buddies
5279 if (Person::players[i]->aitype == gethelptype) {
5280 Person::players[i]->runninghowlong += multiplier;
5281 Person::players[i]->aiupdatedelay -= multiplier;
5283 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5284 Person::players[i]->aiupdatedelay = .2;
5287 //TODO: factor out closest search somehow
5288 if (!Person::players[i]->ally) {
5290 float closestdist = -1;
5291 for (unsigned k = 0; k < Person::players.size(); k++) {
5292 if (k != i && k != 0 && !Person::players[k]->dead &&
5293 Person::players[k]->howactive < typedead1 &&
5294 !Person::players[k]->skeleton.free &&
5295 Person::players[k]->aitype == passivetype) {
5296 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5297 if (closestdist == -1 || distance < closestdist) {
5298 closestdist = distance;
5305 Person::players[i]->ally = closest;
5307 Person::players[i]->ally = 0;
5308 Person::players[i]->lastseen = Person::players[0]->coords;
5309 Person::players[i]->lastseentime = 12;
5313 Person::players[i]->lastchecktime = 12;
5315 XYZ facing = Person::players[i]->coords;
5316 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5317 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5318 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5319 if (-1 != checkcollide(facing, flatfacing))
5320 Person::players[i]->lastseentime -= .1;
5322 //no available ally, run back to player
5323 if (Person::players[i]->ally <= 0 ||
5324 Person::players[Person::players[i]->ally]->skeleton.free ||
5325 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5326 Person::players[i]->lastseentime <= 0) {
5327 Person::players[i]->aitype = searchtype;
5328 Person::players[i]->lastseentime = 12;
5332 if (Person::players[i]->ally > 0) {
5333 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5334 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5335 Person::players[i]->aiupdatedelay = .05;
5336 Person::players[i]->forwardkeydown = 1;
5338 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5339 Person::players[i]->aitype = searchtype;
5340 Person::players[i]->lastseentime = 12;
5341 Person::players[Person::players[i]->ally]->aitype = searchtype;
5342 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5343 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5344 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5345 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5349 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5350 if (!Person::players[i]->avoidsomething)
5351 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5353 XYZ leftpos, rightpos;
5354 float leftdist, rightdist;
5355 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5356 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5357 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5358 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5359 if (leftdist < rightdist)
5360 Person::players[i]->targetyaw += 90;
5362 Person::players[i]->targetyaw -= 90;
5367 Person::players[i]->leftkeydown = 0;
5368 Person::players[i]->backkeydown = 0;
5369 Person::players[i]->rightkeydown = 0;
5370 Person::players[i]->crouchkeydown = 0;
5371 Person::players[i]->attackkeydown = 0;
5373 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5374 Person::players[i]->jumpkeydown = 0;
5375 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5376 Person::players[i]->jumpkeydown = 1;
5379 //retreiving a weapon on the ground
5380 if (Person::players[i]->aitype == getweapontype) {
5381 Person::players[i]->aiupdatedelay -= multiplier;
5382 Person::players[i]->lastchecktime -= multiplier;
5384 if (Person::players[i]->aiupdatedelay < 0) {
5385 Person::players[i]->aiupdatedelay = .2;
5388 if (Person::players[i]->ally < 0) {
5390 float closestdist = -1;
5391 for (unsigned k = 0; k < weapons.size(); k++)
5392 if (weapons[k].owner == -1) {
5393 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5394 if (closestdist == -1 || distance < closestdist) {
5395 closestdist = distance;
5401 Person::players[i]->ally = closest;
5403 Person::players[i]->ally = -1;
5406 Person::players[i]->lastseentime = 12;
5408 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5409 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5410 Person::players[i]->aitype = attacktypecutoff;
5411 Person::players[i]->lastseentime = 1;
5413 if (!Person::players[0]->dead)
5414 if (Person::players[i]->ally >= 0) {
5415 if (weapons[Person::players[i]->ally].owner != -1 ||
5416 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5417 Person::players[i]->aitype = attacktypecutoff;
5418 Person::players[i]->lastseentime = 1;
5420 //TODO: factor these out as moveToward()
5421 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5422 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5423 Person::players[i]->aiupdatedelay = .05;
5424 Person::players[i]->forwardkeydown = 1;
5427 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5428 if (!Person::players[i]->avoidsomething)
5429 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5431 XYZ leftpos, rightpos;
5432 float leftdist, rightdist;
5433 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5434 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5435 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5436 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5437 if (leftdist < rightdist)
5438 Person::players[i]->targetyaw += 90;
5440 Person::players[i]->targetyaw -= 90;
5445 Person::players[i]->leftkeydown = 0;
5446 Person::players[i]->backkeydown = 0;
5447 Person::players[i]->rightkeydown = 0;
5448 Person::players[i]->attackkeydown = 0;
5449 Person::players[i]->throwkeydown = 1;
5450 Person::players[i]->crouchkeydown = 0;
5451 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5452 Person::players[i]->animTarget != removeknifeanim)
5453 Person::players[i]->throwtogglekeydown = 0;
5454 Person::players[i]->drawkeydown = 0;
5456 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5457 Person::players[i]->jumpkeydown = 0;
5458 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5459 Person::players[i]->jumpkeydown = 1;
5462 if (Person::players[i]->aitype == attacktypecutoff) {
5463 Person::players[i]->aiupdatedelay -= multiplier;
5464 //dodge or reverse rabbit kicks, knife throws, flips
5465 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5466 if ((Person::players[0]->animTarget == rabbitkickanim ||
5467 Person::players[0]->animTarget == knifethrowanim ||
5468 (Person::players[0]->isFlip() &&
5469 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5470 !Person::players[0]->skeleton.free &&
5471 (Person::players[i]->aiupdatedelay < .1)) {
5472 Person::players[i]->attackkeydown = 0;
5473 if (Person::players[i]->isIdle())
5474 Person::players[i]->crouchkeydown = 1;
5475 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5476 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5477 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5478 if (abs(Random() % 2) == 0)
5479 Person::players[i]->setAnimation(backhandspringanim);
5481 Person::players[i]->setAnimation(rollanim);
5482 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5483 Person::players[i]->wentforweapon = 0;
5485 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5486 Person::players[i]->setAnimation(flipanim);
5489 Person::players[i]->forwardkeydown = 0;
5490 Person::players[i]->aiupdatedelay = .02;
5492 //get confused by flips
5493 if (Person::players[0]->isFlip() &&
5494 !Person::players[0]->skeleton.free &&
5495 Person::players[0]->animTarget != walljumprightkickanim &&
5496 Person::players[0]->animTarget != walljumpleftkickanim) {
5497 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5498 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5499 Person::players[i]->stunned = 1;
5501 //go for weapon on the ground
5502 if (Person::players[i]->wentforweapon < 3)
5503 for (unsigned k = 0; k < weapons.size(); k++)
5504 if (Person::players[i]->creature != wolftype)
5505 if (Person::players[i]->num_weapons == 0 &&
5506 weapons[k].owner == -1 &&
5507 weapons[i].velocity.x == 0 &&
5508 weapons[i].velocity.z == 0 &&
5509 weapons[i].velocity.y == 0) {
5510 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5511 Person::players[i]->wentforweapon++;
5512 Person::players[i]->lastchecktime = 6;
5513 Person::players[i]->aitype = getweapontype;
5514 Person::players[i]->ally = -1;
5517 //dodge/reverse walljump kicks
5518 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5519 if (animation[Person::players[i]->animTarget].height != highheight)
5520 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5521 ((Person::players[0]->animTarget == walljumprightkickanim ||
5522 Person::players[0]->animTarget == walljumpleftkickanim) &&
5523 ((Person::players[i]->aiupdatedelay < .15 &&
5525 (Person::players[i]->aiupdatedelay < .08 &&
5526 difficulty != 2)))) {
5527 Person::players[i]->crouchkeydown = 1;
5529 //walked off a ledge (?)
5530 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5531 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5532 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5534 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5536 j = checkcollide(test2, test, Person::players[i]->laststanding);
5538 j = checkcollide(test2, test);
5540 Person::players[i]->velocity = 0;
5541 Person::players[i]->setAnimation(Person::players[i]->getStop());
5542 Person::players[i]->targetyaw += 180;
5543 Person::players[i]->stunned = .5;
5544 Person::players[i]->aitype = pathfindtype;
5545 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5546 Person::players[i]->finalpathfindpoint = -1;
5547 Person::players[i]->targetpathfindpoint = -1;
5548 Person::players[i]->lastpathfindpoint = -1;
5549 Person::players[i]->lastpathfindpoint2 = -1;
5550 Person::players[i]->lastpathfindpoint3 = -1;
5551 Person::players[i]->lastpathfindpoint4 = -1;
5553 Person::players[i]->laststanding = j;
5555 //lose sight of player in the air (?)
5556 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5557 animation[Person::players[0]->animTarget].height != highheight &&
5558 !Person::players[0]->onterrain) {
5559 Person::players[i]->aitype = pathfindtype;
5560 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5561 Person::players[i]->finalpathfindpoint = -1;
5562 Person::players[i]->targetpathfindpoint = -1;
5563 Person::players[i]->lastpathfindpoint = -1;
5564 Person::players[i]->lastpathfindpoint2 = -1;
5565 Person::players[i]->lastpathfindpoint3 = -1;
5566 Person::players[i]->lastpathfindpoint4 = -1;
5568 //it's time to think (?)
5569 if (Person::players[i]->aiupdatedelay < 0 &&
5570 !animation[Person::players[i]->animTarget].attack &&
5571 Person::players[i]->animTarget != staggerbackhighanim &&
5572 Person::players[i]->animTarget != staggerbackhardanim &&
5573 Person::players[i]->animTarget != backhandspringanim &&
5574 Person::players[i]->animTarget != dodgebackanim) {
5576 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5577 Person::players[i]->drawkeydown = Random() % 2;
5579 Person::players[i]->drawkeydown = 0;
5580 Person::players[i]->rabbitkickenabled = Random() % 2;
5582 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5583 XYZ targetpoint = Person::players[0]->coords;
5584 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5585 distsq(&rotatetarget, &Person::players[i]->coords))
5586 targetpoint += Person::players[0]->velocity *
5587 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5588 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5589 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5590 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5592 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5593 Person::players[i]->forwardkeydown = 1;
5594 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5595 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5596 Person::players[0]->weaponactive != -1)
5597 Person::players[i]->forwardkeydown = 1;
5598 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5599 Person::players[i]->forwardkeydown = 1;
5601 Person::players[i]->forwardkeydown = 0;
5602 //chill out around the corpse
5603 if (Person::players[0]->dead) {
5604 Person::players[i]->forwardkeydown = 0;
5605 if (Random() % 10 == 0)
5606 Person::players[i]->forwardkeydown = 1;
5607 if (Random() % 100 == 0) {
5608 Person::players[i]->aitype = pathfindtype;
5609 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5610 Person::players[i]->finalpathfindpoint = -1;
5611 Person::players[i]->targetpathfindpoint = -1;
5612 Person::players[i]->lastpathfindpoint = -1;
5613 Person::players[i]->lastpathfindpoint2 = -1;
5614 Person::players[i]->lastpathfindpoint3 = -1;
5615 Person::players[i]->lastpathfindpoint4 = -1;
5618 Person::players[i]->leftkeydown = 0;
5619 Person::players[i]->backkeydown = 0;
5620 Person::players[i]->rightkeydown = 0;
5621 Person::players[i]->crouchkeydown = 0;
5622 Person::players[i]->throwkeydown = 0;
5624 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5625 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5627 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5628 Person::players[i]->attackkeydown = 1;
5630 Person::players[i]->attackkeydown = 0;
5631 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5632 Person::players[i]->attackkeydown = 0;
5635 if (Person::players[i]->aitype != playercontrolled &&
5636 (Person::players[i]->isIdle() ||
5637 Person::players[i]->isCrouch() ||
5638 Person::players[i]->isRun())) {
5640 for (unsigned j = 0; j < Person::players.size(); j++)
5641 if (j != i && !Person::players[j]->skeleton.free &&
5642 Person::players[j]->hasvictim &&
5643 (tutoriallevel == 1 && reversaltrain ||
5644 Random() % 2 == 0 && difficulty == 2 ||
5645 Random() % 4 == 0 && difficulty == 1 ||
5646 Random() % 8 == 0 && difficulty == 0 ||
5647 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5648 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5649 (Random() % 2 == 0 || difficulty == 2) ||
5650 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5651 Person::players[j]->weaponactive != -1 ||
5652 Person::players[j]->animTarget == swordslashanim &&
5653 Person::players[i]->weaponactive != -1 ||
5654 Person::players[j]->animTarget == staffhitanim ||
5655 Person::players[j]->animTarget == staffspinhitanim))
5656 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5657 Person::players[j]->victim == Person::players[i] &&
5658 (Person::players[j]->animTarget == sweepanim ||
5659 Person::players[j]->animTarget == spinkickanim ||
5660 Person::players[j]->animTarget == staffhitanim ||
5661 Person::players[j]->animTarget == staffspinhitanim ||
5662 Person::players[j]->animTarget == winduppunchanim ||
5663 Person::players[j]->animTarget == upunchanim ||
5664 Person::players[j]->animTarget == wolfslapanim ||
5665 Person::players[j]->animTarget == knifeslashstartanim ||
5666 Person::players[j]->animTarget == swordslashanim &&
5667 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5668 Person::players[i]->weaponactive != -1))) {
5675 Person::players[target]->Reverse();
5678 if (Person::players[i]->collided < 1)
5679 Person::players[i]->jumpkeydown = 0;
5680 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5681 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5682 Person::players[i]->onterrain &&
5683 Person::players[i]->creature == rabbittype)
5684 Person::players[i]->jumpkeydown = 1;
5685 //TODO: why are we controlling the human?
5686 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5687 Person::players[0]->jumpkeydown = 0;
5688 if (Person::players[0]->animTarget == jumpdownanim &&
5689 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5690 Person::players[i]->crouchkeydown = 1;
5691 if (Person::players[i]->jumpkeydown)
5692 Person::players[i]->attackkeydown = 0;
5694 if (tutoriallevel == 1)
5696 Person::players[i]->attackkeydown = 0;
5699 XYZ facing = Person::players[i]->coords;
5700 XYZ flatfacing = Person::players[0]->coords;
5701 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5702 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5703 if (Person::players[i]->occluded >= 2)
5704 if (-1 != checkcollide(facing, flatfacing)) {
5705 if (!Person::players[i]->pause)
5706 Person::players[i]->lastseentime -= .2;
5707 if (Person::players[i]->lastseentime <= 0 &&
5708 (Person::players[i]->creature != wolftype ||
5709 Person::players[i]->weaponstuck == -1)) {
5710 Person::players[i]->aitype = searchtype;
5711 Person::players[i]->lastchecktime = 12;
5712 Person::players[i]->lastseen = Person::players[0]->coords;
5713 Person::players[i]->lastseentime = 12;
5716 Person::players[i]->lastseentime = 1;
5719 if (animation[Person::players[0]->animTarget].height == highheight &&
5720 (Person::players[i]->aitype == attacktypecutoff ||
5721 Person::players[i]->aitype == searchtype))
5722 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5723 XYZ test = Person::players[0]->coords;
5725 if (-1 == checkcollide(Person::players[0]->coords, test))
5726 Person::players[i]->stunned = 1;
5729 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5730 Person::players[i]->stunned > 0 ||
5731 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5732 if (Person::players[i]->pause)
5733 Person::players[i]->lastseentime = 1;
5734 Person::players[i]->targetyaw = Person::players[i]->yaw;
5735 Person::players[i]->forwardkeydown = 0;
5736 Person::players[i]->leftkeydown = 0;
5737 Person::players[i]->backkeydown = 0;
5738 Person::players[i]->rightkeydown = 0;
5739 Person::players[i]->jumpkeydown = 0;
5740 Person::players[i]->attackkeydown = 0;
5741 Person::players[i]->crouchkeydown = 0;
5742 Person::players[i]->throwkeydown = 0;
5750 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5751 facing = flatfacing;
5753 if (Person::players[i]->aitype == attacktypecutoff) {
5754 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5755 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5756 } else if (Person::players[i]->howactive >= typesleeping) {
5757 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5758 Person::players[i]->targetheadpitch = 0;
5760 if (Person::players[i]->interestdelay <= 0) {
5761 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5762 Person::players[i]->headtarget = Person::players[i]->coords;
5763 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5764 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5765 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5766 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5768 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5769 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5776 void updateSettingsMenu()
5779 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5780 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5782 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5783 Menu::setText(0, sbuf);
5784 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
5785 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5786 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5787 if (newdetail == 2) Menu::setText(1, "Detail: High");
5788 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5789 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5790 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5791 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5792 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5793 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5794 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5795 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5796 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5797 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5798 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5799 Menu::setText(10, sbuf);
5800 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5801 Menu::setText(11, sbuf);
5802 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5803 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5804 sprintf (sbuf, "Back");
5806 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5807 Menu::setText(8, sbuf);
5810 void updateStereoConfigMenu()
5813 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5814 Menu::setText(0, sbuf);
5815 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5816 Menu::setText(1, sbuf);
5817 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5818 Menu::setText(2, sbuf);
5821 void updateControlsMenu()
5823 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5824 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5825 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5826 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5827 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5828 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5829 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5830 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5831 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5833 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5837 Values of mainmenu :
5839 2 Menu pause (resume/end game)
5841 4 Controls configuration menu
5842 5 Main game menu (choose level or challenge)
5843 6 Deleting user menu
5844 7 User managment menu (select/add)
5845 8 Choose difficulty menu
5846 9 Challenge level selection menu
5847 10 End of the campaign congratulation (is that really a menu?)
5848 11 Same that 9 ??? => unused
5849 18 stereo configuration
5852 void Game::LoadMenu()
5858 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5859 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5860 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5861 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5864 Menu::addButton( 0, "", 10 + 20, 440);
5865 Menu::addButton(14, "", 10 + 400, 440);
5866 Menu::addButton( 1, "", 10 + 60, 405);
5867 Menu::addButton( 2, "", 10 + 70, 370);
5868 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5869 Menu::addButton( 4, "", 10 , 335);
5870 Menu::addButton( 5, "", 10 + 60, 300);
5871 Menu::addButton( 6, "", 10 + 70, 265);
5872 Menu::addButton( 9, "", 10 , 230);
5873 Menu::addButton(10, "", 20 , 195);
5874 Menu::addButton(11, "", 10 + 60, 160);
5875 Menu::addButton(13, "", 30 , 125);
5876 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5877 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5878 Menu::addButton(8, "Back", 10, 10);
5879 updateSettingsMenu();
5882 Menu::addButton(0, "", 10 , 400);
5883 Menu::addButton(1, "", 10 + 40, 360);
5884 Menu::addButton(2, "", 10 + 40, 320);
5885 Menu::addButton(3, "", 10 + 30, 280);
5886 Menu::addButton(4, "", 10 + 20, 240);
5887 Menu::addButton(5, "", 10 + 40, 200);
5888 Menu::addButton(6, "", 10 + 40, 160);
5889 Menu::addButton(7, "", 10 + 30, 120);
5890 Menu::addButton(8, "", 10 + 20, 80);
5892 Menu::addButton(9, "", 10 + 10, 40);
5893 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5894 updateControlsMenu();
5898 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5899 Menu::addButton(1, "Tutorial", 5, 300);
5900 Menu::addButton(2, "Challenge", 5, 240);
5901 Menu::addButton(3, "Delete User", 400, 10);
5902 Menu::addButton(4, "Main Menu", 5, 10);
5903 Menu::addButton(5, "Change User", 5, 180);
5904 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5907 //with (2,-5) offset from old code
5908 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5910 int numlevels = accountactive->getCampaignChoicesMade();
5911 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5912 for (int i = 0; i < numlevels; i++) {
5913 XYZ midpoint = campaignlevels[i].getCenter();
5914 float itemsize = campaignlevels[i].getWidth();
5915 const bool active = i >= accountactive->getCampaignChoicesMade();
5920 XYZ start = campaignlevels[i - 1].getCenter();
5921 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);
5923 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5924 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5927 Menu::addMapLabel(-2, campaignlevels[i].description,
5928 campaignlevels[i].getStartX() + 10,
5929 campaignlevels[i].getStartY() - 4);
5935 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5936 Menu::addButton(1, "Yes", 10, 360);
5937 Menu::addButton(2, "No", 10, 320);
5940 if (Account::getNbAccounts() < 8)
5941 Menu::addButton(0, "New User", 10, 400);
5943 Menu::addLabel(0, "No More Users", 10, 400);
5944 Menu::addLabel(-2, "", 20, 400);
5945 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5946 for (int i = 0; i < Account::getNbAccounts(); i++)
5947 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5950 Menu::addButton(0, "Easier", 10, 400);
5951 Menu::addButton(1, "Difficult", 10, 360);
5952 Menu::addButton(2, "Insane", 10, 320);
5955 for (int i = 0; i < numchallengelevels; i++) {
5958 sprintf (temp, "Level %d", i + 1);
5959 for (int j = strlen(temp); j < 17; j++)
5962 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5963 for (int j = strlen(temp); j < (32 - 17); j++)
5966 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5967 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5970 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5973 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5976 Menu::addButton(-1, " High Score Best Time", 10, 440);
5977 Menu::addButton(numchallengelevels, "Back", 10, 10);
5980 Menu::addLabel(0, "Congratulations!", 220, 330);
5981 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5982 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5983 Menu::addButton(3, "Back", 10, 10);
5985 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5986 Menu::addLabel(4, sbuf, 190, 200);
5987 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5988 Menu::addLabel(5, sbuf, 190, 180);
5992 Menu::addButton(0, "", 70, 400);
5993 Menu::addButton(1, "", 10, 360);
5994 Menu::addButton(2, "", 40, 320);
5995 Menu::addButton(3, "Back", 10, 10);
5996 updateStereoConfigMenu();
6001 extern set<pair<int,int>> resolutions;
6006 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6008 // some specific case where we do something even if the left mouse button is not pressed.
6009 if ((mainmenu == 5) && (endgame == 2)) {
6010 accountactive->endGame();
6015 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6016 stereoseparation -= 0.001;
6017 updateStereoConfigMenu();
6020 static int oldmainmenu = mainmenu;
6022 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6023 set<pair<int,int>>::iterator newscreenresolution;
6029 if (gameon) { //resume
6031 pause_sound(stream_menutheme);
6032 resume_stream(leveltheme);
6034 fireSound(firestartsound);
6036 mainmenu = (accountactive ? 5 : 7);
6048 if (newscreenwidth > 3000)
6049 newscreenwidth = screenwidth;
6050 if (newscreenwidth < 0)
6051 newscreenwidth = screenwidth;
6052 if (newscreenheight > 3000)
6053 newscreenheight = screenheight;
6054 if (newscreenheight < 0)
6055 newscreenheight = screenheight;
6060 if (gameon) { //end game
6065 pause_sound(stream_menutheme);
6074 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
6075 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
6076 newscreenresolution++;
6077 if (newscreenresolution == resolutions.end()) {
6078 /* It was the last one (or not found), go back to the beginning */
6079 newscreenresolution = resolutions.begin();
6081 newscreenwidth = newscreenresolution->first;
6082 newscreenheight = newscreenresolution->second;
6091 if (bloodtoggle > 2)
6100 ismotionblur = !ismotionblur;
6106 musictoggle = !musictoggle;
6108 emit_stream_np(stream_menutheme);
6110 pause_sound(leveltheme);
6111 pause_sound(stream_fighttheme);
6112 pause_sound(stream_menutheme);
6114 for (int i = 0; i < 4; i++) {
6115 oldmusicvolume[i] = 0;
6129 mainmenu = gameon ? 2 : 1;
6132 invertmouse = !invertmouse;
6135 usermousesensitivity += .2;
6136 if (usermousesensitivity > 2)
6137 usermousesensitivity = .2;
6141 if (volume > 1.0001f)
6143 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6147 newstereomode = stereomode;
6152 showdamagebar = !showdamagebar;
6158 updateSettingsMenu();
6163 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6164 keyselect = selected;
6165 if (keyselect != -1)
6167 if (selected == (debugmode ? 10 : 9)) {
6172 updateControlsMenu();
6177 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6178 startbonustotal = 0;
6187 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6188 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6191 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6195 pause_sound(stream_menutheme);
6199 startbonustotal = 0;
6212 pause_sound(stream_menutheme);
6221 mainmenu = (gameon ? 2 : 1);
6227 vector<string> campaigns = ListCampaigns();
6228 vector<string>::iterator c;
6229 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6230 if (!campaigns.empty())
6231 accountactive->setCurrentCampaign(campaigns.front());
6234 if (c == campaigns.end())
6235 c = campaigns.begin();
6236 accountactive->setCurrentCampaign(*c);
6244 if (selected == 1) {
6246 accountactive = Account::destroy(accountactive);
6248 } else if (selected == 2) {
6255 if (selected == 0 && Account::getNbAccounts() < 8) {
6257 } else if (selected < Account::getNbAccounts() + 1) {
6260 accountactive = Account::get(selected - 1);
6261 } else if (selected == Account::getNbAccounts() + 1) {
6267 displaytext[0].clear();
6268 displayselected = 0;
6276 accountactive->setDifficulty(selected);
6280 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6284 startbonustotal = 0;
6288 targetlevel = selected;
6293 Loadlevel(selected);
6298 pause_sound(stream_menutheme);
6300 if (selected == numchallengelevels) {
6307 if (selected == 3) {
6315 stereoseparation += 0.001;
6318 if (selected == 0) {
6319 newstereomode = (StereoMode)(newstereomode + 1);
6320 while (!CanInitStereo(newstereomode)) {
6321 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6322 newstereomode = (StereoMode)(newstereomode + 1);
6323 if (newstereomode >= stereoCount)
6324 newstereomode = stereoNone;
6326 } else if (selected == 2) {
6327 stereoreverse = !stereoreverse;
6328 } else if (selected == 3) {
6332 stereomode = newstereomode;
6333 InitStereo(stereomode);
6336 updateStereoConfigMenu();
6341 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6343 if (mainmenu == 3) {
6348 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6351 inputText(displaytext[0], &displayselected);
6352 if (!waiting) { // the input as finished
6353 if (!displaytext[0].empty()) { // with enter
6354 accountactive = Account::add(string(displaytext[0]));
6360 fireSound(firestartsound);
6362 displaytext[0].clear();
6364 displayselected = 0;
6370 displayblinkdelay -= multiplier;
6371 if (displayblinkdelay <= 0) {
6372 displayblinkdelay = .3;
6373 displayblink = 1 - displayblink;
6378 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6379 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6382 if (oldmainmenu != mainmenu)
6384 oldmainmenu = mainmenu;
6390 static XYZ facing, flatfacing;
6393 for (int i = 0; i < 15; i++) {
6394 displaytime[i] += multiplier;
6397 keyboardfrozen = false;
6400 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6401 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6402 stereoreverse = true;
6404 stereoreverse = false;
6407 printf("Stereo reversed\n");
6409 printf("Stereo unreversed\n");
6412 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6413 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6414 stereoseparation -= 0.001;
6416 stereoseparation -= 0.010;
6417 printf("Stereo decreased increased to %f\n", stereoseparation);
6420 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6421 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6422 stereoseparation += 0.001;
6424 stereoseparation += 0.010;
6425 printf("Stereo separation increased to %f\n", stereoseparation);
6429 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6430 if (tutorialstage != 51)
6431 tutorialstagetime = tutorialmaxtime;
6432 emit_sound_np(consolefailsound, 128.);
6436 Values of mainmenu :
6438 2 Menu pause (resume/end game)
6440 4 Controls configuration menu
6441 5 Main game menu (choose level or challenge)
6442 6 Deleting user menu
6443 7 User managment menu (select/add)
6444 8 Choose difficulty menu
6445 9 Challenge level selection menu
6446 10 End of the campaign congratulation (is that really a menu?)
6447 11 Same that 9 ??? => unused
6448 18 stereo configuration
6453 if (mainmenu && endgame == 1)
6455 //go to level select after completing a campaign level
6456 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6463 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6464 emit_stream_np(stream_menutheme);
6465 pause_sound(leveltheme);
6469 //escape key pressed
6470 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6471 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6473 if (mainmenu == 0 && !winfreeze)
6474 mainmenu = 2; //pause
6475 else if (mainmenu == 1 || mainmenu == 2) {
6476 mainmenu = 0; //unpause
6479 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6480 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6481 emit_stream_np(stream_menutheme);
6482 pause_sound(leveltheme);
6484 //on resume, play level music
6486 pause_sound(stream_menutheme);
6487 resume_stream(leveltheme);
6489 //finished with settings menu
6490 if (mainmenu == 3) {
6494 if (mainmenu >= 3 && mainmenu != 8) {
6502 mainmenu = gameon ? 2 : 1;
6524 hostiletime += multiplier;
6528 leveltime += multiplier;
6531 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6532 freeze = 1 - freeze;
6534 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6538 if (Input::isKeyPressed(consolekey) && debugmode) {
6541 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6550 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6551 inputText(consoletext[0], &consoleselected);
6553 if (!consoletext[0].empty()) {
6554 cmd_dispatch(consoletext[0]);
6555 for (int k = 14; k >= 1; k--) {
6556 consoletext[k] = consoletext[k - 1];
6558 consoletext[0].clear();
6559 consoleselected = 0;
6563 consoleblinkdelay -= multiplier;
6564 if (consoleblinkdelay <= 0) {
6565 consoleblinkdelay = .3;
6566 consoleblink = 1 - consoleblink;
6572 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6574 if (mainmenu == 3) {
6579 static int oldwinfreeze;
6580 if (winfreeze && !oldwinfreeze) {
6581 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6582 emit_sound_np(consolesuccesssound);
6585 oldwinfreeze = winfreeze;
6589 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6592 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6596 } else if (winfreeze) {
6604 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6607 static float talkdelay = 0;
6609 if (indialogue != -1)
6611 talkdelay -= multiplier;
6613 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6614 for (int i = 0; i < numdialogues; i++) {
6615 unsigned realdialoguetype;
6617 /* FIXME - Seems like modulo done with ifs */
6618 if (dialoguetype[i] > 49) {
6619 realdialoguetype = dialoguetype[i] - 50;
6621 } else if (dialoguetype[i] > 39) {
6622 realdialoguetype = dialoguetype[i] - 40;
6624 } else if (dialoguetype[i] > 29) {
6625 realdialoguetype = dialoguetype[i] - 30;
6627 } else if (dialoguetype[i] > 19) {
6628 realdialoguetype = dialoguetype[i] - 20;
6630 } else if (dialoguetype[i] > 9) {
6631 realdialoguetype = dialoguetype[i] - 10;
6634 realdialoguetype = dialoguetype[i];
6637 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6638 realdialoguetype < Person::players.size() &&
6639 realdialoguetype > 0 &&
6640 (dialoguegonethrough[i] == 0 || !special) &&
6641 (special || Input::isKeyPressed(attackkey))) {
6642 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6643 Person::players[realdialoguetype]->howactive >= typedead1 ||
6644 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6646 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6647 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6648 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6649 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6650 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6651 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6652 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6657 dialoguegonethrough[i]++;
6658 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6659 playdialogueboxsound();
6665 windvar += multiplier;
6666 smoketex += multiplier;
6667 tutorialstagetime += multiplier;
6670 static float hotspotvisual[40];
6674 for (int i = 0; i < numhotspots; i++)
6675 hotspotvisual[i] -= multiplier / 320;
6677 for (int i = 0; i < numhotspots; i++) {
6678 while (hotspotvisual[i] < 0) {
6680 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6681 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6682 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6683 hotspotsprite += hotspot[i];
6684 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6685 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6689 for (int i = 0; i < numhotspots; i++) {
6690 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6691 hotspot[i] = Person::players[hotspottype[i]]->coords;
6697 if (tutoriallevel) {
6702 if (tutoriallevel != 1) {
6703 if (bonustime == 0 &&
6704 bonus != solidhit &&
6705 bonus != spinecrusher &&
6706 bonus != tracheotomy &&
6707 bonus != backstab &&
6709 emit_sound_np(consolesuccesssound);
6711 } else if (bonustime == 0) {
6712 emit_sound_np(fireendsound);
6714 if (bonustime == 0) {
6715 if (bonus != solidhit &&
6716 bonus != twoxcombo &&
6717 bonus != threexcombo &&
6718 bonus != fourxcombo &&
6722 bonusnum[bonus] += 0.15;
6725 bonusvalue /= bonusnum[bonus];
6726 bonustotal += bonusvalue;
6728 bonustime += multiplier;
6731 if (environment == snowyenvironment) {
6732 precipdelay -= multiplier;
6733 while (precipdelay < 0) {
6737 XYZ footvel, footpoint;
6740 footpoint = viewer + viewerfacing * 6;
6741 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6742 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6743 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6744 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6749 doAerialAcrobatics();
6752 static XYZ oldviewer;
6755 if (indialogue == -1) {
6756 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6757 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6758 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6759 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6760 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6761 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6762 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6763 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6765 Person::players[0]->forwardkeydown = 0;
6766 Person::players[0]->leftkeydown = 0;
6767 Person::players[0]->backkeydown = 0;
6768 Person::players[0]->rightkeydown = 0;
6769 Person::players[0]->jumpkeydown = 0;
6770 Person::players[0]->crouchkeydown = 0;
6771 Person::players[0]->drawkeydown = 0;
6772 Person::players[0]->throwkeydown = 0;
6775 if (!Person::players[0]->jumpkeydown)
6776 Person::players[0]->jumpclimb = 0;
6779 if (indialogue != -1) {
6785 facing = DoRotation(facing, -pitch, 0, 0);
6786 facing = DoRotation(facing, 0, 0 - yaw, 0);
6791 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6793 if (Input::isKeyDown(forwardkey))
6794 viewer += facing * multiplier * 4;
6795 if (Input::isKeyDown(backkey))
6796 viewer -= facing * multiplier * 4;
6797 if (Input::isKeyDown(leftkey))
6798 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6799 if (Input::isKeyDown(rightkey))
6800 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6801 if (Input::isKeyDown(jumpkey))
6802 viewer.y += multiplier * 4;
6803 if (Input::isKeyDown(crouchkey))
6804 viewer.y -= multiplier * 4;
6805 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6806 Input::isKeyPressed(SDL_SCANCODE_2) ||
6807 Input::isKeyPressed(SDL_SCANCODE_3) ||
6808 Input::isKeyPressed(SDL_SCANCODE_4) ||
6809 Input::isKeyPressed(SDL_SCANCODE_5) ||
6810 Input::isKeyPressed(SDL_SCANCODE_6) ||
6811 Input::isKeyPressed(SDL_SCANCODE_7) ||
6812 Input::isKeyPressed(SDL_SCANCODE_8) ||
6813 Input::isKeyPressed(SDL_SCANCODE_9) ||
6814 Input::isKeyPressed(SDL_SCANCODE_0) ||
6815 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6817 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6818 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6819 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6820 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6821 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6822 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6823 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6824 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6825 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6826 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6827 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6829 if (whichend != -1) {
6830 participantfocus[whichdialogue][indialogue] = whichend;
6831 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6832 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6834 if (whichend == -1) {
6835 participantfocus[whichdialogue][indialogue] = -1;
6837 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6842 dialoguecamera[whichdialogue][indialogue] = viewer;
6843 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6844 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6846 if (indialogue < numdialogueboxes[whichdialogue]) {
6847 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6848 playdialogueboxsound();
6852 for (unsigned j = 0; j < Person::players.size(); j++) {
6853 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6856 //TODO: should these be KeyDown or KeyPressed?
6857 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6858 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6859 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6860 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6861 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6862 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6863 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6864 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6865 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6866 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6868 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6869 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6870 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6871 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6872 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6873 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6874 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6875 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6876 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6877 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6878 participantfacing[whichdialogue][indialogue][whichend] = facing;
6880 if (indialogue >= numdialogueboxes[whichdialogue]) {
6887 pause_sound(whooshsound);
6888 viewer = dialoguecamera[whichdialogue][indialogue];
6889 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6890 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6891 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6892 if (dialoguetime > 0.5)
6893 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6894 Input::isKeyPressed(SDL_SCANCODE_2) ||
6895 Input::isKeyPressed(SDL_SCANCODE_3) ||
6896 Input::isKeyPressed(SDL_SCANCODE_4) ||
6897 Input::isKeyPressed(SDL_SCANCODE_5) ||
6898 Input::isKeyPressed(SDL_SCANCODE_6) ||
6899 Input::isKeyPressed(SDL_SCANCODE_7) ||
6900 Input::isKeyPressed(SDL_SCANCODE_8) ||
6901 Input::isKeyPressed(SDL_SCANCODE_9) ||
6902 Input::isKeyPressed(SDL_SCANCODE_0) ||
6903 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6904 Input::isKeyPressed(attackkey)) {
6906 if (indialogue < numdialogueboxes[whichdialogue]) {
6907 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6908 playdialogueboxsound();
6909 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6910 hotspot[numhotspots] = Person::players[0]->coords;
6911 hotspotsize[numhotspots] = 10;
6912 hotspottype[numhotspots] = -1;
6916 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6920 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6928 if (indialogue >= numdialogueboxes[whichdialogue]) {
6932 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6935 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6938 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6940 for (unsigned i = 1; i < Person::players.size(); i++) {
6941 Person::players[i]->aitype = attacktypecutoff;
6948 if (!Person::players[0]->jumpkeydown) {
6949 Person::players[0]->jumptogglekeydown = 0;
6951 if (Person::players[0]->jumpkeydown &&
6952 Person::players[0]->animTarget != jumpupanim &&
6953 Person::players[0]->animTarget != jumpdownanim &&
6954 !Person::players[0]->isFlip())
6955 Person::players[0]->jumptogglekeydown = 1;
6958 dialoguetime += multiplier;
6959 hawkyaw += multiplier * 25;
6961 realhawkcoords.x = 25;
6962 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6963 hawkcalldelay -= multiplier / 2;
6965 if (hawkcalldelay <= 0) {
6966 emit_sound_at(hawksound, realhawkcoords);
6968 hawkcalldelay = 16 + abs(Random() % 8);
6975 doPlayerCollisions();
6979 for (unsigned k = 0; k < Person::players.size(); k++)
6980 if (k != 0 && Person::players[k]->immobile)
6981 Person::players[k]->coords = Person::players[k]->realoldcoords;
6983 for (unsigned k = 0; k < Person::players.size(); k++) {
6984 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6985 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6986 Person::players[k]->DoDamage(1000);
6992 static bool respawnkeydown;
6993 if (!editorenabled &&
6994 (whichlevel != -2 &&
6995 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6996 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6998 (Input::isKeyDown(jumpkey) &&
7001 Person::players[0]->dead))) {
7002 targetlevel = whichlevel;
7006 if (!Input::isKeyDown(jumpkey))
7008 if (Input::isKeyDown(jumpkey))
7014 static bool movekey;
7017 for (unsigned i = 0; i < Person::players.size(); i++) {
7018 static float oldtargetyaw;
7019 if (!Person::players[i]->skeleton.free) {
7020 oldtargetyaw = Person::players[i]->targetyaw;
7021 if (i == 0 && indialogue == -1) {
7022 //TODO: refactor repetitive code
7023 if (!animation[Person::players[0]->animTarget].attack &&
7024 Person::players[0]->animTarget != staggerbackhighanim &&
7025 Person::players[0]->animTarget != staggerbackhardanim &&
7026 Person::players[0]->animTarget != crouchremoveknifeanim &&
7027 Person::players[0]->animTarget != removeknifeanim &&
7028 Person::players[0]->animTarget != backhandspringanim &&
7029 Person::players[0]->animTarget != dodgebackanim &&
7030 Person::players[0]->animTarget != walljumprightkickanim &&
7031 Person::players[0]->animTarget != walljumpleftkickanim) {
7033 Person::players[0]->targetyaw = 0;
7035 Person::players[0]->targetyaw = -yaw + 180;
7041 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7043 facing = flatfacing;
7045 facing = DoRotation(facing, -pitch, 0, 0);
7046 facing = DoRotation(facing, 0, 0 - yaw, 0);
7049 Person::players[0]->lookyaw = -yaw;
7051 Person::players[i]->targetheadyaw = yaw;
7052 Person::players[i]->targetheadpitch = pitch;
7054 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7055 if (!animation[Person::players[i]->animTarget].attack &&
7056 Person::players[i]->animTarget != staggerbackhighanim &&
7057 Person::players[i]->animTarget != staggerbackhardanim &&
7058 Person::players[i]->animTarget != crouchremoveknifeanim &&
7059 Person::players[i]->animTarget != removeknifeanim &&
7060 Person::players[i]->animTarget != backhandspringanim &&
7061 Person::players[i]->animTarget != dodgebackanim &&
7062 Person::players[i]->animTarget != walljumprightkickanim &&
7063 Person::players[i]->animTarget != walljumpleftkickanim) {
7064 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7070 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7072 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7073 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7075 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7076 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7078 if (indialogue != -1) {
7079 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7080 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7086 Person::players[i]->avoidsomething = 0;
7088 //avoid flaming things
7089 for (int j = 0; j < objects.numobjects; j++)
7090 if (objects.onfire[j])
7091 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7092 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7093 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7094 Person::players[i]->collided = 0;
7095 Person::players[i]->avoidcollided = 1;
7096 if (Person::players[i]->avoidsomething == 0 ||
7097 distsq(&Person::players[i]->coords, &objects.position[j]) <
7098 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7099 Person::players[i]->avoidwhere = objects.position[j];
7100 Person::players[i]->avoidsomething = 1;
7104 //avoid flaming players
7105 for (unsigned j = 0; j < Person::players.size(); j++)
7106 if (Person::players[j]->onfire)
7107 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7108 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7109 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7110 Person::players[i]->collided = 0;
7111 Person::players[i]->avoidcollided = 1;
7112 if (Person::players[i]->avoidsomething == 0 ||
7113 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7114 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7115 Person::players[i]->avoidwhere = Person::players[j]->coords;
7116 Person::players[i]->avoidsomething = 1;
7120 if (Person::players[i]->collided > .8)
7121 Person::players[i]->avoidcollided = 0;
7125 if (animation[Person::players[i]->animTarget].attack == reversed) {
7126 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7127 Person::players[i]->forwardkeydown = 0;
7128 Person::players[i]->leftkeydown = 0;
7129 Person::players[i]->backkeydown = 0;
7130 Person::players[i]->rightkeydown = 0;
7131 Person::players[i]->jumpkeydown = 0;
7132 Person::players[i]->attackkeydown = 0;
7133 //Person::players[i]->crouchkeydown=0;
7134 Person::players[i]->throwkeydown = 0;
7137 if (indialogue != -1) {
7138 Person::players[i]->forwardkeydown = 0;
7139 Person::players[i]->leftkeydown = 0;
7140 Person::players[i]->backkeydown = 0;
7141 Person::players[i]->rightkeydown = 0;
7142 Person::players[i]->jumpkeydown = 0;
7143 Person::players[i]->crouchkeydown = 0;
7144 Person::players[i]->drawkeydown = 0;
7145 Person::players[i]->throwkeydown = 0;
7148 if (Person::players[i]->collided < -.3)
7149 Person::players[i]->collided = -.3;
7150 if (Person::players[i]->collided > 1)
7151 Person::players[i]->collided = 1;
7152 Person::players[i]->collided -= multiplier * 4;
7153 Person::players[i]->whichdirectiondelay -= multiplier;
7154 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7155 Person::players[i]->avoidcollided = -.3;
7156 Person::players[i]->whichdirection = abs(Random() % 2);
7157 Person::players[i]->whichdirectiondelay = .4;
7159 if (Person::players[i]->avoidcollided > 1)
7160 Person::players[i]->avoidcollided = 1;
7161 Person::players[i]->avoidcollided -= multiplier / 4;
7162 if (!Person::players[i]->skeleton.free) {
7163 Person::players[i]->stunned -= multiplier;
7164 Person::players[i]->surprised -= multiplier;
7166 if (i != 0 && Person::players[i]->surprised <= 0 &&
7167 Person::players[i]->aitype == attacktypecutoff &&
7168 !Person::players[i]->dead &&
7169 !Person::players[i]->skeleton.free &&
7170 animation[Person::players[i]->animTarget].attack == neutral)
7173 if (!Person::players[i]->throwkeydown)
7174 Person::players[i]->throwtogglekeydown = 0;
7177 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7178 if (Person::players[i]->weaponactive == -1 &&
7179 Person::players[i]->num_weapons < 2 &&
7180 (Person::players[i]->isIdle() ||
7181 Person::players[i]->isCrouch() ||
7182 Person::players[i]->animTarget == sneakanim ||
7183 Person::players[i]->animTarget == rollanim ||
7184 Person::players[i]->animTarget == backhandspringanim ||
7185 Person::players[i]->isFlip() ||
7186 Person::players[i]->aitype != playercontrolled)) {
7187 for (unsigned j = 0; j < weapons.size(); j++) {
7188 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7189 Person::players[i]->aitype == playercontrolled) &&
7190 weapons[j].owner == -1 &&
7191 Person::players[i]->weaponactive == -1)
7192 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7193 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7194 if (Person::players[i]->isCrouch() ||
7195 Person::players[i]->animTarget == sneakanim ||
7196 Person::players[i]->isRun() ||
7197 Person::players[i]->isIdle() ||
7198 Person::players[i]->aitype != playercontrolled) {
7199 Person::players[i]->throwtogglekeydown = 1;
7200 Person::players[i]->setAnimation(crouchremoveknifeanim);
7201 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7202 Person::players[i]->hasvictim = 0;
7204 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7205 Person::players[i]->throwtogglekeydown = 1;
7206 Person::players[i]->hasvictim = 0;
7208 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7209 Person::players[i]->aitype == playercontrolled) &&
7210 weapons[j].owner == -1 ||
7211 Person::players[i]->victim &&
7212 weapons[j].owner == int(Person::players[i]->victim->id))
7213 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7214 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7215 if (weapons[j].getType() != staff)
7216 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7218 Person::players[i]->weaponactive = 0;
7219 weapons[j].owner = Person::players[i]->id;
7220 if (Person::players[i]->num_weapons > 0)
7221 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7222 Person::players[i]->num_weapons++;
7223 Person::players[i]->weaponids[0] = j;
7226 } else if ((Person::players[i]->isIdle() ||
7227 Person::players[i]->isFlip() ||
7228 Person::players[i]->aitype != playercontrolled) &&
7229 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7230 Person::players[i]->coords.y < weapons[j].position.y) {
7231 if (!Person::players[i]->isFlip()) {
7232 Person::players[i]->throwtogglekeydown = 1;
7233 Person::players[i]->setAnimation(removeknifeanim);
7234 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7236 if (Person::players[i]->isFlip()) {
7237 Person::players[i]->throwtogglekeydown = 1;
7238 Person::players[i]->hasvictim = 0;
7240 for (unsigned k = 0; k < weapons.size(); k++) {
7241 if (Person::players[i]->weaponactive == -1)
7242 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7243 Person::players[i]->aitype == playercontrolled) &&
7244 weapons[k].owner == -1 ||
7245 Person::players[i]->victim &&
7246 weapons[k].owner == int(Person::players[i]->victim->id))
7247 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7248 Person::players[i]->weaponactive == -1) {
7249 if (weapons[k].getType() != staff)
7250 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7252 Person::players[i]->weaponactive = 0;
7253 weapons[k].owner = Person::players[i]->id;
7254 if (Person::players[i]->num_weapons > 0)
7255 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7256 Person::players[i]->num_weapons++;
7257 Person::players[i]->weaponids[0] = k;
7264 if (Person::players[i]->isCrouch() ||
7265 Person::players[i]->animTarget == sneakanim ||
7266 Person::players[i]->isRun() ||
7267 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7268 Person::players[i]->animTarget == backhandspringanim) {
7269 if (Person::players.size() > 1)
7270 for (unsigned j = 0; j < Person::players.size(); j++) {
7271 if (Person::players[i]->weaponactive == -1)
7273 if (Person::players[j]->num_weapons &&
7274 Person::players[j]->skeleton.free &&
7275 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7276 (((Person::players[j]->skeleton.forward.y < 0 &&
7277 Person::players[j]->weaponstuckwhere == 0) ||
7278 (Person::players[j]->skeleton.forward.y > 0 &&
7279 Person::players[j]->weaponstuckwhere == 1)) ||
7280 Person::players[j]->weaponstuck == -1 ||
7281 Person::players[j]->num_weapons > 1)) {
7282 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7283 Person::players[i]->throwtogglekeydown = 1;
7284 Person::players[i]->victim = Person::players[j];
7285 Person::players[i]->hasvictim = 1;
7286 Person::players[i]->setAnimation(crouchremoveknifeanim);
7287 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7289 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7290 Person::players[i]->throwtogglekeydown = 1;
7291 Person::players[i]->victim = Person::players[j];
7292 Person::players[i]->hasvictim = 1;
7293 int k = Person::players[j]->weaponids[0];
7294 if (Person::players[i]->hasvictim) {
7297 if (Person::players[i]->victim->weaponstuck != -1) {
7298 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7303 if (weapons[k].getType() != staff)
7304 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7307 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7309 Person::players[i]->weaponactive = 0;
7310 if (weapons[k].owner != -1) {
7311 if (Person::players[i]->victim->num_weapons == 1)
7312 Person::players[i]->victim->num_weapons = 0;
7314 Person::players[i]->victim->num_weapons = 1;
7316 Person::players[i]->victim->skeleton.longdead = 0;
7317 Person::players[i]->victim->skeleton.free = 1;
7318 Person::players[i]->victim->skeleton.broken = 0;
7320 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7321 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7322 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7328 Normalise(&relative);
7329 XYZ footvel, footpoint;
7331 footpoint = weapons[k].position;
7332 if (Person::players[i]->victim->weaponstuck != -1) {
7333 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7335 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7336 weapons[k].bloody = 2;
7337 weapons[k].blooddrip = 5;
7338 Person::players[i]->victim->weaponstuck = -1;
7339 Person::players[i]->victim->bloodloss += 2000;
7340 Person::players[i]->victim->DoDamage(2000);
7343 if (Person::players[i]->victim->num_weapons > 0) {
7344 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7345 Person::players[i]->victim->weaponstuck = 0;
7346 if (Person::players[i]->victim->weaponids[0] == k)
7347 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7350 Person::players[i]->victim->weaponactive = -1;
7352 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7353 Person::players[i]->victim->jointVel(neck) += relative * 6;
7354 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7355 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7357 weapons[k].owner = i;
7358 if (Person::players[i]->num_weapons > 0) {
7359 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7361 Person::players[i]->num_weapons++;
7362 Person::players[i]->weaponids[0] = k;
7369 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7370 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7371 if (Person::players[i]->isIdle() ||
7372 Person::players[i]->isRun() ||
7373 Person::players[i]->isCrouch() ||
7374 Person::players[i]->animTarget == sneakanim ||
7375 Person::players[i]->isFlip())
7376 if (Person::players.size() > 1)
7377 for (unsigned j = 0; j < Person::players.size(); j++) {
7379 if (tutoriallevel != 1 || tutorialstage == 49)
7381 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7382 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7383 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7384 !Person::players[j]->skeleton.free &&
7385 -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)) {
7386 if (!Person::players[i]->isFlip()) {
7387 Person::players[i]->throwtogglekeydown = 1;
7388 Person::players[i]->victim = Person::players[j];
7389 Person::players[i]->setAnimation(knifethrowanim);
7390 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7391 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7393 if (Person::players[i]->isFlip()) {
7394 if (Person::players[i]->weaponactive != -1) {
7395 Person::players[i]->throwtogglekeydown = 1;
7396 Person::players[i]->victim = Person::players[j];
7398 weapons[Person::players[i]->weaponids[0]].owner = -1;
7399 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);
7402 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7404 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7405 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7406 weapons[Person::players[i]->weaponids[0]].missed = 0;
7407 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7408 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7409 weapons[Person::players[i]->weaponids[0]].physics = 0;
7410 Person::players[i]->num_weapons--;
7411 if (Person::players[i]->num_weapons) {
7412 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7414 Person::players[i]->weaponactive = -1;
7421 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7422 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7423 Person::players[i]->throwtogglekeydown = 1;
7424 weapons[Person::players[i]->weaponids[0]].owner = -1;
7425 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7426 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7427 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7428 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7429 weapons[Person::players[i]->weaponids[0]].missed = 1;
7430 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7431 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7432 weapons[Person::players[i]->weaponids[0]].physics = 1;
7433 Person::players[i]->num_weapons--;
7434 if (Person::players[i]->num_weapons) {
7435 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7436 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7437 Person::players[i]->weaponstuck = 0;
7440 Person::players[i]->weaponactive = -1;
7441 for (unsigned j = 0; j < Person::players.size(); j++) {
7442 Person::players[j]->wentforweapon = 0;
7450 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7451 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7452 (Person::players[i]->num_weapons == 2) &&
7453 (Person::players[i]->weaponactive == -1) &&
7454 Person::players[i]->isIdle() ||
7455 Person::players[0]->dead &&
7456 (Person::players[i]->weaponactive != -1) &&
7459 if (Person::players[i]->weaponactive != -1)
7460 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7462 if (isgood && Person::players[i]->creature != wolftype) {
7463 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7464 Person::players[i]->setAnimation(drawrightanim);
7465 Person::players[i]->drawtogglekeydown = 1;
7467 if ((Person::players[i]->isIdle() ||
7468 (Person::players[i]->aitype != playercontrolled &&
7469 Person::players[0]->weaponactive != -1 &&
7470 Person::players[i]->isRun())) &&
7471 Person::players[i]->num_weapons &&
7472 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7473 Person::players[i]->setAnimation(drawleftanim);
7474 Person::players[i]->drawtogglekeydown = 1;
7476 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7477 Person::players[i]->setAnimation(crouchdrawrightanim);
7478 Person::players[i]->drawtogglekeydown = 1;
7485 if (Person::players[i]->weaponactive != -1) {
7486 if (Person::players[i]->isCrouch() &&
7487 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7489 Person::players[i]->onterrain &&
7490 Person::players[i]->num_weapons &&
7491 Person::players[i]->attackkeydown &&
7492 musictype != stream_fighttheme) {
7493 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7494 Person::players[i]->setAnimation(crouchstabanim);
7495 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7496 Person::players[i]->setAnimation(swordgroundstabanim);
7497 Person::players[i]->hasvictim = 0;
7501 if (!Person::players[i]->drawkeydown)
7502 Person::players[i]->drawtogglekeydown = 0;
7507 absflatfacing.z = -1;
7509 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7511 absflatfacing = flatfacing;
7513 if (indialogue != -1) {
7514 Person::players[i]->forwardkeydown = 0;
7515 Person::players[i]->leftkeydown = 0;
7516 Person::players[i]->backkeydown = 0;
7517 Person::players[i]->rightkeydown = 0;
7518 Person::players[i]->jumpkeydown = 0;
7519 Person::players[i]->crouchkeydown = 0;
7520 Person::players[i]->drawkeydown = 0;
7521 Person::players[i]->throwkeydown = 0;
7525 if (!animation[Person::players[i]->animTarget].attack &&
7526 Person::players[i]->animTarget != staggerbackhighanim &&
7527 Person::players[i]->animTarget != staggerbackhardanim &&
7528 Person::players[i]->animTarget != backhandspringanim &&
7529 Person::players[i]->animTarget != dodgebackanim) {
7530 if (!Person::players[i]->forwardkeydown)
7531 Person::players[i]->forwardstogglekeydown = 0;
7532 if (Person::players[i]->crouchkeydown) {
7536 Person::players[i]->superruntoggle = 1;
7537 if (Person::players.size() > 1)
7538 for (unsigned j = 0; j < Person::players.size(); j++)
7539 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7540 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7541 Person::players[i]->superruntoggle = 0;
7544 if (Person::players.size() > 1)
7545 for (unsigned j = 0; j < Person::players.size(); j++) {
7546 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7547 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7548 Person::players[j]->victim == Person::players[i] &&
7549 (Person::players[j]->animTarget == sweepanim ||
7550 Person::players[j]->animTarget == upunchanim ||
7551 Person::players[j]->animTarget == wolfslapanim ||
7552 ((Person::players[j]->animTarget == swordslashanim ||
7553 Person::players[j]->animTarget == knifeslashstartanim ||
7554 Person::players[j]->animTarget == staffhitanim ||
7555 Person::players[j]->animTarget == staffspinhitanim) &&
7556 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7565 Person::players[target]->Reverse();
7566 Person::players[i]->lowreversaldelay = .5;
7568 if (Person::players[i]->isIdle()) {
7569 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7570 Person::players[i]->transspeed = 10;
7572 if (Person::players[i]->isRun() ||
7573 (Person::players[i]->isStop() &&
7574 (Person::players[i]->leftkeydown ||
7575 Person::players[i]->rightkeydown ||
7576 Person::players[i]->forwardkeydown ||
7577 Person::players[i]->backkeydown))) {
7578 Person::players[i]->setAnimation(rollanim);
7579 Person::players[i]->transspeed = 20;
7582 if (!Person::players[i]->crouchkeydown) {
7584 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7585 Person::players[i]->superruntoggle = 0;
7587 if (Person::players[i]->isCrouch()) {
7588 if (Person::players.size() > 1)
7589 for (unsigned j = 0; j < Person::players.size(); j++) {
7591 !Person::players[j]->skeleton.free &&
7592 Person::players[j]->victim &&
7593 Person::players[i]->highreversaldelay <= 0) {
7594 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7595 Person::players[j]->victim == Person::players[i] &&
7596 (Person::players[j]->animTarget == spinkickanim) &&
7597 Person::players[i]->isCrouch()) {
7606 Person::players[target]->Reverse();
7607 Person::players[i]->highreversaldelay = .5;
7609 if (Person::players[i]->isCrouch()) {
7610 if (!Person::players[i]->wasCrouch()) {
7611 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7612 Person::players[i]->frameCurrent = 0;
7614 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7615 Person::players[i]->transspeed = 10;
7618 if (Person::players[i]->animTarget == sneakanim) {
7619 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7620 Person::players[i]->transspeed = 10;
7623 if (Person::players[i]->forwardkeydown) {
7624 if (Person::players[i]->isIdle() ||
7625 (Person::players[i]->isStop() &&
7626 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7627 (Person::players[i]->isLanding() &&
7628 Person::players[i]->frameTarget > 0 &&
7629 !Person::players[i]->jumpkeydown) ||
7630 (Person::players[i]->isLandhard() &&
7631 Person::players[i]->frameTarget > 0 &&
7632 !Person::players[i]->jumpkeydown &&
7633 Person::players[i]->crouchkeydown)) {
7634 if (Person::players[i]->aitype == passivetype)
7635 Person::players[i]->setAnimation(walkanim);
7637 Person::players[i]->setAnimation(Person::players[i]->getRun());
7639 if (Person::players[i]->isCrouch()) {
7640 Person::players[i]->animTarget = sneakanim;
7641 if (Person::players[i]->wasCrouch())
7642 Person::players[i]->target = 0;
7643 Person::players[i]->frameTarget = 0;
7645 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7646 Person::players[i]->setAnimation(climbanim);
7647 Person::players[i]->frameTarget = 1;
7648 Person::players[i]->jumpclimb = 1;
7650 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7651 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7653 Person::players[i]->forwardstogglekeydown = 1;
7656 if (Person::players[i]->rightkeydown) {
7657 if (Person::players[i]->isIdle() ||
7658 (Person::players[i]->isStop() &&
7659 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7660 (Person::players[i]->isLanding() &&
7661 Person::players[i]->frameTarget > 0 &&
7662 !Person::players[i]->jumpkeydown) ||
7663 (Person::players[i]->isLandhard() &&
7664 Person::players[i]->frameTarget > 0 &&
7665 !Person::players[i]->jumpkeydown &&
7666 Person::players[i]->crouchkeydown)) {
7667 Person::players[i]->setAnimation(Person::players[i]->getRun());
7669 if (Person::players[i]->isCrouch()) {
7670 Person::players[i]->animTarget = sneakanim;
7671 if (Person::players[i]->wasCrouch())
7672 Person::players[i]->target = 0;
7673 Person::players[i]->frameTarget = 0;
7675 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7676 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7678 Person::players[i]->targetyaw -= 90;
7679 if (Person::players[i]->forwardkeydown)
7680 Person::players[i]->targetyaw += 45;
7681 if (Person::players[i]->backkeydown)
7682 Person::players[i]->targetyaw -= 45;
7685 if ( Person::players[i]->leftkeydown) {
7686 if (Person::players[i]->isIdle() ||
7687 (Person::players[i]->isStop() &&
7688 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7689 (Person::players[i]->isLanding() &&
7690 Person::players[i]->frameTarget > 0 &&
7691 !Person::players[i]->jumpkeydown) ||
7692 (Person::players[i]->isLandhard() &&
7693 Person::players[i]->frameTarget > 0 &&
7694 !Person::players[i]->jumpkeydown &&
7695 Person::players[i]->crouchkeydown)) {
7696 Person::players[i]->setAnimation(Person::players[i]->getRun());
7698 if (Person::players[i]->isCrouch()) {
7699 Person::players[i]->animTarget = sneakanim;
7700 if (Person::players[i]->wasCrouch())
7701 Person::players[i]->target = 0;
7702 Person::players[i]->frameTarget = 0;
7704 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7705 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7707 Person::players[i]->targetyaw += 90;
7708 if (Person::players[i]->forwardkeydown)
7709 Person::players[i]->targetyaw -= 45;
7710 if (Person::players[i]->backkeydown)
7711 Person::players[i]->targetyaw += 45;
7714 if (Person::players[i]->backkeydown) {
7715 if (Person::players[i]->isIdle() ||
7716 (Person::players[i]->isStop() &&
7717 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7718 (Person::players[i]->isLanding() &&
7719 Person::players[i]->frameTarget > 0 &&
7720 !Person::players[i]->jumpkeydown) ||
7721 (Person::players[i]->isLandhard() &&
7722 Person::players[i]->frameTarget > 0 &&
7723 !Person::players[i]->jumpkeydown &&
7724 Person::players[i]->crouchkeydown)) {
7725 Person::players[i]->setAnimation(Person::players[i]->getRun());
7727 if (Person::players[i]->isCrouch()) {
7728 Person::players[i]->animTarget = sneakanim;
7729 if (Person::players[i]->wasCrouch())
7730 Person::players[i]->target = 0;
7731 Person::players[i]->frameTarget = 0;
7733 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7734 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7736 if (Person::players[i]->animTarget == hanganim) {
7737 Person::players[i]->animCurrent = jumpdownanim;
7738 Person::players[i]->animTarget = jumpdownanim;
7739 Person::players[i]->target = 0;
7740 Person::players[i]->frameCurrent = 0;
7741 Person::players[i]->frameTarget = 1;
7742 Person::players[i]->velocity = 0;
7743 Person::players[i]->velocity.y += gravity;
7744 Person::players[i]->coords.y -= 1.4;
7745 Person::players[i]->grabdelay = 1;
7747 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7748 Person::players[i]->targetyaw += 180;
7751 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7752 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7753 Person::players[i]->isRun() ||
7754 Person::players[i]->animTarget == walkanim ||
7755 Person::players[i]->isCrouch() ||
7756 Person::players[i]->animTarget == sneakanim) &&
7757 Person::players[i]->jumppower > 1) &&
7758 ((Person::players[i]->animTarget != rabbitrunninganim &&
7759 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7760 Person::players[i]->jumpstart = 0;
7761 Person::players[i]->setAnimation(jumpupanim);
7762 Person::players[i]->yaw = Person::players[i]->targetyaw;
7763 Person::players[i]->transspeed = 20;
7764 Person::players[i]->FootLand(0, 1);
7765 Person::players[i]->FootLand(1, 1);
7769 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7772 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7774 Person::players[i]->velocity = 0;
7778 if (Person::players.size() > 1)
7779 for (unsigned j = 0; j < Person::players.size(); j++) {
7780 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7781 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7782 (Person::players[j]->victim == Person::players[i]) &&
7783 (Person::players[j]->animTarget == sweepanim)) {
7792 Person::players[i]->velocity.y = 1;
7794 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7795 Person::players[i]->velocity.y = 7;
7796 Person::players[i]->crouchtogglekeydown = 1;
7797 } else Person::players[i]->velocity.y = 5;
7799 if (mousejump && i == 0 && debugmode) {
7800 if (!Person::players[i]->isLanding())
7801 Person::players[i]->tempdeltav = deltav;
7802 if (Person::players[i]->tempdeltav < 0)
7803 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7806 Person::players[i]->coords.y += .2;
7807 Person::players[i]->jumppower -= 1;
7810 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7812 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7814 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7815 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7816 Person::players[i]->frameTarget = 2;
7817 Person::players[i]->landhard = 0;
7818 Person::players[i]->jumpstart = 1;
7819 Person::players[i]->tempdeltav = deltav;
7821 if (Person::players[i]->animTarget == jumpupanim &&
7825 Person::players[i]->aitype != playercontrolled)) {
7826 if (Person::players[i]->jumppower > multiplier * 6) {
7827 Person::players[i]->velocity.y += multiplier * 6;
7828 Person::players[i]->jumppower -= multiplier * 6;
7830 if (Person::players[i]->jumppower <= multiplier * 6) {
7831 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7832 Person::players[i]->jumppower = 0;
7835 if (((floatjump || editorenabled) && debugmode) && i == 0)
7836 Person::players[i]->velocity.y += multiplier * 30;
7840 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7841 Person::players[i]->setAnimation(Person::players[i]->getStop());
7842 if (Person::players[i]->animTarget == sneakanim) {
7843 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7844 if (Person::players[i]->animCurrent == sneakanim)
7845 Person::players[i]->target = 0;
7846 Person::players[i]->frameTarget = 0;
7849 if (Person::players[i]->animTarget == walkanim &&
7850 (Person::players[i]->aitype == attacktypecutoff ||
7851 Person::players[i]->aitype == searchtype ||
7852 (Person::players[i]->aitype == passivetype &&
7853 Person::players[i]->numwaypoints <= 1)))
7854 Person::players[i]->setAnimation(Person::players[i]->getStop());
7855 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7856 Person::players[i]->setAnimation(Person::players[i]->getStop());
7859 if (Person::players[i]->animTarget == rollanim)
7860 Person::players[i]->targetyaw = oldtargetyaw;
7864 for (unsigned k = 0; k < Person::players.size(); k++) {
7865 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7866 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7867 Person::players[k]->yaw -= 360;
7869 Person::players[k]->yaw += 360;
7872 //stop to turn in right direction
7873 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7874 Person::players[k]->setAnimation(Person::players[k]->getStop());
7876 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7877 Person::players[k]->targettilt = 0;
7879 if (Person::players[k]->animTarget != jumpupanim &&
7880 Person::players[k]->animTarget != backhandspringanim &&
7881 Person::players[k]->animTarget != jumpdownanim &&
7882 !Person::players[k]->isFlip()) {
7883 Person::players[k]->targettilt = 0;
7884 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7885 Person::players[k]->jumppower = 0;
7886 Person::players[k]->jumppower += multiplier * 7;
7887 if (Person::players[k]->isCrouch())
7888 Person::players[k]->jumppower += multiplier * 7;
7889 if (Person::players[k]->jumppower > 5)
7890 Person::players[k]->jumppower = 5;
7893 if (Person::players[k]->isRun())
7894 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7896 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7897 Person::players[k]->grabdelay -= multiplier;
7901 for (unsigned k = 0; k < Person::players.size(); k++) {
7902 Person::players[k]->DoAnimations();
7903 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7904 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7910 for (int j = numenvsounds - 1; j >= 0; j--) {
7911 envsoundlife[j] -= multiplier;
7912 if (envsoundlife[j] < 0) {
7914 envsoundlife[j] = envsoundlife[numenvsounds];
7915 envsound[j] = envsound[numenvsounds];
7919 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7921 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7923 if (tutoriallevel == 1) {
7940 if (tutorialstage >= 51)
7941 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7942 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7943 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7945 emit_stream_np(stream_menutheme);
7954 if (tutorialstage < 51)
7955 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7956 emit_sound_at(fireendsound, Person::players[0]->coords);
7958 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7962 if (tutorialstage >= 14 && tutorialstage < 50)
7963 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7964 emit_sound_at(fireendsound, Person::players[1]->coords);
7966 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7967 if (Random() % 2 == 0) {
7968 if (!Person::players[1]->skeleton.free)
7969 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7970 if (Person::players[1]->skeleton.free)
7971 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7972 if (!Person::players[1]->skeleton.free)
7973 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;
7974 if (Person::players[1]->skeleton.free)
7975 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7976 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7980 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7981 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7982 Person::players[1]->skeleton.joints[i].velocity = 0;
7983 if (Random() % 2 == 0) {
7984 if (!Person::players[1]->skeleton.free)
7985 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7986 if (Person::players[1]->skeleton.free)
7987 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7988 if (!Person::players[1]->skeleton.free)
7989 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;
7990 if (Person::players[1]->skeleton.free)
7991 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7992 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8000 static float gLoc[3];
8004 static float vel[3];
8005 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8006 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8007 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8009 //Set orientation with forward and up vectors
8010 static XYZ upvector;
8014 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8015 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8020 facing = DoRotation(facing, -pitch, 0, 0);
8021 facing = DoRotation(facing, 0, 0 - yaw, 0);
8024 static float ori[6];
8028 ori[3] = -upvector.x;
8029 ori[4] = upvector.y;
8030 ori[5] = -upvector.z;
8032 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8039 if (Input::isKeyPressed(SDL_SCANCODE_F1))
8043 void Game::TickOnce()
8046 yaw += multiplier * 5;
8047 else if (directing || indialogue == -1) {
8050 pitch += deltav * .7;
8052 pitch -= deltav * .7;
8060 void Game::TickOnceAfter()
8062 static XYZ colviewer;
8063 static XYZ coltarget;
8067 static float changedelay;
8068 static bool alldead;
8069 static float unseendelay;
8070 static float cameraspeed;
8073 static int oldmusictype = musictype;
8075 if (environment == snowyenvironment)
8076 leveltheme = stream_snowtheme;
8077 if (environment == grassyenvironment)
8078 leveltheme = stream_grasstheme;
8079 if (environment == desertenvironment)
8080 leveltheme = stream_deserttheme;
8084 musictype = leveltheme;
8085 for (unsigned i = 0; i < Person::players.size(); i++) {
8086 if ((Person::players[i]->aitype == attacktypecutoff ||
8087 Person::players[i]->aitype == getweapontype ||
8088 Person::players[i]->aitype == gethelptype ||
8089 Person::players[i]->aitype == searchtype) &&
8090 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8091 (Person::players[i]->animTarget != sneakattackedanim &&
8092 Person::players[i]->animTarget != knifesneakattackedanim &&
8093 Person::players[i]->animTarget != swordsneakattackedanim)) {
8094 musictype = stream_fighttheme;
8098 if (Person::players[0]->dead)
8099 musictype = stream_menutheme;
8102 if (musictype == stream_fighttheme)
8105 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8106 unseendelay -= multiplier;
8107 if (unseendelay > 0)
8108 musictype = stream_fighttheme;
8113 musictype = stream_menutheme;
8114 musicvolume[2] = 512;
8121 if (musictype != oldmusictype && musictype == stream_fighttheme)
8122 emit_sound_np(alarmsound);
8123 musicselected = musictype;
8125 if (musicselected == leveltheme)
8126 musicvolume[0] += multiplier * 450;
8128 musicvolume[0] -= multiplier * 450;
8129 if (musicselected == stream_fighttheme)
8130 musicvolume[1] += multiplier * 450;
8132 musicvolume[1] -= multiplier * 450;
8133 if (musicselected == stream_menutheme)
8134 musicvolume[2] += multiplier * 450;
8136 musicvolume[2] -= multiplier * 450;
8138 for (int i = 0; i < 3; i++) {
8139 if (musicvolume[i] < 0)
8141 if (musicvolume[i] > 512)
8142 musicvolume[i] = 512;
8145 if (musicvolume[2] > 128 && !loading && !mainmenu)
8146 musicvolume[2] = 128;
8149 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8150 emit_stream_np(leveltheme, musicvolume[0]);
8151 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8152 emit_stream_np(stream_fighttheme, musicvolume[1]);
8153 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8154 emit_stream_np(stream_menutheme, musicvolume[2]);
8155 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8156 pause_sound(leveltheme);
8157 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8158 pause_sound(stream_fighttheme);
8159 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8160 pause_sound(stream_menutheme);
8162 if (musicvolume[0] != oldmusicvolume[0])
8163 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8164 if (musicvolume[1] != oldmusicvolume[1])
8165 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8166 if (musicvolume[2] != oldmusicvolume[2])
8167 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8169 for (int i = 0; i < 3; i++)
8170 oldmusicvolume[i] = musicvolume[i];
8172 pause_sound(leveltheme);
8173 pause_sound(stream_fighttheme);
8174 pause_sound(stream_menutheme);
8176 for (int i = 0; i < 4; i++) {
8177 oldmusicvolume[i] = 0;
8183 for (int i = 0; i < numhotspots; i++) {
8184 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8185 if (Person::players[hotspottype[i] - 10]->dead == 0)
8187 else if (killhotspot == 2)
8191 if (killhotspot == 2)
8196 for (int i = 0; i < numhotspots; i++)
8197 if (hotspottype[i] == -1)
8198 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8202 for (unsigned i = 1; i < Person::players.size(); i++)
8203 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8205 if (numalarmed > maxalarmed)
8206 maxalarmed = numalarmed;
8208 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8209 if (Person::players[0]->dead && changedelay <= 0) {
8211 targetlevel = whichlevel;
8214 for (unsigned i = 1; i < Person::players.size(); i++) {
8215 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8222 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8224 targetlevel = whichlevel + 1;
8225 if (targetlevel > numchallengelevels - 1)
8228 if (winhotspot || windialogue) {
8230 targetlevel = whichlevel + 1;
8231 if (targetlevel > numchallengelevels - 1)
8238 targetlevel = whichlevel + 1;
8239 if (targetlevel > numchallengelevels - 1)
8243 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8244 //high scores, awards, win
8246 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8249 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8257 if (leveltime < 1) {
8265 if (!editorenabled && gameon && !mainmenu) {
8266 if (changedelay != -999)
8267 changedelay -= multiplier / 7;
8268 if (Person::players[0]->dead)
8269 targetlevel = whichlevel;
8270 if (loading == 2 && !campaign) {
8273 fireSound(firestartsound);
8275 if (!Person::players[0]->dead && targetlevel != whichlevel)
8276 startbonustotal = bonustotal;
8277 if (Person::players[0]->dead)
8278 Loadlevel(whichlevel);
8280 Loadlevel(targetlevel);
8286 if (loading == 2 && targetlevel == whichlevel) {
8290 fireSound(firestartsound);
8292 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8298 if (changedelay <= -999 &&
8301 (Person::players[0]->dead ||
8302 (alldead && maptype == mapkilleveryone) ||
8306 if ((Person::players[0]->dead ||
8307 (alldead && maptype == mapkilleveryone) ||
8312 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8316 if (Person::players[0]->dead)
8322 // campaignchoosenext determines what to do when the level is complete:
8323 // 0 = load next level
8324 // 1 = go back to level select screen
8325 // 2 = stealthload next level
8326 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8327 if (campaignlevels[actuallevel].nextlevel.empty())
8329 } else if (mainmenu == 0 && winfreeze) {
8330 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8332 if (!stealthloading) {
8333 fireSound(firestartsound);
8338 startbonustotal = 0;
8348 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8351 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8355 pause_sound(stream_menutheme);
8366 oldmusictype = musictype;
8372 facing = DoRotation(facing, -pitch, 0, 0);
8373 facing = DoRotation(facing, 0, 0 - yaw, 0);
8374 viewerfacing = facing;
8377 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8378 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;
8380 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;
8382 if (Person::players[0]->skeleton.free) {
8383 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8384 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8385 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8389 if (Person::players[0]->skeleton.free != 2) {
8391 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8392 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8394 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8396 coltarget = target - cameraloc;
8397 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8400 Normalise(&coltarget);
8401 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8402 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8404 cameraloc = cameraloc + coltarget * multiplier * 8;
8408 cameradist += multiplier * 5;
8409 if (cameradist > 2.3)
8411 viewer = cameraloc - facing * cameradist;
8413 coltarget = cameraloc;
8414 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8415 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8416 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8417 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8419 coltarget = cameraloc;
8420 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8423 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8424 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8425 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8427 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8431 cameradist = findDistance(&viewer, &target);
8432 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8433 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8434 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8437 if (camerashake > .8)
8439 woozy += multiplier;
8440 if (Person::players[0]->dead)
8442 if (Person::players[0]->dead)
8444 camerashake -= multiplier * 2;
8445 blackout -= multiplier * 2;
8446 if (camerashake < 0)
8451 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8452 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8453 viewer.z += (float)(Random() % 100) * .0005 * camerashake;