2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
52 // Added more evilness needed for MSVC
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 extern float multiplier;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
66 extern float texdetail;
67 extern Objects objects;
69 extern float slomodelay;
70 extern bool floatjump;
73 extern float camerashake;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
88 extern bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
128 extern ImageRec texture;
130 extern float hostiletime;
132 extern bool gamestarted;
134 extern int numhotspots;
135 extern int killhotspot;
136 extern XYZ hotspot[40];
137 extern int hotspottype[40];
138 extern float hotspotsize[40];
139 extern char hotspottext[40][256];
140 extern int currenthotspot;
144 extern bool stillloading;
145 extern bool winfreeze;
147 extern bool campaign;
149 extern void toggleFullscreen();
160 std::string description;
163 0 = Immediately load next level at the end of this one.
164 1 = Go back to the world map.
165 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
167 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
168 std::vector<int> nextlevel;
170 CampaignLevel() : width(10) {
176 return 30 + 120 + location.x * 400 / 512;
179 return 30 + 30 + (512 - location.y) * 400 / 512;
182 return getStartX() + width;
185 return getStartY() + width;
189 center.x = getStartX() + width / 2;
190 center.y = getStartY() + width / 2;
196 istream& operator<< (istream& is) {
203 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
204 description.replace(pos, 1, 1, ' ');
211 for (int j = 0; j < numnext; j++) {
214 nextlevel.push_back(next - 1);
222 friend istream& operator>> (istream& is, CampaignLevel& cl) {
229 vector<CampaignLevel> campaignlevels;
232 bool winhotspot = false;
233 bool windialogue = false;
236 float cameradist = 0;
237 bool oldattackkey = 0;
239 float musicvolume[4] = {};
240 float oldmusicvolume[4] = {};
241 int musicselected = 0;
243 const char *rabbitskin[] = {
244 ":Data:Textures:Fur3.jpg",
245 ":Data:Textures:Fur.jpg",
246 ":Data:Textures:Fur2.jpg",
247 ":Data:Textures:Lynx.jpg",
248 ":Data:Textures:Otter.jpg",
249 ":Data:Textures:Opal.jpg",
250 ":Data:Textures:Sable.jpg",
251 ":Data:Textures:Chocolate.jpg",
252 ":Data:Textures:BW2.jpg",
253 ":Data:Textures:WB2.jpg"
256 const char *wolfskin[] = {
257 ":Data:Textures:Wolf.jpg",
258 ":Data:Textures:Darkwolf.jpg",
259 ":Data:Textures:Snowwolf.jpg"
262 const char **creatureskin[] = {rabbitskin, wolfskin};
264 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
265 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
269 // TODO: this is slightly incorrect
270 inline float roughDirection(XYZ vec)
273 float angle = -asin(-vec.x) * 180 / M_PI;
278 inline float roughDirectionTo(XYZ start, XYZ end)
280 return roughDirection(end - start);
282 inline float pitchOf(XYZ vec)
285 return -asin(vec.y) * 180 / M_PI;
287 inline float pitchTo(XYZ start, XYZ end)
289 return pitchOf(end - start);
291 inline float sq(float n)
295 inline float stepTowardf(float from, float to, float by)
297 if (fabs(from - to) < by)
305 void Game::playdialogueboxsound()
308 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
309 temppos = temppos - viewer;
314 switch (dialogueboxsound[whichdialogue][indialogue]) {
319 sound = consolefailsound;
322 sound = consolesuccesssound;
325 sound = firestartsound;
328 sound = fireendsound;
331 sound = rabbitchitter;
334 sound = rabbitchitter2;
337 sound = rabbitpainsound;
340 sound = rabbitpain1sound;
343 sound = rabbitattacksound;
346 sound = rabbitattack2sound;
349 sound = rabbitattack3sound;
352 sound = rabbitattack4sound;
376 sound = barkgrowlsound;
382 emit_sound_at(sound, temppos);
385 // ================================================================
387 bool Game::AddClothes(const char *fileName, GLubyte *array)
391 bool opened = upload_image(fileName);
396 if (tintr > 1) tintr = 1;
397 if (tintg > 1) tintg = 1;
398 if (tintb > 1) tintb = 1;
400 if (tintr < 0) tintr = 0;
401 if (tintg < 0) tintg = 0;
402 if (tintb < 0) tintb = 0;
404 int bytesPerPixel = texture.bpp / 8;
408 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
409 if (bytesPerPixel == 3)
411 else if ((i + 1) % 4 == 0)
412 alphanum = texture.data[i];
413 if ((i + 1) % 4 || bytesPerPixel == 3) {
415 texture.data[i] *= tintr;
417 texture.data[i] *= tintg;
419 texture.data[i] *= tintb;
420 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
430 int Game::findClosestPlayer()
433 float closestdist = std::numeric_limits<float>::max();
435 for (unsigned i = 1; i < Person::players.size(); i++) {
436 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
437 if (distance < closestdist) {
438 closestdist = distance;
445 static int findClosestObject()
448 float closestdist = std::numeric_limits<float>::max();
450 for (int i = 0; i < objects.numobjects; i++) {
451 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
452 if (distance < closestdist) {
453 closestdist = distance;
460 static void cmd_dispatch(const string cmd)
462 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
464 for (i = 0; i < n_cmds; i++)
465 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
466 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
467 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
470 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
473 /********************> Tick() <*****/
474 extern bool save_screenshot(const char * fname);
475 void Screenshot (void)
478 time_t t = time(NULL);
479 struct tm *tme = localtime(&t);
480 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
481 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
484 mkdir("Screenshots");
487 save_screenshot(filename);
490 void Game::SetUpLighting()
492 if (environment == snowyenvironment)
493 light.setColors(.65, .65, .7, .4, .4, .44);
494 if (environment == desertenvironment)
495 light.setColors(.95, .95, .95, .4, .35, .3);
496 if (environment == grassyenvironment)
497 light.setColors(.95, .95, 1, .4, .4, .44);
499 light.setColors(1, 1, 1, .4, .4, .4);
501 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
502 light.color[0] *= (skyboxlightr + average) / 2;
503 light.color[1] *= (skyboxlightg + average) / 2;
504 light.color[2] *= (skyboxlightb + average) / 2;
505 light.ambient[0] *= (skyboxlightr + average) / 2;
506 light.ambient[1] *= (skyboxlightg + average) / 2;
507 light.ambient[2] *= (skyboxlightb + average) / 2;
510 int findPathDist(int start, int end)
512 int smallestcount, count, connected;
513 int last, last2, last3, last4;
516 smallestcount = 1000;
517 for (int i = 0; i < 50; i++) {
523 while (last != end && count < 30) {
525 for (int j = 0; j < numpathpoints; j++) {
526 if (j != last && j != last2 && j != last3 && j != last4) {
528 if (numpathpointconnect[j])
529 for (int k = 0; k < numpathpointconnect[j]; k++) {
530 if (pathpointconnect[j][k] == last)connected = 1;
533 if (numpathpointconnect[last])
534 for (int k = 0; k < numpathpointconnect[last]; k++) {
535 if (pathpointconnect[last][k] == j)connected = 1;
538 if (closest == -1 || Random() % 2 == 0) {
549 if (count < smallestcount)
550 smallestcount = count;
552 return smallestcount;
555 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
557 static XYZ colpoint, colviewer, coltarget;
558 static float minx, minz, maxx, maxz, miny, maxy;
560 minx = min(startpoint.x, endpoint.x) - 1;
561 miny = min(startpoint.y, endpoint.y) - 1;
562 minz = min(startpoint.z, endpoint.z) - 1;
563 maxx = max(startpoint.x, endpoint.x) + 1;
564 maxy = max(startpoint.y, endpoint.y) + 1;
565 maxz = max(startpoint.z, endpoint.z) + 1;
567 for (int i = 0; i < objects.numobjects; i++) {
568 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
569 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
570 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
571 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
572 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
573 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
574 if ( objects.type[i] != treeleavestype &&
575 objects.type[i] != bushtype &&
576 objects.type[i] != firetype) {
577 colviewer = startpoint;
578 coltarget = endpoint;
579 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
588 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
590 static XYZ colpoint, colviewer, coltarget;
591 static float minx, minz, maxx, maxz, miny, maxy;
592 static int i; //FIXME: see below
594 minx = min(startpoint.x, endpoint.x) - 1;
595 miny = min(startpoint.y, endpoint.y) - 1;
596 minz = min(startpoint.z, endpoint.z) - 1;
597 maxx = max(startpoint.x, endpoint.x) + 1;
598 maxy = max(startpoint.y, endpoint.y) + 1;
599 maxz = max(startpoint.z, endpoint.z) + 1;
602 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
603 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
604 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
605 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
606 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
607 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
608 if ( objects.type[what] != treeleavestype &&
609 objects.type[what] != bushtype &&
610 objects.type[what] != firetype) {
611 colviewer = startpoint;
612 coltarget = endpoint;
614 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
621 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
627 void Setenvironment(int which)
631 LOG(" Setting environment...");
636 pause_sound(stream_snowtheme);
637 pause_sound(stream_grasstheme);
638 pause_sound(stream_deserttheme);
639 pause_sound(stream_wind);
640 pause_sound(stream_desertambient);
643 if (environment == snowyenvironment) {
647 emit_stream_np(stream_wind);
649 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
650 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
651 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
652 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
654 footstepsound = footstepsn1;
655 footstepsound2 = footstepsn2;
656 footstepsound3 = footstepst1;
657 footstepsound4 = footstepst2;
659 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
660 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
662 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
667 temptexdetail = texdetail;
670 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
671 ":Data:Textures:Skybox(snow):Left.jpg",
672 ":Data:Textures:Skybox(snow):Back.jpg",
673 ":Data:Textures:Skybox(snow):Right.jpg",
674 ":Data:Textures:Skybox(snow):Up.jpg",
675 ":Data:Textures:Skybox(snow):Down.jpg");
680 texdetail = temptexdetail;
681 } else if (environment == desertenvironment) {
684 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
685 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
686 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
687 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
691 emit_stream_np(stream_desertambient);
693 footstepsound = footstepsn1;
694 footstepsound2 = footstepsn2;
695 footstepsound3 = footstepsn1;
696 footstepsound4 = footstepsn2;
698 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
699 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
701 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
705 temptexdetail = texdetail;
708 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
709 ":Data:Textures:Skybox(sand):Left.jpg",
710 ":Data:Textures:Skybox(sand):Back.jpg",
711 ":Data:Textures:Skybox(sand):Right.jpg",
712 ":Data:Textures:Skybox(sand):Up.jpg",
713 ":Data:Textures:Skybox(sand):Down.jpg");
718 texdetail = temptexdetail;
719 } else if (environment == grassyenvironment) {
722 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
723 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
724 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
725 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
728 emit_stream_np(stream_wind, 100.);
730 footstepsound = footstepgr1;
731 footstepsound2 = footstepgr2;
732 footstepsound3 = footstepst1;
733 footstepsound4 = footstepst2;
735 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
736 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
738 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
742 temptexdetail = texdetail;
745 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
746 ":Data:Textures:Skybox(grass):Left.jpg",
747 ":Data:Textures:Skybox(grass):Back.jpg",
748 ":Data:Textures:Skybox(grass):Right.jpg",
749 ":Data:Textures:Skybox(grass):Up.jpg",
750 ":Data:Textures:Skybox(grass):Down.jpg");
754 texdetail = temptexdetail;
756 temptexdetail = texdetail;
758 terrain.load(":Data:Textures:heightmap.png");
760 texdetail = temptexdetail;
767 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
768 if (!ipstream.good()) {
769 if (accountactive->getCurrentCampaign() == "main") {
770 cerr << "Could not found main campaign!" << endl;
773 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
774 accountactive->setCurrentCampaign("main");
775 return LoadCampaign();
777 ipstream.ignore(256, ':');
779 ipstream >> numlevels;
780 campaignlevels.clear();
781 for (int i = 0; i < numlevels; i++) {
784 campaignlevels.push_back(cl);
788 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
790 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
792 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
795 if (accountactive->getCampaignChoicesMade() == 0) {
796 accountactive->setCampaignScore(0);
797 accountactive->resetFasttime();
801 vector<string> ListCampaigns()
803 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
804 struct dirent *campaign = NULL;
806 perror("Problem while loading campaigns");
807 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
810 vector<string> campaignNames;
811 while ((campaign = readdir(campaigns)) != NULL) {
812 string name(campaign->d_name);
813 if (name.length() < 5)
815 if (!name.compare(name.length() - 4, 4, ".txt")) {
816 campaignNames.push_back(name.substr(0, name.length() - 4));
820 return campaignNames;
823 void Game::Loadlevel(int which)
830 Loadlevel("tutorial");
831 } else if (which >= 0 && which <= 15) {
833 snprintf(buf, 32, "map%d", which + 1); // challenges
836 Loadlevel("mapsave");
839 void Game::Loadlevel(const char *name)
841 int indemo; // FIXME this should be removed
844 static const char *pfx = ":Data:Maps:";
847 float headprop, legprop, armprop, bodyprop;
851 LOG(std::string("Loading level...") + name);
863 if (tutoriallevel != -1)
868 if (tutoriallevel == 1)
870 if (tutorialstage == 0) {
871 tutorialstagetime = 0;
875 pause_sound(whooshsound);
876 pause_sound(stream_firesound);
878 // Change the map filename into something that is os specific
879 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
880 sprintf(buf, "%s%s", pfx, name);
881 const char *FixedFN = ConvertFileName(buf);
885 tfile = fopen( FixedFN, "rb" );
887 pause_sound(stream_firesound);
893 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
897 for (int i = 0; i < 20; i++)
898 dialoguegonethrough[i] = 0;
907 difficulty = accountactive->getDifficulty();
921 for (int i = 0; i < 100; i++)
930 numunarmedattack = 0;
941 bonustotal = startbonustotal;
946 emit_sound_np(consolesuccesssound);
951 if (!stealthloading) {
952 terrain.numdecals = 0;
953 Sprite::deleteSprites();
954 for (int i = 0; i < objects.numobjects; i++)
955 objects.model[i].numdecals = 0;
957 int j = objects.numobjects;
958 for (int i = 0; i < j; i++) {
959 objects.DeleteObject(0);
964 for (int i = 0; i < subdivision; i++)
965 for (int j = 0; j < subdivision; j++)
966 terrain.patchobjectnum[i][j] = 0;
973 funpackf(tfile, "Bi", &mapvers);
975 funpackf(tfile, "Bi", &indemo);
979 funpackf(tfile, "Bi", &maptype);
981 maptype = mapkilleveryone;
983 funpackf(tfile, "Bi", &hostile);
987 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
993 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1001 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1003 skyboxlightr = skyboxr;
1004 skyboxlightg = skyboxg;
1005 skyboxlightb = skyboxb;
1007 if (!stealthloading)
1008 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);
1010 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1011 Person::players[0]->originalcoords = Person::players[0]->coords;
1012 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1013 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1014 Person::players[0]->weaponids[j] = weapons.size();
1016 funpackf(tfile, "Bi", &type);
1017 weapons.push_back(Weapon(type, 0));
1023 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1024 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1025 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1026 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1028 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1031 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1033 Person::players[0]->whichskin = 0;
1034 Person::players[0]->creature = rabbittype;
1037 Person::players[0]->lastattack = -1;
1038 Person::players[0]->lastattack2 = -1;
1039 Person::players[0]->lastattack3 = -1;
1043 funpackf(tfile, "Bi", &numdialogues);
1044 for (int k = 0; k < numdialogues; k++) {
1045 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1046 funpackf(tfile, "Bi", &dialoguetype[k]);
1047 for (int l = 0; l < 10; l++) {
1048 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1049 funpackf(tfile, "Bf", &participantyaw[k][l]);
1051 for (int l = 0; l < numdialogueboxes[k]; l++) {
1052 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1053 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1054 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1055 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1056 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1058 funpackf(tfile, "Bi", &templength);
1059 if (templength > 128 || templength <= 0)
1062 for (m = 0; m < templength; m++) {
1063 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1064 if (dialoguetext[k][l][m] == '\0')
1067 dialoguetext[k][l][m] = 0;
1069 funpackf(tfile, "Bi", &templength);
1070 if (templength > 64 || templength <= 0)
1072 for (m = 0; m < templength; m++) {
1073 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1074 if (dialoguename[k][l][m] == '\0')
1077 dialoguename[k][l][m] = 0;
1078 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1079 funpackf(tfile, "Bi", &participantfocus[k][l]);
1080 funpackf(tfile, "Bi", &participantaction[k][l]);
1082 for (m = 0; m < 10; m++)
1083 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1085 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1091 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1092 funpackf(tfile, "Bi", &templength);
1093 for (int l = 0; l < templength; l++)
1094 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1095 Person::players[0]->clothes[k][templength] = '\0';
1096 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1099 funpackf(tfile, "Bi", &environment);
1101 funpackf(tfile, "Bi", &objects.numobjects);
1102 for (int i = 0; i < objects.numobjects; i++) {
1103 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]);
1104 if (objects.type[i] == treeleavestype)
1105 objects.scale[i] = objects.scale[i - 1];
1109 funpackf(tfile, "Bi", &numhotspots);
1110 for (int i = 0; i < numhotspots; i++) {
1111 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1112 funpackf(tfile, "Bi", &templength);
1114 for (int l = 0; l < templength; l++)
1115 funpackf(tfile, "Bb", &hotspottext[i][l]);
1116 hotspottext[i][templength] = '\0';
1117 if (hotspottype[i] == -111)
1126 if (!stealthloading) {
1128 for (int i = 0; i < objects.numobjects; i++)
1129 objects.center += objects.position[i];
1130 objects.center /= objects.numobjects;
1136 float maxdistance = 0;
1138 //~ int whichclosest;
1139 for (int i = 0; i < objects.numobjects; i++) {
1140 tempdist = distsq(&objects.center, &objects.position[i]);
1141 if (tempdist > maxdistance) {
1143 maxdistance = tempdist;
1146 objects.radius = fast_sqrt(maxdistance);
1153 funpackf(tfile, "Bi", &numplayers);
1154 int howmanyremoved = 0;
1155 bool removeanother = 0;
1156 if (numplayers > maxplayers) {
1157 cout << "Warning: this level contains more players than allowed" << endl;
1159 if (numplayers > 1) {
1160 for (int i = 1; i < numplayers; i++) {
1161 Person::players.push_back(shared_ptr<Person>(new Person()));
1166 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);
1168 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1170 Person::players[i - howmanyremoved]->howactive = typeactive;
1172 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1174 Person::players[i - howmanyremoved]->scale = -1;
1176 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1178 Person::players[i - howmanyremoved]->immobile = 0;
1180 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1182 Person::players[i - howmanyremoved]->yaw = 0;
1183 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1184 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1188 if (!removeanother) {
1189 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1190 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1191 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1193 funpackf(tfile, "Bi", &type);
1194 weapons.push_back(Weapon(type, i));
1197 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1198 //Person::players[i-howmanyremoved]->numwaypoints=10;
1199 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1200 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1201 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1202 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1204 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1206 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1209 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1210 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1211 Person::players[i - howmanyremoved]->waypoint = 0;
1213 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1214 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1215 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1216 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1219 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1226 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1227 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1228 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1229 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1230 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1233 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1234 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1235 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1236 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1237 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1238 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1241 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1242 if (Person::players[i - howmanyremoved]->numclothes) {
1243 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1245 funpackf(tfile, "Bi", &templength);
1246 for (int l = 0; l < templength; l++)
1247 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1248 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1249 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1258 numplayers -= howmanyremoved;
1259 Person::players.resize(numplayers);
1261 funpackf(tfile, "Bi", &numpathpoints);
1262 if (numpathpoints > 30 || numpathpoints < 0)
1264 for (int j = 0; j < numpathpoints; j++) {
1265 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1266 for (int k = 0; k < numpathpointconnect[j]; k++) {
1267 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1273 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1276 if (environment != oldenvironment)
1277 Setenvironment(environment);
1278 oldenvironment = environment;
1280 if (!stealthloading) {
1281 int j = objects.numobjects;
1282 objects.numobjects = 0;
1283 for (int i = 0; i < j; i++) {
1284 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1289 terrain.DoShadows();
1292 objects.DoShadows();
1299 for (unsigned i = 0; i < Person::players.size(); i++) {
1302 Person::players[i]->burnt = 0;
1303 Person::players[i]->bled = 0;
1304 Person::players[i]->onfire = 0;
1305 if (i == 0 || Person::players[i]->scale < 0)
1306 Person::players[i]->scale = .2;
1307 Person::players[i]->skeleton.free = 0;
1308 Person::players[i]->skeleton.id = i;
1309 if (i == 0 && mapvers < 9)
1310 Person::players[i]->creature = rabbittype;
1311 if (Person::players[i]->creature != wolftype) {
1312 Person::players[i]->skeleton.Load(
1313 (char *)":Data:Skeleton:Basic Figure",
1314 (char *)":Data:Skeleton:Basic Figurelow",
1315 (char *)":Data:Skeleton:Rabbitbelt",
1316 (char *)":Data:Models:Body.solid",
1317 (char *)":Data:Models:Body2.solid",
1318 (char *)":Data:Models:Body3.solid",
1319 (char *)":Data:Models:Body4.solid",
1320 (char *)":Data:Models:Body5.solid",
1321 (char *)":Data:Models:Body6.solid",
1322 (char *)":Data:Models:Body7.solid",
1323 (char *)":Data:Models:Bodylow.solid",
1324 (char *)":Data:Models:Belt.solid", 0);
1326 if (Person::players[i]->creature != wolftype) {
1327 Person::players[i]->skeleton.Load(
1328 (char *)":Data:Skeleton:Basic Figure",
1329 (char *)":Data:Skeleton:Basic Figurelow",
1330 (char *)":Data:Skeleton:Rabbitbelt",
1331 (char *)":Data:Models:Body.solid",
1332 (char *)":Data:Models:Body2.solid",
1333 (char *)":Data:Models:Body3.solid",
1334 (char *)":Data:Models:Body4.solid",
1335 (char *)":Data:Models:Body5.solid",
1336 (char *)":Data:Models:Body6.solid",
1337 (char *)":Data:Models:Body7.solid",
1338 (char *)":Data:Models:Bodylow.solid",
1339 (char *)":Data:Models:Belt.solid", 1);
1340 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1342 if (Person::players[i]->creature == wolftype) {
1343 Person::players[i]->skeleton.Load(
1344 (char *)":Data:Skeleton:Basic Figure Wolf",
1345 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1346 (char *)":Data:Skeleton:Rabbitbelt",
1347 (char *)":Data:Models:Wolf.solid",
1348 (char *)":Data:Models:Wolf2.solid",
1349 (char *)":Data:Models:Wolf3.solid",
1350 (char *)":Data:Models:Wolf4.solid",
1351 (char *)":Data:Models:Wolf5.solid",
1352 (char *)":Data:Models:Wolf6.solid",
1353 (char *)":Data:Models:Wolf7.solid",
1354 (char *)":Data:Models:Wolflow.solid",
1355 (char *)":Data:Models:Belt.solid", 0);
1359 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);
1361 if (Person::players[i]->numclothes) {
1362 for (int j = 0; j < Person::players[i]->numclothes; j++) {
1363 tintr = Person::players[i]->clothestintr[j];
1364 tintg = Person::players[i]->clothestintg[j];
1365 tintb = Person::players[i]->clothestintb[j];
1366 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
1368 Person::players[i]->DoMipmaps();
1371 Person::players[i]->animCurrent = bounceidleanim;
1372 Person::players[i]->animTarget = bounceidleanim;
1373 Person::players[i]->frameCurrent = 0;
1374 Person::players[i]->frameTarget = 1;
1375 Person::players[i]->target = 0;
1376 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1377 if (difficulty == 0)
1378 Person::players[i]->speed -= .2;
1379 if (difficulty == 1)
1380 Person::players[i]->speed -= .1;
1382 Person::players[i]->velocity = 0;
1383 Person::players[i]->oldcoords = Person::players[i]->coords;
1384 Person::players[i]->realoldcoords = Person::players[i]->coords;
1386 Person::players[i]->id = i;
1387 Person::players[i]->skeleton.id = i;
1388 Person::players[i]->updatedelay = 0;
1389 Person::players[i]->normalsupdatedelay = 0;
1391 Person::players[i]->aitype = passivetype;
1392 Person::players[i]->madskills = 0;
1395 Person::players[i]->proportionhead = 1.2;
1396 Person::players[i]->proportionbody = 1.05;
1397 Person::players[i]->proportionarms = 1.00;
1398 Person::players[i]->proportionlegs = 1.1;
1399 Person::players[i]->proportionlegs.y = 1.05;
1401 Person::players[i]->headless = 0;
1402 Person::players[i]->currentoffset = 0;
1403 Person::players[i]->targetoffset = 0;
1405 Person::players[i]->damagetolerance = 200;
1407 if (Person::players[i]->creature == wolftype) {
1408 if (i == 0 || Person::players[i]->scale < 0)
1409 Person::players[i]->scale = .23;
1410 Person::players[i]->damagetolerance = 300;
1416 Person::players[i]->proportionhead.z = 0;
1417 Person::players[i]->proportionbody.z = 0;
1418 Person::players[i]->proportionarms.z = 0;
1419 Person::players[i]->proportionlegs.z = 0;
1422 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1424 Person::players[i]->headmorphness = 0;
1425 Person::players[i]->targetheadmorphness = 1;
1426 Person::players[i]->headmorphstart = 0;
1427 Person::players[i]->headmorphend = 0;
1429 Person::players[i]->pausetime = 0;
1431 Person::players[i]->dead = 0;
1432 Person::players[i]->jumppower = 5;
1433 Person::players[i]->damage = 0;
1434 Person::players[i]->permanentdamage = 0;
1435 Person::players[i]->superpermanentdamage = 0;
1437 Person::players[i]->forwardkeydown = 0;
1438 Person::players[i]->leftkeydown = 0;
1439 Person::players[i]->backkeydown = 0;
1440 Person::players[i]->rightkeydown = 0;
1441 Person::players[i]->jumpkeydown = 0;
1442 Person::players[i]->crouchkeydown = 0;
1443 Person::players[i]->throwkeydown = 0;
1445 Person::players[i]->collided = -10;
1446 Person::players[i]->loaded = 1;
1447 Person::players[i]->bloodloss = 0;
1448 Person::players[i]->weaponactive = -1;
1449 Person::players[i]->weaponstuck = -1;
1450 Person::players[i]->bleeding = 0;
1451 Person::players[i]->deathbleeding = 0;
1452 Person::players[i]->stunned = 0;
1453 Person::players[i]->hasvictim = 0;
1454 Person::players[i]->wentforweapon = 0;
1457 Person::players[0]->aitype = playercontrolled;
1458 Person::players[0]->weaponactive = -1;
1460 if (difficulty == 1) {
1461 Person::players[0]->power = 1 / .9;
1462 Person::players[0]->damagetolerance = 250;
1463 } else if (difficulty == 0) {
1464 Person::players[0]->power = 1 / .8;
1465 Person::players[0]->damagetolerance = 300;
1466 Person::players[0]->armorhead *= 1.5;
1467 Person::players[0]->armorhigh *= 1.5;
1468 Person::players[0]->armorlow *= 1.5;
1471 cameraloc = Person::players[0]->coords;
1473 yaw = Person::players[0]->yaw;
1475 hawkcoords = Person::players[0]->coords;
1481 LOG("Starting background music...");
1483 OPENAL_StopSound(OPENAL_ALL);
1485 if (environment == snowyenvironment) {
1486 emit_stream_np(stream_wind);
1487 } else if (environment == desertenvironment) {
1488 emit_stream_np(stream_desertambient);
1489 } else if (environment == grassyenvironment) {
1490 emit_stream_np(stream_wind, 100.);
1493 oldmusicvolume[0] = 0;
1494 oldmusicvolume[1] = 0;
1495 oldmusicvolume[2] = 0;
1496 oldmusicvolume[3] = 0;
1510 if (tutorialstagetime > tutorialmaxtime) {
1512 tutorialsuccess = 0;
1513 if (tutorialstage <= 1) {
1518 switch (tutorialstage) {
1520 tutorialmaxtime = 5;
1523 tutorialmaxtime = 2;
1526 tutorialmaxtime = 600;
1529 tutorialmaxtime = 1000;
1532 tutorialmaxtime = 600;
1535 tutorialmaxtime = 600;
1538 tutorialmaxtime = 600;
1541 tutorialmaxtime = 600;
1544 tutorialmaxtime = 600;
1547 tutorialmaxtime = 2;
1550 tutorialmaxtime = 1000;
1553 tutorialmaxtime = 1000;
1556 tutorialmaxtime = 2;
1559 tutorialmaxtime = 3;
1570 Person::players[1]->coords = (temp + temp2) / 2;
1572 emit_sound_at(fireendsound, Person::players[1]->coords);
1574 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1575 if (Random() % 2 == 0) {
1576 if (!Person::players[1]->skeleton.free)
1577 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1578 if (Person::players[1]->skeleton.free)
1579 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1580 if (!Person::players[1]->skeleton.free)
1581 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;
1582 if (Person::players[1]->skeleton.free)
1583 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1584 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1590 tutorialmaxtime = 500;
1593 tutorialmaxtime = 500;
1596 tutorialmaxtime = 500;
1599 tutorialmaxtime = 500;
1603 //tutorialmaxtime=500;
1606 tutorialmaxtime = 500;
1609 tutorialmaxtime = 500;
1610 if (bonus == cannon) {
1617 tutorialmaxtime = 500;
1620 tutorialmaxtime = 500;
1623 tutorialmaxtime = 500;
1626 tutorialmaxtime = 500;
1629 tutorialmaxtime = 2;
1632 tutorialmaxtime = 4;
1635 Person::players[1]->aitype = attacktypecutoff;
1638 tutorialmaxtime = 400;
1641 tutorialmaxtime = 400;
1642 Person::players[0]->escapednum = 0;
1645 tutorialmaxtime = 4;
1648 Person::players[1]->aitype = passivetype;
1651 tutorialmaxtime = 13;
1654 tutorialmaxtime = 8;
1657 tutorialmaxtime = 400;
1660 Person::players[1]->aitype = attacktypecutoff;
1663 tutorialmaxtime = 400;
1666 tutorialmaxtime = 400;
1669 tutorialmaxtime = 2;
1672 Person::players[1]->aitype = passivetype;
1677 tutorialmaxtime = 50;
1680 Person::players[1]->aitype = attacktypecutoff;
1683 tutorialmaxtime = 4;
1686 Person::players[1]->aitype = passivetype;
1698 Weapon w(knife, -1);
1699 w.position = (temp + temp2) / 2;
1700 w.tippoint = (temp + temp2) / 2;
1703 w.tipvelocity = 0.1;
1710 weapons.push_back(w);
1714 tutorialmaxtime = 300;
1717 tutorialmaxtime = 300;
1720 tutorialmaxtime = 8;
1723 tutorialmaxtime = 300;
1726 weapons[0].owner = 1;
1727 Person::players[0]->weaponactive = -1;
1728 Person::players[0]->num_weapons = 0;
1729 Person::players[1]->weaponactive = 0;
1730 Person::players[1]->num_weapons = 1;
1731 Person::players[1]->weaponids[0] = 0;
1735 Person::players[1]->aitype = attacktypecutoff;
1737 tutorialmaxtime = 300;
1740 weapons[0].owner = 1;
1741 Person::players[0]->weaponactive = -1;
1742 Person::players[0]->num_weapons = 0;
1743 Person::players[1]->weaponactive = 0;
1744 Person::players[1]->num_weapons = 1;
1745 Person::players[1]->weaponids[0] = 0;
1747 tutorialmaxtime = 300;
1750 weapons[0].owner = 1;
1751 Person::players[0]->weaponactive = -1;
1752 Person::players[0]->num_weapons = 0;
1753 Person::players[1]->weaponactive = 0;
1754 Person::players[1]->num_weapons = 1;
1755 Person::players[1]->weaponids[0] = 0;
1757 weapons[0].setType(sword);
1759 tutorialmaxtime = 300;
1762 tutorialmaxtime = 10;
1773 Weapon w(sword, -1);
1774 w.position = (temp + temp2) / 2;
1775 w.tippoint = (temp + temp2) / 2;
1778 w.tipvelocity = 0.1;
1785 weapons.push_back(w);
1787 weapons[0].owner = 1;
1788 weapons[1].owner = 0;
1789 Person::players[0]->weaponactive = 0;
1790 Person::players[0]->num_weapons = 1;
1791 Person::players[0]->weaponids[0] = 1;
1792 Person::players[1]->weaponactive = 0;
1793 Person::players[1]->num_weapons = 1;
1794 Person::players[1]->weaponids[0] = 0;
1801 Person::players[1]->aitype = passivetype;
1803 tutorialmaxtime = 15;
1805 weapons[0].owner = 1;
1806 weapons[1].owner = 0;
1807 Person::players[0]->weaponactive = 0;
1808 Person::players[0]->num_weapons = 1;
1809 Person::players[0]->weaponids[0] = 1;
1810 Person::players[1]->weaponactive = 0;
1811 Person::players[1]->num_weapons = 1;
1812 Person::players[1]->weaponids[0] = 0;
1814 if (Person::players[0]->weaponactive != -1)
1815 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1817 weapons[0].setType(staff);
1822 Person::players[1]->aitype = passivetype;
1824 tutorialmaxtime = 200;
1826 weapons[1].position = 1000;
1827 weapons[1].tippoint = 1000;
1829 weapons[0].setType(knife);
1831 weapons[0].owner = 0;
1832 Person::players[1]->weaponactive = -1;
1833 Person::players[1]->num_weapons = 0;
1834 Person::players[0]->weaponactive = 0;
1835 Person::players[0]->num_weapons = 1;
1836 Person::players[0]->weaponids[0] = 0;
1840 tutorialmaxtime = 8;
1843 emit_sound_at(fireendsound, Person::players[1]->coords);
1845 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1846 if (Random() % 2 == 0) {
1847 if (!Person::players[1]->skeleton.free)
1848 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1849 if (Person::players[1]->skeleton.free)
1850 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1851 if (!Person::players[1]->skeleton.free)
1852 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;
1853 if (Person::players[1]->skeleton.free)
1854 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1855 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1859 Person::players[1]->num_weapons = 0;
1860 Person::players[1]->weaponstuck = -1;
1861 Person::players[1]->weaponactive = -1;
1867 tutorialmaxtime = 80000;
1872 if (tutorialstage <= 51)
1873 tutorialstagetime = 0;
1877 if (tutorialstagetime < tutorialmaxtime - 3) {
1878 switch (tutorialstage) {
1880 if (deltah || deltav)
1881 tutorialsuccess += multiplier;
1884 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1885 tutorialsuccess += multiplier;
1888 if (Person::players[0]->jumpkeydown)
1889 tutorialsuccess = 1;
1892 if (Person::players[0]->isCrouch())
1893 tutorialsuccess = 1;
1896 if (Person::players[0]->animTarget == rollanim)
1897 tutorialsuccess = 1;
1900 if (Person::players[0]->animTarget == sneakanim)
1901 tutorialsuccess += multiplier;
1904 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1905 tutorialsuccess += multiplier;
1908 if (Person::players[0]->isWallJump())
1909 tutorialsuccess = 1;
1912 if (Person::players[0]->animTarget == flipanim)
1913 tutorialsuccess = 1;
1916 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1917 tutorialsuccess = 1;
1920 if (Person::players[0]->animTarget == winduppunchanim)
1921 tutorialsuccess = 1;
1924 if (Person::players[0]->animTarget == spinkickanim)
1925 tutorialsuccess = 1;
1928 if (Person::players[0]->animTarget == sweepanim)
1929 tutorialsuccess = 1;
1932 if (Person::players[0]->animTarget == dropkickanim)
1933 tutorialsuccess = 1;
1936 if (Person::players[0]->animTarget == rabbitkickanim)
1937 tutorialsuccess = 1;
1940 if (bonus == cannon)
1941 tutorialsuccess = 1;
1944 if (bonus == spinecrusher)
1945 tutorialsuccess = 1;
1948 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1949 tutorialsuccess = 1;
1952 if (Person::players[0]->animTarget == rabbittacklinganim)
1953 tutorialsuccess = 1;
1956 if (Person::players[0]->animTarget == backhandspringanim)
1957 tutorialsuccess = 1;
1960 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1961 tutorialsuccess = 1;
1964 if (Person::players[0]->escapednum == 2) {
1965 tutorialsuccess = 1;
1968 Person::players[1]->aitype = passivetype;
1972 if (animation[Person::players[0]->animTarget].attack == reversal)
1973 tutorialsuccess = 1;
1976 if (animation[Person::players[0]->animTarget].attack == reversal)
1977 tutorialsuccess = 1;
1980 if (animation[Person::players[0]->animTarget].attack == reversal) {
1981 tutorialsuccess = 1;
1984 Person::players[1]->aitype = passivetype;
1988 if (Person::players[0]->num_weapons > 0)
1989 tutorialsuccess = 1;
1992 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1993 tutorialsuccess = 1;
1996 if (Person::players[0]->animTarget == knifeslashstartanim)
1997 tutorialsuccess = 1;
2000 if (animation[Person::players[0]->animTarget].attack == reversal)
2001 tutorialsuccess = 1;
2004 if (animation[Person::players[0]->animTarget].attack == reversal)
2005 tutorialsuccess = 1;
2008 if (animation[Person::players[0]->animTarget].attack == reversal)
2009 tutorialsuccess = 1;
2012 if (Person::players[1]->weaponstuck != -1)
2013 tutorialsuccess = 1;
2018 if (tutorialsuccess >= 1)
2019 tutorialstagetime = tutorialmaxtime - 3;
2022 if (tutorialstagetime == tutorialmaxtime - 3) {
2023 emit_sound_np(consolesuccesssound);
2026 if (tutorialsuccess >= 1) {
2027 if (tutorialstage == 34 || tutorialstage == 35)
2028 tutorialstagetime = tutorialmaxtime - 1;
2032 if (tutorialstage < 14 || tutorialstage >= 50) {
2033 Person::players[1]->coords.y = 300;
2034 Person::players[1]->velocity = 0;
2040 float headprop, bodyprop, armprop, legprop;
2042 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2043 Person::players[0]->damagetolerance = 200000;
2044 Person::players[0]->damage = 0;
2045 Person::players[0]->burnt = 0;
2046 Person::players[0]->permanentdamage = 0;
2047 Person::players[0]->superpermanentdamage = 0;
2050 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2052 if (environment > 2)
2054 Setenvironment(environment);
2057 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2058 cameramode = 1 - cameramode;
2061 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2062 if (Person::players[0]->num_weapons > 0) {
2063 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2064 weapons[Person::players[0]->weaponids[0]].setType(staff);
2065 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2066 weapons[Person::players[0]->weaponids[0]].setType(knife);
2068 weapons[Person::players[0]->weaponids[0]].setType(sword);
2072 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2073 int closest = findClosestPlayer();
2075 if (Person::players[closest]->num_weapons) {
2076 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2077 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2078 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2079 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2081 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2083 if (!Person::players[closest]->num_weapons) {
2084 Person::players[closest]->weaponids[0] = weapons.size();
2086 weapons.push_back(Weapon(knife, closest));
2088 Person::players[closest]->num_weapons = 1;
2093 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2094 int closest = findClosestPlayer();
2096 Person::players[closest]->yaw += multiplier * 50;
2097 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2102 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2103 int closest = findClosestPlayer();
2104 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2108 Person::players[closest]->whichskin++;
2109 if (Person::players[closest]->whichskin > 9)
2110 Person::players[closest]->whichskin = 0;
2111 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2112 Person::players[closest]->whichskin = 0;
2114 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2115 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2118 if (Person::players[closest]->numclothes) {
2119 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2120 tintr = Person::players[closest]->clothestintr[i];
2121 tintg = Person::players[closest]->clothestintg[i];
2122 tintb = Person::players[closest]->clothestintb[i];
2123 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2125 Person::players[closest]->DoMipmaps();
2129 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2130 int closest = findClosestPlayer();
2132 if (Person::players[closest]->creature == wolftype) {
2133 headprop = Person::players[closest]->proportionhead.x / 1.1;
2134 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2135 armprop = Person::players[closest]->proportionarms.x / 1.1;
2136 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2139 if (Person::players[closest]->creature == rabbittype) {
2140 headprop = Person::players[closest]->proportionhead.x / 1.2;
2141 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2142 armprop = Person::players[closest]->proportionarms.x / 1.00;
2143 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2147 if (Person::players[closest]->creature == rabbittype) {
2148 Person::players[closest]->skeleton.id = closest;
2149 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);
2150 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2151 Person::players[closest]->whichskin = 0;
2152 Person::players[closest]->creature = wolftype;
2154 Person::players[closest]->proportionhead = 1.1;
2155 Person::players[closest]->proportionbody = 1.1;
2156 Person::players[closest]->proportionarms = 1.1;
2157 Person::players[closest]->proportionlegs = 1.1;
2158 Person::players[closest]->proportionlegs.y = 1.1;
2159 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2161 Person::players[closest]->damagetolerance = 300;
2163 Person::players[closest]->skeleton.id = closest;
2164 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);
2165 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2166 Person::players[closest]->whichskin = 0;
2167 Person::players[closest]->creature = rabbittype;
2169 Person::players[closest]->proportionhead = 1.2;
2170 Person::players[closest]->proportionbody = 1.05;
2171 Person::players[closest]->proportionarms = 1.00;
2172 Person::players[closest]->proportionlegs = 1.1;
2173 Person::players[closest]->proportionlegs.y = 1.05;
2174 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2176 Person::players[closest]->damagetolerance = 200;
2179 if (Person::players[closest]->creature == wolftype) {
2180 Person::players[closest]->proportionhead = 1.1 * headprop;
2181 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2182 Person::players[closest]->proportionarms = 1.1 * armprop;
2183 Person::players[closest]->proportionlegs = 1.1 * legprop;
2186 if (Person::players[closest]->creature == rabbittype) {
2187 Person::players[closest]->proportionhead = 1.2 * headprop;
2188 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2189 Person::players[closest]->proportionarms = 1.00 * armprop;
2190 Person::players[closest]->proportionlegs = 1.1 * legprop;
2191 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2197 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2203 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2205 float closestdist = std::numeric_limits<float>::max();
2207 for (unsigned i = 1; i < Person::players.size(); i++) {
2208 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2209 if (!Person::players[i]->headless)
2210 if (distance < closestdist) {
2211 closestdist = distance;
2216 XYZ flatfacing2, flatvelocity2;
2218 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2219 blah = Person::players[closest]->coords;
2220 XYZ headspurtdirection;
2221 //int i = Person::players[closest]->skeleton.jointlabels[head];
2222 Joint& headjoint = Person::players[closest]->joint(head);
2223 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2224 if (!Person::players[closest]->skeleton.free)
2225 flatvelocity2 = Person::players[closest]->velocity;
2226 if (Person::players[closest]->skeleton.free)
2227 flatvelocity2 = headjoint.velocity;
2228 if (!Person::players[closest]->skeleton.free)
2229 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;
2230 if (Person::players[closest]->skeleton.free)
2231 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2232 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2233 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2234 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2235 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2236 Normalise(&headspurtdirection);
2237 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2238 flatvelocity2 += headspurtdirection * 8;
2239 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2241 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2243 emit_sound_at(splattersound, blah);
2244 emit_sound_at(breaksound2, blah, 100.);
2246 if (Person::players[closest]->skeleton.free == 2)
2247 Person::players[closest]->skeleton.free = 0;
2248 Person::players[closest]->RagDoll(0);
2249 Person::players[closest]->dead = 2;
2250 Person::players[closest]->headless = 1;
2251 Person::players[closest]->DoBloodBig(3, 165);
2257 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2258 int closest = findClosestPlayer();
2259 XYZ flatfacing2, flatvelocity2;
2261 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2262 blah = Person::players[closest]->coords;
2263 emit_sound_at(splattersound, blah);
2264 emit_sound_at(breaksound2, blah);
2266 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2267 if (!Person::players[closest]->skeleton.free)
2268 flatvelocity2 = Person::players[closest]->velocity;
2269 if (Person::players[closest]->skeleton.free)
2270 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2271 if (!Person::players[closest]->skeleton.free)
2272 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;
2273 if (Person::players[closest]->skeleton.free)
2274 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2275 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2276 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2277 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2278 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2279 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2280 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2283 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2284 if (!Person::players[closest]->skeleton.free)
2285 flatvelocity2 = Person::players[closest]->velocity;
2286 if (Person::players[closest]->skeleton.free)
2287 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2288 if (!Person::players[closest]->skeleton.free)
2289 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;
2290 if (Person::players[closest]->skeleton.free)
2291 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2292 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2293 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2294 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2295 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2296 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2299 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2300 if (!Person::players[closest]->skeleton.free)
2301 flatvelocity2 = Person::players[closest]->velocity;
2302 if (Person::players[closest]->skeleton.free)
2303 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2304 if (!Person::players[closest]->skeleton.free)
2305 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;
2306 if (Person::players[closest]->skeleton.free)
2307 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2308 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2309 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2310 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2311 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2312 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2315 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2316 if (!Person::players[closest]->skeleton.free)
2317 flatvelocity2 = Person::players[closest]->velocity;
2318 if (Person::players[closest]->skeleton.free)
2319 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2320 if (!Person::players[closest]->skeleton.free)
2321 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;
2322 if (Person::players[closest]->skeleton.free)
2323 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2324 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2325 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2326 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2327 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2328 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2332 for (unsigned j = 0; j < Person::players.size(); j++) {
2333 if (int(j) != closest) {
2334 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2335 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2336 if (Person::players[j]->skeleton.free == 2)
2337 Person::players[j]->skeleton.free = 1;
2338 Person::players[j]->skeleton.longdead = 0;
2339 Person::players[j]->RagDoll(0);
2340 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2341 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2342 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2343 flatvelocity2 = temppos - Person::players[closest]->coords;
2344 Normalise(&flatvelocity2);
2345 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2352 Person::players[closest]->DoDamage(10000);
2353 Person::players[closest]->RagDoll(0);
2354 Person::players[closest]->dead = 2;
2355 Person::players[closest]->coords = 20;
2356 Person::players[closest]->skeleton.free = 2;
2363 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2364 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2365 if (Person::players[0]->onfire) {
2366 Person::players[0]->CatchFire();
2368 if (!Person::players[0]->onfire) {
2369 emit_sound_at(fireendsound, Person::players[0]->coords);
2370 pause_sound(stream_firesound);
2374 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2375 Person::players[0]->RagDoll(0);
2377 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2380 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2381 for (int i = 0; i < objects.numobjects; i++) {
2382 if (objects.type[i] == treeleavestype) {
2383 objects.scale[i] *= .9;
2388 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2389 editorenabled = 1 - editorenabled;
2390 if (editorenabled) {
2391 Person::players[0]->damagetolerance = 100000;
2393 Person::players[0]->damagetolerance = 200;
2395 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2396 Person::players[0]->permanentdamage = 0;
2397 Person::players[0]->superpermanentdamage = 0;
2398 Person::players[0]->bloodloss = 0;
2399 Person::players[0]->deathbleeding = 0;
2403 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2405 if (targetlevel > numchallengelevels - 1)
2411 if (editorenabled) {
2412 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2413 int closest = findClosestPlayer();
2415 Person::players.erase(Person::players.begin()+closest);
2419 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2420 int closest = findClosestObject();
2422 objects.position[closest].y -= 500;
2425 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2426 if (objects.numobjects < max_objects - 1) {
2428 boxcoords.x = Person::players[0]->coords.x;
2429 boxcoords.z = Person::players[0]->coords.z;
2430 boxcoords.y = Person::players[0]->coords.y - 3;
2431 if (editortype == bushtype)
2432 boxcoords.y = Person::players[0]->coords.y - .5;
2433 if (editortype == firetype)
2434 boxcoords.y = Person::players[0]->coords.y - .5;
2435 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2436 float temprotat, temprotat2;
2437 temprotat = editoryaw;
2438 temprotat2 = editorpitch;
2439 if (temprotat < 0 || editortype == bushtype)
2440 temprotat = Random() % 360;
2442 temprotat2 = Random() % 360;
2444 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2445 if (editortype == treetrunktype)
2446 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2450 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2451 Person::players.push_back(shared_ptr<Person>(new Person()));
2453 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2454 Person::players.back()->creature = rabbittype;
2455 Person::players.back()->howactive = editoractive;
2456 Person::players.back()->skeleton.id = Person::players.size()-1;
2457 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);
2459 int k = abs(Random() % 2) + 1;
2461 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2462 Person::players.back()->whichskin = 0;
2463 } else if (k == 1) {
2464 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2465 Person::players.back()->whichskin = 1;
2467 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2468 Person::players.back()->whichskin = 2;
2471 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2472 Person::players.back()->power = 1;
2473 Person::players.back()->speedmult = 1;
2474 Person::players.back()->animCurrent = bounceidleanim;
2475 Person::players.back()->animTarget = bounceidleanim;
2476 Person::players.back()->frameCurrent = 0;
2477 Person::players.back()->frameTarget = 1;
2478 Person::players.back()->target = 0;
2479 Person::players.back()->bled = 0;
2480 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2482 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2483 Person::players.back()->yaw = Person::players[0]->yaw;
2485 Person::players.back()->velocity = 0;
2486 Person::players.back()->coords = Person::players[0]->coords;
2487 Person::players.back()->oldcoords = Person::players.back()->coords;
2488 Person::players.back()->realoldcoords = Person::players.back()->coords;
2490 Person::players.back()->id = Person::players.size()-1;
2491 Person::players.back()->updatedelay = 0;
2492 Person::players.back()->normalsupdatedelay = 0;
2494 Person::players.back()->aitype = passivetype;
2496 if (Person::players[0]->creature == wolftype) {
2497 headprop = Person::players[0]->proportionhead.x / 1.1;
2498 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2499 armprop = Person::players[0]->proportionarms.x / 1.1;
2500 legprop = Person::players[0]->proportionlegs.x / 1.1;
2503 if (Person::players[0]->creature == rabbittype) {
2504 headprop = Person::players[0]->proportionhead.x / 1.2;
2505 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2506 armprop = Person::players[0]->proportionarms.x / 1.00;
2507 legprop = Person::players[0]->proportionlegs.x / 1.1;
2510 if (Person::players.back()->creature == wolftype) {
2511 Person::players.back()->proportionhead = 1.1 * headprop;
2512 Person::players.back()->proportionbody = 1.1 * bodyprop;
2513 Person::players.back()->proportionarms = 1.1 * armprop;
2514 Person::players.back()->proportionlegs = 1.1 * legprop;
2517 if (Person::players.back()->creature == rabbittype) {
2518 Person::players.back()->proportionhead = 1.2 * headprop;
2519 Person::players.back()->proportionbody = 1.05 * bodyprop;
2520 Person::players.back()->proportionarms = 1.00 * armprop;
2521 Person::players.back()->proportionlegs = 1.1 * legprop;
2522 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2525 Person::players.back()->headless = 0;
2526 Person::players.back()->onfire = 0;
2529 Person::players.back()->proportionhead.z = 0;
2530 Person::players.back()->proportionbody.z = 0;
2531 Person::players.back()->proportionarms.z = 0;
2532 Person::players.back()->proportionlegs.z = 0;
2535 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2537 Person::players.back()->damagetolerance = 200;
2539 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2540 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2541 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2542 Person::players.back()->armorhead = Person::players[0]->armorhead;
2543 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2544 Person::players.back()->armorlow = Person::players[0]->armorlow;
2545 Person::players.back()->metalhead = Person::players[0]->metalhead;
2546 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2547 Person::players.back()->metallow = Person::players[0]->metallow;
2549 Person::players.back()->immobile = Person::players[0]->immobile;
2551 Person::players.back()->numclothes = Person::players[0]->numclothes;
2552 if (Person::players.back()->numclothes)
2553 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2554 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2555 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2556 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2557 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2558 tintr = Person::players.back()->clothestintr[i];
2559 tintg = Person::players.back()->clothestintg[i];
2560 tintb = Person::players.back()->clothestintb[i];
2561 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
2563 if (Person::players.back()->numclothes) {
2564 Person::players.back()->DoMipmaps();
2567 Person::players.back()->power = Person::players[0]->power;
2568 Person::players.back()->speedmult = Person::players[0]->speedmult;
2570 Person::players.back()->damage = 0;
2571 Person::players.back()->permanentdamage = 0;
2572 Person::players.back()->superpermanentdamage = 0;
2573 Person::players.back()->deathbleeding = 0;
2574 Person::players.back()->bleeding = 0;
2575 Person::players.back()->numwaypoints = 0;
2576 Person::players.back()->waypoint = 0;
2577 Person::players.back()->jumppath = 0;
2578 Person::players.back()->weaponstuck = -1;
2579 Person::players.back()->weaponactive = -1;
2580 Person::players.back()->num_weapons = 0;
2581 Person::players.back()->bloodloss = 0;
2582 Person::players.back()->dead = 0;
2584 Person::players.back()->loaded = 1;
2587 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2588 if (Person::players.back()->numwaypoints < 90) {
2589 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2590 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2591 Person::players.back()->numwaypoints++;
2595 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2596 if (numpathpoints < 30) {
2597 bool connected, alreadyconnected;
2599 if (numpathpoints > 1)
2600 for (int i = 0; i < numpathpoints; i++) {
2601 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2602 alreadyconnected = 0;
2603 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2604 if (pathpointconnect[pathpointselected][j] == i)
2605 alreadyconnected = 1;
2607 if (!alreadyconnected) {
2608 numpathpointconnect[pathpointselected]++;
2610 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2616 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2617 numpathpointconnect[numpathpoints - 1] = 0;
2618 if (numpathpoints > 1 && pathpointselected != -1) {
2619 numpathpointconnect[pathpointselected]++;
2620 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2622 pathpointselected = numpathpoints - 1;
2627 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2628 pathpointselected++;
2629 if (pathpointselected >= numpathpoints)
2630 pathpointselected = -1;
2632 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2633 pathpointselected--;
2634 if (pathpointselected <= -2)
2635 pathpointselected = numpathpoints - 1;
2637 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2638 if (pathpointselected != -1) {
2640 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2641 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2642 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2643 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2645 for (int i = 0; i < numpathpoints; i++) {
2646 for (int j = 0; j < numpathpointconnect[i]; j++) {
2647 if (pathpointconnect[i][j] == pathpointselected) {
2648 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2649 numpathpointconnect[i]--;
2651 if (pathpointconnect[i][j] == numpathpoints) {
2652 pathpointconnect[i][j] = pathpointselected;
2656 pathpointselected = numpathpoints - 1;
2660 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2662 if (editortype == treeleavestype || editortype == 10)
2665 editortype = firetype;
2668 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2670 if (editortype == treeleavestype || editortype == 10)
2672 if (editortype > firetype)
2676 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2677 editoryaw -= multiplier * 100;
2678 if (editoryaw < -.01)
2682 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2683 editoryaw += multiplier * 100;
2686 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2687 editorsize += multiplier;
2690 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2691 editorsize -= multiplier;
2692 if (editorsize < .1)
2697 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2698 mapradius -= multiplier * 10;
2701 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2702 mapradius += multiplier * 10;
2704 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2705 editorpitch += multiplier * 100;
2708 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2709 editorpitch -= multiplier * 100;
2710 if (editorpitch < -.01)
2713 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2714 int closest = findClosestObject();
2716 objects.DeleteObject(closest);
2722 void doJumpReversals()
2724 for (unsigned k = 0; k < Person::players.size(); k++)
2725 for (unsigned i = k; i < Person::players.size(); i++) {
2728 if ( Person::players[k]->skeleton.free == 0 &&
2729 Person::players[i]->skeleton.oldfree == 0 &&
2730 (Person::players[i]->animTarget == jumpupanim ||
2731 Person::players[k]->animTarget == jumpupanim) &&
2732 (Person::players[i]->aitype == playercontrolled ||
2733 Person::players[k]->aitype == playercontrolled) &&
2734 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2735 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2736 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2737 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2738 //TODO: refactor two huge similar ifs
2739 if (Person::players[i]->animTarget == jumpupanim &&
2740 Person::players[k]->animTarget != getupfrombackanim &&
2741 Person::players[k]->animTarget != getupfromfrontanim &&
2742 animation[Person::players[k]->animTarget].height == middleheight &&
2743 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2744 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2745 Person::players[k]->aitype != playercontrolled)) {
2746 Person::players[i]->victim = Person::players[k];
2747 Person::players[i]->velocity = 0;
2748 Person::players[i]->animCurrent = jumpreversedanim;
2749 Person::players[i]->animTarget = jumpreversedanim;
2750 Person::players[i]->frameCurrent = 0;
2751 Person::players[i]->frameTarget = 1;
2752 Person::players[i]->targettilt2 = 0;
2753 Person::players[k]->victim = Person::players[i];
2754 Person::players[k]->velocity = 0;
2755 Person::players[k]->animCurrent = jumpreversalanim;
2756 Person::players[k]->animTarget = jumpreversalanim;
2757 Person::players[k]->frameCurrent = 0;
2758 Person::players[k]->frameTarget = 1;
2759 Person::players[k]->targettilt2 = 0;
2760 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2761 Person::players[i]->animCurrent = rabbitkickreversedanim;
2762 Person::players[i]->animTarget = rabbitkickreversedanim;
2763 Person::players[i]->frameCurrent = 1;
2764 Person::players[i]->frameTarget = 2;
2765 Person::players[k]->animCurrent = rabbitkickreversalanim;
2766 Person::players[k]->animTarget = rabbitkickreversalanim;
2767 Person::players[k]->frameCurrent = 1;
2768 Person::players[k]->frameTarget = 2;
2770 Person::players[i]->target = 0;
2771 Person::players[k]->oldcoords = Person::players[k]->coords;
2772 Person::players[i]->coords = Person::players[k]->coords;
2773 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2774 Person::players[k]->yaw = Person::players[i]->targetyaw;
2775 if (Person::players[k]->aitype == attacktypecutoff)
2776 Person::players[k]->stunned = .5;
2778 if (Person::players[k]->animTarget == jumpupanim &&
2779 Person::players[i]->animTarget != getupfrombackanim &&
2780 Person::players[i]->animTarget != getupfromfrontanim &&
2781 animation[Person::players[i]->animTarget].height == middleheight &&
2782 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2783 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2784 Person::players[i]->aitype != playercontrolled)) {
2785 Person::players[k]->victim = Person::players[i];
2786 Person::players[k]->velocity = 0;
2787 Person::players[k]->animCurrent = jumpreversedanim;
2788 Person::players[k]->animTarget = jumpreversedanim;
2789 Person::players[k]->frameCurrent = 0;
2790 Person::players[k]->frameTarget = 1;
2791 Person::players[k]->targettilt2 = 0;
2792 Person::players[i]->victim = Person::players[k];
2793 Person::players[i]->velocity = 0;
2794 Person::players[i]->animCurrent = jumpreversalanim;
2795 Person::players[i]->animTarget = jumpreversalanim;
2796 Person::players[i]->frameCurrent = 0;
2797 Person::players[i]->frameTarget = 1;
2798 Person::players[i]->targettilt2 = 0;
2799 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2800 Person::players[k]->animTarget = rabbitkickreversedanim;
2801 Person::players[k]->animCurrent = rabbitkickreversedanim;
2802 Person::players[i]->animCurrent = rabbitkickreversalanim;
2803 Person::players[i]->animTarget = rabbitkickreversalanim;
2804 Person::players[k]->frameCurrent = 1;
2805 Person::players[k]->frameTarget = 2;
2806 Person::players[i]->frameCurrent = 1;
2807 Person::players[i]->frameTarget = 2;
2809 Person::players[k]->target = 0;
2810 Person::players[i]->oldcoords = Person::players[i]->coords;
2811 Person::players[k]->coords = Person::players[i]->coords;
2812 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2813 Person::players[i]->yaw = Person::players[k]->targetyaw;
2814 if (Person::players[i]->aitype == attacktypecutoff)
2815 Person::players[i]->stunned = .5;
2822 void doAerialAcrobatics()
2824 static XYZ facing, flatfacing;
2825 for (unsigned k = 0; k < Person::players.size(); k++) {
2826 Person::players[k]->turnspeed = 500;
2828 if ((Person::players[k]->isRun() &&
2829 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2830 Person::players[k]->targetyaw != wolfrunninganim) ||
2831 Person::players[k]->frameTarget == 4)) ||
2832 Person::players[k]->animTarget == removeknifeanim ||
2833 Person::players[k]->animTarget == crouchremoveknifeanim ||
2834 Person::players[k]->animTarget == flipanim ||
2835 Person::players[k]->animTarget == fightsidestep ||
2836 Person::players[k]->animTarget == walkanim) {
2837 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2841 if (Person::players[k]->isStop() ||
2842 Person::players[k]->isLanding() ||
2843 Person::players[k]->animTarget == staggerbackhighanim ||
2844 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2845 Person::players[k]->animTarget == staggerbackhardanim ||
2846 Person::players[k]->animTarget == backhandspringanim ||
2847 Person::players[k]->animTarget == dodgebackanim ||
2848 Person::players[k]->animTarget == rollanim ||
2849 (animation[Person::players[k]->animTarget].attack &&
2850 Person::players[k]->animTarget != rabbitkickanim &&
2851 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2852 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2853 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2856 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2857 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2860 Person::players[k]->DoStuff();
2861 if (Person::players[k]->immobile && k != 0)
2862 Person::players[k]->coords = Person::players[k]->realoldcoords;
2864 //if player's position has changed (?)
2865 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2866 !Person::players[k]->skeleton.free &&
2867 Person::players[k]->animTarget != climbanim &&
2868 Person::players[k]->animTarget != hanganim) {
2869 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2871 bool tempcollide = 0;
2873 if (Person::players[k]->collide < -.3)
2874 Person::players[k]->collide = -.3;
2875 if (Person::players[k]->collide > 1)
2876 Person::players[k]->collide = 1;
2877 Person::players[k]->collide -= multiplier * 30;
2880 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2882 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2883 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2884 if (objects.type[i] != rocktype ||
2885 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2886 objects.position[i].y > Person::players[k]->coords.y) {
2887 lowpoint = Person::players[k]->coords;
2888 if (Person::players[k]->animTarget != jumpupanim &&
2889 Person::players[k]->animTarget != jumpdownanim &&
2890 !Person::players[k]->isFlip())
2894 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2895 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2896 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2897 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2898 flatfacing = lowpoint - Person::players[k]->coords;
2899 Person::players[k]->coords = lowpoint;
2900 Person::players[k]->coords.y -= 1.3;
2901 Person::players[k]->collide = 1;
2904 //TODO: refactor four similar blocks
2905 if (Person::players[k]->aitype == playercontrolled &&
2906 (Person::players[k]->animTarget == jumpupanim ||
2907 Person::players[k]->animTarget == jumpdownanim ||
2908 Person::players[k]->isFlip()) &&
2909 !Person::players[k]->jumptogglekeydown &&
2910 Person::players[k]->jumpkeydown) {
2911 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2912 XYZ tempcoords1 = lowpoint;
2913 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2914 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2915 Person::players[k]->setAnimation(walljumpleftanim);
2916 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2918 pause_sound(whooshsound);
2920 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2921 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2922 if (lowpointtarget.z < 0)
2923 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2924 Person::players[k]->targetyaw = Person::players[k]->yaw;
2925 Person::players[k]->lowyaw = Person::players[k]->yaw;
2929 lowpoint = tempcoords1;
2930 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2931 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2932 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2933 Person::players[k]->setAnimation(walljumprightanim);
2934 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2936 pause_sound(whooshsound);
2938 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2939 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2940 if (lowpointtarget.z < 0)
2941 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2942 Person::players[k]->targetyaw = Person::players[k]->yaw;
2943 Person::players[k]->lowyaw = Person::players[k]->yaw;
2947 lowpoint = tempcoords1;
2948 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2949 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2950 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2951 Person::players[k]->setAnimation(walljumpbackanim);
2952 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2954 pause_sound(whooshsound);
2956 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2957 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2958 if (lowpointtarget.z < 0)
2959 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2960 Person::players[k]->targetyaw = Person::players[k]->yaw;
2961 Person::players[k]->lowyaw = Person::players[k]->yaw;
2965 lowpoint = tempcoords1;
2966 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2967 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2968 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2969 Person::players[k]->setAnimation(walljumpfrontanim);
2970 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2972 pause_sound(whooshsound);
2974 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2975 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2976 if (lowpointtarget.z < 0)
2977 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2978 Person::players[k]->yaw += 180;
2979 Person::players[k]->targetyaw = Person::players[k]->yaw;
2980 Person::players[k]->lowyaw = Person::players[k]->yaw;
2989 } else if (objects.type[i] == rocktype) {
2990 lowpoint2 = Person::players[k]->coords;
2991 lowpoint = Person::players[k]->coords;
2993 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2994 Person::players[k]->coords = colpoint;
2995 Person::players[k]->collide = 1;
2998 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2999 //flipped into a rock
3000 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3001 Person::players[k]->RagDoll(0);
3003 if (Person::players[k]->animTarget == jumpupanim) {
3004 Person::players[k]->jumppower = -4;
3005 Person::players[k]->animTarget = Person::players[k]->getIdle();
3007 Person::players[k]->target = 0;
3008 Person::players[k]->frameTarget = 0;
3009 Person::players[k]->onterrain = 1;
3011 if (Person::players[k]->id == 0) {
3012 pause_sound(whooshsound);
3013 OPENAL_SetVolume(channels[whooshsound], 0);
3017 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3018 if (Person::players[k]->isFlip())
3019 Person::players[k]->jumppower = -4;
3020 Person::players[k]->animTarget = Person::players[k]->getLanding();
3021 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3023 envsound[numenvsounds] = Person::players[k]->coords;
3024 envsoundvol[numenvsounds] = 16;
3025 envsoundlife[numenvsounds] = .4;
3036 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3037 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3038 lowpoint = Person::players[k]->coords;
3040 if (objects.type[i] != rocktype)
3041 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3042 if (Person::players[k]->animTarget != jumpupanim &&
3043 Person::players[k]->animTarget != jumpdownanim &&
3044 Person::players[k]->onterrain)
3045 Person::players[k]->avoidcollided = 1;
3046 Person::players[k]->coords = lowpoint;
3047 Person::players[k]->coords.y -= 1.35;
3048 Person::players[k]->collide = 1;
3050 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3051 (Person::players[k]->animCurrent != climbanim &&
3052 Person::players[k]->animCurrent != hanganim &&
3053 !Person::players[k]->isWallJump() ||
3054 Person::players[k]->animTarget == jumpupanim ||
3055 Person::players[k]->animTarget == jumpdownanim)) {
3056 lowpoint = Person::players[k]->coords;
3057 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3058 lowpoint = Person::players[k]->coords;
3062 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3063 lowpointtarget = lowpoint + facing * 1.4;
3064 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3065 if (whichhit != -1) {
3066 lowpoint = Person::players[k]->coords;
3068 lowpointtarget = lowpoint + facing * 1.4;
3069 lowpoint2 = lowpoint;
3070 lowpointtarget2 = lowpointtarget;
3071 lowpoint3 = lowpoint;
3072 lowpointtarget3 = lowpointtarget;
3073 lowpoint4 = lowpoint;
3074 lowpointtarget4 = lowpointtarget;
3075 lowpoint5 = lowpoint;
3076 lowpointtarget5 = lowpointtarget;
3077 lowpoint6 = lowpoint;
3078 lowpointtarget6 = lowpointtarget;
3079 lowpoint7 = lowpoint;
3080 lowpointtarget7 = lowpoint;
3082 lowpointtarget2.x += .1;
3084 lowpointtarget3.z += .1;
3086 lowpointtarget4.x -= .1;
3088 lowpointtarget5.z -= .1;
3089 lowpoint6.y += 45 / 13;
3090 lowpointtarget6.y += 45 / 13;
3091 lowpointtarget6 += facing * .6;
3092 lowpointtarget7.y += 90 / 13;
3093 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3094 if (objects.friction[i] > .5)
3095 if (whichhit != -1) {
3096 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3097 Person::players[k]->collided = 1;
3098 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3099 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3100 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3101 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3102 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3103 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3104 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3105 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3106 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3107 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3108 for (int j = 0; j < 45; j++) {
3109 lowpoint = Person::players[k]->coords;
3110 lowpoint.y += (float)j / 13;
3111 lowpointtarget = lowpoint + facing * 1.4;
3112 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3113 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3114 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3116 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3117 lowpoint = Person::players[k]->coords;
3118 lowpoint.y += (float)j / 13;
3119 lowpointtarget = lowpoint + facing * 1.3;
3120 flatfacing = Person::players[k]->coords;
3121 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3122 Person::players[k]->coords.y = lowpointtarget.y - .07;
3123 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3125 if (j > 10 || !Person::players[k]->isRun()) {
3126 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3128 pause_sound(whooshsound);
3130 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3132 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3133 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3134 if (lowpointtarget.z < 0)
3135 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3136 Person::players[k]->targetyaw = Person::players[k]->yaw;
3137 Person::players[k]->lowyaw = Person::players[k]->yaw;
3139 //Person::players[k]->velocity=lowpointtarget*.03;
3140 Person::players[k]->velocity = 0;
3143 if (Person::players[k]->animTarget == jumpupanim) {
3144 Person::players[k]->animTarget = climbanim;
3145 Person::players[k]->jumppower = 0;
3146 Person::players[k]->jumpclimb = 1;
3148 Person::players[k]->transspeed = 6;
3149 Person::players[k]->target = 0;
3150 Person::players[k]->frameTarget = 1;
3153 Person::players[k]->setAnimation(hanganim);
3154 Person::players[k]->jumppower = 0;
3166 if (Person::players[k]->collide <= 0) {
3168 if (!Person::players[k]->onterrain &&
3169 Person::players[k]->animTarget != jumpupanim &&
3170 Person::players[k]->animTarget != jumpdownanim &&
3171 Person::players[k]->animTarget != climbanim &&
3172 Person::players[k]->animTarget != hanganim &&
3173 !Person::players[k]->isWallJump() &&
3174 !Person::players[k]->isFlip()) {
3175 if (Person::players[k]->animCurrent != climbanim &&
3176 Person::players[k]->animCurrent != tempanim &&
3177 Person::players[k]->animTarget != backhandspringanim &&
3178 (Person::players[k]->animTarget != rollanim ||
3179 Person::players[k]->frameTarget < 2 ||
3180 Person::players[k]->frameTarget > 6)) {
3181 //stagger off ledge (?)
3182 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3183 Person::players[k]->RagDoll(0);
3184 Person::players[k]->setAnimation(jumpdownanim);
3187 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3190 Person::players[k]->velocity.y += gravity;
3194 Person::players[k]->realoldcoords = Person::players[k]->coords;
3200 static XYZ relative;
3201 static int randattack;
3202 static bool playerrealattackkeydown = 0;
3204 if (!Input::isKeyDown(attackkey))
3207 Person::players[0]->attackkeydown = 0;
3209 playerrealattackkeydown = 0;
3211 playerrealattackkeydown = Input::isKeyDown(attackkey);
3212 if ((Person::players[0]->parriedrecently <= 0 ||
3213 Person::players[0]->weaponactive == -1) &&
3216 Person::players[0]->lastattack != swordslashanim &&
3217 Person::players[0]->lastattack != knifeslashstartanim &&
3218 Person::players[0]->lastattack != staffhitanim &&
3219 Person::players[0]->lastattack != staffspinhitanim)))
3220 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3221 if (Input::isKeyDown(attackkey) &&
3223 !Person::players[0]->backkeydown) {
3224 for (unsigned k = 0; k < Person::players.size(); k++) {
3225 if ((Person::players[k]->animTarget == swordslashanim ||
3226 Person::players[k]->animTarget == staffhitanim ||
3227 Person::players[k]->animTarget == staffspinhitanim) &&
3228 Person::players[0]->animCurrent != dodgebackanim &&
3229 !Person::players[k]->skeleton.free)
3230 Person::players[k]->Reverse();
3234 if (!hostile || indialogue != -1)
3235 Person::players[0]->attackkeydown = 0;
3237 for (unsigned k = 0; k < Person::players.size(); k++) {
3238 if (indialogue != -1)
3239 Person::players[k]->attackkeydown = 0;
3240 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3241 if (Person::players[k]->aitype != playercontrolled)
3242 Person::players[k]->victim = Person::players[0];
3243 //attack key pressed
3244 if (Person::players[k]->attackkeydown) {
3246 if (Person::players[k]->backkeydown &&
3247 Person::players[k]->animTarget != backhandspringanim &&
3248 (Person::players[k]->isIdle() ||
3249 Person::players[k]->isStop() ||
3250 Person::players[k]->isRun() ||
3251 Person::players[k]->animTarget == walkanim)) {
3252 if (Person::players[k]->jumppower <= 1) {
3253 Person::players[k]->jumppower -= 2;
3255 for (unsigned i = 0; i < Person::players.size(); i++) {
3258 if (Person::players[i]->animTarget == swordslashanim ||
3259 Person::players[i]->animTarget == knifeslashstartanim ||
3260 Person::players[i]->animTarget == staffhitanim ||
3261 Person::players[i]->animTarget == staffspinhitanim)
3262 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3263 Person::players[k]->setAnimation(dodgebackanim);
3264 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3265 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3268 if (Person::players[k]->animTarget != dodgebackanim) {
3271 Person::players[k]->setAnimation(backhandspringanim);
3272 Person::players[k]->targetyaw = -yaw + 180;
3273 if (Person::players[k]->leftkeydown)
3274 Person::players[k]->targetyaw -= 45;
3275 if (Person::players[k]->rightkeydown)
3276 Person::players[k]->targetyaw += 45;
3277 Person::players[k]->yaw = Person::players[k]->targetyaw;
3278 Person::players[k]->jumppower -= 2;
3283 if (!animation[Person::players[k]->animTarget].attack &&
3284 !Person::players[k]->backkeydown &&
3285 (Person::players[k]->isIdle() ||
3286 Person::players[k]->isRun() ||
3287 Person::players[k]->animTarget == walkanim ||
3288 Person::players[k]->animTarget == sneakanim ||
3289 Person::players[k]->isCrouch())) {
3290 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3291 //normal attacks (?)
3292 Person::players[k]->hasvictim = 0;
3293 if (Person::players.size() > 1)
3294 for (unsigned i = 0; i < Person::players.size(); i++) {
3295 if (i == k || !(k == 0 || i == 0))
3297 if (!Person::players[k]->hasvictim)
3298 if (animation[Person::players[k]->animTarget].attack != reversal) {
3300 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3301 if (distance < 4.5 &&
3302 !Person::players[i]->skeleton.free &&
3303 Person::players[i]->howactive < typedead1 &&
3304 Person::players[i]->animTarget != jumpreversedanim &&
3305 Person::players[i]->animTarget != rabbitkickreversedanim &&
3306 Person::players[i]->animTarget != rabbitkickanim &&
3307 Person::players[k]->animTarget != rabbitkickanim &&
3308 Person::players[i]->animTarget != getupfrombackanim &&
3309 (Person::players[i]->animTarget != staggerbackhighanim &&
3310 (Person::players[i]->animTarget != staggerbackhardanim ||
3311 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3312 Person::players[i]->animTarget != jumpdownanim &&
3313 Person::players[i]->animTarget != jumpupanim &&
3314 Person::players[i]->animTarget != getupfromfrontanim) {
3315 Person::players[k]->victim = Person::players[i];
3316 Person::players[k]->hasvictim = 1;
3317 if (Person::players[k]->aitype == playercontrolled) { //human player
3319 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3320 Person::players[k]->crouchkeydown &&
3321 animation[Person::players[i]->animTarget].height != lowheight)
3322 Person::players[k]->animTarget = sweepanim;
3324 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3325 animation[Person::players[i]->animTarget].height != lowheight &&
3326 !Person::players[k]->forwardkeydown &&
3327 !Person::players[k]->leftkeydown &&
3328 !Person::players[k]->rightkeydown &&
3329 !Person::players[k]->crouchkeydown &&
3332 Person::players[k]->animTarget = winduppunchanim;
3334 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3335 animation[Person::players[i]->animTarget].height != lowheight &&
3336 !Person::players[k]->forwardkeydown &&
3337 !Person::players[k]->leftkeydown &&
3338 !Person::players[k]->rightkeydown &&
3339 !Person::players[k]->crouchkeydown &&
3341 Person::players[k]->animTarget = upunchanim;
3343 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3344 Person::players[i]->staggerdelay > 0 &&
3345 attackweapon == knife &&
3346 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3347 Person::players[k]->animTarget = knifefollowanim;
3349 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3350 animation[Person::players[i]->animTarget].height != lowheight &&
3351 !Person::players[k]->forwardkeydown &&
3352 !Person::players[k]->leftkeydown &&
3353 !Person::players[k]->rightkeydown &&
3354 !Person::players[k]->crouchkeydown &&
3355 attackweapon == knife &&
3356 Person::players[k]->weaponmissdelay <= 0)
3357 Person::players[k]->animTarget = knifeslashstartanim;
3359 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3360 animation[Person::players[i]->animTarget].height != lowheight &&
3361 !Person::players[k]->crouchkeydown &&
3362 attackweapon == sword &&
3363 Person::players[k]->weaponmissdelay <= 0)
3364 Person::players[k]->animTarget = swordslashanim;
3366 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3367 animation[Person::players[i]->animTarget].height != lowheight &&
3368 !Person::players[k]->crouchkeydown &&
3369 attackweapon == staff &&
3370 Person::players[k]->weaponmissdelay <= 0 &&
3371 !Person::players[k]->leftkeydown &&
3372 !Person::players[k]->rightkeydown &&
3373 !Person::players[k]->forwardkeydown)
3374 Person::players[k]->animTarget = staffhitanim;
3376 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3377 animation[Person::players[i]->animTarget].height != lowheight &&
3378 !Person::players[k]->crouchkeydown &&
3379 attackweapon == staff &&
3380 Person::players[k]->weaponmissdelay <= 0)
3381 Person::players[k]->animTarget = staffspinhitanim;
3383 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3384 animation[Person::players[i]->animTarget].height != lowheight)
3385 Person::players[k]->animTarget = spinkickanim;
3387 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3388 animation[Person::players[i]->animTarget].height == lowheight &&
3389 animation[Person::players[k]->animTarget].attack != normalattack)
3390 Person::players[k]->animTarget = lowkickanim;
3391 } else { //AI player
3392 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3393 randattack = abs(Random() % 5);
3394 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3396 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3397 Person::players[k]->animTarget = sweepanim;
3399 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3401 Person::players[k]->animTarget = upunchanim;
3403 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3404 Person::players[k]->animTarget = spinkickanim;
3406 else if (animation[Person::players[i]->animTarget].height == lowheight)
3407 Person::players[k]->animTarget = lowkickanim;
3411 if ((tutoriallevel != 1 || !attackweapon) &&
3412 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3414 animation[Person::players[i]->animTarget].height != lowheight)
3415 Person::players[k]->animTarget = sweepanim;
3417 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3418 attackweapon == knife &&
3419 Person::players[k]->weaponmissdelay <= 0)
3420 Person::players[k]->animTarget = knifeslashstartanim;
3422 else if (!(Person::players[0]->victim == Person::players[i] &&
3423 Person::players[0]->hasvictim &&
3424 Person::players[0]->animTarget == swordslashanim) &&
3425 attackweapon == sword &&
3426 Person::players[k]->weaponmissdelay <= 0)
3427 Person::players[k]->animTarget = swordslashanim;
3429 else if (!(Person::players[0]->victim == Person::players[i] &&
3430 Person::players[0]->hasvictim &&
3431 Person::players[0]->animTarget == swordslashanim) &&
3432 attackweapon == staff &&
3433 Person::players[k]->weaponmissdelay <= 0 &&
3435 Person::players[k]->animTarget = staffhitanim;
3437 else if (!(Person::players[0]->victim == Person::players[i] &&
3438 Person::players[0]->hasvictim &&
3439 Person::players[0]->animTarget == swordslashanim) &&
3440 attackweapon == staff &&
3441 Person::players[k]->weaponmissdelay <= 0 &&
3443 Person::players[k]->animTarget = staffspinhitanim;
3445 else if ((tutoriallevel != 1 || !attackweapon) &&
3446 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3448 animation[Person::players[i]->animTarget].height != lowheight)
3449 Person::players[k]->animTarget = spinkickanim;
3451 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3452 animation[Person::players[i]->animTarget].height == lowheight &&
3453 animation[Person::players[k]->animTarget].attack != normalattack)
3454 Person::players[k]->animTarget = lowkickanim;
3458 //upunch becomes wolfslap
3459 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3460 Person::players[k]->animTarget = wolfslapanim;
3463 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3464 Person::players[i]->howactive < typedead1 &&
3465 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3466 !Person::players[i]->skeleton.free &&
3467 Person::players[i]->animTarget != getupfrombackanim &&
3468 Person::players[i]->animTarget != getupfromfrontanim &&
3469 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
3470 Person::players[i]->surprised > 0 ||
3471 Person::players[i]->aitype == passivetype ||
3472 attackweapon && Person::players[i]->stunned > 0) &&
3473 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3475 if (!attackweapon) {
3476 Person::players[k]->animCurrent = sneakattackanim;
3477 Person::players[k]->animTarget = sneakattackanim;
3478 Person::players[i]->animCurrent = sneakattackedanim;
3479 Person::players[i]->animTarget = sneakattackedanim;
3480 Person::players[k]->oldcoords = Person::players[k]->coords;
3481 Person::players[k]->coords = Person::players[i]->coords;
3484 if (attackweapon == knife) {
3485 Person::players[k]->animCurrent = knifesneakattackanim;
3486 Person::players[k]->animTarget = knifesneakattackanim;
3487 Person::players[i]->animCurrent = knifesneakattackedanim;
3488 Person::players[i]->animTarget = knifesneakattackedanim;
3489 Person::players[i]->oldcoords = Person::players[i]->coords;
3490 Person::players[i]->coords = Person::players[k]->coords;
3493 if (attackweapon == sword) {
3494 Person::players[k]->animCurrent = swordsneakattackanim;
3495 Person::players[k]->animTarget = swordsneakattackanim;
3496 Person::players[i]->animCurrent = swordsneakattackedanim;
3497 Person::players[i]->animTarget = swordsneakattackedanim;
3498 Person::players[i]->oldcoords = Person::players[i]->coords;
3499 Person::players[i]->coords = Person::players[k]->coords;
3501 if (attackweapon != staff) {
3502 Person::players[k]->victim = Person::players[i];
3503 Person::players[k]->hasvictim = 1;
3504 Person::players[i]->targettilt2 = 0;
3505 Person::players[i]->frameTarget = 1;
3506 Person::players[i]->frameCurrent = 0;
3507 Person::players[i]->target = 0;
3508 Person::players[i]->velocity = 0;
3509 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3510 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3511 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3512 Person::players[k]->target = Person::players[i]->target;
3513 Person::players[k]->velocity = 0;
3514 Person::players[k]->targetyaw = Person::players[i]->yaw;
3515 Person::players[k]->yaw = Person::players[i]->yaw;
3516 Person::players[i]->targetyaw = Person::players[i]->yaw;
3519 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3520 Person::players[k]->victim == Person::players[i] &&
3521 (!Person::players[i]->skeleton.free)) {
3523 Person::players[k]->frameTarget = 0;
3524 Person::players[k]->target = 0;
3526 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3527 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3528 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3529 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3530 Person::players[k]->lastattack = Person::players[k]->animTarget;
3532 if (Person::players[k]->animTarget == knifefollowanim &&
3533 Person::players[k]->victim == Person::players[i]) {
3535 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3536 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3537 Person::players[k]->victim = Person::players[i];
3538 Person::players[k]->hasvictim = 1;
3539 Person::players[i]->animTarget = knifefollowedanim;
3540 Person::players[i]->animCurrent = knifefollowedanim;
3541 Person::players[i]->targettilt2 = 0;
3542 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3543 Person::players[i]->frameTarget = 1;
3544 Person::players[i]->frameCurrent = 0;
3545 Person::players[i]->target = 0;
3546 Person::players[i]->velocity = 0;
3547 Person::players[k]->animCurrent = knifefollowanim;
3548 Person::players[k]->animTarget = knifefollowanim;
3549 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3550 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3551 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3552 Person::players[k]->target = Person::players[i]->target;
3553 Person::players[k]->velocity = 0;
3554 Person::players[k]->oldcoords = Person::players[k]->coords;
3555 Person::players[i]->coords = Person::players[k]->coords;
3556 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3557 Person::players[i]->yaw = Person::players[k]->targetyaw;
3558 Person::players[k]->yaw = Person::players[k]->targetyaw;
3559 Person::players[i]->yaw = Person::players[k]->targetyaw;
3563 const bool hasstaff = attackweapon == staff;
3564 if (k == 0 && Person::players.size() > 1)
3565 for (unsigned i = 0; i < Person::players.size(); i++) {
3568 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3569 animation[Person::players[k]->animTarget].attack == neutral) {
3570 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3571 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3572 if (Person::players[i]->skeleton.free)
3573 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3574 (Person::players[i]->dead ||
3575 Person::players[i]->skeleton.longdead > 1000 ||
3576 Person::players[k]->isRun() ||
3579 (Person::players[i]->skeleton.longdead > 2000 ||
3580 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3581 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3582 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3583 Person::players[k]->victim = Person::players[i];
3584 Person::players[k]->hasvictim = 1;
3585 if (attackweapon && tutoriallevel != 1) {
3587 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3588 Person::players[k]->animTarget = crouchstabanim;
3590 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3591 Person::players[k]->animTarget = swordgroundstabanim;
3593 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3594 Person::players[k]->animTarget = staffgroundsmashanim;
3596 if (distance < 2.5 &&
3597 Person::players[k]->crouchkeydown &&
3598 Person::players[k]->animTarget != crouchstabanim &&
3600 Person::players[i]->dead &&
3601 Person::players[i]->skeleton.free &&
3602 Person::players[i]->skeleton.longdead > 1000) {
3603 Person::players[k]->animTarget = killanim;
3604 //TODO: refactor this out, what does it do?
3605 for (int j = 0; j < terrain.numdecals; j++) {
3606 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3607 terrain.decalalivetime[j] < 2)
3608 terrain.DeleteDecal(j);
3610 for (int l = 0; l < objects.numobjects; l++) {
3611 if (objects.model[l].type == decalstype)
3612 for (int j = 0; j < objects.model[l].numdecals; j++) {
3613 if ((objects.model[l].decaltype[j] == blooddecal ||
3614 objects.model[l].decaltype[j] == blooddecalslow) &&
3615 objects.model[l].decalalivetime[j] < 2)
3616 objects.model[l].DeleteDecal(j);
3620 if (!Person::players[i]->dead || musictype != 2)
3621 if (distance < 3.5 &&
3622 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3623 Person::players[k]->staggerdelay <= 0 &&
3624 (Person::players[i]->dead ||
3625 Person::players[i]->skeleton.longdead < 300 &&
3626 Person::players[k]->lastattack != spinkickanim &&
3627 Person::players[i]->skeleton.free) &&
3628 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3629 Person::players[k]->animTarget = dropkickanim;
3630 for (int j = 0; j < terrain.numdecals; j++) {
3631 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3632 terrain.decalalivetime[j] < 2) {
3633 terrain.DeleteDecal(j);
3636 for (int l = 0; l < objects.numobjects; l++) {
3637 if (objects.model[l].type == decalstype)
3638 for (int j = 0; j < objects.model[l].numdecals; j++) {
3639 if ((objects.model[l].decaltype[j] == blooddecal ||
3640 objects.model[l].decaltype[j] == blooddecalslow) &&
3641 objects.model[l].decalalivetime[j] < 2) {
3642 objects.model[l].DeleteDecal(j);
3648 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3649 Person::players[k]->victim == Person::players[i] &&
3650 (!Person::players[i]->skeleton.free ||
3651 Person::players[k]->animTarget == killanim ||
3652 Person::players[k]->animTarget == crouchstabanim ||
3653 Person::players[k]->animTarget == swordgroundstabanim ||
3654 Person::players[k]->animTarget == staffgroundsmashanim ||
3655 Person::players[k]->animTarget == dropkickanim)) {
3657 Person::players[k]->frameTarget = 0;
3658 Person::players[k]->target = 0;
3660 XYZ targetpoint = Person::players[i]->coords;
3661 if (Person::players[k]->animTarget == crouchstabanim ||
3662 Person::players[k]->animTarget == swordgroundstabanim ||
3663 Person::players[k]->animTarget == staffgroundsmashanim) {
3664 targetpoint += (Person::players[i]->jointPos(abdomen) +
3665 Person::players[i]->jointPos(neck)) / 2 *
3666 Person::players[i]->scale;
3668 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3669 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3671 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3672 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3675 if (Person::players[k]->animTarget == staffgroundsmashanim)
3676 Person::players[k]->targettilt2 += 10;
3678 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3679 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3680 Person::players[k]->lastattack = Person::players[k]->animTarget;
3682 if (Person::players[k]->animTarget == swordgroundstabanim) {
3683 Person::players[k]->targetyaw += 30;
3688 if (!Person::players[k]->hasvictim) {
3690 for (unsigned i = 0; i < Person::players.size(); i++) {
3691 if (i == k || !(i == 0 || k == 0))
3693 if (!Person::players[i]->skeleton.free) {
3694 if (Person::players[k]->hasvictim) {
3695 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3696 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3697 Person::players[k]->victim = Person::players[i];
3699 Person::players[k]->victim = Person::players[i];
3700 Person::players[k]->hasvictim = 1;
3705 if (Person::players[k]->aitype == playercontrolled)
3707 if (Person::players[k]->attackkeydown &&
3708 Person::players[k]->isRun() &&
3709 Person::players[k]->wasRun() &&
3710 ((Person::players[k]->hasvictim &&
3711 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3712 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3713 !Person::players[k]->victim->skeleton.free &&
3714 Person::players[k]->victim->animTarget != getupfrombackanim &&
3715 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3716 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3717 Person::players[k]->aitype != playercontrolled && //wat???
3718 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3719 Person::players[k]->rabbitkickenabled) ||
3720 Person::players[k]->jumpkeydown)) {
3722 Person::players[k]->setAnimation(rabbitkickanim);
3725 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3727 switch (attackweapon) {
3748 void doPlayerCollisions()
3750 static XYZ rotatetarget;
3751 static float collisionradius;
3752 if (Person::players.size() > 1)
3753 for (unsigned k = 0; k < Person::players.size(); k++)
3754 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3755 //neither player is part of a reversal
3756 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3757 animation[Person::players[i]->animTarget].attack != reversal &&
3758 animation[Person::players[k]->animTarget].attack != reversed &&
3759 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3760 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3761 animation[Person::players[i]->animCurrent].attack != reversal &&
3762 animation[Person::players[k]->animCurrent].attack != reversed &&
3763 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3764 //neither is sleeping
3765 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3766 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3767 //in same patch, neither is climbing
3768 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3769 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3770 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3771 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3772 Person::players[i]->animTarget != climbanim &&
3773 Person::players[i]->animTarget != hanganim &&
3774 Person::players[k]->animTarget != climbanim &&
3775 Person::players[k]->animTarget != hanganim)
3776 //players are close (bounding box test)
3777 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3778 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3779 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3780 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3781 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3782 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3783 //spread fire from player to player
3784 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3785 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3786 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3787 if (!Person::players[i]->onfire)
3788 Person::players[i]->CatchFire();
3789 if (!Person::players[k]->onfire)
3790 Person::players[k]->CatchFire();
3794 XYZ tempcoords1 = Person::players[i]->coords;
3795 XYZ tempcoords2 = Person::players[k]->coords;
3796 if (!Person::players[i]->skeleton.oldfree)
3797 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3798 if (!Person::players[k]->skeleton.oldfree)
3799 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3800 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3801 if (Person::players[0]->hasvictim)
3802 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3803 collisionradius = 3;
3804 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3805 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3806 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3807 //jump down on a dead body
3808 if (k == 0 || i == 0) {
3810 if (Person::players[0]->animTarget == jumpdownanim &&
3811 !Person::players[0]->skeleton.oldfree &&
3812 !Person::players[0]->skeleton.free &&
3813 Person::players[l]->skeleton.oldfree &&
3814 Person::players[l]->skeleton.free &&
3815 Person::players[l]->dead &&
3816 Person::players[0]->lastcollide <= 0 &&
3817 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3818 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3819 Person::players[0]->coords.y = Person::players[l]->coords.y;
3820 Person::players[l]->velocity = Person::players[0]->velocity;
3821 Person::players[l]->skeleton.free = 0;
3822 Person::players[l]->yaw = 0;
3823 Person::players[l]->RagDoll(0);
3824 Person::players[l]->DoDamage(20);
3826 Person::players[l]->skeleton.longdead = 0;
3827 Person::players[0]->lastcollide = 1;
3831 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3832 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3833 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3834 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3835 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3836 Person::players[i]->skeleton.free) &&
3837 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3838 Person::players[k]->skeleton.free))
3839 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3840 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3841 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3843 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3844 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3845 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3846 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3847 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3849 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3850 (k != 0 || Person::players[k]->skeleton.free) ||
3851 (animation[Person::players[i]->animTarget].height == highheight &&
3852 animation[Person::players[k]->animTarget].height == highheight)) {
3853 if (tutoriallevel != 1) {
3854 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3857 Person::players[i]->RagDoll(0);
3858 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3859 award_bonus(0, aimbonus);
3861 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3862 Person::players[k]->RagDoll(0);
3863 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3864 award_bonus(0, aimbonus); // Huh, again?
3866 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3868 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3869 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3871 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3872 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3877 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3878 animation[Person::players[i]->animTarget].attack == normalattack) &&
3879 (animation[Person::players[k]->animTarget].attack == neutral ||
3880 animation[Person::players[k]->animTarget].attack == normalattack)) {
3882 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3883 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3884 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3885 Normalise(&rotatetarget);
3886 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3887 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3888 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3889 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3890 if (Person::players[k]->howactive == typeactive || hostile)
3891 if (Person::players[k]->isIdle()) {
3892 if (Person::players[k]->howactive < typesleeping)
3893 Person::players[k]->setAnimation(Person::players[k]->getStop());
3894 else if (Person::players[k]->howactive == typesleeping)
3895 Person::players[k]->setAnimation(getupfromfrontanim);
3897 Person::players[k]->howactive = typeactive;
3899 if (Person::players[i]->howactive == typeactive || hostile)
3900 if (Person::players[i]->isIdle()) {
3901 if (Person::players[i]->howactive < typesleeping)
3902 Person::players[i]->setAnimation(Person::players[k]->getStop());
3904 Person::players[i]->setAnimation(getupfromfrontanim);
3906 Person::players[i]->howactive = typeactive;
3909 //jump down on player
3911 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3912 !Person::players[i]->isCrouch() &&
3913 Person::players[i]->animTarget != rollanim &&
3914 !Person::players[k]->skeleton.oldfree && !
3915 Person::players[k]->skeleton.free &&
3916 Person::players[k]->lastcollide <= 0 &&
3917 Person::players[k]->velocity.y < -10) {
3918 Person::players[i]->velocity = Person::players[k]->velocity;
3919 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3920 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3921 Person::players[i]->DoDamage(20);
3922 Person::players[i]->RagDoll(0);
3923 Person::players[k]->lastcollide = 1;
3924 award_bonus(k, AboveBonus);
3926 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3927 !Person::players[k]->isCrouch() &&
3928 Person::players[k]->animTarget != rollanim &&
3929 !Person::players[i]->skeleton.oldfree &&
3930 !Person::players[i]->skeleton.free &&
3931 Person::players[i]->lastcollide <= 0 &&
3932 Person::players[i]->velocity.y < -10) {
3933 Person::players[k]->velocity = Person::players[i]->velocity;
3934 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3935 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3936 Person::players[k]->DoDamage(20);
3937 Person::players[k]->RagDoll(0);
3938 Person::players[i]->lastcollide = 1;
3939 award_bonus(i, AboveBonus);
3945 Person::players[i]->CheckKick();
3946 Person::players[k]->CheckKick();
3952 void doAI(unsigned i)
3954 static bool connected;
3955 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3956 Person::players[i]->jumpclimb = 0;
3957 //disable movement in editor
3959 Person::players[i]->stunned = 1;
3961 Person::players[i]->pause = 0;
3962 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3963 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3964 !Person::players[0]->onterrain)
3965 Person::players[i]->pause = 1;
3968 if (Person::players[i]->aitype == pathfindtype) {
3969 if (Person::players[i]->finalpathfindpoint == -1) {
3970 float closestdistance;
3975 closestdistance = -1;
3976 for (int j = 0; j < numpathpoints; j++)
3977 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3978 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3980 Person::players[i]->finaltarget = pathpoint[j];
3982 Person::players[i]->finalpathfindpoint = closest;
3983 for (int j = 0; j < numpathpoints; j++)
3984 for (int k = 0; k < numpathpointconnect[j]; k++) {
3985 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3986 if (sq(tempdist) < closestdistance)
3987 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3988 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3989 closestdistance = sq(tempdist);
3991 Person::players[i]->finaltarget = colpoint;
3994 Person::players[i]->finalpathfindpoint = closest;
3997 if (Person::players[i]->targetpathfindpoint == -1) {
3998 float closestdistance;
4003 closestdistance = -1;
4004 if (Person::players[i]->lastpathfindpoint == -1) {
4005 for (int j = 0; j < numpathpoints; j++) {
4006 if (j != Person::players[i]->lastpathfindpoint)
4007 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4008 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4012 Person::players[i]->targetpathfindpoint = closest;
4013 for (int j = 0; j < numpathpoints; j++)
4014 if (j != Person::players[i]->lastpathfindpoint)
4015 for (int k = 0; k < numpathpointconnect[j]; k++) {
4016 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4017 if (sq(tempdist) < closestdistance) {
4018 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4019 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4020 closestdistance = sq(tempdist);
4025 Person::players[i]->targetpathfindpoint = closest;
4027 for (int j = 0; j < numpathpoints; j++)
4028 if (j != Person::players[i]->lastpathfindpoint &&
4029 j != Person::players[i]->lastpathfindpoint2 &&
4030 j != Person::players[i]->lastpathfindpoint3 &&
4031 j != Person::players[i]->lastpathfindpoint4) {
4033 if (numpathpointconnect[j])
4034 for (int k = 0; k < numpathpointconnect[j]; k++)
4035 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4038 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4039 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4040 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4043 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4044 if (closest == -1 || tempdist < closestdistance) {
4045 closestdistance = tempdist;
4050 Person::players[i]->targetpathfindpoint = closest;
4053 Person::players[i]->losupdatedelay -= multiplier;
4055 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4056 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4058 //reached target point
4059 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4060 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4061 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4062 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4063 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4064 if (Person::players[i]->lastpathfindpoint2 == -1)
4065 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4066 if (Person::players[i]->lastpathfindpoint3 == -1)
4067 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4068 if (Person::players[i]->lastpathfindpoint4 == -1)
4069 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4070 Person::players[i]->targetpathfindpoint = -1;
4072 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4073 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4074 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4075 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4076 Person::players[i]->aitype = passivetype;
4079 Person::players[i]->forwardkeydown = 1;
4080 Person::players[i]->leftkeydown = 0;
4081 Person::players[i]->backkeydown = 0;
4082 Person::players[i]->rightkeydown = 0;
4083 Person::players[i]->crouchkeydown = 0;
4084 Person::players[i]->attackkeydown = 0;
4085 Person::players[i]->throwkeydown = 0;
4087 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4088 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4090 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4091 Person::players[i]->jumpkeydown = 0;
4092 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4093 Person::players[i]->jumpkeydown = 1;
4095 if ((tutoriallevel != 1 || cananger) &&
4097 !Person::players[0]->dead &&
4098 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4099 Person::players[i]->occluded < 25) {
4100 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4101 animation[Person::players[0]->animTarget].height != lowheight &&
4103 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4104 Person::players[i]->aitype = attacktypecutoff;
4105 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4106 animation[Person::players[0]->animTarget].height == highheight &&
4108 Person::players[i]->aitype = attacktypecutoff;
4110 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4111 Person::players[i]->losupdatedelay = .2;
4112 for (unsigned j = 0; j < Person::players.size(); j++)
4113 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4114 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4115 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4116 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4117 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4118 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4119 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4120 *Person::players[i]->scale + Person::players[i]->coords,
4121 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4122 *Person::players[j]->scale + Person::players[j]->coords) ||
4123 (Person::players[j]->animTarget == hanganim &&
4124 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4125 Person::players[i]->aitype = searchtype;
4126 Person::players[i]->lastchecktime = 12;
4127 Person::players[i]->lastseen = Person::players[j]->coords;
4128 Person::players[i]->lastseentime = 12;
4132 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4133 if (Person::players[i]->creature != wolftype) {
4134 Person::players[i]->stunned = .6;
4135 Person::players[i]->surprised = .6;
4139 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4140 Person::players[i]->howactive = typeactive;
4142 if (Person::players[i]->aitype == passivetype) {
4143 Person::players[i]->aiupdatedelay -= multiplier;
4144 Person::players[i]->losupdatedelay -= multiplier;
4145 Person::players[i]->lastseentime += multiplier;
4146 Person::players[i]->pausetime -= multiplier;
4147 if (Person::players[i]->lastseentime > 1)
4148 Person::players[i]->lastseentime = 1;
4150 if (Person::players[i]->aiupdatedelay < 0) {
4151 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4152 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4153 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4154 Person::players[i]->aiupdatedelay = .05;
4156 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4157 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4158 Person::players[i]->pausetime = 4;
4159 Person::players[i]->waypoint++;
4160 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4161 Person::players[i]->waypoint = 0;
4166 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4167 Person::players[i]->forwardkeydown = 1;
4169 Person::players[i]->forwardkeydown = 0;
4170 Person::players[i]->leftkeydown = 0;
4171 Person::players[i]->backkeydown = 0;
4172 Person::players[i]->rightkeydown = 0;
4173 Person::players[i]->crouchkeydown = 0;
4174 Person::players[i]->attackkeydown = 0;
4175 Person::players[i]->throwkeydown = 0;
4177 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4178 if (!Person::players[i]->avoidsomething)
4179 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4181 XYZ leftpos, rightpos;
4182 float leftdist, rightdist;
4183 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4184 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4185 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4186 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4187 if (leftdist < rightdist)
4188 Person::players[i]->targetyaw += 90;
4190 Person::players[i]->targetyaw -= 90;
4194 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4195 Person::players[i]->jumpkeydown = 0;
4196 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4197 Person::players[i]->jumpkeydown = 1;
4201 if (!editorenabled) {
4202 if (Person::players[i]->howactive <= typesleeping)
4203 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4204 for (int j = 0; j < numenvsounds; j++) {
4205 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4206 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4207 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4208 Person::players[i]->aitype = attacktypecutoff;
4211 if (Person::players[i]->aitype != passivetype) {
4212 if (Person::players[i]->howactive == typesleeping)
4213 Person::players[i]->setAnimation(getupfromfrontanim);
4214 Person::players[i]->howactive = typeactive;
4218 if (Person::players[i]->howactive < typesleeping &&
4219 ((tutoriallevel != 1 || cananger) && hostile) &&
4220 !Person::players[0]->dead &&
4221 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4222 Person::players[i]->occluded < 25) {
4223 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4224 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4225 Person::players[i]->aitype = attacktypecutoff;
4226 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4227 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4228 Person::players[i]->aitype = attacktypecutoff;
4231 if (Person::players[i]->creature == wolftype) {
4233 for (unsigned j = 0; j < Person::players.size(); j++) {
4234 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4235 float smelldistance = 50;
4236 if (j == 0 && Person::players[j]->num_weapons > 0) {
4237 if (weapons[Person::players[j]->weaponids[0]].bloody)
4238 smelldistance = 100;
4239 if (Person::players[j]->num_weapons == 2)
4240 if (weapons[Person::players[j]->weaponids[1]].bloody)
4241 smelldistance = 100;
4244 smelldistance = 100;
4245 windsmell = windvector;
4246 Normalise(&windsmell);
4247 windsmell = windsmell * 2 + Person::players[j]->coords;
4248 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4249 Person::players[i]->aitype = attacktypecutoff;
4254 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4255 Person::players[i]->losupdatedelay = .2;
4256 for (unsigned j = 0; j < Person::players.size(); j++) {
4257 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4258 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4259 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4260 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4261 if ((-1 == checkcollide(
4262 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4263 Person::players[i]->scale + Person::players[i]->coords,
4264 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4265 Person::players[j]->scale + Person::players[j]->coords) &&
4266 !Person::players[j]->isWallJump()) ||
4267 (Person::players[j]->animTarget == hanganim &&
4268 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4269 Person::players[i]->lastseentime -= .2;
4270 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4271 Person::players[i]->lastseentime -= .4;
4273 Person::players[i]->lastseentime -= .6;
4275 if (Person::players[i]->lastseentime <= 0) {
4276 Person::players[i]->aitype = searchtype;
4277 Person::players[i]->lastchecktime = 12;
4278 Person::players[i]->lastseen = Person::players[j]->coords;
4279 Person::players[i]->lastseentime = 12;
4286 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4287 if (Person::players[i]->creature != wolftype) {
4288 Person::players[i]->stunned = .6;
4289 Person::players[i]->surprised = .6;
4291 if (Person::players[i]->creature == wolftype) {
4292 Person::players[i]->stunned = .47;
4293 Person::players[i]->surprised = .47;
4301 if (Person::players[i]->aitype == searchtype) {
4302 Person::players[i]->aiupdatedelay -= multiplier;
4303 Person::players[i]->losupdatedelay -= multiplier;
4304 if (!Person::players[i]->pause)
4305 Person::players[i]->lastseentime -= multiplier;
4306 Person::players[i]->lastchecktime -= multiplier;
4308 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4309 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4310 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4312 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4314 j = checkcollide(test2, test, Person::players[i]->laststanding);
4316 j = checkcollide(test2, test);
4318 Person::players[i]->velocity = 0;
4319 Person::players[i]->setAnimation(Person::players[i]->getStop());
4320 Person::players[i]->targetyaw += 180;
4321 Person::players[i]->stunned = .5;
4322 //Person::players[i]->aitype=passivetype;
4323 Person::players[i]->aitype = pathfindtype;
4324 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4325 Person::players[i]->finalpathfindpoint = -1;
4326 Person::players[i]->targetpathfindpoint = -1;
4327 Person::players[i]->lastpathfindpoint = -1;
4328 Person::players[i]->lastpathfindpoint2 = -1;
4329 Person::players[i]->lastpathfindpoint3 = -1;
4330 Person::players[i]->lastpathfindpoint4 = -1;
4332 Person::players[i]->laststanding = j;
4335 //check out last seen location
4336 if (Person::players[i]->aiupdatedelay < 0) {
4337 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4338 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4339 Person::players[i]->aiupdatedelay = .05;
4340 Person::players[i]->forwardkeydown = 1;
4342 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4343 Person::players[i]->forwardkeydown = 0;
4344 Person::players[i]->aiupdatedelay = 1;
4345 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4346 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4347 Person::players[i]->lastchecktime = 3;
4350 Person::players[i]->leftkeydown = 0;
4351 Person::players[i]->backkeydown = 0;
4352 Person::players[i]->rightkeydown = 0;
4353 Person::players[i]->crouchkeydown = 0;
4354 Person::players[i]->attackkeydown = 0;
4355 Person::players[i]->throwkeydown = 0;
4357 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4358 if (!Person::players[i]->avoidsomething)
4359 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4361 XYZ leftpos, rightpos;
4362 float leftdist, rightdist;
4363 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4364 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4365 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4366 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4367 if (leftdist < rightdist)
4368 Person::players[i]->targetyaw += 90;
4370 Person::players[i]->targetyaw -= 90;
4374 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4375 Person::players[i]->jumpkeydown = 0;
4376 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4377 Person::players[i]->jumpkeydown = 1;
4379 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4380 for (int k = 0; k < numenvsounds; k++) {
4381 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4382 Person::players[i]->aitype = attacktypecutoff;
4386 if (!Person::players[0]->dead &&
4387 Person::players[i]->losupdatedelay < 0 &&
4389 Person::players[i]->occluded < 2 &&
4390 ((tutoriallevel != 1 || cananger) && hostile)) {
4391 Person::players[i]->losupdatedelay = .2;
4392 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4393 Person::players[i]->aitype = attacktypecutoff;
4394 Person::players[i]->lastseentime = 1;
4396 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4397 //TODO: factor out canSeePlayer()
4398 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4399 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4401 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4402 Person::players[i]->scale + Person::players[i]->coords,
4403 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4404 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4405 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4406 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4407 /* //TODO: changed j to 0 on a whim, make sure this is correct
4408 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4409 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4411 Person::players[i]->aitype = attacktypecutoff;
4412 Person::players[i]->lastseentime = 1;
4416 if (Person::players[i]->lastseentime < 0) {
4417 //Person::players[i]->aitype=passivetype;
4419 Person::players[i]->aitype = pathfindtype;
4420 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4421 Person::players[i]->finalpathfindpoint = -1;
4422 Person::players[i]->targetpathfindpoint = -1;
4423 Person::players[i]->lastpathfindpoint = -1;
4424 Person::players[i]->lastpathfindpoint2 = -1;
4425 Person::players[i]->lastpathfindpoint3 = -1;
4426 Person::players[i]->lastpathfindpoint4 = -1;
4430 if (Person::players[i]->aitype != gethelptype)
4431 Person::players[i]->runninghowlong = 0;
4433 //get help from buddies
4434 if (Person::players[i]->aitype == gethelptype) {
4435 Person::players[i]->runninghowlong += multiplier;
4436 Person::players[i]->aiupdatedelay -= multiplier;
4438 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4439 Person::players[i]->aiupdatedelay = .2;
4442 //TODO: factor out closest search somehow
4443 if (!Person::players[i]->ally) {
4445 float closestdist = -1;
4446 for (unsigned k = 0; k < Person::players.size(); k++) {
4447 if (k != i && k != 0 && !Person::players[k]->dead &&
4448 Person::players[k]->howactive < typedead1 &&
4449 !Person::players[k]->skeleton.free &&
4450 Person::players[k]->aitype == passivetype) {
4451 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4452 if (closestdist == -1 || distance < closestdist) {
4453 closestdist = distance;
4460 Person::players[i]->ally = closest;
4462 Person::players[i]->ally = 0;
4463 Person::players[i]->lastseen = Person::players[0]->coords;
4464 Person::players[i]->lastseentime = 12;
4468 Person::players[i]->lastchecktime = 12;
4470 XYZ facing = Person::players[i]->coords;
4471 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4472 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4473 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4474 if (-1 != checkcollide(facing, flatfacing))
4475 Person::players[i]->lastseentime -= .1;
4477 //no available ally, run back to player
4478 if (Person::players[i]->ally <= 0 ||
4479 Person::players[Person::players[i]->ally]->skeleton.free ||
4480 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4481 Person::players[i]->lastseentime <= 0) {
4482 Person::players[i]->aitype = searchtype;
4483 Person::players[i]->lastseentime = 12;
4487 if (Person::players[i]->ally > 0) {
4488 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4489 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4490 Person::players[i]->aiupdatedelay = .05;
4491 Person::players[i]->forwardkeydown = 1;
4493 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4494 Person::players[i]->aitype = searchtype;
4495 Person::players[i]->lastseentime = 12;
4496 Person::players[Person::players[i]->ally]->aitype = searchtype;
4497 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4498 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4499 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4500 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4504 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4505 if (!Person::players[i]->avoidsomething)
4506 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4508 XYZ leftpos, rightpos;
4509 float leftdist, rightdist;
4510 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4511 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4512 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4513 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4514 if (leftdist < rightdist)
4515 Person::players[i]->targetyaw += 90;
4517 Person::players[i]->targetyaw -= 90;
4522 Person::players[i]->leftkeydown = 0;
4523 Person::players[i]->backkeydown = 0;
4524 Person::players[i]->rightkeydown = 0;
4525 Person::players[i]->crouchkeydown = 0;
4526 Person::players[i]->attackkeydown = 0;
4528 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4529 Person::players[i]->jumpkeydown = 0;
4530 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4531 Person::players[i]->jumpkeydown = 1;
4534 //retreiving a weapon on the ground
4535 if (Person::players[i]->aitype == getweapontype) {
4536 Person::players[i]->aiupdatedelay -= multiplier;
4537 Person::players[i]->lastchecktime -= multiplier;
4539 if (Person::players[i]->aiupdatedelay < 0) {
4540 Person::players[i]->aiupdatedelay = .2;
4543 if (Person::players[i]->ally < 0) {
4545 float closestdist = -1;
4546 for (unsigned k = 0; k < weapons.size(); k++)
4547 if (weapons[k].owner == -1) {
4548 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4549 if (closestdist == -1 || distance < closestdist) {
4550 closestdist = distance;
4556 Person::players[i]->ally = closest;
4558 Person::players[i]->ally = -1;
4561 Person::players[i]->lastseentime = 12;
4563 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4564 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4565 Person::players[i]->aitype = attacktypecutoff;
4566 Person::players[i]->lastseentime = 1;
4568 if (!Person::players[0]->dead)
4569 if (Person::players[i]->ally >= 0) {
4570 if (weapons[Person::players[i]->ally].owner != -1 ||
4571 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4572 Person::players[i]->aitype = attacktypecutoff;
4573 Person::players[i]->lastseentime = 1;
4575 //TODO: factor these out as moveToward()
4576 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4577 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4578 Person::players[i]->aiupdatedelay = .05;
4579 Person::players[i]->forwardkeydown = 1;
4582 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4583 if (!Person::players[i]->avoidsomething)
4584 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4586 XYZ leftpos, rightpos;
4587 float leftdist, rightdist;
4588 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4589 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4590 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4591 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4592 if (leftdist < rightdist)
4593 Person::players[i]->targetyaw += 90;
4595 Person::players[i]->targetyaw -= 90;
4600 Person::players[i]->leftkeydown = 0;
4601 Person::players[i]->backkeydown = 0;
4602 Person::players[i]->rightkeydown = 0;
4603 Person::players[i]->attackkeydown = 0;
4604 Person::players[i]->throwkeydown = 1;
4605 Person::players[i]->crouchkeydown = 0;
4606 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4607 Person::players[i]->animTarget != removeknifeanim)
4608 Person::players[i]->throwtogglekeydown = 0;
4609 Person::players[i]->drawkeydown = 0;
4611 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4612 Person::players[i]->jumpkeydown = 0;
4613 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4614 Person::players[i]->jumpkeydown = 1;
4617 if (Person::players[i]->aitype == attacktypecutoff) {
4618 Person::players[i]->aiupdatedelay -= multiplier;
4619 //dodge or reverse rabbit kicks, knife throws, flips
4620 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4621 if ((Person::players[0]->animTarget == rabbitkickanim ||
4622 Person::players[0]->animTarget == knifethrowanim ||
4623 (Person::players[0]->isFlip() &&
4624 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4625 !Person::players[0]->skeleton.free &&
4626 (Person::players[i]->aiupdatedelay < .1)) {
4627 Person::players[i]->attackkeydown = 0;
4628 if (Person::players[i]->isIdle())
4629 Person::players[i]->crouchkeydown = 1;
4630 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4631 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4632 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4633 if (abs(Random() % 2) == 0)
4634 Person::players[i]->setAnimation(backhandspringanim);
4636 Person::players[i]->setAnimation(rollanim);
4637 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4638 Person::players[i]->wentforweapon = 0;
4640 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4641 Person::players[i]->setAnimation(flipanim);
4644 Person::players[i]->forwardkeydown = 0;
4645 Person::players[i]->aiupdatedelay = .02;
4647 //get confused by flips
4648 if (Person::players[0]->isFlip() &&
4649 !Person::players[0]->skeleton.free &&
4650 Person::players[0]->animTarget != walljumprightkickanim &&
4651 Person::players[0]->animTarget != walljumpleftkickanim) {
4652 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4653 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4654 Person::players[i]->stunned = 1;
4656 //go for weapon on the ground
4657 if (Person::players[i]->wentforweapon < 3)
4658 for (unsigned k = 0; k < weapons.size(); k++)
4659 if (Person::players[i]->creature != wolftype)
4660 if (Person::players[i]->num_weapons == 0 &&
4661 weapons[k].owner == -1 &&
4662 weapons[i].velocity.x == 0 &&
4663 weapons[i].velocity.z == 0 &&
4664 weapons[i].velocity.y == 0) {
4665 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4666 Person::players[i]->wentforweapon++;
4667 Person::players[i]->lastchecktime = 6;
4668 Person::players[i]->aitype = getweapontype;
4669 Person::players[i]->ally = -1;
4672 //dodge/reverse walljump kicks
4673 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4674 if (animation[Person::players[i]->animTarget].height != highheight)
4675 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4676 ((Person::players[0]->animTarget == walljumprightkickanim ||
4677 Person::players[0]->animTarget == walljumpleftkickanim) &&
4678 ((Person::players[i]->aiupdatedelay < .15 &&
4680 (Person::players[i]->aiupdatedelay < .08 &&
4681 difficulty != 2)))) {
4682 Person::players[i]->crouchkeydown = 1;
4684 //walked off a ledge (?)
4685 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4686 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4687 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4689 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4691 j = checkcollide(test2, test, Person::players[i]->laststanding);
4693 j = checkcollide(test2, test);
4695 Person::players[i]->velocity = 0;
4696 Person::players[i]->setAnimation(Person::players[i]->getStop());
4697 Person::players[i]->targetyaw += 180;
4698 Person::players[i]->stunned = .5;
4699 Person::players[i]->aitype = pathfindtype;
4700 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4701 Person::players[i]->finalpathfindpoint = -1;
4702 Person::players[i]->targetpathfindpoint = -1;
4703 Person::players[i]->lastpathfindpoint = -1;
4704 Person::players[i]->lastpathfindpoint2 = -1;
4705 Person::players[i]->lastpathfindpoint3 = -1;
4706 Person::players[i]->lastpathfindpoint4 = -1;
4708 Person::players[i]->laststanding = j;
4710 //lose sight of player in the air (?)
4711 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4712 animation[Person::players[0]->animTarget].height != highheight &&
4713 !Person::players[0]->onterrain) {
4714 Person::players[i]->aitype = pathfindtype;
4715 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4716 Person::players[i]->finalpathfindpoint = -1;
4717 Person::players[i]->targetpathfindpoint = -1;
4718 Person::players[i]->lastpathfindpoint = -1;
4719 Person::players[i]->lastpathfindpoint2 = -1;
4720 Person::players[i]->lastpathfindpoint3 = -1;
4721 Person::players[i]->lastpathfindpoint4 = -1;
4723 //it's time to think (?)
4724 if (Person::players[i]->aiupdatedelay < 0 &&
4725 !animation[Person::players[i]->animTarget].attack &&
4726 Person::players[i]->animTarget != staggerbackhighanim &&
4727 Person::players[i]->animTarget != staggerbackhardanim &&
4728 Person::players[i]->animTarget != backhandspringanim &&
4729 Person::players[i]->animTarget != dodgebackanim) {
4731 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4732 Person::players[i]->drawkeydown = Random() % 2;
4734 Person::players[i]->drawkeydown = 0;
4735 Person::players[i]->rabbitkickenabled = Random() % 2;
4737 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4738 XYZ targetpoint = Person::players[0]->coords;
4739 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4740 distsq(&rotatetarget, &Person::players[i]->coords))
4741 targetpoint += Person::players[0]->velocity *
4742 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4743 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4744 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4745 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4747 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4748 Person::players[i]->forwardkeydown = 1;
4749 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4750 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4751 Person::players[0]->weaponactive != -1)
4752 Person::players[i]->forwardkeydown = 1;
4753 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4754 Person::players[i]->forwardkeydown = 1;
4756 Person::players[i]->forwardkeydown = 0;
4757 //chill out around the corpse
4758 if (Person::players[0]->dead) {
4759 Person::players[i]->forwardkeydown = 0;
4760 if (Random() % 10 == 0)
4761 Person::players[i]->forwardkeydown = 1;
4762 if (Random() % 100 == 0) {
4763 Person::players[i]->aitype = pathfindtype;
4764 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4765 Person::players[i]->finalpathfindpoint = -1;
4766 Person::players[i]->targetpathfindpoint = -1;
4767 Person::players[i]->lastpathfindpoint = -1;
4768 Person::players[i]->lastpathfindpoint2 = -1;
4769 Person::players[i]->lastpathfindpoint3 = -1;
4770 Person::players[i]->lastpathfindpoint4 = -1;
4773 Person::players[i]->leftkeydown = 0;
4774 Person::players[i]->backkeydown = 0;
4775 Person::players[i]->rightkeydown = 0;
4776 Person::players[i]->crouchkeydown = 0;
4777 Person::players[i]->throwkeydown = 0;
4779 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4780 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4782 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4783 Person::players[i]->attackkeydown = 1;
4785 Person::players[i]->attackkeydown = 0;
4786 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4787 Person::players[i]->attackkeydown = 0;
4790 if (Person::players[i]->aitype != playercontrolled &&
4791 (Person::players[i]->isIdle() ||
4792 Person::players[i]->isCrouch() ||
4793 Person::players[i]->isRun())) {
4795 for (unsigned j = 0; j < Person::players.size(); j++)
4796 if (j != i && !Person::players[j]->skeleton.free &&
4797 Person::players[j]->hasvictim &&
4798 (tutoriallevel == 1 && reversaltrain ||
4799 Random() % 2 == 0 && difficulty == 2 ||
4800 Random() % 4 == 0 && difficulty == 1 ||
4801 Random() % 8 == 0 && difficulty == 0 ||
4802 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4803 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4804 (Random() % 2 == 0 || difficulty == 2) ||
4805 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4806 Person::players[j]->weaponactive != -1 ||
4807 Person::players[j]->animTarget == swordslashanim &&
4808 Person::players[i]->weaponactive != -1 ||
4809 Person::players[j]->animTarget == staffhitanim ||
4810 Person::players[j]->animTarget == staffspinhitanim))
4811 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4812 Person::players[j]->victim == Person::players[i] &&
4813 (Person::players[j]->animTarget == sweepanim ||
4814 Person::players[j]->animTarget == spinkickanim ||
4815 Person::players[j]->animTarget == staffhitanim ||
4816 Person::players[j]->animTarget == staffspinhitanim ||
4817 Person::players[j]->animTarget == winduppunchanim ||
4818 Person::players[j]->animTarget == upunchanim ||
4819 Person::players[j]->animTarget == wolfslapanim ||
4820 Person::players[j]->animTarget == knifeslashstartanim ||
4821 Person::players[j]->animTarget == swordslashanim &&
4822 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4823 Person::players[i]->weaponactive != -1))) {
4830 Person::players[target]->Reverse();
4833 if (Person::players[i]->collided < 1)
4834 Person::players[i]->jumpkeydown = 0;
4835 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4836 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4837 Person::players[i]->onterrain &&
4838 Person::players[i]->creature == rabbittype)
4839 Person::players[i]->jumpkeydown = 1;
4840 //TODO: why are we controlling the human?
4841 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4842 Person::players[0]->jumpkeydown = 0;
4843 if (Person::players[0]->animTarget == jumpdownanim &&
4844 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4845 Person::players[i]->crouchkeydown = 1;
4846 if (Person::players[i]->jumpkeydown)
4847 Person::players[i]->attackkeydown = 0;
4849 if (tutoriallevel == 1)
4851 Person::players[i]->attackkeydown = 0;
4854 XYZ facing = Person::players[i]->coords;
4855 XYZ flatfacing = Person::players[0]->coords;
4856 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4857 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4858 if (Person::players[i]->occluded >= 2)
4859 if (-1 != checkcollide(facing, flatfacing)) {
4860 if (!Person::players[i]->pause)
4861 Person::players[i]->lastseentime -= .2;
4862 if (Person::players[i]->lastseentime <= 0 &&
4863 (Person::players[i]->creature != wolftype ||
4864 Person::players[i]->weaponstuck == -1)) {
4865 Person::players[i]->aitype = searchtype;
4866 Person::players[i]->lastchecktime = 12;
4867 Person::players[i]->lastseen = Person::players[0]->coords;
4868 Person::players[i]->lastseentime = 12;
4871 Person::players[i]->lastseentime = 1;
4874 if (animation[Person::players[0]->animTarget].height == highheight &&
4875 (Person::players[i]->aitype == attacktypecutoff ||
4876 Person::players[i]->aitype == searchtype))
4877 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4878 XYZ test = Person::players[0]->coords;
4880 if (-1 == checkcollide(Person::players[0]->coords, test))
4881 Person::players[i]->stunned = 1;
4884 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4885 Person::players[i]->stunned > 0 ||
4886 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4887 if (Person::players[i]->pause)
4888 Person::players[i]->lastseentime = 1;
4889 Person::players[i]->targetyaw = Person::players[i]->yaw;
4890 Person::players[i]->forwardkeydown = 0;
4891 Person::players[i]->leftkeydown = 0;
4892 Person::players[i]->backkeydown = 0;
4893 Person::players[i]->rightkeydown = 0;
4894 Person::players[i]->jumpkeydown = 0;
4895 Person::players[i]->attackkeydown = 0;
4896 Person::players[i]->crouchkeydown = 0;
4897 Person::players[i]->throwkeydown = 0;
4905 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4906 facing = flatfacing;
4908 if (Person::players[i]->aitype == attacktypecutoff) {
4909 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4910 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4911 } else if (Person::players[i]->howactive >= typesleeping) {
4912 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4913 Person::players[i]->targetheadpitch = 0;
4915 if (Person::players[i]->interestdelay <= 0) {
4916 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4917 Person::players[i]->headtarget = Person::players[i]->coords;
4918 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4919 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4920 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4921 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4923 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4924 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4931 void updateSettingsMenu()
4934 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4935 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4937 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4938 Menu::setText(0, sbuf);
4939 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4940 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4941 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4942 if (newdetail == 2) Menu::setText(1, "Detail: High");
4943 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4944 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4945 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4946 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4947 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4948 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4949 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4950 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4951 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4952 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4953 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4954 Menu::setText(10, sbuf);
4955 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4956 Menu::setText(11, sbuf);
4957 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4958 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4959 sprintf (sbuf, "Back");
4961 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4962 Menu::setText(8, sbuf);
4965 void updateStereoConfigMenu()
4968 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4969 Menu::setText(0, sbuf);
4970 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4971 Menu::setText(1, sbuf);
4972 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4973 Menu::setText(2, sbuf);
4976 void updateControlsMenu()
4978 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4979 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4980 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4981 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4982 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4983 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4984 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4985 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4986 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4988 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4992 Values of mainmenu :
4994 2 Menu pause (resume/end game)
4996 4 Controls configuration menu
4997 5 Main game menu (choose level or challenge)
4998 6 Deleting user menu
4999 7 User managment menu (select/add)
5000 8 Choose difficulty menu
5001 9 Challenge level selection menu
5002 10 End of the campaign congratulation (is that really a menu?)
5003 11 Same that 9 ??? => unused
5004 18 stereo configuration
5007 void Game::LoadMenu()
5013 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5014 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5015 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5016 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5019 Menu::addButton( 0, "", 10 + 20, 440);
5020 Menu::addButton(14, "", 10 + 400, 440);
5021 Menu::addButton( 1, "", 10 + 60, 405);
5022 Menu::addButton( 2, "", 10 + 70, 370);
5023 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5024 Menu::addButton( 4, "", 10 , 335);
5025 Menu::addButton( 5, "", 10 + 60, 300);
5026 Menu::addButton( 6, "", 10 + 70, 265);
5027 Menu::addButton( 9, "", 10 , 230);
5028 Menu::addButton(10, "", 20 , 195);
5029 Menu::addButton(11, "", 10 + 60, 160);
5030 Menu::addButton(13, "", 30 , 125);
5031 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5032 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5033 Menu::addButton(8, "Back", 10, 10);
5034 updateSettingsMenu();
5037 Menu::addButton(0, "", 10 , 400);
5038 Menu::addButton(1, "", 10 + 40, 360);
5039 Menu::addButton(2, "", 10 + 40, 320);
5040 Menu::addButton(3, "", 10 + 30, 280);
5041 Menu::addButton(4, "", 10 + 20, 240);
5042 Menu::addButton(5, "", 10 + 40, 200);
5043 Menu::addButton(6, "", 10 + 40, 160);
5044 Menu::addButton(7, "", 10 + 30, 120);
5045 Menu::addButton(8, "", 10 + 20, 80);
5047 Menu::addButton(9, "", 10 + 10, 40);
5048 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5049 updateControlsMenu();
5053 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5054 Menu::addButton(1, "Tutorial", 5, 300);
5055 Menu::addButton(2, "Challenge", 5, 240);
5056 Menu::addButton(3, "Delete User", 400, 10);
5057 Menu::addButton(4, "Main Menu", 5, 10);
5058 Menu::addButton(5, "Change User", 5, 180);
5059 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5062 //with (2,-5) offset from old code
5063 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5065 int numlevels = accountactive->getCampaignChoicesMade();
5066 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5067 for (int i = 0; i < numlevels; i++) {
5068 XYZ midpoint = campaignlevels[i].getCenter();
5069 float itemsize = campaignlevels[i].getWidth();
5070 const bool active = i >= accountactive->getCampaignChoicesMade();
5075 XYZ start = campaignlevels[i - 1].getCenter();
5076 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);
5078 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5079 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5082 Menu::addMapLabel(-2, campaignlevels[i].description,
5083 campaignlevels[i].getStartX() + 10,
5084 campaignlevels[i].getStartY() - 4);
5090 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5091 Menu::addButton(1, "Yes", 10, 360);
5092 Menu::addButton(2, "No", 10, 320);
5095 if (Account::getNbAccounts() < 8)
5096 Menu::addButton(0, "New User", 10, 400);
5098 Menu::addLabel(0, "No More Users", 10, 400);
5099 Menu::addLabel(-2, "", 20, 400);
5100 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5101 for (int i = 0; i < Account::getNbAccounts(); i++)
5102 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5105 Menu::addButton(0, "Easier", 10, 400);
5106 Menu::addButton(1, "Difficult", 10, 360);
5107 Menu::addButton(2, "Insane", 10, 320);
5110 for (int i = 0; i < numchallengelevels; i++) {
5113 sprintf (temp, "Level %d", i + 1);
5114 for (int j = strlen(temp); j < 17; j++)
5117 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5118 for (int j = strlen(temp); j < (32 - 17); j++)
5121 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5122 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5125 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5128 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5131 Menu::addButton(-1, " High Score Best Time", 10, 440);
5132 Menu::addButton(numchallengelevels, "Back", 10, 10);
5135 Menu::addLabel(0, "Congratulations!", 220, 330);
5136 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5137 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5138 Menu::addButton(3, "Back", 10, 10);
5140 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5141 Menu::addLabel(4, sbuf, 190, 200);
5142 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5143 Menu::addLabel(5, sbuf, 190, 180);
5147 Menu::addButton(0, "", 70, 400);
5148 Menu::addButton(1, "", 10, 360);
5149 Menu::addButton(2, "", 40, 320);
5150 Menu::addButton(3, "Back", 10, 10);
5151 updateStereoConfigMenu();
5156 extern set<pair<int,int>> resolutions;
5161 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5163 // some specific case where we do something even if the left mouse button is not pressed.
5164 if ((mainmenu == 5) && (endgame == 2)) {
5165 accountactive->endGame();
5170 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5171 stereoseparation -= 0.001;
5172 updateStereoConfigMenu();
5175 static int oldmainmenu = mainmenu;
5177 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5178 set<pair<int,int>>::iterator newscreenresolution;
5184 if (gameon) { //resume
5186 pause_sound(stream_menutheme);
5187 resume_stream(leveltheme);
5189 fireSound(firestartsound);
5191 mainmenu = (accountactive ? 5 : 7);
5203 if (newscreenwidth > 3000)
5204 newscreenwidth = screenwidth;
5205 if (newscreenwidth < 0)
5206 newscreenwidth = screenwidth;
5207 if (newscreenheight > 3000)
5208 newscreenheight = screenheight;
5209 if (newscreenheight < 0)
5210 newscreenheight = screenheight;
5215 if (gameon) { //end game
5220 pause_sound(stream_menutheme);
5229 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5230 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5231 newscreenresolution++;
5232 if (newscreenresolution == resolutions.end()) {
5233 /* It was the last one (or not found), go back to the beginning */
5234 newscreenresolution = resolutions.begin();
5236 newscreenwidth = newscreenresolution->first;
5237 newscreenheight = newscreenresolution->second;
5246 if (bloodtoggle > 2)
5255 ismotionblur = !ismotionblur;
5261 musictoggle = !musictoggle;
5263 emit_stream_np(stream_menutheme);
5265 pause_sound(leveltheme);
5266 pause_sound(stream_fighttheme);
5267 pause_sound(stream_menutheme);
5269 for (int i = 0; i < 4; i++) {
5270 oldmusicvolume[i] = 0;
5284 mainmenu = gameon ? 2 : 1;
5287 invertmouse = !invertmouse;
5290 usermousesensitivity += .2;
5291 if (usermousesensitivity > 2)
5292 usermousesensitivity = .2;
5296 if (volume > 1.0001f)
5298 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5302 newstereomode = stereomode;
5307 showdamagebar = !showdamagebar;
5313 updateSettingsMenu();
5318 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5319 keyselect = selected;
5320 if (keyselect != -1)
5322 if (selected == (debugmode ? 10 : 9)) {
5327 updateControlsMenu();
5332 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5333 startbonustotal = 0;
5342 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5343 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5346 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5350 pause_sound(stream_menutheme);
5354 startbonustotal = 0;
5367 pause_sound(stream_menutheme);
5376 mainmenu = (gameon ? 2 : 1);
5382 vector<string> campaigns = ListCampaigns();
5383 vector<string>::iterator c;
5384 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5385 if (!campaigns.empty())
5386 accountactive->setCurrentCampaign(campaigns.front());
5389 if (c == campaigns.end())
5390 c = campaigns.begin();
5391 accountactive->setCurrentCampaign(*c);
5399 if (selected == 1) {
5401 accountactive = Account::destroy(accountactive);
5403 } else if (selected == 2) {
5410 if (selected == 0 && Account::getNbAccounts() < 8) {
5412 } else if (selected < Account::getNbAccounts() + 1) {
5415 accountactive = Account::get(selected - 1);
5416 } else if (selected == Account::getNbAccounts() + 1) {
5422 displaytext[0].clear();
5423 displayselected = 0;
5431 accountactive->setDifficulty(selected);
5435 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5439 startbonustotal = 0;
5443 targetlevel = selected;
5448 Loadlevel(selected);
5453 pause_sound(stream_menutheme);
5455 if (selected == numchallengelevels) {
5462 if (selected == 3) {
5470 stereoseparation += 0.001;
5473 if (selected == 0) {
5474 newstereomode = (StereoMode)(newstereomode + 1);
5475 while (!CanInitStereo(newstereomode)) {
5476 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5477 newstereomode = (StereoMode)(newstereomode + 1);
5478 if (newstereomode >= stereoCount)
5479 newstereomode = stereoNone;
5481 } else if (selected == 2) {
5482 stereoreverse = !stereoreverse;
5483 } else if (selected == 3) {
5487 stereomode = newstereomode;
5488 InitStereo(stereomode);
5491 updateStereoConfigMenu();
5496 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5498 if (mainmenu == 3) {
5503 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5506 inputText(displaytext[0], &displayselected);
5507 if (!waiting) { // the input as finished
5508 if (!displaytext[0].empty()) { // with enter
5509 accountactive = Account::add(string(displaytext[0]));
5515 fireSound(firestartsound);
5517 displaytext[0].clear();
5519 displayselected = 0;
5525 displayblinkdelay -= multiplier;
5526 if (displayblinkdelay <= 0) {
5527 displayblinkdelay = .3;
5528 displayblink = 1 - displayblink;
5533 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5534 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5537 if (oldmainmenu != mainmenu)
5539 oldmainmenu = mainmenu;
5545 static XYZ facing, flatfacing;
5548 for (int i = 0; i < 15; i++) {
5549 displaytime[i] += multiplier;
5552 keyboardfrozen = false;
5555 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5556 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5557 stereoreverse = true;
5559 stereoreverse = false;
5562 printf("Stereo reversed\n");
5564 printf("Stereo unreversed\n");
5567 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5568 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5569 stereoseparation -= 0.001;
5571 stereoseparation -= 0.010;
5572 printf("Stereo decreased increased to %f\n", stereoseparation);
5575 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5576 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5577 stereoseparation += 0.001;
5579 stereoseparation += 0.010;
5580 printf("Stereo separation increased to %f\n", stereoseparation);
5584 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5585 if (tutorialstage != 51)
5586 tutorialstagetime = tutorialmaxtime;
5587 emit_sound_np(consolefailsound, 128.);
5591 Values of mainmenu :
5593 2 Menu pause (resume/end game)
5595 4 Controls configuration menu
5596 5 Main game menu (choose level or challenge)
5597 6 Deleting user menu
5598 7 User managment menu (select/add)
5599 8 Choose difficulty menu
5600 9 Challenge level selection menu
5601 10 End of the campaign congratulation (is that really a menu?)
5602 11 Same that 9 ??? => unused
5603 18 stereo configuration
5608 if (mainmenu && endgame == 1)
5610 //go to level select after completing a campaign level
5611 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5618 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5619 emit_stream_np(stream_menutheme);
5620 pause_sound(leveltheme);
5624 //escape key pressed
5625 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5626 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5628 if (mainmenu == 0 && !winfreeze)
5629 mainmenu = 2; //pause
5630 else if (mainmenu == 1 || mainmenu == 2) {
5631 mainmenu = 0; //unpause
5634 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5635 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5636 emit_stream_np(stream_menutheme);
5637 pause_sound(leveltheme);
5639 //on resume, play level music
5641 pause_sound(stream_menutheme);
5642 resume_stream(leveltheme);
5644 //finished with settings menu
5645 if (mainmenu == 3) {
5649 if (mainmenu >= 3 && mainmenu != 8) {
5657 mainmenu = gameon ? 2 : 1;
5679 hostiletime += multiplier;
5683 leveltime += multiplier;
5686 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5687 freeze = 1 - freeze;
5689 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5693 if (Input::isKeyPressed(consolekey) && debugmode) {
5696 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5705 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5706 inputText(consoletext[0], &consoleselected);
5708 if (!consoletext[0].empty()) {
5709 cmd_dispatch(consoletext[0]);
5710 for (int k = 14; k >= 1; k--) {
5711 consoletext[k] = consoletext[k - 1];
5713 consoletext[0].clear();
5714 consoleselected = 0;
5718 consoleblinkdelay -= multiplier;
5719 if (consoleblinkdelay <= 0) {
5720 consoleblinkdelay = .3;
5721 consoleblink = 1 - consoleblink;
5727 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5729 if (mainmenu == 3) {
5734 static int oldwinfreeze;
5735 if (winfreeze && !oldwinfreeze) {
5736 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5737 emit_sound_np(consolesuccesssound);
5740 oldwinfreeze = winfreeze;
5744 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5747 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5751 } else if (winfreeze) {
5759 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5762 static float talkdelay = 0;
5764 if (indialogue != -1)
5766 talkdelay -= multiplier;
5768 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5769 for (int i = 0; i < numdialogues; i++) {
5770 unsigned realdialoguetype;
5772 /* FIXME - Seems like modulo done with ifs */
5773 if (dialoguetype[i] > 49) {
5774 realdialoguetype = dialoguetype[i] - 50;
5776 } else if (dialoguetype[i] > 39) {
5777 realdialoguetype = dialoguetype[i] - 40;
5779 } else if (dialoguetype[i] > 29) {
5780 realdialoguetype = dialoguetype[i] - 30;
5782 } else if (dialoguetype[i] > 19) {
5783 realdialoguetype = dialoguetype[i] - 20;
5785 } else if (dialoguetype[i] > 9) {
5786 realdialoguetype = dialoguetype[i] - 10;
5789 realdialoguetype = dialoguetype[i];
5792 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5793 realdialoguetype < Person::players.size() &&
5794 realdialoguetype > 0 &&
5795 (dialoguegonethrough[i] == 0 || !special) &&
5796 (special || Input::isKeyPressed(attackkey))) {
5797 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5798 Person::players[realdialoguetype]->howactive >= typedead1 ||
5799 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5801 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5802 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5803 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5804 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5805 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5806 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5807 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5812 dialoguegonethrough[i]++;
5813 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5814 playdialogueboxsound();
5820 windvar += multiplier;
5821 smoketex += multiplier;
5822 tutorialstagetime += multiplier;
5825 static float hotspotvisual[40];
5829 for (int i = 0; i < numhotspots; i++)
5830 hotspotvisual[i] -= multiplier / 320;
5832 for (int i = 0; i < numhotspots; i++) {
5833 while (hotspotvisual[i] < 0) {
5835 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5836 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5837 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5838 hotspotsprite += hotspot[i];
5839 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5840 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5844 for (int i = 0; i < numhotspots; i++) {
5845 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5846 hotspot[i] = Person::players[hotspottype[i]]->coords;
5852 if (tutoriallevel) {
5857 if (tutoriallevel != 1) {
5858 if (bonustime == 0 &&
5859 bonus != solidhit &&
5860 bonus != spinecrusher &&
5861 bonus != tracheotomy &&
5862 bonus != backstab &&
5864 emit_sound_np(consolesuccesssound);
5866 } else if (bonustime == 0) {
5867 emit_sound_np(fireendsound);
5869 if (bonustime == 0) {
5870 if (bonus != solidhit &&
5871 bonus != twoxcombo &&
5872 bonus != threexcombo &&
5873 bonus != fourxcombo &&
5877 bonusnum[bonus] += 0.15;
5880 bonusvalue /= bonusnum[bonus];
5881 bonustotal += bonusvalue;
5883 bonustime += multiplier;
5886 if (environment == snowyenvironment) {
5887 precipdelay -= multiplier;
5888 while (precipdelay < 0) {
5892 XYZ footvel, footpoint;
5895 footpoint = viewer + viewerfacing * 6;
5896 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5897 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5898 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5899 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5904 doAerialAcrobatics();
5907 static XYZ oldviewer;
5910 if (indialogue == -1) {
5911 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5912 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5913 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5914 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5915 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5916 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5917 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5918 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5920 Person::players[0]->forwardkeydown = 0;
5921 Person::players[0]->leftkeydown = 0;
5922 Person::players[0]->backkeydown = 0;
5923 Person::players[0]->rightkeydown = 0;
5924 Person::players[0]->jumpkeydown = 0;
5925 Person::players[0]->crouchkeydown = 0;
5926 Person::players[0]->drawkeydown = 0;
5927 Person::players[0]->throwkeydown = 0;
5930 if (!Person::players[0]->jumpkeydown)
5931 Person::players[0]->jumpclimb = 0;
5934 if (indialogue != -1) {
5940 facing = DoRotation(facing, -pitch, 0, 0);
5941 facing = DoRotation(facing, 0, 0 - yaw, 0);
5946 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5948 if (Input::isKeyDown(forwardkey))
5949 viewer += facing * multiplier * 4;
5950 if (Input::isKeyDown(backkey))
5951 viewer -= facing * multiplier * 4;
5952 if (Input::isKeyDown(leftkey))
5953 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5954 if (Input::isKeyDown(rightkey))
5955 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5956 if (Input::isKeyDown(jumpkey))
5957 viewer.y += multiplier * 4;
5958 if (Input::isKeyDown(crouchkey))
5959 viewer.y -= multiplier * 4;
5960 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5961 Input::isKeyPressed(SDL_SCANCODE_2) ||
5962 Input::isKeyPressed(SDL_SCANCODE_3) ||
5963 Input::isKeyPressed(SDL_SCANCODE_4) ||
5964 Input::isKeyPressed(SDL_SCANCODE_5) ||
5965 Input::isKeyPressed(SDL_SCANCODE_6) ||
5966 Input::isKeyPressed(SDL_SCANCODE_7) ||
5967 Input::isKeyPressed(SDL_SCANCODE_8) ||
5968 Input::isKeyPressed(SDL_SCANCODE_9) ||
5969 Input::isKeyPressed(SDL_SCANCODE_0) ||
5970 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5972 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5973 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5974 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5975 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5976 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5977 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5978 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5979 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5980 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5981 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5982 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5984 if (whichend != -1) {
5985 participantfocus[whichdialogue][indialogue] = whichend;
5986 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5987 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5989 if (whichend == -1) {
5990 participantfocus[whichdialogue][indialogue] = -1;
5992 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5997 dialoguecamera[whichdialogue][indialogue] = viewer;
5998 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5999 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6001 if (indialogue < numdialogueboxes[whichdialogue]) {
6002 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6003 playdialogueboxsound();
6007 for (unsigned j = 0; j < Person::players.size(); j++) {
6008 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6011 //TODO: should these be KeyDown or KeyPressed?
6012 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6013 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6014 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6015 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6016 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6017 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6018 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6019 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6020 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6021 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6023 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6024 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6025 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6026 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6027 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6028 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6029 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6030 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6031 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6032 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6033 participantfacing[whichdialogue][indialogue][whichend] = facing;
6035 if (indialogue >= numdialogueboxes[whichdialogue]) {
6042 pause_sound(whooshsound);
6043 viewer = dialoguecamera[whichdialogue][indialogue];
6044 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6045 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6046 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6047 if (dialoguetime > 0.5)
6048 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6049 Input::isKeyPressed(SDL_SCANCODE_2) ||
6050 Input::isKeyPressed(SDL_SCANCODE_3) ||
6051 Input::isKeyPressed(SDL_SCANCODE_4) ||
6052 Input::isKeyPressed(SDL_SCANCODE_5) ||
6053 Input::isKeyPressed(SDL_SCANCODE_6) ||
6054 Input::isKeyPressed(SDL_SCANCODE_7) ||
6055 Input::isKeyPressed(SDL_SCANCODE_8) ||
6056 Input::isKeyPressed(SDL_SCANCODE_9) ||
6057 Input::isKeyPressed(SDL_SCANCODE_0) ||
6058 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6059 Input::isKeyPressed(attackkey)) {
6061 if (indialogue < numdialogueboxes[whichdialogue]) {
6062 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6063 playdialogueboxsound();
6064 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6065 hotspot[numhotspots] = Person::players[0]->coords;
6066 hotspotsize[numhotspots] = 10;
6067 hotspottype[numhotspots] = -1;
6071 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6075 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6083 if (indialogue >= numdialogueboxes[whichdialogue]) {
6087 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6090 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6093 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6095 for (unsigned i = 1; i < Person::players.size(); i++) {
6096 Person::players[i]->aitype = attacktypecutoff;
6103 if (!Person::players[0]->jumpkeydown) {
6104 Person::players[0]->jumptogglekeydown = 0;
6106 if (Person::players[0]->jumpkeydown &&
6107 Person::players[0]->animTarget != jumpupanim &&
6108 Person::players[0]->animTarget != jumpdownanim &&
6109 !Person::players[0]->isFlip())
6110 Person::players[0]->jumptogglekeydown = 1;
6113 dialoguetime += multiplier;
6114 hawkyaw += multiplier * 25;
6116 realhawkcoords.x = 25;
6117 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6118 hawkcalldelay -= multiplier / 2;
6120 if (hawkcalldelay <= 0) {
6121 emit_sound_at(hawksound, realhawkcoords);
6123 hawkcalldelay = 16 + abs(Random() % 8);
6130 doPlayerCollisions();
6134 for (unsigned k = 0; k < Person::players.size(); k++)
6135 if (k != 0 && Person::players[k]->immobile)
6136 Person::players[k]->coords = Person::players[k]->realoldcoords;
6138 for (unsigned k = 0; k < Person::players.size(); k++) {
6139 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6140 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6141 Person::players[k]->DoDamage(1000);
6147 static bool respawnkeydown;
6148 if (!editorenabled &&
6149 (whichlevel != -2 &&
6150 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6151 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6153 (Input::isKeyDown(jumpkey) &&
6156 Person::players[0]->dead))) {
6157 targetlevel = whichlevel;
6161 if (!Input::isKeyDown(jumpkey))
6163 if (Input::isKeyDown(jumpkey))
6169 static bool movekey;
6172 for (unsigned i = 0; i < Person::players.size(); i++) {
6173 static float oldtargetyaw;
6174 if (!Person::players[i]->skeleton.free) {
6175 oldtargetyaw = Person::players[i]->targetyaw;
6176 if (i == 0 && indialogue == -1) {
6177 //TODO: refactor repetitive code
6178 if (!animation[Person::players[0]->animTarget].attack &&
6179 Person::players[0]->animTarget != staggerbackhighanim &&
6180 Person::players[0]->animTarget != staggerbackhardanim &&
6181 Person::players[0]->animTarget != crouchremoveknifeanim &&
6182 Person::players[0]->animTarget != removeknifeanim &&
6183 Person::players[0]->animTarget != backhandspringanim &&
6184 Person::players[0]->animTarget != dodgebackanim &&
6185 Person::players[0]->animTarget != walljumprightkickanim &&
6186 Person::players[0]->animTarget != walljumpleftkickanim) {
6188 Person::players[0]->targetyaw = 0;
6190 Person::players[0]->targetyaw = -yaw + 180;
6196 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6198 facing = flatfacing;
6200 facing = DoRotation(facing, -pitch, 0, 0);
6201 facing = DoRotation(facing, 0, 0 - yaw, 0);
6204 Person::players[0]->lookyaw = -yaw;
6206 Person::players[i]->targetheadyaw = yaw;
6207 Person::players[i]->targetheadpitch = pitch;
6209 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6210 if (!animation[Person::players[i]->animTarget].attack &&
6211 Person::players[i]->animTarget != staggerbackhighanim &&
6212 Person::players[i]->animTarget != staggerbackhardanim &&
6213 Person::players[i]->animTarget != crouchremoveknifeanim &&
6214 Person::players[i]->animTarget != removeknifeanim &&
6215 Person::players[i]->animTarget != backhandspringanim &&
6216 Person::players[i]->animTarget != dodgebackanim &&
6217 Person::players[i]->animTarget != walljumprightkickanim &&
6218 Person::players[i]->animTarget != walljumpleftkickanim) {
6219 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6225 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6227 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6228 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6230 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6231 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6233 if (indialogue != -1) {
6234 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6235 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6241 Person::players[i]->avoidsomething = 0;
6243 //avoid flaming things
6244 for (int j = 0; j < objects.numobjects; j++)
6245 if (objects.onfire[j])
6246 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6247 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6248 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6249 Person::players[i]->collided = 0;
6250 Person::players[i]->avoidcollided = 1;
6251 if (Person::players[i]->avoidsomething == 0 ||
6252 distsq(&Person::players[i]->coords, &objects.position[j]) <
6253 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6254 Person::players[i]->avoidwhere = objects.position[j];
6255 Person::players[i]->avoidsomething = 1;
6259 //avoid flaming players
6260 for (unsigned j = 0; j < Person::players.size(); j++)
6261 if (Person::players[j]->onfire)
6262 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6263 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6264 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6265 Person::players[i]->collided = 0;
6266 Person::players[i]->avoidcollided = 1;
6267 if (Person::players[i]->avoidsomething == 0 ||
6268 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6269 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6270 Person::players[i]->avoidwhere = Person::players[j]->coords;
6271 Person::players[i]->avoidsomething = 1;
6275 if (Person::players[i]->collided > .8)
6276 Person::players[i]->avoidcollided = 0;
6280 if (animation[Person::players[i]->animTarget].attack == reversed) {
6281 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6282 Person::players[i]->forwardkeydown = 0;
6283 Person::players[i]->leftkeydown = 0;
6284 Person::players[i]->backkeydown = 0;
6285 Person::players[i]->rightkeydown = 0;
6286 Person::players[i]->jumpkeydown = 0;
6287 Person::players[i]->attackkeydown = 0;
6288 //Person::players[i]->crouchkeydown=0;
6289 Person::players[i]->throwkeydown = 0;
6292 if (indialogue != -1) {
6293 Person::players[i]->forwardkeydown = 0;
6294 Person::players[i]->leftkeydown = 0;
6295 Person::players[i]->backkeydown = 0;
6296 Person::players[i]->rightkeydown = 0;
6297 Person::players[i]->jumpkeydown = 0;
6298 Person::players[i]->crouchkeydown = 0;
6299 Person::players[i]->drawkeydown = 0;
6300 Person::players[i]->throwkeydown = 0;
6303 if (Person::players[i]->collided < -.3)
6304 Person::players[i]->collided = -.3;
6305 if (Person::players[i]->collided > 1)
6306 Person::players[i]->collided = 1;
6307 Person::players[i]->collided -= multiplier * 4;
6308 Person::players[i]->whichdirectiondelay -= multiplier;
6309 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6310 Person::players[i]->avoidcollided = -.3;
6311 Person::players[i]->whichdirection = abs(Random() % 2);
6312 Person::players[i]->whichdirectiondelay = .4;
6314 if (Person::players[i]->avoidcollided > 1)
6315 Person::players[i]->avoidcollided = 1;
6316 Person::players[i]->avoidcollided -= multiplier / 4;
6317 if (!Person::players[i]->skeleton.free) {
6318 Person::players[i]->stunned -= multiplier;
6319 Person::players[i]->surprised -= multiplier;
6321 if (i != 0 && Person::players[i]->surprised <= 0 &&
6322 Person::players[i]->aitype == attacktypecutoff &&
6323 !Person::players[i]->dead &&
6324 !Person::players[i]->skeleton.free &&
6325 animation[Person::players[i]->animTarget].attack == neutral)
6328 if (!Person::players[i]->throwkeydown)
6329 Person::players[i]->throwtogglekeydown = 0;
6332 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6333 if (Person::players[i]->weaponactive == -1 &&
6334 Person::players[i]->num_weapons < 2 &&
6335 (Person::players[i]->isIdle() ||
6336 Person::players[i]->isCrouch() ||
6337 Person::players[i]->animTarget == sneakanim ||
6338 Person::players[i]->animTarget == rollanim ||
6339 Person::players[i]->animTarget == backhandspringanim ||
6340 Person::players[i]->isFlip() ||
6341 Person::players[i]->aitype != playercontrolled)) {
6342 for (unsigned j = 0; j < weapons.size(); j++) {
6343 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6344 Person::players[i]->aitype == playercontrolled) &&
6345 weapons[j].owner == -1 &&
6346 Person::players[i]->weaponactive == -1)
6347 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6348 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6349 if (Person::players[i]->isCrouch() ||
6350 Person::players[i]->animTarget == sneakanim ||
6351 Person::players[i]->isRun() ||
6352 Person::players[i]->isIdle() ||
6353 Person::players[i]->aitype != playercontrolled) {
6354 Person::players[i]->throwtogglekeydown = 1;
6355 Person::players[i]->setAnimation(crouchremoveknifeanim);
6356 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6357 Person::players[i]->hasvictim = 0;
6359 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6360 Person::players[i]->throwtogglekeydown = 1;
6361 Person::players[i]->hasvictim = 0;
6363 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6364 Person::players[i]->aitype == playercontrolled) &&
6365 weapons[j].owner == -1 ||
6366 Person::players[i]->victim &&
6367 weapons[j].owner == int(Person::players[i]->victim->id))
6368 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6369 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6370 if (weapons[j].getType() != staff)
6371 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6373 Person::players[i]->weaponactive = 0;
6374 weapons[j].owner = Person::players[i]->id;
6375 if (Person::players[i]->num_weapons > 0)
6376 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
6377 Person::players[i]->num_weapons++;
6378 Person::players[i]->weaponids[0] = j;
6381 } else if ((Person::players[i]->isIdle() ||
6382 Person::players[i]->isFlip() ||
6383 Person::players[i]->aitype != playercontrolled) &&
6384 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6385 Person::players[i]->coords.y < weapons[j].position.y) {
6386 if (!Person::players[i]->isFlip()) {
6387 Person::players[i]->throwtogglekeydown = 1;
6388 Person::players[i]->setAnimation(removeknifeanim);
6389 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6391 if (Person::players[i]->isFlip()) {
6392 Person::players[i]->throwtogglekeydown = 1;
6393 Person::players[i]->hasvictim = 0;
6395 for (unsigned k = 0; k < weapons.size(); k++) {
6396 if (Person::players[i]->weaponactive == -1)
6397 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6398 Person::players[i]->aitype == playercontrolled) &&
6399 weapons[k].owner == -1 ||
6400 Person::players[i]->victim &&
6401 weapons[k].owner == int(Person::players[i]->victim->id))
6402 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6403 Person::players[i]->weaponactive == -1) {
6404 if (weapons[k].getType() != staff)
6405 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6407 Person::players[i]->weaponactive = 0;
6408 weapons[k].owner = Person::players[i]->id;
6409 if (Person::players[i]->num_weapons > 0)
6410 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
6411 Person::players[i]->num_weapons++;
6412 Person::players[i]->weaponids[0] = k;
6419 if (Person::players[i]->isCrouch() ||
6420 Person::players[i]->animTarget == sneakanim ||
6421 Person::players[i]->isRun() ||
6422 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6423 Person::players[i]->animTarget == backhandspringanim) {
6424 if (Person::players.size() > 1)
6425 for (unsigned j = 0; j < Person::players.size(); j++) {
6426 if (Person::players[i]->weaponactive == -1)
6428 if (Person::players[j]->num_weapons &&
6429 Person::players[j]->skeleton.free &&
6430 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6431 (((Person::players[j]->skeleton.forward.y < 0 &&
6432 Person::players[j]->weaponstuckwhere == 0) ||
6433 (Person::players[j]->skeleton.forward.y > 0 &&
6434 Person::players[j]->weaponstuckwhere == 1)) ||
6435 Person::players[j]->weaponstuck == -1 ||
6436 Person::players[j]->num_weapons > 1)) {
6437 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6438 Person::players[i]->throwtogglekeydown = 1;
6439 Person::players[i]->victim = Person::players[j];
6440 Person::players[i]->hasvictim = 1;
6441 Person::players[i]->setAnimation(crouchremoveknifeanim);
6442 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6444 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6445 Person::players[i]->throwtogglekeydown = 1;
6446 Person::players[i]->victim = Person::players[j];
6447 Person::players[i]->hasvictim = 1;
6448 int k = Person::players[j]->weaponids[0];
6449 if (Person::players[i]->hasvictim) {
6452 if (Person::players[i]->victim->weaponstuck != -1) {
6453 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6458 if (weapons[k].getType() != staff)
6459 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6462 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6464 Person::players[i]->weaponactive = 0;
6465 if (weapons[k].owner != -1) {
6466 if (Person::players[i]->victim->num_weapons == 1)
6467 Person::players[i]->victim->num_weapons = 0;
6469 Person::players[i]->victim->num_weapons = 1;
6471 Person::players[i]->victim->skeleton.longdead = 0;
6472 Person::players[i]->victim->skeleton.free = 1;
6473 Person::players[i]->victim->skeleton.broken = 0;
6475 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6476 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6477 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6483 Normalise(&relative);
6484 XYZ footvel, footpoint;
6486 footpoint = weapons[k].position;
6487 if (Person::players[i]->victim->weaponstuck != -1) {
6488 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6490 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6491 weapons[k].bloody = 2;
6492 weapons[k].blooddrip = 5;
6493 Person::players[i]->victim->weaponstuck = -1;
6494 Person::players[i]->victim->bloodloss += 2000;
6495 Person::players[i]->victim->DoDamage(2000);
6498 if (Person::players[i]->victim->num_weapons > 0) {
6499 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6500 Person::players[i]->victim->weaponstuck = 0;
6501 if (Person::players[i]->victim->weaponids[0] == k)
6502 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6505 Person::players[i]->victim->weaponactive = -1;
6507 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6508 Person::players[i]->victim->jointVel(neck) += relative * 6;
6509 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6510 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6512 weapons[k].owner = i;
6513 if (Person::players[i]->num_weapons > 0) {
6514 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
6516 Person::players[i]->num_weapons++;
6517 Person::players[i]->weaponids[0] = k;
6524 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6525 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6526 if (Person::players[i]->isIdle() ||
6527 Person::players[i]->isRun() ||
6528 Person::players[i]->isCrouch() ||
6529 Person::players[i]->animTarget == sneakanim ||
6530 Person::players[i]->isFlip())
6531 if (Person::players.size() > 1)
6532 for (unsigned j = 0; j < Person::players.size(); j++) {
6534 if (tutoriallevel != 1 || tutorialstage == 49)
6536 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6537 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6538 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6539 !Person::players[j]->skeleton.free &&
6540 -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)) {
6541 if (!Person::players[i]->isFlip()) {
6542 Person::players[i]->throwtogglekeydown = 1;
6543 Person::players[i]->victim = Person::players[j];
6544 Person::players[i]->setAnimation(knifethrowanim);
6545 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6546 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6548 if (Person::players[i]->isFlip()) {
6549 if (Person::players[i]->weaponactive != -1) {
6550 Person::players[i]->throwtogglekeydown = 1;
6551 Person::players[i]->victim = Person::players[j];
6553 weapons[Person::players[i]->weaponids[0]].owner = -1;
6554 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);
6557 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6559 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
6560 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
6561 weapons[Person::players[i]->weaponids[0]].missed = 0;
6562 weapons[Person::players[i]->weaponids[0]].freetime = 0;
6563 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
6564 weapons[Person::players[i]->weaponids[0]].physics = 0;
6565 Person::players[i]->num_weapons--;
6566 if (Person::players[i]->num_weapons) {
6567 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6569 Person::players[i]->weaponactive = -1;
6576 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6577 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6578 Person::players[i]->throwtogglekeydown = 1;
6579 XYZ tempVelocity = Person::players[i]->velocity * .2;
6580 if (tempVelocity.x == 0)
6581 tempVelocity.x = .1;
6582 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6583 Person::players[i]->num_weapons--;
6584 if (Person::players[i]->num_weapons) {
6585 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6586 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6587 Person::players[i]->weaponstuck = 0;
6590 Person::players[i]->weaponactive = -1;
6591 for (unsigned j = 0; j < Person::players.size(); j++) {
6592 Person::players[j]->wentforweapon = 0;
6600 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6601 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6602 (Person::players[i]->num_weapons == 2) &&
6603 (Person::players[i]->weaponactive == -1) &&
6604 Person::players[i]->isIdle() ||
6605 Person::players[0]->dead &&
6606 (Person::players[i]->weaponactive != -1) &&
6609 if (Person::players[i]->weaponactive != -1)
6610 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6612 if (isgood && Person::players[i]->creature != wolftype) {
6613 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6614 Person::players[i]->setAnimation(drawrightanim);
6615 Person::players[i]->drawtogglekeydown = 1;
6617 if ((Person::players[i]->isIdle() ||
6618 (Person::players[i]->aitype != playercontrolled &&
6619 Person::players[0]->weaponactive != -1 &&
6620 Person::players[i]->isRun())) &&
6621 Person::players[i]->num_weapons &&
6622 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6623 Person::players[i]->setAnimation(drawleftanim);
6624 Person::players[i]->drawtogglekeydown = 1;
6626 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6627 Person::players[i]->setAnimation(crouchdrawrightanim);
6628 Person::players[i]->drawtogglekeydown = 1;
6635 if (Person::players[i]->weaponactive != -1) {
6636 if (Person::players[i]->isCrouch() &&
6637 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6639 Person::players[i]->onterrain &&
6640 Person::players[i]->num_weapons &&
6641 Person::players[i]->attackkeydown &&
6642 musictype != stream_fighttheme) {
6643 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6644 Person::players[i]->setAnimation(crouchstabanim);
6645 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6646 Person::players[i]->setAnimation(swordgroundstabanim);
6647 Person::players[i]->hasvictim = 0;
6651 if (!Person::players[i]->drawkeydown)
6652 Person::players[i]->drawtogglekeydown = 0;
6657 absflatfacing.z = -1;
6659 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6661 absflatfacing = flatfacing;
6663 if (indialogue != -1) {
6664 Person::players[i]->forwardkeydown = 0;
6665 Person::players[i]->leftkeydown = 0;
6666 Person::players[i]->backkeydown = 0;
6667 Person::players[i]->rightkeydown = 0;
6668 Person::players[i]->jumpkeydown = 0;
6669 Person::players[i]->crouchkeydown = 0;
6670 Person::players[i]->drawkeydown = 0;
6671 Person::players[i]->throwkeydown = 0;
6675 if (!animation[Person::players[i]->animTarget].attack &&
6676 Person::players[i]->animTarget != staggerbackhighanim &&
6677 Person::players[i]->animTarget != staggerbackhardanim &&
6678 Person::players[i]->animTarget != backhandspringanim &&
6679 Person::players[i]->animTarget != dodgebackanim) {
6680 if (!Person::players[i]->forwardkeydown)
6681 Person::players[i]->forwardstogglekeydown = 0;
6682 if (Person::players[i]->crouchkeydown) {
6686 Person::players[i]->superruntoggle = 1;
6687 if (Person::players.size() > 1)
6688 for (unsigned j = 0; j < Person::players.size(); j++)
6689 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6690 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6691 Person::players[i]->superruntoggle = 0;
6694 if (Person::players.size() > 1)
6695 for (unsigned j = 0; j < Person::players.size(); j++) {
6696 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6697 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6698 Person::players[j]->victim == Person::players[i] &&
6699 (Person::players[j]->animTarget == sweepanim ||
6700 Person::players[j]->animTarget == upunchanim ||
6701 Person::players[j]->animTarget == wolfslapanim ||
6702 ((Person::players[j]->animTarget == swordslashanim ||
6703 Person::players[j]->animTarget == knifeslashstartanim ||
6704 Person::players[j]->animTarget == staffhitanim ||
6705 Person::players[j]->animTarget == staffspinhitanim) &&
6706 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6715 Person::players[target]->Reverse();
6716 Person::players[i]->lowreversaldelay = .5;
6718 if (Person::players[i]->isIdle()) {
6719 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6720 Person::players[i]->transspeed = 10;
6722 if (Person::players[i]->isRun() ||
6723 (Person::players[i]->isStop() &&
6724 (Person::players[i]->leftkeydown ||
6725 Person::players[i]->rightkeydown ||
6726 Person::players[i]->forwardkeydown ||
6727 Person::players[i]->backkeydown))) {
6728 Person::players[i]->setAnimation(rollanim);
6729 Person::players[i]->transspeed = 20;
6732 if (!Person::players[i]->crouchkeydown) {
6734 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6735 Person::players[i]->superruntoggle = 0;
6737 if (Person::players[i]->isCrouch()) {
6738 if (Person::players.size() > 1)
6739 for (unsigned j = 0; j < Person::players.size(); j++) {
6741 !Person::players[j]->skeleton.free &&
6742 Person::players[j]->victim &&
6743 Person::players[i]->highreversaldelay <= 0) {
6744 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6745 Person::players[j]->victim == Person::players[i] &&
6746 (Person::players[j]->animTarget == spinkickanim) &&
6747 Person::players[i]->isCrouch()) {
6756 Person::players[target]->Reverse();
6757 Person::players[i]->highreversaldelay = .5;
6759 if (Person::players[i]->isCrouch()) {
6760 if (!Person::players[i]->wasCrouch()) {
6761 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6762 Person::players[i]->frameCurrent = 0;
6764 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6765 Person::players[i]->transspeed = 10;
6768 if (Person::players[i]->animTarget == sneakanim) {
6769 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6770 Person::players[i]->transspeed = 10;
6773 if (Person::players[i]->forwardkeydown) {
6774 if (Person::players[i]->isIdle() ||
6775 (Person::players[i]->isStop() &&
6776 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6777 (Person::players[i]->isLanding() &&
6778 Person::players[i]->frameTarget > 0 &&
6779 !Person::players[i]->jumpkeydown) ||
6780 (Person::players[i]->isLandhard() &&
6781 Person::players[i]->frameTarget > 0 &&
6782 !Person::players[i]->jumpkeydown &&
6783 Person::players[i]->crouchkeydown)) {
6784 if (Person::players[i]->aitype == passivetype)
6785 Person::players[i]->setAnimation(walkanim);
6787 Person::players[i]->setAnimation(Person::players[i]->getRun());
6789 if (Person::players[i]->isCrouch()) {
6790 Person::players[i]->animTarget = sneakanim;
6791 if (Person::players[i]->wasCrouch())
6792 Person::players[i]->target = 0;
6793 Person::players[i]->frameTarget = 0;
6795 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6796 Person::players[i]->setAnimation(climbanim);
6797 Person::players[i]->frameTarget = 1;
6798 Person::players[i]->jumpclimb = 1;
6800 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6801 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6803 Person::players[i]->forwardstogglekeydown = 1;
6806 if (Person::players[i]->rightkeydown) {
6807 if (Person::players[i]->isIdle() ||
6808 (Person::players[i]->isStop() &&
6809 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6810 (Person::players[i]->isLanding() &&
6811 Person::players[i]->frameTarget > 0 &&
6812 !Person::players[i]->jumpkeydown) ||
6813 (Person::players[i]->isLandhard() &&
6814 Person::players[i]->frameTarget > 0 &&
6815 !Person::players[i]->jumpkeydown &&
6816 Person::players[i]->crouchkeydown)) {
6817 Person::players[i]->setAnimation(Person::players[i]->getRun());
6819 if (Person::players[i]->isCrouch()) {
6820 Person::players[i]->animTarget = sneakanim;
6821 if (Person::players[i]->wasCrouch())
6822 Person::players[i]->target = 0;
6823 Person::players[i]->frameTarget = 0;
6825 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6826 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6828 Person::players[i]->targetyaw -= 90;
6829 if (Person::players[i]->forwardkeydown)
6830 Person::players[i]->targetyaw += 45;
6831 if (Person::players[i]->backkeydown)
6832 Person::players[i]->targetyaw -= 45;
6835 if ( Person::players[i]->leftkeydown) {
6836 if (Person::players[i]->isIdle() ||
6837 (Person::players[i]->isStop() &&
6838 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6839 (Person::players[i]->isLanding() &&
6840 Person::players[i]->frameTarget > 0 &&
6841 !Person::players[i]->jumpkeydown) ||
6842 (Person::players[i]->isLandhard() &&
6843 Person::players[i]->frameTarget > 0 &&
6844 !Person::players[i]->jumpkeydown &&
6845 Person::players[i]->crouchkeydown)) {
6846 Person::players[i]->setAnimation(Person::players[i]->getRun());
6848 if (Person::players[i]->isCrouch()) {
6849 Person::players[i]->animTarget = sneakanim;
6850 if (Person::players[i]->wasCrouch())
6851 Person::players[i]->target = 0;
6852 Person::players[i]->frameTarget = 0;
6854 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6855 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6857 Person::players[i]->targetyaw += 90;
6858 if (Person::players[i]->forwardkeydown)
6859 Person::players[i]->targetyaw -= 45;
6860 if (Person::players[i]->backkeydown)
6861 Person::players[i]->targetyaw += 45;
6864 if (Person::players[i]->backkeydown) {
6865 if (Person::players[i]->isIdle() ||
6866 (Person::players[i]->isStop() &&
6867 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6868 (Person::players[i]->isLanding() &&
6869 Person::players[i]->frameTarget > 0 &&
6870 !Person::players[i]->jumpkeydown) ||
6871 (Person::players[i]->isLandhard() &&
6872 Person::players[i]->frameTarget > 0 &&
6873 !Person::players[i]->jumpkeydown &&
6874 Person::players[i]->crouchkeydown)) {
6875 Person::players[i]->setAnimation(Person::players[i]->getRun());
6877 if (Person::players[i]->isCrouch()) {
6878 Person::players[i]->animTarget = sneakanim;
6879 if (Person::players[i]->wasCrouch())
6880 Person::players[i]->target = 0;
6881 Person::players[i]->frameTarget = 0;
6883 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6884 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6886 if (Person::players[i]->animTarget == hanganim) {
6887 Person::players[i]->animCurrent = jumpdownanim;
6888 Person::players[i]->animTarget = jumpdownanim;
6889 Person::players[i]->target = 0;
6890 Person::players[i]->frameCurrent = 0;
6891 Person::players[i]->frameTarget = 1;
6892 Person::players[i]->velocity = 0;
6893 Person::players[i]->velocity.y += gravity;
6894 Person::players[i]->coords.y -= 1.4;
6895 Person::players[i]->grabdelay = 1;
6897 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6898 Person::players[i]->targetyaw += 180;
6901 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6902 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6903 Person::players[i]->isRun() ||
6904 Person::players[i]->animTarget == walkanim ||
6905 Person::players[i]->isCrouch() ||
6906 Person::players[i]->animTarget == sneakanim) &&
6907 Person::players[i]->jumppower > 1) &&
6908 ((Person::players[i]->animTarget != rabbitrunninganim &&
6909 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6910 Person::players[i]->jumpstart = 0;
6911 Person::players[i]->setAnimation(jumpupanim);
6912 Person::players[i]->yaw = Person::players[i]->targetyaw;
6913 Person::players[i]->transspeed = 20;
6914 Person::players[i]->FootLand(0, 1);
6915 Person::players[i]->FootLand(1, 1);
6919 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6922 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6924 Person::players[i]->velocity = 0;
6928 if (Person::players.size() > 1)
6929 for (unsigned j = 0; j < Person::players.size(); j++) {
6930 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6931 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6932 (Person::players[j]->victim == Person::players[i]) &&
6933 (Person::players[j]->animTarget == sweepanim)) {
6942 Person::players[i]->velocity.y = 1;
6944 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6945 Person::players[i]->velocity.y = 7;
6946 Person::players[i]->crouchtogglekeydown = 1;
6947 } else Person::players[i]->velocity.y = 5;
6949 if (mousejump && i == 0 && debugmode) {
6950 if (!Person::players[i]->isLanding())
6951 Person::players[i]->tempdeltav = deltav;
6952 if (Person::players[i]->tempdeltav < 0)
6953 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6956 Person::players[i]->coords.y += .2;
6957 Person::players[i]->jumppower -= 1;
6960 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6962 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6964 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6965 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6966 Person::players[i]->frameTarget = 2;
6967 Person::players[i]->landhard = 0;
6968 Person::players[i]->jumpstart = 1;
6969 Person::players[i]->tempdeltav = deltav;
6971 if (Person::players[i]->animTarget == jumpupanim &&
6975 Person::players[i]->aitype != playercontrolled)) {
6976 if (Person::players[i]->jumppower > multiplier * 6) {
6977 Person::players[i]->velocity.y += multiplier * 6;
6978 Person::players[i]->jumppower -= multiplier * 6;
6980 if (Person::players[i]->jumppower <= multiplier * 6) {
6981 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6982 Person::players[i]->jumppower = 0;
6985 if (((floatjump || editorenabled) && debugmode) && i == 0)
6986 Person::players[i]->velocity.y += multiplier * 30;
6990 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6991 Person::players[i]->setAnimation(Person::players[i]->getStop());
6992 if (Person::players[i]->animTarget == sneakanim) {
6993 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6994 if (Person::players[i]->animCurrent == sneakanim)
6995 Person::players[i]->target = 0;
6996 Person::players[i]->frameTarget = 0;
6999 if (Person::players[i]->animTarget == walkanim &&
7000 (Person::players[i]->aitype == attacktypecutoff ||
7001 Person::players[i]->aitype == searchtype ||
7002 (Person::players[i]->aitype == passivetype &&
7003 Person::players[i]->numwaypoints <= 1)))
7004 Person::players[i]->setAnimation(Person::players[i]->getStop());
7005 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7006 Person::players[i]->setAnimation(Person::players[i]->getStop());
7009 if (Person::players[i]->animTarget == rollanim)
7010 Person::players[i]->targetyaw = oldtargetyaw;
7014 for (unsigned k = 0; k < Person::players.size(); k++) {
7015 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7016 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7017 Person::players[k]->yaw -= 360;
7019 Person::players[k]->yaw += 360;
7022 //stop to turn in right direction
7023 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7024 Person::players[k]->setAnimation(Person::players[k]->getStop());
7026 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7027 Person::players[k]->targettilt = 0;
7029 if (Person::players[k]->animTarget != jumpupanim &&
7030 Person::players[k]->animTarget != backhandspringanim &&
7031 Person::players[k]->animTarget != jumpdownanim &&
7032 !Person::players[k]->isFlip()) {
7033 Person::players[k]->targettilt = 0;
7034 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7035 Person::players[k]->jumppower = 0;
7036 Person::players[k]->jumppower += multiplier * 7;
7037 if (Person::players[k]->isCrouch())
7038 Person::players[k]->jumppower += multiplier * 7;
7039 if (Person::players[k]->jumppower > 5)
7040 Person::players[k]->jumppower = 5;
7043 if (Person::players[k]->isRun())
7044 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7046 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7047 Person::players[k]->grabdelay -= multiplier;
7051 for (unsigned k = 0; k < Person::players.size(); k++) {
7052 Person::players[k]->DoAnimations();
7053 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7054 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7060 for (int j = numenvsounds - 1; j >= 0; j--) {
7061 envsoundlife[j] -= multiplier;
7062 if (envsoundlife[j] < 0) {
7064 envsoundlife[j] = envsoundlife[numenvsounds];
7065 envsound[j] = envsound[numenvsounds];
7069 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7071 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7073 if (tutoriallevel == 1) {
7090 if (tutorialstage >= 51)
7091 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7092 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7093 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7095 emit_stream_np(stream_menutheme);
7104 if (tutorialstage < 51)
7105 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7106 emit_sound_at(fireendsound, Person::players[0]->coords);
7108 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7112 if (tutorialstage >= 14 && tutorialstage < 50)
7113 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7114 emit_sound_at(fireendsound, Person::players[1]->coords);
7116 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7117 if (Random() % 2 == 0) {
7118 if (!Person::players[1]->skeleton.free)
7119 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7120 if (Person::players[1]->skeleton.free)
7121 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7122 if (!Person::players[1]->skeleton.free)
7123 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;
7124 if (Person::players[1]->skeleton.free)
7125 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7126 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7130 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7131 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7132 Person::players[1]->skeleton.joints[i].velocity = 0;
7133 if (Random() % 2 == 0) {
7134 if (!Person::players[1]->skeleton.free)
7135 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7136 if (Person::players[1]->skeleton.free)
7137 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7138 if (!Person::players[1]->skeleton.free)
7139 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;
7140 if (Person::players[1]->skeleton.free)
7141 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7142 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7150 static float gLoc[3];
7154 static float vel[3];
7155 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7156 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7157 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7159 //Set orientation with forward and up vectors
7160 static XYZ upvector;
7164 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7165 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7170 facing = DoRotation(facing, -pitch, 0, 0);
7171 facing = DoRotation(facing, 0, 0 - yaw, 0);
7174 static float ori[6];
7178 ori[3] = -upvector.x;
7179 ori[4] = upvector.y;
7180 ori[5] = -upvector.z;
7182 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7189 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7193 void Game::TickOnce()
7196 yaw += multiplier * 5;
7197 else if (directing || indialogue == -1) {
7200 pitch += deltav * .7;
7202 pitch -= deltav * .7;
7210 void Game::TickOnceAfter()
7212 static XYZ colviewer;
7213 static XYZ coltarget;
7217 static float changedelay;
7218 static bool alldead;
7219 static float unseendelay;
7220 static float cameraspeed;
7223 static int oldmusictype = musictype;
7225 if (environment == snowyenvironment)
7226 leveltheme = stream_snowtheme;
7227 if (environment == grassyenvironment)
7228 leveltheme = stream_grasstheme;
7229 if (environment == desertenvironment)
7230 leveltheme = stream_deserttheme;
7234 musictype = leveltheme;
7235 for (unsigned i = 0; i < Person::players.size(); i++) {
7236 if ((Person::players[i]->aitype == attacktypecutoff ||
7237 Person::players[i]->aitype == getweapontype ||
7238 Person::players[i]->aitype == gethelptype ||
7239 Person::players[i]->aitype == searchtype) &&
7240 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7241 (Person::players[i]->animTarget != sneakattackedanim &&
7242 Person::players[i]->animTarget != knifesneakattackedanim &&
7243 Person::players[i]->animTarget != swordsneakattackedanim)) {
7244 musictype = stream_fighttheme;
7248 if (Person::players[0]->dead)
7249 musictype = stream_menutheme;
7252 if (musictype == stream_fighttheme)
7255 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7256 unseendelay -= multiplier;
7257 if (unseendelay > 0)
7258 musictype = stream_fighttheme;
7263 musictype = stream_menutheme;
7264 musicvolume[2] = 512;
7271 if (musictype != oldmusictype && musictype == stream_fighttheme)
7272 emit_sound_np(alarmsound);
7273 musicselected = musictype;
7275 if (musicselected == leveltheme)
7276 musicvolume[0] += multiplier * 450;
7278 musicvolume[0] -= multiplier * 450;
7279 if (musicselected == stream_fighttheme)
7280 musicvolume[1] += multiplier * 450;
7282 musicvolume[1] -= multiplier * 450;
7283 if (musicselected == stream_menutheme)
7284 musicvolume[2] += multiplier * 450;
7286 musicvolume[2] -= multiplier * 450;
7288 for (int i = 0; i < 3; i++) {
7289 if (musicvolume[i] < 0)
7291 if (musicvolume[i] > 512)
7292 musicvolume[i] = 512;
7295 if (musicvolume[2] > 128 && !loading && !mainmenu)
7296 musicvolume[2] = 128;
7299 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7300 emit_stream_np(leveltheme, musicvolume[0]);
7301 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7302 emit_stream_np(stream_fighttheme, musicvolume[1]);
7303 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7304 emit_stream_np(stream_menutheme, musicvolume[2]);
7305 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7306 pause_sound(leveltheme);
7307 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7308 pause_sound(stream_fighttheme);
7309 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7310 pause_sound(stream_menutheme);
7312 if (musicvolume[0] != oldmusicvolume[0])
7313 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7314 if (musicvolume[1] != oldmusicvolume[1])
7315 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7316 if (musicvolume[2] != oldmusicvolume[2])
7317 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7319 for (int i = 0; i < 3; i++)
7320 oldmusicvolume[i] = musicvolume[i];
7322 pause_sound(leveltheme);
7323 pause_sound(stream_fighttheme);
7324 pause_sound(stream_menutheme);
7326 for (int i = 0; i < 4; i++) {
7327 oldmusicvolume[i] = 0;
7333 for (int i = 0; i < numhotspots; i++) {
7334 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7335 if (Person::players[hotspottype[i] - 10]->dead == 0)
7337 else if (killhotspot == 2)
7341 if (killhotspot == 2)
7346 for (int i = 0; i < numhotspots; i++)
7347 if (hotspottype[i] == -1)
7348 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7352 for (unsigned i = 1; i < Person::players.size(); i++)
7353 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7355 if (numalarmed > maxalarmed)
7356 maxalarmed = numalarmed;
7358 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7359 if (Person::players[0]->dead && changedelay <= 0) {
7361 targetlevel = whichlevel;
7364 for (unsigned i = 1; i < Person::players.size(); i++) {
7365 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7372 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7374 targetlevel = whichlevel + 1;
7375 if (targetlevel > numchallengelevels - 1)
7378 if (winhotspot || windialogue) {
7380 targetlevel = whichlevel + 1;
7381 if (targetlevel > numchallengelevels - 1)
7388 targetlevel = whichlevel + 1;
7389 if (targetlevel > numchallengelevels - 1)
7393 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7394 //high scores, awards, win
7396 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7399 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7407 if (leveltime < 1) {
7415 if (!editorenabled && gameon && !mainmenu) {
7416 if (changedelay != -999)
7417 changedelay -= multiplier / 7;
7418 if (Person::players[0]->dead)
7419 targetlevel = whichlevel;
7420 if (loading == 2 && !campaign) {
7423 fireSound(firestartsound);
7425 if (!Person::players[0]->dead && targetlevel != whichlevel)
7426 startbonustotal = bonustotal;
7427 if (Person::players[0]->dead)
7428 Loadlevel(whichlevel);
7430 Loadlevel(targetlevel);
7436 if (loading == 2 && targetlevel == whichlevel) {
7440 fireSound(firestartsound);
7442 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7448 if (changedelay <= -999 &&
7451 (Person::players[0]->dead ||
7452 (alldead && maptype == mapkilleveryone) ||
7456 if ((Person::players[0]->dead ||
7457 (alldead && maptype == mapkilleveryone) ||
7462 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7466 if (Person::players[0]->dead)
7472 // campaignchoosenext determines what to do when the level is complete:
7473 // 0 = load next level
7474 // 1 = go back to level select screen
7475 // 2 = stealthload next level
7476 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7477 if (campaignlevels[actuallevel].nextlevel.empty())
7479 } else if (mainmenu == 0 && winfreeze) {
7480 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7482 if (!stealthloading) {
7483 fireSound(firestartsound);
7488 startbonustotal = 0;
7498 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7501 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7505 pause_sound(stream_menutheme);
7516 oldmusictype = musictype;
7522 facing = DoRotation(facing, -pitch, 0, 0);
7523 facing = DoRotation(facing, 0, 0 - yaw, 0);
7524 viewerfacing = facing;
7527 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7528 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;
7530 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;
7532 if (Person::players[0]->skeleton.free) {
7533 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7534 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7535 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7539 if (Person::players[0]->skeleton.free != 2) {
7541 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7542 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7544 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7546 coltarget = target - cameraloc;
7547 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7550 Normalise(&coltarget);
7551 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7552 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7554 cameraloc = cameraloc + coltarget * multiplier * 8;
7558 cameradist += multiplier * 5;
7559 if (cameradist > 2.3)
7561 viewer = cameraloc - facing * cameradist;
7563 coltarget = cameraloc;
7564 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7565 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7566 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7567 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7569 coltarget = cameraloc;
7570 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7573 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7574 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7575 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7577 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7581 cameradist = findDistance(&viewer, &target);
7582 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7583 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7584 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7587 if (camerashake > .8)
7589 woozy += multiplier;
7590 if (Person::players[0]->dead)
7592 if (Person::players[0]->dead)
7594 camerashake -= multiplier * 2;
7595 blackout -= multiplier * 2;
7596 if (camerashake < 0)
7601 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7602 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7603 viewer.z += (float)(Random() % 100) * .0005 * camerashake;