X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=4a0229bb673bc2c2a89ff0c14de8c5a16d290771;hb=25e3d5e35a7fd7efdffc420efe3c41a91cefe43f;hp=a53ea7f11d8035c2742ee888992215e358093e05;hpb=298a6f90decc9910db67ad1d15789d0ff8c249fe;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index a53ea7f..4a0229b 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -45,8 +45,8 @@ using namespace Game; // Added more evilness needed for MSVC #ifdef _MSC_VER - #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) - #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) +#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n) +#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format) #endif @@ -54,7 +54,7 @@ extern float multiplier; extern XYZ viewer; extern int environment; extern Terrain terrain; -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern float gravity; extern int detail; extern float texdetail; @@ -95,7 +95,7 @@ extern float usermousesensitivity; extern bool ismotionblur; extern bool showdamagebar; // (des)activate the damage bar extern bool decals; -extern float tintr,tintg,tintb; +extern float tintr, tintg, tintb; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -148,67 +148,80 @@ void Loadlevel(const char *name); -class CampaignLevel { +class CampaignLevel +{ private: - int width; - struct Position { int x,y; }; -public: - std::string mapname; - std::string description; - int choosenext; - /* - 0 = Immediately load next level at the end of this one. - 1 = Go back to the world map. - 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. - */ - //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. - std::vector nextlevel; - Position location; - CampaignLevel() : width(10) { - choosenext = 1; - location.x = 0; - location.y = 0; - } - int getStartX() { return 30+120+location.x*400/512; } - int getStartY() { return 30+30+(512-location.y)*400/512; } - int getEndX() { return getStartX()+width; } - int getEndY() { return getStartY()+width; } - XYZ getCenter() { - XYZ center; - center.x=getStartX()+width/2; - center.y=getStartY()+width/2; - return center; - } - int getWidth() { return width; } - istream& operator<< (istream& is) { - is.ignore(256,':'); - is.ignore(256,':'); - is.ignore(256,' '); - is >> mapname; - is.ignore(256,':'); - is >> description; - for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) { - description.replace(pos,1,1,' '); - } - is.ignore(256,':'); - is >> choosenext; - is.ignore(256,':'); - int numnext,next; - is >> numnext; - for(int j=0;j> next; - nextlevel.push_back(next-1); - } - is.ignore(256,':'); - is >> location.x; - is.ignore(256,':'); - is >> location.y; - return is; - } - friend istream& operator>> (istream& is, CampaignLevel& cl) { - return cl << is; - } + int width; + struct Position { + int x, y; + }; +public: + std::string mapname; + std::string description; + int choosenext; + /* + 0 = Immediately load next level at the end of this one. + 1 = Go back to the world map. + 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated. + */ + //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. + std::vector nextlevel; + Position location; + CampaignLevel() : width(10) { + choosenext = 1; + location.x = 0; + location.y = 0; + } + int getStartX() { + return 30 + 120 + location.x * 400 / 512; + } + int getStartY() { + return 30 + 30 + (512 - location.y) * 400 / 512; + } + int getEndX() { + return getStartX() + width; + } + int getEndY() { + return getStartY() + width; + } + XYZ getCenter() { + XYZ center; + center.x = getStartX() + width / 2; + center.y = getStartY() + width / 2; + return center; + } + int getWidth() { + return width; + } + istream& operator<< (istream& is) { + is.ignore(256, ':'); + is.ignore(256, ':'); + is.ignore(256, ' '); + is >> mapname; + is.ignore(256, ':'); + is >> description; + for (int pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) { + description.replace(pos, 1, 1, ' '); + } + is.ignore(256, ':'); + is >> choosenext; + is.ignore(256, ':'); + int numnext, next; + is >> numnext; + for (int j = 0; j < numnext; j++) { + is.ignore(256, ':'); + is >> next; + nextlevel.push_back(next - 1); + } + is.ignore(256, ':'); + is >> location.x; + is.ignore(256, ':'); + is >> location.y; + return is; + } + friend istream& operator>> (istream& is, CampaignLevel& cl) { + return cl << is; + } }; int indemo = 0; @@ -231,22 +244,22 @@ int musicselected = 0; static const char *rabbitskin[] = { -":Data:Textures:Fur3.jpg", -":Data:Textures:Fur.jpg", -":Data:Textures:Fur2.jpg", -":Data:Textures:Lynx.jpg", -":Data:Textures:Otter.jpg", -":Data:Textures:Opal.jpg", -":Data:Textures:Sable.jpg", -":Data:Textures:Chocolate.jpg", -":Data:Textures:BW2.jpg", -":Data:Textures:WB2.jpg" + ":Data:Textures:Fur3.jpg", + ":Data:Textures:Fur.jpg", + ":Data:Textures:Fur2.jpg", + ":Data:Textures:Lynx.jpg", + ":Data:Textures:Otter.jpg", + ":Data:Textures:Opal.jpg", + ":Data:Textures:Sable.jpg", + ":Data:Textures:Chocolate.jpg", + ":Data:Textures:BW2.jpg", + ":Data:Textures:WB2.jpg" }; static const char *wolfskin[] = { -":Data:Textures:Wolf.jpg", -":Data:Textures:Darkwolf.jpg", -":Data:Textures:Snowwolf.jpg" + ":Data:Textures:Wolf.jpg", + ":Data:Textures:Darkwolf.jpg", + ":Data:Textures:Snowwolf.jpg" }; #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; @@ -257,7 +270,7 @@ static const char **creatureskin[] = {rabbitskin, wolfskin}; /* Return true if PFX is a prefix of STR (case-insensitive). */ static bool stripfx(const char *str, const char *pfx) { - return !strncasecmp(str, pfx, strlen(pfx)); + return !strncasecmp(str, pfx, strlen(pfx)); } static const char *cmd_names[] = { @@ -283,130 +296,192 @@ static console_handler cmd_handlers[] = { // utility functions // TODO: this is slightly incorrect -inline float roughDirection(XYZ vec){ +inline float roughDirection(XYZ vec) +{ Normalise(&vec); - float angle=-asin(-vec.x)*180/M_PI; - if(vec.z<0) - angle=180-angle; + float angle = -asin(-vec.x) * 180 / M_PI; + if (vec.z < 0) + angle = 180 - angle; return angle; } -inline float roughDirectionTo(XYZ start, XYZ end){ - return roughDirection(end-start); +inline float roughDirectionTo(XYZ start, XYZ end) +{ + return roughDirection(end - start); } -inline float pitchOf(XYZ vec){ +inline float pitchOf(XYZ vec) +{ Normalise(&vec); - return -asin(vec.y)*180/M_PI; + return -asin(vec.y) * 180 / M_PI; +} +inline float pitchTo(XYZ start, XYZ end) +{ + return pitchOf(end - start); } -inline float pitchTo(XYZ start, XYZ end){ - return pitchOf(end-start); +inline float sq(float n) +{ + return n * n; } -inline float sq(float n) { return n*n; } -inline float stepTowardf(float from, float to, float by){ - if(fabs(from-to)to) return from-by; - else return from+by; +inline float stepTowardf(float from, float to, float by) +{ + if (fabs(from - to) < by) + return to; + else if (from > to) + return from - by; + else + return from + by; } -void playdialogueboxsound(){ +void playdialogueboxsound() +{ XYZ temppos; - temppos=player[participantfocus[whichdialogue][indialogue]].coords; - temppos=temppos-viewer; + temppos = player[participantfocus[whichdialogue][indialogue]].coords; + temppos = temppos - viewer; Normalise(&temppos); - temppos+=viewer; - - int sound=-1; - switch(dialogueboxsound[whichdialogue][indialogue]){ - case -6: sound=alarmsound; break; - case -4: sound=consolefailsound; break; - case -3: sound=consolesuccesssound; break; - case -2: sound=firestartsound; break; - case -1: sound=fireendsound; break; - case 1: sound=rabbitchitter; break; - case 2: sound=rabbitchitter2; break; - case 3: sound=rabbitpainsound; break; - case 4: sound=rabbitpain1sound; break; - case 5: sound=rabbitattacksound; break; - case 6: sound=rabbitattack2sound; break; - case 7: sound=rabbitattack3sound; break; - case 8: sound=rabbitattack4sound; break; - case 9: sound=growlsound; break; - case 10: sound=growl2sound; break; - case 11: sound=snarlsound; break; - case 12: sound=snarl2sound; break; - case 13: sound=barksound; break; - case 14: sound=bark2sound; break; - case 15: sound=bark3sound; break; - case 16: sound=barkgrowlsound; break; - default: break; + temppos += viewer; + + int sound = -1; + switch (dialogueboxsound[whichdialogue][indialogue]) { + case -6: + sound = alarmsound; + break; + case -4: + sound = consolefailsound; + break; + case -3: + sound = consolesuccesssound; + break; + case -2: + sound = firestartsound; + break; + case -1: + sound = fireendsound; + break; + case 1: + sound = rabbitchitter; + break; + case 2: + sound = rabbitchitter2; + break; + case 3: + sound = rabbitpainsound; + break; + case 4: + sound = rabbitpain1sound; + break; + case 5: + sound = rabbitattacksound; + break; + case 6: + sound = rabbitattack2sound; + break; + case 7: + sound = rabbitattack3sound; + break; + case 8: + sound = rabbitattack4sound; + break; + case 9: + sound = growlsound; + break; + case 10: + sound = growl2sound; + break; + case 11: + sound = snarlsound; + break; + case 12: + sound = snarl2sound; + break; + case 13: + sound = barksound; + break; + case 14: + sound = bark2sound; + break; + case 15: + sound = bark3sound; + break; + case 16: + sound = barkgrowlsound; + break; + default: + break; } - if(sound!=-1) + if (sound != -1) emit_sound_at(sound, temppos); } // ================================================================ -bool AddClothes(const char *fileName, GLubyte *array) { - LOGFUNC; - //Load Image - unsigned char fileNamep[256]; - CopyCStringToPascal(fileName,fileNamep); - bool opened; - opened=upload_image( fileNamep ,1); - - float alphanum; - //Is it valid? - if(opened){ - if(tintr>1)tintr=1; - if(tintg>1)tintg=1; - if(tintb>1)tintb=1; - - if(tintr<0)tintr=0; - if(tintg<0)tintg=0; - if(tintb<0)tintb=0; - - int bytesPerPixel=texture.bpp/8; - - int tempnum=0; - alphanum=255; - for(int i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){ - if(bytesPerPixel==3)alphanum=255; - else if((i+1)%4==0)alphanum=texture.data[i]; - //alphanum/=2; - if((i+1)%4||bytesPerPixel==3){ - if((i%4)==0)texture.data[i]*=tintr; - if((i%4)==1)texture.data[i]*=tintg; - if((i%4)==2)texture.data[i]*=tintb; - array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255); - tempnum++; - } - } - } - else return 0; - return 1; +bool AddClothes(const char *fileName, GLubyte *array) +{ + LOGFUNC; + //Load Image + unsigned char fileNamep[256]; + CopyCStringToPascal(fileName, fileNamep); + bool opened; + opened = upload_image( fileNamep , 1); + + float alphanum; + //Is it valid? + if (opened) { + if (tintr > 1) tintr = 1; + if (tintg > 1) tintg = 1; + if (tintb > 1) tintb = 1; + + if (tintr < 0) tintr = 0; + if (tintg < 0) tintg = 0; + if (tintb < 0) tintb = 0; + + int bytesPerPixel = texture.bpp / 8; + + int tempnum = 0; + alphanum = 255; + for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) { + if (bytesPerPixel == 3) + alphanum = 255; + else if ((i + 1) % 4 == 0) + alphanum = texture.data[i]; + //alphanum/=2; + if ((i + 1) % 4 || bytesPerPixel == 3) { + if ((i % 4) == 0) + texture.data[i] *= tintr; + if ((i % 4) == 1) + texture.data[i] *= tintg; + if ((i % 4) == 2) + texture.data[i] *= tintb; + array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255); + tempnum++; + } + } + } else + return 0; + return 1; } static void ch_quit(const char *args) { - tryquit = 1; + tryquit = 1; } static void ch_map(const char *args) { - Loadlevel(args); - whichlevel = -2; - campaign = 0; + Loadlevel(args); + whichlevel = -2; + campaign = 0; } -static void ch_save(const char *args){ +static void ch_save(const char *args) +{ char buf[64]; snprintf(buf, 63, ":Data:Maps:%s", args); int mapvers = 12; FILE *tfile; - tfile=fopen( ConvertFileName(buf), "wb" ); + tfile = fopen( ConvertFileName(buf), "wb" ); fpackf(tfile, "Bi", mapvers); fpackf(tfile, "Bi", maptype); fpackf(tfile, "Bi", hostile); @@ -414,10 +489,10 @@ static void ch_save(const char *args){ fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb); fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb); fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, - player[0].yaw, player[0].targetyaw, player[0].num_weapons); - if(player[0].num_weapons>0&&player[0].num_weapons<5) - for(int j=0;j 0 && player[0].num_weapons < 5) + for (int j = 0; j < player[0].num_weapons; j++) + fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType()); fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow); fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow); @@ -430,93 +505,93 @@ static void ch_save(const char *args){ fpackf(tfile, "Bi", numdialogues); - for(int k=0;k::max(); - for(int i=1; i::max(); - for(int i=0; i=0) - player[closest].scale = atof(args) * .2; + int closest = findClosestPlayer(); + if (closest >= 0) + player[closest].scale = atof(args) * .2; } static void set_proportion(int pnum, const char *args) { - float headprop,bodyprop,armprop,legprop; - - sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); - - if(player[pnum].creature==wolftype){ - player[pnum].proportionhead=1.1*headprop; - player[pnum].proportionbody=1.1*bodyprop; - player[pnum].proportionarms=1.1*armprop; - player[pnum].proportionlegs=1.1*legprop; - } else if(player[pnum].creature==rabbittype){ - player[pnum].proportionhead=1.2*headprop; - player[pnum].proportionbody=1.05*bodyprop; - player[pnum].proportionarms=1.00*armprop; - player[pnum].proportionlegs=1.1*legprop; - player[pnum].proportionlegs.y=1.05*legprop; - } + float headprop, bodyprop, armprop, legprop; + + sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); + + if (player[pnum].creature == wolftype) { + player[pnum].proportionhead = 1.1 * headprop; + player[pnum].proportionbody = 1.1 * bodyprop; + player[pnum].proportionarms = 1.1 * armprop; + player[pnum].proportionlegs = 1.1 * legprop; + } else if (player[pnum].creature == rabbittype) { + player[pnum].proportionhead = 1.2 * headprop; + player[pnum].proportionbody = 1.05 * bodyprop; + player[pnum].proportionarms = 1.00 * armprop; + player[pnum].proportionlegs = 1.1 * legprop; + player[pnum].proportionlegs.y = 1.05 * legprop; + } } static void ch_proportion(const char *args) { - set_proportion(0, args); + set_proportion(0, args); } static void ch_proportionnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_proportion(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_proportion(closest, args); } static void set_protection(int pnum, const char *args) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + float head, high, low; + sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; + player[pnum].protectionhead = head; + player[pnum].protectionhigh = high; + player[pnum].protectionlow = low; } static void ch_protection(const char *args) { - set_protection(0, args); + set_protection(0, args); } static void ch_protectionnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_protection(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_protection(closest, args); } static void set_armor(int pnum, const char *args) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + float head, high, low; + sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; + player[pnum].armorhead = head; + player[pnum].armorhigh = high; + player[pnum].armorlow = low; } static void ch_armor(const char *args) { - set_armor(0, args); + set_armor(0, args); } static void ch_armornear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_armor(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_armor(closest, args); } static void ch_protectionreset(const char *args) { - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); + set_protection(0, "1 1 1"); + set_armor(0, "1 1 1"); } static void set_metal(int pnum, const char *args) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + float head, high, low; + sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; + player[pnum].metalhead = head; + player[pnum].metalhigh = high; + player[pnum].metallow = low; } static void ch_metal(const char *args) { - set_metal(0, args); + set_metal(0, args); } static void set_noclothes(int pnum, const char *args) { - player[pnum].numclothes = 0; - player[pnum].skeleton.drawmodel.textureptr.load( - creatureskin[player[pnum].creature][player[pnum].whichskin],1, - &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize); + player[pnum].numclothes = 0; + player[pnum].skeleton.drawmodel.textureptr.load( + creatureskin[player[pnum].creature][player[pnum].whichskin], 1, + &player[pnum].skeleton.skinText[0], &player[pnum].skeleton.skinsize); } static void ch_noclothes(const char *args) { - set_noclothes(0, args); + set_noclothes(0, args); } static void ch_noclothesnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_noclothes(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_noclothes(closest, args); } static void set_clothes(int pnum, const char *args) { - char buf[64]; - snprintf(buf, 63, ":Data:Textures:%s.png", args); - - if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum])) - return; - - player[pnum].DoMipmaps(); - strcpy(player[pnum].clothes[player[pnum].numclothes],buf); - player[pnum].clothestintr[player[pnum].numclothes]=tintr; - player[pnum].clothestintg[player[pnum].numclothes]=tintg; - player[pnum].clothestintb[player[pnum].numclothes]=tintb; - player[pnum].numclothes++; + char buf[64]; + snprintf(buf, 63, ":Data:Textures:%s.png", args); + + if (!AddClothes(buf, &player[pnum].skeleton.skinText[pnum])) + return; + + player[pnum].DoMipmaps(); + strcpy(player[pnum].clothes[player[pnum].numclothes], buf); + player[pnum].clothestintr[player[pnum].numclothes] = tintr; + player[pnum].clothestintg[player[pnum].numclothes] = tintg; + player[pnum].clothestintb[player[pnum].numclothes] = tintb; + player[pnum].numclothes++; } static void ch_clothes(const char *args) { - set_clothes(0, args); + set_clothes(0, args); } static void ch_clothesnear(const char *args) { - int closest = findClosestPlayer(); - if(closest>=0) - set_clothes(closest, args); + int closest = findClosestPlayer(); + if (closest >= 0) + set_clothes(closest, args); } static void ch_belt(const char *args) { - player[0].skeleton.clothes = !player[0].skeleton.clothes; + player[0].skeleton.clothes = !player[0].skeleton.clothes; } static void ch_cellophane(const char *args) { - cellophane = !cellophane; - float mul = cellophane ? 0 : 1; - - for (int i = 0; i < numplayers; i++) { - player[i].proportionhead.z = player[i].proportionhead.x * mul; - player[i].proportionbody.z = player[i].proportionbody.x * mul; - player[i].proportionarms.z = player[i].proportionarms.x * mul; - player[i].proportionlegs.z = player[i].proportionlegs.x * mul; - } + cellophane = !cellophane; + float mul = cellophane ? 0 : 1; + + for (int i = 0; i < numplayers; i++) { + player[i].proportionhead.z = player[i].proportionhead.x * mul; + player[i].proportionbody.z = player[i].proportionbody.x * mul; + player[i].proportionarms.z = player[i].proportionarms.x * mul; + player[i].proportionlegs.z = player[i].proportionlegs.x * mul; + } } static void ch_funnybunny(const char *args) { - player[0].skeleton.id=0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow", - ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid", - ":Data:Models:Body2.solid",":Data:Models:Body3.solid", - ":Data:Models:Body4.solid",":Data:Models:Body5.solid", - ":Data:Models:Body6.solid",":Data:Models:Body7.solid", - ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1); - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); - player[0].creature=rabbittype; - player[0].scale=.2; - player[0].headless=0; - player[0].damagetolerance=200; - set_proportion(0, "1 1 1 1"); + player[0].skeleton.id = 0; + player[0].skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow", + ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid", + ":Data:Models:Body2.solid", ":Data:Models:Body3.solid", + ":Data:Models:Body4.solid", ":Data:Models:Body5.solid", + ":Data:Models:Body6.solid", ":Data:Models:Body7.solid", + ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); + player[0].creature = rabbittype; + player[0].scale = .2; + player[0].headless = 0; + player[0].damagetolerance = 200; + set_proportion(0, "1 1 1 1"); } static void ch_wolfie(const char *args) { - player[0].skeleton.id=0; - player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low", - ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid", - ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid", - ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid", - ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid", - ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0); - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); - player[0].creature=wolftype; - player[0].damagetolerance=300; - set_proportion(0, "1 1 1 1"); + player[0].skeleton.id = 0; + player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low", + ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid", + ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid", + ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid", + ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid", + ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); + player[0].creature = wolftype; + player[0].damagetolerance = 300; + set_proportion(0, "1 1 1 1"); } static void ch_wolfieisgod(const char *args) { - ch_wolfie(args); + ch_wolfie(args); } static void ch_wolf(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_snowwolf(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_darkwolf(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_lizardwolf(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_white(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_brown(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_black(const char *args) { - player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); } static void ch_sizemin(const char *args) { - for (int i = 1; i < numplayers; i++) - if (player[i].scale < 0.8 * 0.2) - player[i].scale = 0.8 * 0.2; + for (int i = 1; i < numplayers; i++) + if (player[i].scale < 0.8 * 0.2) + player[i].scale = 0.8 * 0.2; } static void ch_tutorial(const char *args) { - tutoriallevel = atoi(args); + tutoriallevel = atoi(args); } static void ch_hostile(const char *args) { - hostile = atoi(args); + hostile = atoi(args); } static void ch_indemo(const char *args) { - indemo=1; - hotspot[numhotspots]=player[0].coords; - hotspotsize[numhotspots]=0; - hotspottype[numhotspots]=-111; - strcpy(hotspottext[numhotspots],"mapname"); - numhotspots++; + indemo = 1; + hotspot[numhotspots] = player[0].coords; + hotspotsize[numhotspots] = 0; + hotspottype[numhotspots] = -111; + strcpy(hotspottext[numhotspots], "mapname"); + numhotspots++; } static void ch_notindemo(const char *args) { - indemo=0; - numhotspots--; + indemo = 0; + numhotspots--; } static void ch_type(const char *args) { - int n = sizeof(editortypenames) / sizeof(editortypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, editortypenames[i])) { - editoractive = i; - break; - } + int n = sizeof(editortypenames) / sizeof(editortypenames[0]); + for (int i = 0; i < n; i++) + if (stripfx(args, editortypenames[i])) { + editoractive = i; + break; + } } static void ch_path(const char *args) { - int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); - for (int i = 0; i < n; i++) - if (stripfx(args, pathtypenames[i])) { - editorpathtype = i; - break; - } + int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); + for (int i = 0; i < n; i++) + if (stripfx(args, pathtypenames[i])) { + editorpathtype = i; + break; + } } static void ch_hs(const char *args) { - hotspot[numhotspots]=player[0].coords; + hotspot[numhotspots] = player[0].coords; - float size; - int type, shift; - sscanf(args, "%f%d %n", &size, &type, &shift); + float size; + int type, shift; + sscanf(args, "%f%d %n", &size, &type, &shift); - hotspotsize[numhotspots] = size; - hotspottype[numhotspots] = type; + hotspotsize[numhotspots] = size; + hotspottype[numhotspots] = type; - strcpy(hotspottext[numhotspots], args + shift); - strcat(hotspottext[numhotspots], "\n"); + strcpy(hotspottext[numhotspots], args + shift); + strcat(hotspottext[numhotspots], "\n"); - numhotspots++; + numhotspots++; } static void ch_dialogue(const char *args) { - int dlg; - char buf1[32], buf2[64]; - - sscanf(args, "%d %31s", &dlg, buf1); - snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); - - dialoguetype[numdialogues] = dlg; - - memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); - memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); - - ifstream ipstream(ConvertFileName(buf2)); - ipstream.ignore(256,':'); - ipstream >> numdialogueboxes[numdialogues]; - for(int i=0;i> dialogueboxlocation[numdialogues][i]; - ipstream.ignore(256,':'); - ipstream >> dialogueboxcolor[numdialogues][i][0]; - ipstream >> dialogueboxcolor[numdialogues][i][1]; - ipstream >> dialogueboxcolor[numdialogues][i][2]; - ipstream.ignore(256,':'); - ipstream.getline(dialoguename[numdialogues][i],64); - ipstream.ignore(256,':'); - ipstream.ignore(256,' '); - ipstream.getline(dialoguetext[numdialogues][i],128); - for(int j=0;j<128;j++){ - if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n'; + int dlg; + char buf1[32], buf2[64]; + + sscanf(args, "%d %31s", &dlg, buf1); + snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); + + dialoguetype[numdialogues] = dlg; + + memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues])); + memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues])); + + ifstream ipstream(ConvertFileName(buf2)); + ipstream.ignore(256, ':'); + ipstream >> numdialogueboxes[numdialogues]; + for (int i = 0; i < numdialogueboxes[numdialogues]; i++) { + ipstream.ignore(256, ':'); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream >> dialogueboxlocation[numdialogues][i]; + ipstream.ignore(256, ':'); + ipstream >> dialogueboxcolor[numdialogues][i][0]; + ipstream >> dialogueboxcolor[numdialogues][i][1]; + ipstream >> dialogueboxcolor[numdialogues][i][2]; + ipstream.ignore(256, ':'); + ipstream.getline(dialoguename[numdialogues][i], 64); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream.getline(dialoguetext[numdialogues][i], 128); + for (int j = 0; j < 128; j++) { + if (dialoguetext[numdialogues][i][j] == '\\') + dialoguetext[numdialogues][i][j] = '\n'; + } + ipstream.ignore(256, ':'); + ipstream >> dialogueboxsound[numdialogues][i]; } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } - for(int i=0;i> numdialogueboxes[whichdi]; - for(int i=0;i> dialogueboxlocation[whichdi][i]; - ipstream.ignore(256,':'); - ipstream >> dialogueboxcolor[whichdi][i][0]; - ipstream >> dialogueboxcolor[whichdi][i][1]; - ipstream >> dialogueboxcolor[whichdi][i][2]; - ipstream.ignore(256,':'); - ipstream.getline(dialoguename[whichdi][i],64); - ipstream.ignore(256,':'); - ipstream.ignore(256,' '); - ipstream.getline(dialoguetext[whichdi][i],128); - for(int j=0;j<128;j++){ - if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n'; + char buf1[32], buf2[64]; + int whichdi; + + sscanf(args, "%d %31s", &whichdi, buf1); + snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1); + + memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi])); + memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi])); + + ifstream ipstream(ConvertFileName(buf2)); + ipstream.ignore(256, ':'); + ipstream >> numdialogueboxes[whichdi]; + for (int i = 0; i < numdialogueboxes[whichdi]; i++) { + ipstream.ignore(256, ':'); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream >> dialogueboxlocation[whichdi][i]; + ipstream.ignore(256, ':'); + ipstream >> dialogueboxcolor[whichdi][i][0]; + ipstream >> dialogueboxcolor[whichdi][i][1]; + ipstream >> dialogueboxcolor[whichdi][i][2]; + ipstream.ignore(256, ':'); + ipstream.getline(dialoguename[whichdi][i], 64); + ipstream.ignore(256, ':'); + ipstream.ignore(256, ' '); + ipstream.getline(dialoguetext[whichdi][i], 128); + for (int j = 0; j < 128; j++) { + if (dialoguetext[whichdi][i][j] == '\\') + dialoguetext[whichdi][i][j] = '\n'; + } + ipstream.ignore(256, ':'); + ipstream >> dialogueboxsound[whichdi][i]; } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - ipstream.close(); + ipstream.close(); } static void ch_fixtype(const char *args) { - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; + int dlg; + sscanf(args, "%d", &dlg); + dialoguetype[0] = dlg; } static void ch_fixrotation(const char *args) { - participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].yaw; + participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = player[participantfocus[whichdialogue][indialogue]].yaw; } static void ch_ddialogue(const char *args) { - if (numdialogues) - numdialogues--; + if (numdialogues) + numdialogues--; } static void ch_dhs(const char *args) { - if (numhotspots) - numhotspots--; + if (numhotspots) + numhotspots--; } static void ch_immobile(const char *args) { - player[0].immobile = 1; + player[0].immobile = 1; } static void ch_allimmobile(const char *args) { - for (int i = 1; i < numplayers; i++) - player[i].immobile = 1; + for (int i = 1; i < numplayers; i++) + player[i].immobile = 1; } static void ch_mobile(const char *args) { - player[0].immobile = 0; + player[0].immobile = 0; } static void ch_default(const char *args) { - player[0].armorhead=1; - player[0].armorhigh=1; - player[0].armorlow=1; - player[0].protectionhead=1; - player[0].protectionhigh=1; - player[0].protectionlow=1; - player[0].metalhead=1; - player[0].metalhigh=1; - player[0].metallow=1; - player[0].power=1; - player[0].speedmult=1; - player[0].scale=1; - - if(player[0].creature==wolftype){ - player[0].proportionhead=1.1; - player[0].proportionbody=1.1; - player[0].proportionarms=1.1; - player[0].proportionlegs=1.1; - } else if(player[0].creature==rabbittype){ - player[0].proportionhead=1.2; - player[0].proportionbody=1.05; - player[0].proportionarms=1.00; - player[0].proportionlegs=1.1; - player[0].proportionlegs.y=1.05; - } - - player[0].numclothes=0; - player[0].skeleton.drawmodel.textureptr.load( - creatureskin[player[0].creature][player[0].whichskin],1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); - - editoractive=typeactive; - player[0].immobile=0; + player[0].armorhead = 1; + player[0].armorhigh = 1; + player[0].armorlow = 1; + player[0].protectionhead = 1; + player[0].protectionhigh = 1; + player[0].protectionlow = 1; + player[0].metalhead = 1; + player[0].metalhigh = 1; + player[0].metallow = 1; + player[0].power = 1; + player[0].speedmult = 1; + player[0].scale = 1; + + if (player[0].creature == wolftype) { + player[0].proportionhead = 1.1; + player[0].proportionbody = 1.1; + player[0].proportionarms = 1.1; + player[0].proportionlegs = 1.1; + } else if (player[0].creature == rabbittype) { + player[0].proportionhead = 1.2; + player[0].proportionbody = 1.05; + player[0].proportionarms = 1.00; + player[0].proportionlegs = 1.1; + player[0].proportionlegs.y = 1.05; + } + + player[0].numclothes = 0; + player[0].skeleton.drawmodel.textureptr.load( + creatureskin[player[0].creature][player[0].whichskin], 1, + &player[0].skeleton.skinText[0], &player[0].skeleton.skinsize); + + editoractive = typeactive; + player[0].immobile = 0; } static void ch_play(const char *args) { - int dlg; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for(int i=0;i= numdialogues) + return; + + for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) { + player[participantfocus[whichdialogue][i]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]]; + player[participantfocus[whichdialogue][i]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; + player[participantfocus[whichdialogue][i]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; + player[participantfocus[whichdialogue][i]].velocity = 0; + player[participantfocus[whichdialogue][i]].animTarget = player[participantfocus[whichdialogue][i]].getIdle(); + player[participantfocus[whichdialogue][i]].frameTarget = 0; + } + + directing = 0; + indialogue = 0; + + playdialogueboxsound(); } static void ch_mapkilleveryone(const char *args) { - maptype = mapkilleveryone; + maptype = mapkilleveryone; } static void ch_mapkillmost(const char *args) { - maptype = mapkillmost; + maptype = mapkillmost; } static void ch_mapkillsomeone(const char *args) { - maptype = mapkillsomeone; + maptype = mapkillsomeone; } static void ch_mapgosomewhere(const char *args) { - maptype = mapgosomewhere; + maptype = mapgosomewhere; } static void ch_viewdistance(const char *args) { - viewdistance = atof(args)*100; + viewdistance = atof(args) * 100; } static void ch_fadestart(const char *args) { - fadestart = atof(args); + fadestart = atof(args); } static void ch_slomo(const char *args) { - slomospeed = atof(args); - slomo = !slomo; - slomodelay = 1000; + slomospeed = atof(args); + slomo = !slomo; + slomodelay = 1000; } static void ch_slofreq(const char *args) { - slomofreq = atof(args); + slomofreq = atof(args); } static void ch_skytint(const char *args) { - sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); + sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; + skyboxlightr = skyboxr; + skyboxlightg = skyboxg; + skyboxlightb = skyboxb; - SetUpLighting(); + SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); + terrain.DoShadows(); + objects.DoShadows(); } static void ch_skylight(const char *args) { - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); + sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - SetUpLighting(); + SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); + terrain.DoShadows(); + objects.DoShadows(); } static void ch_skybox(const char *args) { - skyboxtexture = !skyboxtexture; + skyboxtexture = !skyboxtexture; - SetUpLighting(); + SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); + terrain.DoShadows(); + objects.DoShadows(); } static void cmd_dispatch(const string cmd) { - int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); - - for (i = 0; i < n_cmds; i++) - if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i])) - { - cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl; - cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str()); - break; - } - emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); + int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]); + + for (i = 0; i < n_cmds; i++) + if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) { + cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl; + cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str()); + break; + } + emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound); } /********************> Tick() <*****/ extern bool save_image(const char * fname); -void Screenshot (void) +void Screenshot (void) { - char temp[1024]; - time_t t = time(NULL); - struct tm *tme = localtime(&t); - sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); - - #if defined(_WIN32) - mkdir("Screenshots"); - #else - mkdir("Screenshots", S_IRWXU); - #endif - - save_image(temp); + char temp[1024]; + time_t t = time(NULL); + struct tm *tme = localtime(&t); + sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec); + +#if defined(_WIN32) + mkdir("Screenshots"); +#else + mkdir("Screenshots", S_IRWXU); +#endif + + save_image(temp); } -void Game::SetUpLighting(){ - if(environment==snowyenvironment) - light.setColors(.65,.65,.7,.4,.4,.44); - if(environment==desertenvironment) - light.setColors(.95,.95,.95,.4,.35,.3); - if(environment==grassyenvironment) - light.setColors(.95,.95,1,.4,.4,.44); - if(!skyboxtexture) - light.setColors(1,1,1,.4,.4,.4); - float average; - average=(skyboxlightr+skyboxlightg+skyboxlightb)/3; - light.color[0]*=(skyboxlightr+average)/2; - light.color[1]*=(skyboxlightg+average)/2; - light.color[2]*=(skyboxlightb+average)/2; - light.ambient[0]*=(skyboxlightr+average)/2; - light.ambient[1]*=(skyboxlightg+average)/2; - light.ambient[2]*=(skyboxlightb+average)/2; +void Game::SetUpLighting() +{ + if (environment == snowyenvironment) + light.setColors(.65, .65, .7, .4, .4, .44); + if (environment == desertenvironment) + light.setColors(.95, .95, .95, .4, .35, .3); + if (environment == grassyenvironment) + light.setColors(.95, .95, 1, .4, .4, .44); + if (!skyboxtexture) + light.setColors(1, 1, 1, .4, .4, .4); + float average; + average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3; + light.color[0] *= (skyboxlightr + average) / 2; + light.color[1] *= (skyboxlightg + average) / 2; + light.color[2] *= (skyboxlightb + average) / 2; + light.ambient[0] *= (skyboxlightr + average) / 2; + light.ambient[1] *= (skyboxlightg + average) / 2; + light.ambient[2] *= (skyboxlightb + average) / 2; } -int findPathDist(int start,int end){ - int smallestcount,count,connected; - int last,last2,last3,last4; - int closest; - - smallestcount=1000; - for(int i=0;i<50;i++){ - count=0; - last=start; - last2=-1; - last3=-1; - last4=-1; - while(last!=end&&count<30){ - closest=-1; - for(int j=0;jminx-objects.model[i].boundingsphereradius&& - objects.position[i].xminy-objects.model[i].boundingsphereradius&& - objects.position[i].yminz-objects.model[i].boundingsphereradius&& - objects.position[i].z minx - objects.model[i].boundingsphereradius && + objects.position[i].x < maxx + objects.model[i].boundingsphereradius && + objects.position[i].y > miny - objects.model[i].boundingsphereradius && + objects.position[i].y < maxy + objects.model[i].boundingsphereradius && + objects.position[i].z > minz - objects.model[i].boundingsphereradius && + objects.position[i].z < maxz + objects.model[i].boundingsphereradius) { + if ( objects.type[i] != treeleavestype && + objects.type[i] != bushtype && + objects.type[i] != firetype) { + colviewer = startpoint; + coltarget = endpoint; + if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + return i; + } + } + } + + //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; + + return -1; } -int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){ - static XYZ colpoint,colviewer,coltarget; - static float minx,minz,maxx,maxz,miny,maxy; - static int i; //FIXME: see below - - minx=min(startpoint.x,endpoint.x)-1; - miny=min(startpoint.y,endpoint.y)-1; - minz=min(startpoint.z,endpoint.z)-1; - maxx=max(startpoint.x,endpoint.x)+1; - maxy=max(startpoint.y,endpoint.y)+1; - maxz=max(startpoint.z,endpoint.z)+1; - - if(what!=1000){ - if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&& - objects.position[what].xminy-objects.model[what].boundingsphereradius&& - objects.position[what].yminz-objects.model[what].boundingsphereradius&& - objects.position[what].z minx - objects.model[what].boundingsphereradius && + objects.position[what].x < maxx + objects.model[what].boundingsphereradius && + objects.position[what].y > miny - objects.model[what].boundingsphereradius && + objects.position[what].y < maxy + objects.model[what].boundingsphereradius && + objects.position[what].z > minz - objects.model[what].boundingsphereradius && + objects.position[what].z < maxz + objects.model[what].boundingsphereradius) { + if ( objects.type[what] != treeleavestype && + objects.type[what] != bushtype && + objects.type[what] != firetype) { + colviewer = startpoint; + coltarget = endpoint; //FIXME: i/what - if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.yaw[what])!=-1)return i; - } - } - } + if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1) + return i; + } + } + } - if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000; + if (what == 1000) + if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) + return 1000; - return -1; + return -1; } void Setenvironment(int which) { - LOGFUNC; + LOGFUNC; - LOG(" Setting environment..."); + LOG(" Setting environment..."); - float temptexdetail; - environment=which; + float temptexdetail; + environment = which; - pause_sound(stream_snowtheme); - pause_sound(stream_grasstheme); - pause_sound(stream_deserttheme); - pause_sound(stream_wind); - pause_sound(stream_desertambient); + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); + pause_sound(stream_wind); + pause_sound(stream_desertambient); - if(environment==snowyenvironment){ - windvector=0; - windvector.z=3; - if(ambientsound) - emit_stream_np(stream_wind); + if (environment == snowyenvironment) { + windvector = 0; + windvector.z = 3; + if (ambientsound) + emit_stream_np(stream_wind); - objects.treetextureptr.load(":Data:Textures:snowtree.png",0,1); - objects.bushtextureptr.load(":Data:Textures:bushsnow.png",0,1); - objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg",1,0); - objects.boxtextureptr.load(":Data:Textures:snowbox.jpg",1,0); + objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1); + objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1); + objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0); + objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0); - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:snow.jpg",1,0); - terraintexture2.load(":Data:Textures:rock.jpg",1,0); + terraintexture.load(":Data:Textures:snow.jpg", 1, 0); + terraintexture2.load(":Data:Textures:rock.jpg", 1, 0); - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); + //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox->load( ":Data:Textures:Skybox(snow):Front.jpg", - ":Data:Textures:Skybox(snow):Left.jpg", - ":Data:Textures:Skybox(snow):Back.jpg", - ":Data:Textures:Skybox(snow):Right.jpg", - ":Data:Textures:Skybox(snow):Up.jpg", - ":Data:Textures:Skybox(snow):Down.jpg"); + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( ":Data:Textures:Skybox(snow):Front.jpg", + ":Data:Textures:Skybox(snow):Left.jpg", + ":Data:Textures:Skybox(snow):Back.jpg", + ":Data:Textures:Skybox(snow):Right.jpg", + ":Data:Textures:Skybox(snow):Up.jpg", + ":Data:Textures:Skybox(snow):Down.jpg"); - texdetail=temptexdetail; - } else if(environment==desertenvironment){ - windvector=0; - windvector.z=2; - objects.treetextureptr.load(":Data:Textures:deserttree.png",0,1); - objects.bushtextureptr.load(":Data:Textures:bushdesert.png",0,1); - objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg",1,0); - objects.boxtextureptr.load(":Data:Textures:desertbox.jpg",1,0); + texdetail = temptexdetail; + } else if (environment == desertenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1); + objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1); + objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0); + objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0); - if(ambientsound) - emit_stream_np(stream_desertambient); + if (ambientsound) + emit_stream_np(stream_desertambient); - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepsn1; - footstepsound4 = footstepsn2; + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepsn1; + footstepsound4 = footstepsn2; - terraintexture.load(":Data:Textures:sand.jpg",1,0); - terraintexture2.load(":Data:Textures:sandslope.jpg",1,0); + terraintexture.load(":Data:Textures:sand.jpg", 1, 0); + terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0); - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); + //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox->load( ":Data:Textures:Skybox(sand):Front.jpg", - ":Data:Textures:Skybox(sand):Left.jpg", - ":Data:Textures:Skybox(sand):Back.jpg", - ":Data:Textures:Skybox(sand):Right.jpg", - ":Data:Textures:Skybox(sand):Up.jpg", - ":Data:Textures:Skybox(sand):Down.jpg"); + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( ":Data:Textures:Skybox(sand):Front.jpg", + ":Data:Textures:Skybox(sand):Left.jpg", + ":Data:Textures:Skybox(sand):Back.jpg", + ":Data:Textures:Skybox(sand):Right.jpg", + ":Data:Textures:Skybox(sand):Up.jpg", + ":Data:Textures:Skybox(sand):Down.jpg"); - texdetail=temptexdetail; - } else if(environment==grassyenvironment){ - windvector=0; - windvector.z=2; - objects.treetextureptr.load(":Data:Textures:tree.png",0,1); - objects.bushtextureptr.load(":Data:Textures:bush.png",0,1); - objects.rocktextureptr.load(":Data:Textures:boulder.jpg",1,0); - objects.boxtextureptr.load(":Data:Textures:grassbox.jpg",1,0); + texdetail = temptexdetail; + } else if (environment == grassyenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1); + objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1); + objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0); + objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0); - if(ambientsound) - emit_stream_np(stream_wind, 100.); + if (ambientsound) + emit_stream_np(stream_wind, 100.); - footstepsound = footstepgr1; - footstepsound2 = footstepgr2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; + footstepsound = footstepgr1; + footstepsound2 = footstepgr2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; - terraintexture.load(":Data:Textures:grassdirt.jpg",1,0); - terraintexture2.load(":Data:Textures:mossrock.jpg",1,0); + terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0); + terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0); - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); + //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); - temptexdetail=texdetail; - if(texdetail>1)texdetail=4; - skybox->load( ":Data:Textures:Skybox(grass):Front.jpg", - ":Data:Textures:Skybox(grass):Left.jpg", - ":Data:Textures:Skybox(grass):Back.jpg", - ":Data:Textures:Skybox(grass):Right.jpg", - ":Data:Textures:Skybox(grass):Up.jpg", - ":Data:Textures:Skybox(grass):Down.jpg"); + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( ":Data:Textures:Skybox(grass):Front.jpg", + ":Data:Textures:Skybox(grass):Left.jpg", + ":Data:Textures:Skybox(grass):Back.jpg", + ":Data:Textures:Skybox(grass):Right.jpg", + ":Data:Textures:Skybox(grass):Up.jpg", + ":Data:Textures:Skybox(grass):Down.jpg"); - texdetail=temptexdetail; - } - temptexdetail=texdetail; - texdetail=1; - terrain.load(":Data:Textures:heightmap.png"); + texdetail = temptexdetail; + } + temptexdetail = texdetail; + texdetail = 1; + terrain.load(":Data:Textures:heightmap.png"); - texdetail=temptexdetail; + texdetail = temptexdetail; } -void LoadCampaign() { - if(!accountactive) - return; - ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str())); - ipstream.ignore(256,':'); - int numlevels; - ipstream >> numlevels; - campaignlevels.clear(); - for(int i=0;i> cl; - campaignlevels.push_back(cl); - } - ipstream.close(); - - ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str())); - if(test.good()) { - Mainmenuitems[7].load((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),0,0); - } else { - Mainmenuitems[7].load(":Data:Textures:World.png",0,0); - } - - if(accountactive->getCampaignChoicesMade()==0) { - accountactive->setCampaignScore(0); - accountactive->resetFasttime(); - } +void LoadCampaign() +{ + if (!accountactive) + return; + ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str())); + ipstream.ignore(256, ':'); + int numlevels; + ipstream >> numlevels; + campaignlevels.clear(); + for (int i = 0; i < numlevels; i++) { + CampaignLevel cl; + ipstream >> cl; + campaignlevels.push_back(cl); + } + ipstream.close(); + + ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str())); + if (test.good()) { + Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0); + } else { + Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0); + } + + if (accountactive->getCampaignChoicesMade() == 0) { + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + } } -vector ListCampaigns() { - DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); - struct dirent *campaign = NULL; - if(!campaigns) { - perror("Problem while loading campaigns"); - cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; - exit(EXIT_FAILURE); - } - vector campaignNames; - while ((campaign = readdir(campaigns)) != NULL) { - string name(campaign->d_name); - if(name.length()<5) - continue; - if(!name.compare(name.length()-4,4,".txt")) { - campaignNames.push_back(name.substr(0,name.length()-4)); - } - } - closedir(campaigns); - return campaignNames; +vector ListCampaigns() +{ + DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); + struct dirent *campaign = NULL; + if (!campaigns) { + perror("Problem while loading campaigns"); + cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; + exit(EXIT_FAILURE); + } + vector campaignNames; + while ((campaign = readdir(campaigns)) != NULL) { + string name(campaign->d_name); + if (name.length() < 5) + continue; + if (!name.compare(name.length() - 4, 4, ".txt")) { + campaignNames.push_back(name.substr(0, name.length() - 4)); + } + } + closedir(campaigns); + return campaignNames; } -void Loadlevel(int which) { - stealthloading=0; - whichlevel=which; - - if(which == -1) { - tutoriallevel = -1; - Loadlevel("tutorial"); - } else if(which >= 0 && which <= 15) { - char buf[32]; - snprintf(buf, 32, "map%d", which + 1); // challenges - Loadlevel(buf); - } else - Loadlevel("mapsave"); +void Loadlevel(int which) +{ + stealthloading = 0; + whichlevel = which; + + if (which == -1) { + tutoriallevel = -1; + Loadlevel("tutorial"); + } else if (which >= 0 && which <= 15) { + char buf[32]; + snprintf(buf, 32, "map%d", which + 1); // challenges + Loadlevel(buf); + } else + Loadlevel("mapsave"); } -void Loadlevel(const char *name) { - int templength; - float lamefloat; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop,legprop,armprop,bodyprop; - - LOGFUNC; - - LOG(std::string("Loading level...") + name); - - if(!gameon) - visibleloading=1; - if(stealthloading) - visibleloading=0; - if(!stillloading) - loadtime=0; - gamestarted=1; - - numenvsounds=0; - - if(tutoriallevel!=-1) - tutoriallevel=0; - else - tutoriallevel=1; - - if(tutoriallevel==1) - tutorialstage=0; - if(tutorialstage==0) { - tutorialstagetime=0; - tutorialmaxtime=1; - } - loadingstuff=1; - pause_sound(whooshsound); - pause_sound(stream_firesound); - - // Change the map filename into something that is os specific - buf = (char*) alloca(strlen(pfx) + strlen(name) + 1); - sprintf(buf, "%s%s", pfx, name); - const char *FixedFN = ConvertFileName(buf); - - int mapvers; - FILE *tfile; - //~ char* buff=getcwd(NULL,0); - //~ cout << buff << " " << FixedFN << endl; - //~ free(buff); - tfile=fopen( FixedFN, "rb" ); - if(tfile) { - pause_sound(stream_firesound); - scoreadded=0; - windialogue=false; - hostiletime=0; - won=0; - - animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral); - - numdialogues=0; - - for(int i=0;i<20;i++) - dialoguegonethrough[i]=0; - - indialogue=-1; - cameramode=0; - - damagedealt=0; - damagetaken=0; - - if(accountactive) - difficulty=accountactive->getDifficulty(); - - numhotspots=0; - currenthotspot=-1; - bonustime=1; - - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - - freeze=0; - winfreeze=0; - - for(int i=0;i<100;i++) - bonusnum[i]=0; - - numfalls=0; - numflipfail=0; - numseen=0; - numstaffattack=0; - numswordattack=0; - numknifeattack=0; - numunarmedattack=0; - numescaped=0; - numflipped=0; - numwallflipped=0; - numthrowkill=0; - numafterkill=0; - numreversals=0; - numattacks=0; - maxalarmed=0; - numresponded=0; - - bonustotal=startbonustotal; - bonus=0; - gameon=1; - changedelay=0; - if(console){ - emit_sound_np(consolesuccesssound); - freeze=0; - console=false; - } - - if(!stealthloading){ - terrain.numdecals=0; - Sprite::deleteSprites(); - for(int i=0;igetDifficulty(); + + numhotspots = 0; + currenthotspot = -1; + bonustime = 1; + + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + + freeze = 0; + winfreeze = 0; + + for (int i = 0; i < 100; i++) + bonusnum[i] = 0; + + numfalls = 0; + numflipfail = 0; + numseen = 0; + numstaffattack = 0; + numswordattack = 0; + numknifeattack = 0; + numunarmedattack = 0; + numescaped = 0; + numflipped = 0; + numwallflipped = 0; + numthrowkill = 0; + numafterkill = 0; + numreversals = 0; + numattacks = 0; + maxalarmed = 0; + numresponded = 0; + + bonustotal = startbonustotal; + bonus = 0; + gameon = 1; + changedelay = 0; + if (console) { + emit_sound_np(consolesuccesssound); + freeze = 0; + console = false; + } + + if (!stealthloading) { + terrain.numdecals = 0; + Sprite::deleteSprites(); + for (int i = 0; i < objects.numobjects; i++) + objects.model[i].numdecals = 0; + + int j = objects.numobjects; + for (int i = 0; i < j; i++) { + objects.DeleteObject(0); + if (visibleloading) LoadingScreen(); - } + } - for(int i=0;i=15) + funpackf(tfile, "Bi", &mapvers); + if (mapvers >= 15) funpackf(tfile, "Bi", &indemo); - else - indemo=0; - if(mapvers>=5) + else + indemo = 0; + if (mapvers >= 5) funpackf(tfile, "Bi", &maptype); - else - maptype=mapkilleveryone; - if(mapvers>=6) + else + maptype = mapkilleveryone; + if (mapvers >= 6) funpackf(tfile, "Bi", &hostile); - else - hostile=1; - if(mapvers>=4) + else + hostile = 1; + if (mapvers >= 4) funpackf(tfile, "Bf Bf", &viewdistance, &fadestart); - else{ - viewdistance=100; - fadestart=.6; - } - if(mapvers>=2) + else { + viewdistance = 100; + fadestart = .6; + } + if (mapvers >= 2) funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb); - else{ - skyboxtexture=1; - skyboxr=1; - skyboxg=1; - skyboxb=1; - } - if(mapvers>=10) + else { + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + } + if (mapvers >= 10) funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb); - else{ - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; - } - if(!stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].yaw,&player[0].targetyaw, &player[0].num_weapons); - if(stealthloading) - funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons); - player[0].originalcoords=player[0].coords; - if(player[0].num_weapons>0&&player[0].num_weapons<5) - for(int j=0;j 0 && player[0].num_weapons < 5) + for (int j = 0; j < player[0].num_weapons; j++) { + player[0].weaponids[j] = weapons.size(); + int type; + funpackf(tfile, "Bi", &type); + weapons.push_back(Weapon(type, 0)); + } + + if (visibleloading) LoadingScreen(); - funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow); - funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow); - funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow); - funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult); + funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow); + funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow); + funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow); + funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult); - funpackf(tfile, "Bi", &player[0].numclothes); + funpackf(tfile, "Bi", &player[0].numclothes); - if(mapvers>=9) - funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); - else{ - player[0].whichskin=0; - player[0].creature=rabbittype; - } + if (mapvers >= 9) + funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature); + else { + player[0].whichskin = 0; + player[0].creature = rabbittype; + } - player[0].lastattack=-1; - player[0].lastattack2=-1; - player[0].lastattack3=-1; + player[0].lastattack = -1; + player[0].lastattack2 = -1; + player[0].lastattack3 = -1; //dialogues - if(mapvers>=8){ - funpackf(tfile, "Bi", &numdialogues); - for(int k=0;k= 8) { + funpackf(tfile, "Bi", &numdialogues); + for (int k = 0; k < numdialogues; k++) { funpackf(tfile, "Bi", &numdialogueboxes[k]); funpackf(tfile, "Bi", &dialoguetype[k]); - for(int l=0;l<10;l++){ + for (int l = 0; l < 10; l++) { funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z); funpackf(tfile, "Bf", &participantyaw[k][l]); } - for(int l=0;l128||templength<=0) - templength=128; + funpackf(tfile, "Bi", &templength); + if (templength > 128 || templength <= 0) + templength = 128; int m; - for(m=0;m64||templength<=0)templength=64; - for(m=0;m 64 || templength <= 0) + templength = 64; + for (m = 0; m < templength; m++) { funpackf(tfile, "Bb", &dialoguename[k][l][m]); - if(dialoguename[k][l][m]=='\0') + if (dialoguename[k][l][m] == '\0') break; } dialoguename[k][l][m] = 0; @@ -1820,233 +1914,233 @@ void Loadlevel(const char *name) { funpackf(tfile, "Bi", &participantfocus[k][l]); funpackf(tfile, "Bi", &participantaction[k][l]); - for(m=0;m<10;m++) + for (m = 0; m < 10; m++) funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z); - funpackf(tfile, "Bf Bf",&dialoguecamerayaw[k][l],&dialoguecamerapitch[k][l]); + funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]); } } - }else - numdialogues=0; + } else + numdialogues = 0; - for(int k=0;k=7){ - funpackf(tfile, "Bi", &numhotspots); - for(int i=0;i= 7) { + funpackf(tfile, "Bi", &numhotspots); + for (int i = 0; i < numhotspots; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); funpackf(tfile, "Bi", &templength); - if(templength) - for(int l=0;lmaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - objects.radius=fast_sqrt(maxdistance); - } - - if(visibleloading) + float maxdistance = 0; + float tempdist; + //~ int whichclosest; + for (int i = 0; i < objects.numobjects; i++) { + tempdist = distsq(&objects.center, &objects.position[i]); + if (tempdist > maxdistance) { + //~ whichclosest=i; + maxdistance = tempdist; + } + } + objects.radius = fast_sqrt(maxdistance); + } + + if (visibleloading) LoadingScreen(); - //mapcenter=objects.center; - //mapradius=objects.radius; - - funpackf(tfile, "Bi", &numplayers); - int howmanyremoved=0; - bool removeanother=0; - if(numplayers>1&&numplayers 1 && numplayers < maxplayers) { + for (int i = 1; i < numplayers; i++) { + if (visibleloading) LoadingScreen(); - removeanother=0; - - funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons); - if(mapvers>=5) - funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive); - else - player[i-howmanyremoved].howactive=typeactive; - if(mapvers>=3) - funpackf(tfile, "Bf",&player[i-howmanyremoved].scale); - else - player[i-howmanyremoved].scale=-1; - if(mapvers>=11) - funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile); - else - player[i-howmanyremoved].immobile=0; - if(mapvers>=12) - funpackf(tfile, "Bf",&player[i-howmanyremoved].yaw); - else - player[i-howmanyremoved].yaw=0; - player[i-howmanyremoved].targetyaw=player[i-howmanyremoved].yaw; - if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){ - removeanother=1; - howmanyremoved++; - } - if(!removeanother){ - if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){ - for(int j=0;j=5) - funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]); - else - player[i-howmanyremoved].waypointtype[j] = wpkeepwalking; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint); - if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1) - player[i-howmanyremoved].waypoint=0; - - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow); - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow); - funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow); - funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult); - - if(mapvers>=4) + removeanother = 0; + + funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &player[i - howmanyremoved].whichskin, &player[i - howmanyremoved].creature, &player[i - howmanyremoved].coords.x, &player[i - howmanyremoved].coords.y, &player[i - howmanyremoved].coords.z, &player[i - howmanyremoved].num_weapons); + if (mapvers >= 5) + funpackf(tfile, "Bi", &player[i - howmanyremoved].howactive); + else + player[i - howmanyremoved].howactive = typeactive; + if (mapvers >= 3) + funpackf(tfile, "Bf", &player[i - howmanyremoved].scale); + else + player[i - howmanyremoved].scale = -1; + if (mapvers >= 11) + funpackf(tfile, "Bb", &player[i - howmanyremoved].immobile); + else + player[i - howmanyremoved].immobile = 0; + if (mapvers >= 12) + funpackf(tfile, "Bf", &player[i - howmanyremoved].yaw); + else + player[i - howmanyremoved].yaw = 0; + player[i - howmanyremoved].targetyaw = player[i - howmanyremoved].yaw; + if (player[i - howmanyremoved].num_weapons < 0 || player[i - howmanyremoved].num_weapons > 5) { + removeanother = 1; + howmanyremoved++; + } + if (!removeanother) { + if (player[i - howmanyremoved].num_weapons > 0 && player[i - howmanyremoved].num_weapons < 5) { + for (int j = 0; j < player[i - howmanyremoved].num_weapons; j++) { + player[i - howmanyremoved].weaponids[j] = weapons.size(); + int type; + funpackf(tfile, "Bi", &type); + weapons.push_back(Weapon(type, i)); + } + } + funpackf(tfile, "Bi", &player[i - howmanyremoved].numwaypoints); + //player[i-howmanyremoved].numwaypoints=10; + for (int j = 0; j < player[i - howmanyremoved].numwaypoints; j++) { + funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].x); + funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].y); + funpackf(tfile, "Bf", &player[i - howmanyremoved].waypoints[j].z); + if (mapvers >= 5) + funpackf(tfile, "Bi", &player[i - howmanyremoved].waypointtype[j]); + else + player[i - howmanyremoved].waypointtype[j] = wpkeepwalking; + } + + funpackf(tfile, "Bi", &player[i - howmanyremoved].waypoint); + if (player[i - howmanyremoved].waypoint > player[i - howmanyremoved].numwaypoints - 1) + player[i - howmanyremoved].waypoint = 0; + + funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].armorhead, &player[i - howmanyremoved].armorhigh, &player[i - howmanyremoved].armorlow); + funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].protectionhead, &player[i - howmanyremoved].protectionhigh, &player[i - howmanyremoved].protectionlow); + funpackf(tfile, "Bf Bf Bf", &player[i - howmanyremoved].metalhead, &player[i - howmanyremoved].metalhigh, &player[i - howmanyremoved].metallow); + funpackf(tfile, "Bf Bf", &player[i - howmanyremoved].power, &player[i - howmanyremoved].speedmult); + + if (mapvers >= 4) funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop); - else{ - headprop=1; - bodyprop=1; - armprop=1; - legprop=1; - } - if(player[i-howmanyremoved].creature==wolftype){ - player[i-howmanyremoved].proportionhead=1.1*headprop; - player[i-howmanyremoved].proportionbody=1.1*bodyprop; - player[i-howmanyremoved].proportionarms=1.1*armprop; - player[i-howmanyremoved].proportionlegs=1.1*legprop; - } - - if(player[i-howmanyremoved].creature==rabbittype){ - player[i-howmanyremoved].proportionhead=1.2*headprop; - player[i-howmanyremoved].proportionbody=1.05*bodyprop; - player[i-howmanyremoved].proportionarms=1.00*armprop; - player[i-howmanyremoved].proportionlegs=1.1*legprop; - player[i-howmanyremoved].proportionlegs.y=1.05*legprop; - } - - funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes); - if(player[i-howmanyremoved].numclothes){ - for(int k=0;k30||numpathpoints<0) - numpathpoints=0; - for(int j=0;j 30 || numpathpoints < 0) + numpathpoints = 0; + for (int j = 0; j < numpathpoints; j++) { + funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]); + for (int k = 0; k < numpathpointconnect[j]; k++) { funpackf(tfile, "Bi", &pathpointconnect[j][k]); } } - if(visibleloading) + if (visibleloading) LoadingScreen(); - funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius); + funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius); - SetUpLighting(); - if(environment!=oldenvironment) + SetUpLighting(); + if (environment != oldenvironment) Setenvironment(environment); - oldenvironment=environment; - - if(!stealthloading){ - int j=objects.numobjects; - objects.numobjects=0; - for(int i=0;imaxplayers-1) - numplayers=maxplayers-1; - for(int i=0;i maxplayers - 1) + numplayers = maxplayers - 1; + for (int i = 0; i < numplayers; i++) { + if (visibleloading) LoadingScreen(); - player[i].burnt=0; - player[i].bled=0; - player[i].onfire=0; - if(i==0||player[i].scale<0) - player[i].scale=.2; - player[i].skeleton.free=0; - player[i].skeleton.id=i; - if(i==0&&mapvers<9) - player[i].creature=rabbittype; - if(player[i].creature!=wolftype){ + player[i].burnt = 0; + player[i].bled = 0; + player[i].onfire = 0; + if (i == 0 || player[i].scale < 0) + player[i].scale = .2; + player[i].skeleton.free = 0; + player[i].skeleton.id = i; + if (i == 0 && mapvers < 9) + player[i].creature = rabbittype; + if (player[i].creature != wolftype) { player[i].skeleton.Load( (char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", @@ -2059,868 +2153,1040 @@ void Loadlevel(const char *name) { (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", - (char *)":Data:Models:Belt.solid",0); - }else{ - if(player[i].creature!=wolftype){ - player[i].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); - player[i].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1); - } - if(player[i].creature==wolftype){ - player[i].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); - } - } - - - //~ int texsize; - //~ texsize=512*512*3/texdetail/texdetail; - - player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin],1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize); - - if(player[i].numclothes){ - for(int j=0;jtutorialmaxtime){ - tutorialstage++; - tutorialsuccess=0; - if(tutorialstage<=1){ - canattack=0; - cananger=0; - reversaltrain=0; - } - switch(tutorialstage){ - case 1: - tutorialmaxtime=5; - break; case 2: - tutorialmaxtime=2; - break; case 3: - tutorialmaxtime=600; - break; case 4: - tutorialmaxtime=1000; - break; case 5: - tutorialmaxtime=600; - break; case 6: - tutorialmaxtime=600; - break; case 7: - tutorialmaxtime=600; - break; case 8: - tutorialmaxtime=600; - break; case 9: - tutorialmaxtime=600; - break; case 10: - tutorialmaxtime=2; - break; case 11: - tutorialmaxtime=1000; - break; case 12: - tutorialmaxtime=1000; - break; case 13: - tutorialmaxtime=2; - break; case 14: { - tutorialmaxtime=3; - - XYZ temp,temp2; - - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - - player[1].coords=(temp+temp2)/2; - - emit_sound_at(fireendsound, player[1].coords); - - for(int i=0;i0)tutorialsuccess=1; - break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1; - break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1; - break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1; - break; default: break; - } - if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3; - - - if(tutorialstagetime==tutorialmaxtime-3){ - emit_sound_np(consolesuccesssound); - } - - if(tutorialsuccess>=1){ - if(tutorialstage==34||tutorialstage==35) - tutorialstagetime=tutorialmaxtime-1; - } - } - - if(tutorialstage<14||tutorialstage>=50){ - player[1].coords.y=300; - player[1].velocity=0; - } -} -void doDebugKeys(){ - float headprop,bodyprop,armprop,legprop; - if(debugmode){ - if(Input::isKeyPressed(SDLK_h)){ - player[0].damagetolerance=200000; - player[0].damage=0; - player[0].burnt=0; - player[0].permanentdamage=0; - player[0].superpermanentdamage=0; - } - - if(Input::isKeyPressed(SDLK_j)){ - environment++; - if(environment>2) - environment=0; - Setenvironment(environment); - } - if(Input::isKeyPressed(SDLK_c)){ - cameramode=1-cameramode; - } + //~ int texsize; + //~ texsize=512*512*3/texdetail/texdetail; - if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){ - if(player[0].num_weapons>0){ - if(weapons[player[0].weaponids[0]].getType()==sword) - weapons[player[0].weaponids[0]].setType(staff); - else if(weapons[player[0].weaponids[0]].getType()==staff) - weapons[player[0].weaponids[0]].setType(knife); - else - weapons[player[0].weaponids[0]].setType(sword); - } - } + player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin], 1, &player[i].skeleton.skinText[0], &player[i].skeleton.skinsize); - if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestPlayer(); - if(closest>=0){ - if(player[closest].num_weapons){ - if(weapons[player[closest].weaponids[0]].getType()==sword) - weapons[player[closest].weaponids[0]].setType(staff); - else if(weapons[player[closest].weaponids[0]].getType()==staff) - weapons[player[closest].weaponids[0]].setType(knife); - else - weapons[player[closest].weaponids[0]].setType(sword); - } - if(!player[closest].num_weapons){ - player[closest].weaponids[0]=weapons.size(); - - weapons.push_back(Weapon(knife,closest)); - - player[closest].num_weapons=1; + if (player[i].numclothes) { + for (int j = 0; j < player[i].numclothes; j++) { + tintr = player[i].clothestintr[j]; + tintg = player[i].clothestintg[j]; + tintb = player[i].clothestintb[j]; + AddClothes((char *)player[i].clothes[j], &player[i].skeleton.skinText[0]); } + player[i].DoMipmaps(); } - } - if(Input::isKeyDown(SDLK_u)){ - int closest=findClosestPlayer(); - if(closest>=0){ - player[closest].yaw+=multiplier*50; - player[closest].targetyaw=player[closest].yaw; + player[i].animCurrent = bounceidleanim; + player[i].animTarget = bounceidleanim; + player[i].frameCurrent = 0; + player[i].frameTarget = 1; + player[i].target = 0; + player[i].speed = 1 + (float)(Random() % 100) / 1000; + if (difficulty == 0) + player[i].speed -= .2; + if (difficulty == 1) + player[i].speed -= .1; + + player[i].velocity = 0; + player[i].oldcoords = player[i].coords; + player[i].realoldcoords = player[i].coords; + + player[i].id = i; + player[i].skeleton.id = i; + player[i].updatedelay = 0; + player[i].normalsupdatedelay = 0; + + player[i].aitype = passivetype; + player[i].madskills = 0; + + if (i == 0) { + player[i].proportionhead = 1.2; + player[i].proportionbody = 1.05; + player[i].proportionarms = 1.00; + player[i].proportionlegs = 1.1; + player[i].proportionlegs.y = 1.05; } - } - + player[i].headless = 0; + player[i].currentoffset = 0; + player[i].targetoffset = 0; - if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestPlayer(); - if(Input::isKeyDown(SDLK_LCTRL)) - closest=0; + player[i].damagetolerance = 200; - if(closest>=0){ - player[closest].whichskin++; - if(player[closest].whichskin>9) - player[closest].whichskin=0; - if(player[closest].whichskin>2&&player[closest].creature==wolftype) - player[closest].whichskin=0; - - player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin],1, - &player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); + if (player[i].creature == wolftype) { + if (i == 0 || player[i].scale < 0) + player[i].scale = .23; + player[i].damagetolerance = 300; } - if(player[closest].numclothes){ - for(int i=0;i=0){ - if(player[closest].creature==wolftype){ - headprop=player[closest].proportionhead.x/1.1; - bodyprop=player[closest].proportionbody.x/1.1; - armprop=player[closest].proportionarms.x/1.1; - legprop=player[closest].proportionlegs.x/1.1; - } - - if(player[closest].creature==rabbittype){ - headprop=player[closest].proportionhead.x/1.2; - bodyprop=player[closest].proportionbody.x/1.05; - armprop=player[closest].proportionarms.x/1.00; - legprop=player[closest].proportionlegs.x/1.1; - } - - - if(player[closest].creature==rabbittype){ - player[closest].skeleton.id=closest; - player[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); - player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize); - player[closest].whichskin=0; - player[closest].creature=wolftype; - - player[closest].proportionhead=1.1; - player[closest].proportionbody=1.1; - player[closest].proportionarms=1.1; - player[closest].proportionlegs=1.1; - player[closest].proportionlegs.y=1.1; - player[closest].scale=.23*5*player[0].scale; - - player[closest].damagetolerance=300; - } - else - { - player[closest].skeleton.id=closest; - player[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); - player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize); - player[closest].whichskin=0; - player[closest].creature=rabbittype; - - player[closest].proportionhead=1.2; - player[closest].proportionbody=1.05; - player[closest].proportionarms=1.00; - player[closest].proportionlegs=1.1; - player[closest].proportionlegs.y=1.05; - player[closest].scale=.2*5*player[0].scale; - - player[closest].damagetolerance=200; - } - - if(player[closest].creature==wolftype){ - player[closest].proportionhead=1.1*headprop; - player[closest].proportionbody=1.1*bodyprop; - player[closest].proportionarms=1.1*armprop; - player[closest].proportionlegs=1.1*legprop; - } - - if(player[closest].creature==rabbittype){ - player[closest].proportionhead=1.2*headprop; - player[closest].proportionbody=1.05*bodyprop; - player[closest].proportionarms=1.00*armprop; - player[closest].proportionlegs=1.1*legprop; - player[closest].proportionlegs.y=1.05*legprop; - } - } + player[i].tempanimation.Load((char *)"Tempanim", 0, 0); + + player[i].headmorphness = 0; + player[i].targetheadmorphness = 1; + player[i].headmorphstart = 0; + player[i].headmorphend = 0; + + player[i].pausetime = 0; + + player[i].dead = 0; + player[i].jumppower = 5; + player[i].damage = 0; + player[i].permanentdamage = 0; + player[i].superpermanentdamage = 0; + + player[i].forwardkeydown = 0; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].jumpkeydown = 0; + player[i].crouchkeydown = 0; + player[i].throwkeydown = 0; + + player[i].collided = -10; + player[i].loaded = 1; + player[i].bloodloss = 0; + player[i].weaponactive = -1; + player[i].weaponstuck = -1; + player[i].bleeding = 0; + player[i].deathbleeding = 0; + player[i].stunned = 0; + player[i].hasvictim = 0; + player[i].wentforweapon = 0; } - if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){ - slomo=1-slomo; - slomodelay=1000; + player[0].aitype = playercontrolled; + player[0].weaponactive = -1; + + if (difficulty == 1) + player[0].power = 1 / .9; + + if (difficulty == 0) + player[0].power = 1 / .8; + + if (difficulty == 1) + player[0].damagetolerance = 250; + if (difficulty == 0) + player[0].damagetolerance = 300; + if (difficulty == 0) + player[0].armorhead *= 1.5; + if (difficulty == 0) + player[0].armorhigh *= 1.5; + if (difficulty == 0) + player[0].armorlow *= 1.5; + cameraloc = player[0].coords; + cameraloc.y += 5; + yaw = player[0].yaw; + + hawkcoords = player[0].coords; + hawkcoords.y += 30; + + if (visibleloading) + LoadingScreen(); + //~ for(int i=0;i::max(); - - for(int i=1; i tutorialmaxtime) { + tutorialstage++; + tutorialsuccess = 0; + if (tutorialstage <= 1) { + canattack = 0; + cananger = 0; + reversaltrain = 0; + } + switch (tutorialstage) { + case 1: + tutorialmaxtime = 5; + break; + case 2: + tutorialmaxtime = 2; + break; + case 3: + tutorialmaxtime = 600; + break; + case 4: + tutorialmaxtime = 1000; + break; + case 5: + tutorialmaxtime = 600; + break; + case 6: + tutorialmaxtime = 600; + break; + case 7: + tutorialmaxtime = 600; + break; + case 8: + tutorialmaxtime = 600; + break; + case 9: + tutorialmaxtime = 600; + break; + case 10: + tutorialmaxtime = 2; + break; + case 11: + tutorialmaxtime = 1000; + break; + case 12: + tutorialmaxtime = 1000; + break; + case 13: + tutorialmaxtime = 2; + break; + case 14: { + tutorialmaxtime = 3; + + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + player[1].coords = (temp + temp2) / 2; + + emit_sound_at(fireendsound, player[1].coords); + + for (int i = 0; i < player[1].skeleton.num_joints; i++) { + if (Random() % 2 == 0) { + if (!player[1].skeleton.free) + temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2; + if (player[1].skeleton.free) + temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2; + if (!player[1].skeleton.free) + temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords; + if (player[1].skeleton.free) + temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords; + Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); + } + } + } + break; + case 15: + tutorialmaxtime = 500; + break; + case 16: + tutorialmaxtime = 500; + break; + case 17: + tutorialmaxtime = 500; + break; + case 18: + tutorialmaxtime = 500; + break; + case 19: + tutorialstage = 20; + //tutorialmaxtime=500; + break; + case 20: + tutorialmaxtime = 500; + break; + case 21: + tutorialmaxtime = 500; + if (bonus == cannon) { + bonus = Slicebonus; + againbonus = 1; + } else + againbonus = 0; + break; + case 22: + tutorialmaxtime = 500; + break; + case 23: + tutorialmaxtime = 500; + break; + case 24: + tutorialmaxtime = 500; + break; + case 25: + tutorialmaxtime = 500; + break; + case 26: + tutorialmaxtime = 2; + break; + case 27: + tutorialmaxtime = 4; + reversaltrain = 1; + cananger = 1; + player[1].aitype = attacktypecutoff; + break; + case 28: + tutorialmaxtime = 400; + break; + case 29: + tutorialmaxtime = 400; + player[0].escapednum = 0; + break; + case 30: + tutorialmaxtime = 4; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + break; + case 31: + tutorialmaxtime = 13; + break; + case 32: + tutorialmaxtime = 8; + break; + case 33: + tutorialmaxtime = 400; + cananger = 1; + canattack = 1; + player[1].aitype = attacktypecutoff; + break; + case 34: + tutorialmaxtime = 400; + break; + case 35: + tutorialmaxtime = 400; + break; + case 36: + tutorialmaxtime = 2; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + break; + case 37: + damagedealt = 0; + damagetaken = 0; + tutorialmaxtime = 50; + cananger = 1; + canattack = 1; + player[1].aitype = attacktypecutoff; + break; + case 38: + tutorialmaxtime = 4; + canattack = 0; + cananger = 0; + player[1].aitype = passivetype; + break; + case 39: { + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + Weapon w(knife, -1); + w.position = (temp + temp2) / 2; + w.tippoint = (temp + temp2) / 2; + + w.velocity = 0.1; + w.tipvelocity = 0.1; + w.missed = 1; + w.hitsomething = 0; + w.freetime = 0; + w.firstfree = 1; + w.physics = 1; + + weapons.push_back(w); + } + break; + case 40: + tutorialmaxtime = 300; + break; + case 41: + tutorialmaxtime = 300; + break; + case 42: + tutorialmaxtime = 8; + break; + case 43: + tutorialmaxtime = 300; + break; + case 44: + weapons[0].owner = 1; + player[0].weaponactive = -1; + player[0].num_weapons = 0; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + cananger = 1; + canattack = 1; + player[1].aitype = attacktypecutoff; + + tutorialmaxtime = 300; + break; + case 45: + weapons[0].owner = 1; + player[0].weaponactive = -1; + player[0].num_weapons = 0; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + tutorialmaxtime = 300; + break; + case 46: + weapons[0].owner = 1; + player[0].weaponactive = -1; + player[0].num_weapons = 0; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + weapons[0].setType(sword); + + tutorialmaxtime = 300; + break; + case 47: { + tutorialmaxtime = 10; + + XYZ temp, temp2; + + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + + Weapon w(sword, -1); + w.position = (temp + temp2) / 2; + w.tippoint = (temp + temp2) / 2; + + w.velocity = 0.1; + w.tipvelocity = 0.1; + w.missed = 1; + w.hitsomething = 0; + w.freetime = 0; + w.firstfree = 1; + w.physics = 1; + + weapons.push_back(w); + + weapons[0].owner = 1; + weapons[1].owner = 0; + player[0].weaponactive = 0; + player[0].num_weapons = 1; + player[0].weaponids[0] = 1; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + } + break; + case 48: + canattack = 0; + cananger = 0; + player[1].aitype = passivetype; + + tutorialmaxtime = 15; + + weapons[0].owner = 1; + weapons[1].owner = 0; + player[0].weaponactive = 0; + player[0].num_weapons = 1; + player[0].weaponids[0] = 1; + player[1].weaponactive = 0; + player[1].num_weapons = 1; + player[1].weaponids[0] = 0; + + if (player[0].weaponactive != -1) + weapons[player[0].weaponids[player[0].weaponactive]].setType(staff); + else + weapons[0].setType(staff); + break; + case 49: + canattack = 0; + cananger = 0; + player[1].aitype = passivetype; + + tutorialmaxtime = 200; + + weapons[1].position = 1000; + weapons[1].tippoint = 1000; + + weapons[0].setType(knife); + + weapons[0].owner = 0; + player[1].weaponactive = -1; + player[1].num_weapons = 0; + player[0].weaponactive = 0; + player[0].num_weapons = 1; + player[0].weaponids[0] = 0; + + break; + case 50: { + tutorialmaxtime = 8; + + XYZ temp, temp2; + emit_sound_at(fireendsound, player[1].coords); + + for (int i = 0; i < player[1].skeleton.num_joints; i++) { + if (Random() % 2 == 0) { + if (!player[1].skeleton.free) + temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2; + if (player[1].skeleton.free) + temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2; + if (!player[1].skeleton.free) + temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords; + if (player[1].skeleton.free) + temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords; + Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); + } + } + + player[1].num_weapons = 0; + player[1].weaponstuck = -1; + player[1].weaponactive = -1; + + weapons.clear(); + } + break; + case 51: + tutorialmaxtime = 80000; + break; + default: + break; + } + if (tutorialstage <= 51) + tutorialstagetime = 0; + } + + //Tutorial success + if (tutorialstagetime < tutorialmaxtime - 3) { + switch (tutorialstage) { + case 3: + if (deltah || deltav) + tutorialsuccess += multiplier; + break; + case 4: + if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown) + tutorialsuccess += multiplier; + break; + case 5: + if (player[0].jumpkeydown) + tutorialsuccess = 1; + break; + case 6: + if (player[0].isCrouch()) + tutorialsuccess = 1; + break; + case 7: + if (player[0].animTarget == rollanim) + tutorialsuccess = 1; + break; + case 8: + if (player[0].animTarget == sneakanim) + tutorialsuccess += multiplier; + break; + case 9: + if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim) + tutorialsuccess += multiplier; + break; + case 11: + if (player[0].isWallJump()) + tutorialsuccess = 1; + break; + case 12: + if (player[0].animTarget == flipanim) + tutorialsuccess = 1; + break; + case 15: + if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim) + tutorialsuccess = 1; + break; + case 16: + if (player[0].animTarget == winduppunchanim) + tutorialsuccess = 1; + break; + case 17: + if (player[0].animTarget == spinkickanim) + tutorialsuccess = 1; + break; + case 18: + if (player[0].animTarget == sweepanim) + tutorialsuccess = 1; + break; + case 19: + if (player[0].animTarget == dropkickanim) + tutorialsuccess = 1; + break; + case 20: + if (player[0].animTarget == rabbitkickanim) + tutorialsuccess = 1; + break; + case 21: + if (bonus == cannon) + tutorialsuccess = 1; + break; + case 22: + if (bonus == spinecrusher) + tutorialsuccess = 1; + break; + case 23: + if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim) + tutorialsuccess = 1; + break; + case 24: + if (player[0].animTarget == rabbittacklinganim) + tutorialsuccess = 1; + break; + case 25: + if (player[0].animTarget == backhandspringanim) + tutorialsuccess = 1; + break; + case 28: + if (animation[player[0].animTarget].attack == reversed && player[0].feint) + tutorialsuccess = 1; + break; + case 29: + if (player[0].escapednum == 2) { + tutorialsuccess = 1; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + } + break; + case 33: + if (animation[player[0].animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 34: + if (animation[player[0].animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 35: + if (animation[player[0].animTarget].attack == reversal) { + tutorialsuccess = 1; + reversaltrain = 0; + cananger = 0; + player[1].aitype = passivetype; + } + break; + case 40: + if (player[0].num_weapons > 0) + tutorialsuccess = 1; + break; + case 41: + if (player[0].weaponactive == -1 && player[0].num_weapons > 0) + tutorialsuccess = 1; + break; + case 43: + if (player[0].animTarget == knifeslashstartanim) + tutorialsuccess = 1; + break; + case 44: + if (animation[player[0].animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 45: + if (animation[player[0].animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 46: + if (animation[player[0].animTarget].attack == reversal) + tutorialsuccess = 1; + break; + case 49: + if (player[1].weaponstuck != -1) + tutorialsuccess = 1; + break; + default: + break; + } + if (tutorialsuccess >= 1) + tutorialstagetime = tutorialmaxtime - 3; + + + if (tutorialstagetime == tutorialmaxtime - 3) { + emit_sound_np(consolesuccesssound); + } + + if (tutorialsuccess >= 1) { + if (tutorialstage == 34 || tutorialstage == 35) + tutorialstagetime = tutorialmaxtime - 1; + } + } + + if (tutorialstage < 14 || tutorialstage >= 50) { + player[1].coords.y = 300; + player[1].velocity = 0; + } +} + +void doDebugKeys() +{ + float headprop, bodyprop, armprop, legprop; + if (debugmode) { + if (Input::isKeyPressed(SDLK_h)) { + player[0].damagetolerance = 200000; + player[0].damage = 0; + player[0].burnt = 0; + player[0].permanentdamage = 0; + player[0].superpermanentdamage = 0; + } + + if (Input::isKeyPressed(SDLK_j)) { + environment++; + if (environment > 2) + environment = 0; + Setenvironment(environment); + } + + if (Input::isKeyPressed(SDLK_c)) { + cameramode = 1 - cameramode; + } + + if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) { + if (player[0].num_weapons > 0) { + if (weapons[player[0].weaponids[0]].getType() == sword) + weapons[player[0].weaponids[0]].setType(staff); + else if (weapons[player[0].weaponids[0]].getType() == staff) + weapons[player[0].weaponids[0]].setType(knife); + else + weapons[player[0].weaponids[0]].setType(sword); + } + } + + if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + if (player[closest].num_weapons) { + if (weapons[player[closest].weaponids[0]].getType() == sword) + weapons[player[closest].weaponids[0]].setType(staff); + else if (weapons[player[closest].weaponids[0]].getType() == staff) + weapons[player[closest].weaponids[0]].setType(knife); + else + weapons[player[closest].weaponids[0]].setType(sword); + } + if (!player[closest].num_weapons) { + player[closest].weaponids[0] = weapons.size(); + + weapons.push_back(Weapon(knife, closest)); + + player[closest].num_weapons = 1; + } + } + } + + if (Input::isKeyDown(SDLK_u)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + player[closest].yaw += multiplier * 50; + player[closest].targetyaw = player[closest].yaw; + } + } + + + if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestPlayer(); + if (Input::isKeyDown(SDLK_LCTRL)) + closest = 0; + + if (closest >= 0) { + player[closest].whichskin++; + if (player[closest].whichskin > 9) + player[closest].whichskin = 0; + if (player[closest].whichskin > 2 && player[closest].creature == wolftype) + player[closest].whichskin = 0; + + player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin], 1, + &player[closest].skeleton.skinText[0], &player[closest].skeleton.skinsize); + } + + if (player[closest].numclothes) { + for (int i = 0; i < player[closest].numclothes; i++) { + tintr = player[closest].clothestintr[i]; + tintg = player[closest].clothestintg[i]; + tintb = player[closest].clothestintb[i]; + AddClothes((char *)player[closest].clothes[i], &player[closest].skeleton.skinText[0]); + } + player[closest].DoMipmaps(); + } + } + + if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { + if (player[closest].creature == wolftype) { + headprop = player[closest].proportionhead.x / 1.1; + bodyprop = player[closest].proportionbody.x / 1.1; + armprop = player[closest].proportionarms.x / 1.1; + legprop = player[closest].proportionlegs.x / 1.1; + } + + if (player[closest].creature == rabbittype) { + headprop = player[closest].proportionhead.x / 1.2; + bodyprop = player[closest].proportionbody.x / 1.05; + armprop = player[closest].proportionarms.x / 1.00; + legprop = player[closest].proportionlegs.x / 1.1; + } + + + if (player[closest].creature == rabbittype) { + player[closest].skeleton.id = closest; + player[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); + player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &player[closest].skeleton.skinText[closest], &player[closest].skeleton.skinsize); + player[closest].whichskin = 0; + player[closest].creature = wolftype; + + player[closest].proportionhead = 1.1; + player[closest].proportionbody = 1.1; + player[closest].proportionarms = 1.1; + player[closest].proportionlegs = 1.1; + player[closest].proportionlegs.y = 1.1; + player[closest].scale = .23 * 5 * player[0].scale; + + player[closest].damagetolerance = 300; + } else { + player[closest].skeleton.id = closest; + player[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); + player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &player[closest].skeleton.skinText[0], &player[closest].skeleton.skinsize); + player[closest].whichskin = 0; + player[closest].creature = rabbittype; + + player[closest].proportionhead = 1.2; + player[closest].proportionbody = 1.05; + player[closest].proportionarms = 1.00; + player[closest].proportionlegs = 1.1; + player[closest].proportionlegs.y = 1.05; + player[closest].scale = .2 * 5 * player[0].scale; + + player[closest].damagetolerance = 200; + } + + if (player[closest].creature == wolftype) { + player[closest].proportionhead = 1.1 * headprop; + player[closest].proportionbody = 1.1 * bodyprop; + player[closest].proportionarms = 1.1 * armprop; + player[closest].proportionlegs = 1.1 * legprop; + } + + if (player[closest].creature == rabbittype) { + player[closest].proportionhead = 1.2 * headprop; + player[closest].proportionbody = 1.05 * bodyprop; + player[closest].proportionarms = 1.00 * armprop; + player[closest].proportionlegs = 1.1 * legprop; + player[closest].proportionlegs.y = 1.05 * legprop; + } + + } + } + + if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) { + slomo = 1 - slomo; + slomodelay = 1000; + } + + + if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) { + int closest = -1; + float closestdist = std::numeric_limits::max(); + + for (int i = 1; i < numplayers; i++) { + float distance = distsq(&player[i].coords, &player[0].coords); + if (!player[i].headless) + if (distance < closestdist) { + closestdist = distance; + closest = i; + } + } + + XYZ flatfacing2, flatvelocity2; + XYZ blah; + if (closest != -1 && distsq(&player[closest].coords, &player[0].coords) < 144) { blah = player[closest].coords; XYZ headspurtdirection; //int i = player[closest].skeleton.jointlabels[head]; - Joint& headjoint= player[closest].getJointFor(head); - for(int k=0;k=0 && distsq(&player[closest].coords,&player[0].coords)<144){ - blah=player[closest].coords; + if (closest >= 0 && distsq(&player[closest].coords, &player[0].coords) < 144) { + blah = player[closest].coords; emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for(int i=0;inumchallengelevels-1) - targetlevel=0; - loading=1; - leveltime=5; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + loading = 1; + leveltime = 5; } - if(editorenabled){ - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestPlayer(); - if(closest>=0){ + if (editorenabled) { + if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestPlayer(); + if (closest >= 0) { //player[closest]=player[numplayers-1]; //player[closest].skeleton=player[numplayers-1].skeleton; numplayers--; } } - if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){ - int closest=findClosestObject(); - if(closest>=0) - objects.position[closest].y-=500; + if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) { + int closest = findClosestObject(); + if (closest >= 0) + objects.position[closest].y -= 500; } - if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){ + if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) { //drawmode++; //if(drawmode>2)drawmode=0; - if(objects.numobjects1) - for(int i=0;i 1) + for (int i = 0; i < numpathpoints; i++) { + if (distsq(&pathpoint[i], &player[0].coords) < .5 && i != pathpointselected && !connected) { + alreadyconnected = 0; + for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) { + if (pathpointconnect[pathpointselected][j] == i) + alreadyconnected = 1; } - if(!alreadyconnected){ + if (!alreadyconnected) { numpathpointconnect[pathpointselected]++; - connected=1; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i; + connected = 1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i; } } } - if(!connected){ + if (!connected) { numpathpoints++; - pathpoint[numpathpoints-1]=player[0].coords; - numpathpointconnect[numpathpoints-1]=0; - if(numpathpoints>1&&pathpointselected!=-1){ + pathpoint[numpathpoints - 1] = player[0].coords; + numpathpointconnect[numpathpoints - 1] = 0; + if (numpathpoints > 1 && pathpointselected != -1) { numpathpointconnect[pathpointselected]++; - pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1; + pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1; } - pathpointselected=numpathpoints-1; + pathpointselected = numpathpoints - 1; } } } - if(Input::isKeyPressed(SDLK_PERIOD)){ + if (Input::isKeyPressed(SDLK_PERIOD)) { pathpointselected++; - if(pathpointselected>=numpathpoints) - pathpointselected=-1; + if (pathpointselected >= numpathpoints) + pathpointselected = -1; } - if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){ + if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) { pathpointselected--; - if(pathpointselected<=-2) - pathpointselected=numpathpoints-1; + if (pathpointselected <= -2) + pathpointselected = numpathpoints - 1; } - if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){ - if(pathpointselected!=-1){ + if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) { + if (pathpointselected != -1) { numpathpoints--; - pathpoint[pathpointselected]=pathpoint[numpathpoints]; - numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints]; - for(int i=0;ifiretype)editortype=0; + if (editortype == treeleavestype || editortype == 10) + editortype++; + if (editortype > firetype) + editortype = 0; } - if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editoryaw-=multiplier*100; - if(editoryaw<-.01)editoryaw=-.01; + if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + editoryaw -= multiplier * 100; + if (editoryaw < -.01) + editoryaw = -.01; } - if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){ - editoryaw+=multiplier*100; + if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) { + editoryaw += multiplier * 100; } - if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize+=multiplier; + if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) { + editorsize += multiplier; } - if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){ - editorsize-=multiplier; - if(editorsize<.1)editorsize=.1; + if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) { + editorsize -= multiplier; + if (editorsize < .1) + editorsize = .1; } - if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){ - mapradius-=multiplier*10; + if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) { + mapradius -= multiplier * 10; } - if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){ - mapradius+=multiplier*10; + if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) { + mapradius += multiplier * 10; } - if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){ - editorpitch+=multiplier*100; + if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) { + editorpitch += multiplier * 100; } - if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){ - editorpitch-=multiplier*100; - if(editorpitch<-.01)editorpitch=-.01; + if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) { + editorpitch -= multiplier * 100; + if (editorpitch < -.01) + editorpitch = -.01; } - if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){ - int closest=findClosestObject(); - if(closest>=0) + if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) { + int closest = findClosestObject(); + if (closest >= 0) objects.DeleteObject(closest); } } } } -void doJumpReversals(){ - for(int k=0;k0&& - !player[k].skeleton.free&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim){ - XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2; + if (distsq(&player[k].coords, &player[k].realoldcoords) > 0 && + !player[k].skeleton.free && + player[k].animTarget != climbanim && + player[k].animTarget != hanganim) { + XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2; int whichhit; - bool tempcollide=0; + bool tempcollide = 0; - if(player[k].collide<-.3) - player[k].collide=-.3; - if(player[k].collide>1) - player[k].collide=1; - player[k].collide-=multiplier*30; + if (player[k].collide < -.3) + player[k].collide = -.3; + if (player[k].collide > 1) + player[k].collide = 1; + player[k].collide -= multiplier * 30; //clip to terrain - player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z)); - - for(int l=0;l.5&&player[k].aitype==playercontrolled|| - objects.position[i].y>player[k].coords.y){ - lowpoint=player[k].coords; - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& + player[k].coords.y = max(player[k].coords.y, terrain.getHeight(player[k].coords.x, player[k].coords.z)); + + for (int l = 0; l < terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]; l++) { + int i = terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l]; + if (objects.type[i] != rocktype || + objects.scale[i] > .5 && player[k].aitype == playercontrolled || + objects.position[i].y > player[k].coords.y) { + lowpoint = player[k].coords; + if (player[k].animTarget != jumpupanim && + player[k].animTarget != jumpdownanim && !player[k].isFlip()) - lowpoint.y+=1.25; + lowpoint.y += 1.25; else - lowpoint.y+=1.3; - if( player[k].coords.yterrain.getHeight(player[k].coords.x,player[k].coords.z)-.1) - player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z); - if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i])!=-1){ - flatfacing=lowpoint-player[k].coords; - player[k].coords=lowpoint; - player[k].coords.y-=1.3; - player[k].collide=1; - tempcollide=1; + lowpoint.y += 1.3; + if ( player[k].coords.y < terrain.getHeight(player[k].coords.x, player[k].coords.z) && + player[k].coords.y > terrain.getHeight(player[k].coords.x, player[k].coords.z) - .1) + player[k].coords.y = terrain.getHeight(player[k].coords.x, player[k].coords.z); + if (player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + flatfacing = lowpoint - player[k].coords; + player[k].coords = lowpoint; + player[k].coords.y -= 1.3; + player[k].collide = 1; + tempcollide = 1; //wall jumps //TODO: refactor four similar blocks - if(player[k].aitype==playercontrolled&& - (player[k].targetanimation==jumpupanim|| - player[k].targetanimation==jumpdownanim|| - player[k].isFlip())&& - !player[k].jumptogglekeydown&& - player[k].jumpkeydown){ - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5; - XYZ tempcoords1=lowpoint; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + if (player[k].aitype == playercontrolled && + (player[k].animTarget == jumpupanim || + player[k].animTarget == jumpdownanim || + player[k].isFlip()) && + !player[k].jumptogglekeydown && + player[k].jumpkeydown) { + lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, -90, 0) * 1.5; + XYZ tempcoords1 = lowpoint; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0) + if (k == 0) pause_sound(whooshsound); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0) - player[k].yaw=180-player[k].yaw; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; - if(k==0) + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + player[k].yaw = 180 - player[k].yaw; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; + if (k == 0) numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + DoRotation(player[k].facing, 0, 90, 0) * 1.5; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumprightanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; - if(k==0)numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint+player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + if (k == 0) + pause_sound(whooshsound); + + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + player[k].yaw = 180 - player[k].yaw; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; + if (k == 0) + numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint + player[k].facing * 2; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; - if(k==0)numwallflipped++; - } - else - { - lowpoint=tempcoords1; - lowpointtarget=lowpoint-player[k].facing*2; - whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); - if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){ + if (k == 0) + pause_sound(whooshsound); + + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + player[k].yaw = 180 - player[k].yaw; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; + if (k == 0) + numwallflipped++; + } else { + lowpoint = tempcoords1; + lowpointtarget = lowpoint - player[k].facing * 2; + whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) { player[k].setAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, player[k].coords); - if(k==0)pause_sound(whooshsound); - - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0)player[k].yaw=180-player[k].yaw; - player[k].yaw+=180; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; - if(k==0)numwallflipped++; + if (k == 0) + pause_sound(whooshsound); + + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + player[k].yaw = 180 - player[k].yaw; + player[k].yaw += 180; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; + if (k == 0) + numwallflipped++; } } } } } } - } - else if(objects.type[i]==rocktype){ - lowpoint2=player[k].coords; - lowpoint=player[k].coords; - lowpoint.y+=2; - if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.yaw[i])!=-1){ - player[k].coords=colpoint; - player[k].collide=1; - tempcollide=1; - - if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){ + } else if (objects.type[i] == rocktype) { + lowpoint2 = player[k].coords; + lowpoint = player[k].coords; + lowpoint.y += 2; + if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) { + player[k].coords = colpoint; + player[k].collide = 1; + tempcollide = 1; + + if (player[k].animTarget == jumpdownanim || player[k].isFlip()) { //flipped into a rock - if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7) + if (player[k].isFlip() && animation[player[k].animTarget].label[player[k].frameTarget] == 7) player[k].RagDoll(0); - if(player[k].targetanimation==jumpupanim){ - player[k].jumppower=-4; - player[k].targetanimation=player[k].getIdle(); + if (player[k].animTarget == jumpupanim) { + player[k].jumppower = -4; + player[k].animTarget = player[k].getIdle(); } - player[k].target=0; - player[k].targetframe=0; - player[k].onterrain=1; + player[k].target = 0; + player[k].frameTarget = 0; + player[k].onterrain = 1; - if(player[k].id==0){ + if (player[k].id == 0) { pause_sound(whooshsound); OPENAL_SetVolume(channels[whooshsound], 0); } //landing - if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){ - if(player[k].isFlip()) - player[k].jumppower=-4; - player[k].targetanimation=player[k].getLanding(); + if ((player[k].animTarget == jumpdownanim || player[k].isFlip()) && !player[k].wasLanding()) { + if (player[k].isFlip()) + player[k].jumppower = -4; + player[k].animTarget = player[k].getLanding(); emit_sound_at(landsound, player[k].coords, 128.); - if(k==0){ - envsound[numenvsounds]=player[k].coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; + if (k == 0) { + envsound[numenvsounds] = player[k].coords; + envsoundvol[numenvsounds] = 16; + envsoundlife[numenvsounds] = .4; numenvsounds++; } @@ -3610,127 +3891,127 @@ void doAerialAcrobatics(){ } } - if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled)) - for(int l=0;l.5) - if(whichhit!=-1){ - if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim) - player[k].collided=1; - if(checkcollide(lowpoint7,lowpointtarget7)==-1) - if(checkcollide(lowpoint6,lowpointtarget6)==-1) - if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1&& - objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5, - &colpoint,&objects.position[i],&objects.yaw[i])!=-1) - for(int j=0;j<45;j++){ - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.4; - if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget, - &colpoint2,&objects.position[i],&objects.yaw[i])==-1){ - if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim) + lowpoint = player[k].coords; + lowpoint.y += .05; + facing = 0; + facing.z = -1; + facing = DoRotation(facing, 0, player[k].targetyaw + 180, 0); + lowpointtarget = lowpoint + facing * 1.4; + whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (whichhit != -1) { + lowpoint = player[k].coords; + lowpoint.y += .1; + lowpointtarget = lowpoint + facing * 1.4; + lowpoint2 = lowpoint; + lowpointtarget2 = lowpointtarget; + lowpoint3 = lowpoint; + lowpointtarget3 = lowpointtarget; + lowpoint4 = lowpoint; + lowpointtarget4 = lowpointtarget; + lowpoint5 = lowpoint; + lowpointtarget5 = lowpointtarget; + lowpoint6 = lowpoint; + lowpointtarget6 = lowpointtarget; + lowpoint7 = lowpoint; + lowpointtarget7 = lowpoint; + lowpoint2.x += .1; + lowpointtarget2.x += .1; + lowpoint3.z += .1; + lowpointtarget3.z += .1; + lowpoint4.x -= .1; + lowpointtarget4.x -= .1; + lowpoint5.z -= .1; + lowpointtarget5.z -= .1; + lowpoint6.y += 45 / 13; + lowpointtarget6.y += 45 / 13; + lowpointtarget6 += facing * .6; + lowpointtarget7.y += 90 / 13; + whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]); + if (objects.friction[i] > .5) + if (whichhit != -1) { + if (whichhit != -1 && player[k].animTarget != jumpupanim && player[k].animTarget != jumpdownanim) + player[k].collided = 1; + if (checkcollide(lowpoint7, lowpointtarget7) == -1) + if (checkcollide(lowpoint6, lowpointtarget6) == -1) + if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1 && + objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5, + &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + for (int j = 0; j < 45; j++) { + lowpoint = player[k].coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.4; + if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, + &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) { + if (j <= 6 || j <= 25 && player[k].animTarget == jumpdownanim) break; - if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){ - lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0); - lowpoint=player[k].coords; - lowpoint.y+=(float)j/13; - lowpointtarget=lowpoint+facing*1.3; - flatfacing=player[k].coords; - player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0)*.01; - player[k].coords.y=lowpointtarget.y-.07; - player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale; - - if(j>10||!player[k].isRun()){ - if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){ - if(k==0) + if (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim) { + lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0); + lowpoint = player[k].coords; + lowpoint.y += (float)j / 13; + lowpointtarget = lowpoint + facing * 1.3; + flatfacing = player[k].coords; + player[k].coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01; + player[k].coords.y = lowpointtarget.y - .07; + player[k].currentoffset = (flatfacing - player[k].coords) / player[k].scale; + + if (j > 10 || !player[k].isRun()) { + if (player[k].animTarget == jumpdownanim || player[k].animTarget == jumpupanim) { + if (k == 0) pause_sound(whooshsound); } emit_sound_at(jumpsound, player[k].coords, 128.); - lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[i],0); - player[k].yaw=-asin(0-lowpointtarget.x)*180/M_PI; - if(lowpointtarget.z<0) - player[k].yaw=180-player[k].yaw; - player[k].targetyaw=player[k].yaw; - player[k].lowyaw=player[k].yaw; + lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0); + player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; + if (lowpointtarget.z < 0) + player[k].yaw = 180 - player[k].yaw; + player[k].targetyaw = player[k].yaw; + player[k].lowyaw = player[k].yaw; //player[k].velocity=lowpointtarget*.03; - player[k].velocity=0; + player[k].velocity = 0; //climb ledge (?) - if(player[k].targetanimation==jumpupanim){ - player[k].targetanimation=climbanim; - player[k].jumppower=0; - player[k].jumpclimb=1; + if (player[k].animTarget == jumpupanim) { + player[k].animTarget = climbanim; + player[k].jumppower = 0; + player[k].jumpclimb = 1; } - player[k].transspeed=6; - player[k].target=0; - player[k].targetframe=1; + player[k].transspeed = 6; + player[k].target = 0; + player[k].frameTarget = 1; //hang ledge (?) - if(j>25){ + if (j > 25) { player[k].setAnimation(hanganim); - player[k].jumppower=0; + player[k].jumppower = 0; } } break; @@ -3742,564 +4023,580 @@ void doAerialAcrobatics(){ } } } - if(player[k].collide<=0){ + if (player[k].collide <= 0) { //in the air - if(!player[k].onterrain&& - player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim&& - !player[k].isWallJump()&& - !player[k].isFlip()){ - if(player[k].currentanimation!=climbanim&& - player[k].currentanimation!=tempanim&& - player[k].targetanimation!=backhandspringanim&& - (player[k].targetanimation!=rollanim|| - player[k].targetframe<2|| - player[k].targetframe>6)){ + if (!player[k].onterrain && + player[k].animTarget != jumpupanim && + player[k].animTarget != jumpdownanim && + player[k].animTarget != climbanim && + player[k].animTarget != hanganim && + !player[k].isWallJump() && + !player[k].isFlip()) { + if (player[k].animCurrent != climbanim && + player[k].animCurrent != tempanim && + player[k].animTarget != backhandspringanim && + (player[k].animTarget != rollanim || + player[k].frameTarget < 2 || + player[k].frameTarget > 6)) { //stagger off ledge (?) - if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim) + if (player[k].animTarget == staggerbackhighanim || player[k].animTarget == staggerbackhardanim) player[k].RagDoll(0); player[k].setAnimation(jumpdownanim); - if(!k) - emit_sound_at(whooshsound, player[k].coords, 128.); + if (!k) + emit_sound_at(whooshsound, player[k].coords, 128.); } //gravity - player[k].velocity.y+=gravity; + player[k].velocity.y += gravity; } } } - player[k].realoldcoords=player[k].coords; + player[k].realoldcoords = player[k].coords; } } -void doAttacks(){ +void doAttacks() +{ static XYZ relative; static int randattack; - static bool playerrealattackkeydown=0; - - if(!Input::isKeyDown(attackkey)) - oldattackkey=0; - if(oldattackkey) - player[0].attackkeydown=0; - if(oldattackkey) - playerrealattackkeydown=0; - if(!oldattackkey) - playerrealattackkeydown=Input::isKeyDown(attackkey); - if((player[0].parriedrecently<=0|| - player[0].weaponactive==-1)&& - (!oldattackkey|| - (realthreat&& - player[0].lastattack!=swordslashanim&& - player[0].lastattack!=knifeslashstartanim&& - player[0].lastattack!=staffhitanim&& - player[0].lastattack!=staffspinhitanim))) - player[0].attackkeydown=Input::isKeyDown(attackkey); - if(Input::isKeyDown(attackkey)&& - !oldattackkey&& - !player[0].backkeydown){ - for(int k=0;k1) - for(int i=0;i 1) + for (int i = 0; i < numplayers; i++) { + if (i == k || !(k == 0 || i == 0)) + continue; + if (!player[k].hasvictim) + if (animation[player[k].animTarget].attack != reversal) { //choose an attack - const float distance=distsq(&player[k].coords,&player[i].coords); - if(distance<4.5&& - !player[i].skeleton.free&& - player[i].howactive0&& - attackweapon==knife&& - player[i].bloodloss>player[i].damagetolerance/2) - player[k].targetanimation=knifefollowanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + player[i].staggerdelay > 0 && + attackweapon == knife && + player[i].bloodloss > player[i].damagetolerance / 2) + player[k].animTarget = knifefollowanim; //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].forwardkeydown&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].crouchkeydown&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].forwardkeydown && + !player[k].leftkeydown && + !player[k].rightkeydown && + !player[k].crouchkeydown && + attackweapon == knife && + player[k].weaponmissdelay <= 0) + player[k].animTarget = knifeslashstartanim; //swordslash - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; + else if (distance < 4.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].crouchkeydown && + attackweapon == sword && + player[k].weaponmissdelay <= 0) + player[k].animTarget = swordslashanim; //staffhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - !player[k].leftkeydown&& - !player[k].rightkeydown&& - !player[k].forwardkeydown) - player[k].targetanimation=staffhitanim; + else if (distance < 4.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].crouchkeydown && + attackweapon == staff && + player[k].weaponmissdelay <= 0 && + !player[k].leftkeydown && + !player[k].rightkeydown && + !player[k].forwardkeydown) + player[k].animTarget = staffhitanim; //staffspinhit - else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& - !player[k].crouchkeydown&& - attackweapon==staff&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=staffspinhitanim; + else if (distance < 4.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight && + !player[k].crouchkeydown && + attackweapon == staff && + player[k].weaponmissdelay <= 0) + player[k].animTarget = staffspinhitanim; //spinkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height != lowheight) + player[k].animTarget = spinkickanim; //lowkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=lowkickanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height == lowheight && + animation[player[k].animTarget].attack != normalattack) + player[k].animTarget = lowkickanim; } else { //AI player - if(distance<4.5*sq(player[k].scale*5)){ - randattack=abs(Random()%5); - if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){ + if (distance < 4.5 * sq(player[k].scale * 5)) { + randattack = abs(Random() % 5); + if (!attackweapon && distance < 2.5 * sq(player[k].scale * 5)) { //sweep - if(randattack==0&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; + if (randattack == 0 && animation[player[i].animTarget].height != lowheight) + player[k].animTarget = sweepanim; //upunch - else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&& - !attackweapon) - player[k].targetanimation=upunchanim; + else if (randattack == 1 && animation[player[i].animTarget].height != lowheight && + !attackweapon) + player[k].animTarget = upunchanim; //spinkick - else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + else if (randattack == 2 && animation[player[i].animTarget].height != lowheight) + player[k].animTarget = spinkickanim; //lowkick - else if(animation[player[i].targetanimation].height==lowheight) - player[k].targetanimation=lowkickanim; + else if (animation[player[i].animTarget].height == lowheight) + player[k].animTarget = lowkickanim; } - if(attackweapon){ + if (attackweapon) { //sweep - if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==0&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; + if ((tutoriallevel != 1 || !attackweapon) && + distance < 2.5 * sq(player[k].scale * 5) && + randattack == 0 && + animation[player[i].animTarget].height != lowheight) + player[k].animTarget = sweepanim; //knifeslashstart - else if(distance<2.5*sq(player[k].scale*5)&& - attackweapon==knife&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + attackweapon == knife && + player[k].weaponmissdelay <= 0) + player[k].animTarget = knifeslashstartanim; //swordslash - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==sword&& - player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; + else if (!(player[0].victim == &player[i] && + player[0].hasvictim && + player[0].animTarget == swordslashanim) && + attackweapon == sword && + player[k].weaponmissdelay <= 0) + player[k].animTarget = swordslashanim; //staffhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack<3) - player[k].targetanimation=staffhitanim; + else if (!(player[0].victim == &player[i] && + player[0].hasvictim && + player[0].animTarget == swordslashanim) && + attackweapon == staff && + player[k].weaponmissdelay <= 0 && + randattack < 3) + player[k].animTarget = staffhitanim; //staffspinhit - else if(!(player[0].victim==&player[i]&& - player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& - attackweapon==staff&& - player[k].weaponmissdelay<=0&& - randattack>=3) - player[k].targetanimation=staffspinhitanim; + else if (!(player[0].victim == &player[i] && + player[0].hasvictim && + player[0].animTarget == swordslashanim) && + attackweapon == staff && + player[k].weaponmissdelay <= 0 && + randattack >= 3) + player[k].animTarget = staffspinhitanim; //spinkick - else if((tutoriallevel!=1||!attackweapon)&& - distance<2.5*sq(player[k].scale*5)&& - randattack==1&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + else if ((tutoriallevel != 1 || !attackweapon) && + distance < 2.5 * sq(player[k].scale * 5) && + randattack == 1 && + animation[player[i].animTarget].height != lowheight) + player[k].animTarget = spinkickanim; //lowkick - else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=lowkickanim; + else if (distance < 2.5 * sq(player[k].scale * 5) && + animation[player[i].animTarget].height == lowheight && + animation[player[k].animTarget].attack != normalattack) + player[k].animTarget = lowkickanim; } } } //upunch becomes wolfslap - if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype) - player[k].targetanimation=wolfslapanim; + if (player[k].animTarget == upunchanim && player[k].creature == wolftype) + player[k].animTarget = wolfslapanim; } //sneak attacks - if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&& - player[i].howactive0&&player[k].madskills|| - player[i].surprised>0|| - player[i].aitype==passivetype|| - attackweapon&&player[i].stunned>0)&& - normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){ + if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) && + player[i].howactive < typedead1 && + distance < 1.5 * sq(player[k].scale * 5) && + !player[i].skeleton.free && + player[i].animTarget != getupfrombackanim && + player[i].animTarget != getupfromfrontanim && + (player[i].stunned > 0 && player[k].madskills || + player[i].surprised > 0 || + player[i].aitype == passivetype || + attackweapon && player[i].stunned > 0) && + normaldotproduct(player[i].facing, player[i].coords - player[k].coords) > 0) { //sneakattack - if(!attackweapon){ - player[k].currentanimation=sneakattackanim; - player[k].targetanimation=sneakattackanim; - player[i].currentanimation=sneakattackedanim; - player[i].targetanimation=sneakattackedanim; - player[k].oldcoords=player[k].coords; - player[k].coords=player[i].coords; + if (!attackweapon) { + player[k].animCurrent = sneakattackanim; + player[k].animTarget = sneakattackanim; + player[i].animCurrent = sneakattackedanim; + player[i].animTarget = sneakattackedanim; + player[k].oldcoords = player[k].coords; + player[k].coords = player[i].coords; } //knifesneakattack - if(attackweapon==knife){ - player[k].currentanimation=knifesneakattackanim; - player[k].targetanimation=knifesneakattackanim; - player[i].currentanimation=knifesneakattackedanim; - player[i].targetanimation=knifesneakattackedanim; - player[i].oldcoords=player[i].coords; - player[i].coords=player[k].coords; + if (attackweapon == knife) { + player[k].animCurrent = knifesneakattackanim; + player[k].animTarget = knifesneakattackanim; + player[i].animCurrent = knifesneakattackedanim; + player[i].animTarget = knifesneakattackedanim; + player[i].oldcoords = player[i].coords; + player[i].coords = player[k].coords; } //swordsneakattack - if(attackweapon==sword){ - player[k].currentanimation=swordsneakattackanim; - player[k].targetanimation=swordsneakattackanim; - player[i].currentanimation=swordsneakattackedanim; - player[i].targetanimation=swordsneakattackedanim; - player[i].oldcoords=player[i].coords; - player[i].coords=player[k].coords; + if (attackweapon == sword) { + player[k].animCurrent = swordsneakattackanim; + player[k].animTarget = swordsneakattackanim; + player[i].animCurrent = swordsneakattackedanim; + player[i].animTarget = swordsneakattackedanim; + player[i].oldcoords = player[i].coords; + player[i].coords = player[k].coords; } - if(attackweapon!=staff){ - player[k].victim=&player[i]; - player[k].hasvictim=1; - player[i].targettilt2=0; - player[i].targetframe=1; - player[i].currentframe=0; - player[i].target=0; - player[i].velocity=0; - player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; - player[k].target=player[i].target; - player[k].velocity=0; - player[k].targetyaw=player[i].yaw; - player[k].yaw=player[i].yaw; - player[i].targetyaw=player[i].yaw; + if (attackweapon != staff) { + player[k].victim = &player[i]; + player[k].hasvictim = 1; + player[i].targettilt2 = 0; + player[i].frameTarget = 1; + player[i].frameCurrent = 0; + player[i].target = 0; + player[i].velocity = 0; + player[k].targettilt2 = player[i].targettilt2; + player[k].frameCurrent = player[i].frameCurrent; + player[k].frameTarget = player[i].frameTarget; + player[k].target = player[i].target; + player[k].velocity = 0; + player[k].targetyaw = player[i].yaw; + player[k].yaw = player[i].yaw; + player[i].targetyaw = player[i].yaw; } } - if(animation[player[k].targetanimation].attack==normalattack&& - player[k].victim==&player[i]&& - (!player[i].skeleton.free)){ - oldattackkey=1; - player[k].targetframe=0; - player[k].target=0; - - player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); - player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); - player[k].lastattack3=player[k].lastattack2; - player[k].lastattack2=player[k].lastattack; - player[k].lastattack=player[k].targetanimation; + if (animation[player[k].animTarget].attack == normalattack && + player[k].victim == &player[i] && + (!player[i].skeleton.free)) { + oldattackkey = 1; + player[k].frameTarget = 0; + player[k].target = 0; + + player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords); + player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords); + player[k].lastattack3 = player[k].lastattack2; + player[k].lastattack2 = player[k].lastattack; + player[k].lastattack = player[k].animTarget; } - if(player[k].targetanimation==knifefollowanim&& - player[k].victim==&player[i]){ - oldattackkey=1; - player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); - player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); - player[k].victim=&player[i]; - player[k].hasvictim=1; - player[i].targetanimation=knifefollowedanim; - player[i].currentanimation=knifefollowedanim; - player[i].targettilt2=0; - player[i].targettilt2=player[k].targettilt2; - player[i].targetframe=1; - player[i].currentframe=0; - player[i].target=0; - player[i].velocity=0; - player[k].currentanimation=knifefollowanim; - player[k].targetanimation=knifefollowanim; - player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; - player[k].target=player[i].target; - player[k].velocity=0; - player[k].oldcoords=player[k].coords; - player[i].coords=player[k].coords; - player[i].targetyaw=player[k].targetyaw; - player[i].yaw=player[k].targetyaw; - player[k].yaw=player[k].targetyaw; - player[i].yaw=player[k].targetyaw; + if (player[k].animTarget == knifefollowanim && + player[k].victim == &player[i]) { + oldattackkey = 1; + player[k].targetyaw = roughDirectionTo(player[k].coords, player[i].coords); + player[k].targettilt2 = pitchTo(player[k].coords, player[i].coords); + player[k].victim = &player[i]; + player[k].hasvictim = 1; + player[i].animTarget = knifefollowedanim; + player[i].animCurrent = knifefollowedanim; + player[i].targettilt2 = 0; + player[i].targettilt2 = player[k].targettilt2; + player[i].frameTarget = 1; + player[i].frameCurrent = 0; + player[i].target = 0; + player[i].velocity = 0; + player[k].animCurrent = knifefollowanim; + player[k].animTarget = knifefollowanim; + player[k].targettilt2 = player[i].targettilt2; + player[k].frameCurrent = player[i].frameCurrent; + player[k].frameTarget = player[i].frameTarget; + player[k].target = player[i].target; + player[k].velocity = 0; + player[k].oldcoords = player[k].coords; + player[i].coords = player[k].coords; + player[i].targetyaw = player[k].targetyaw; + player[i].yaw = player[k].targetyaw; + player[k].yaw = player[k].targetyaw; + player[i].yaw = player[k].targetyaw; } } } - const bool hasstaff=attackweapon==staff; - if(k==0&&numplayers>1) - for(int i=0;i1000|| - player[k].isRun()|| - hasstaff|| - (attackweapon&& - (player[i].skeleton.longdead>2000|| - player[i].damage>player[i].damagetolerance/8|| - player[i].bloodloss>player[i].damagetolerance/2)&& - distance<1.5*sq(player[k].scale*5)))){ - player[k].victim=&player[i]; - player[k].hasvictim=1; - if(attackweapon&&tutoriallevel!=1){ + const bool hasstaff = attackweapon == staff; + if (k == 0 && numplayers > 1) + for (int i = 0; i < numplayers; i++) { + if (i == k) + continue; + if ((playerrealattackkeydown || player[i].dead || !hasstaff) && + animation[player[k].animTarget].attack == neutral) { + const float distance = distsq(&player[k].coords, &player[i].coords); + if (!player[i].dead || !realthreat || (!attackweapon && player[k].crouchkeydown)) + if (player[i].skeleton.free) + if (distance < 3.5 * sq(player[k].scale * 5) && + (player[i].dead || + player[i].skeleton.longdead > 1000 || + player[k].isRun() || + hasstaff || + (attackweapon && + (player[i].skeleton.longdead > 2000 || + player[i].damage > player[i].damagetolerance / 8 || + player[i].bloodloss > player[i].damagetolerance / 2) && + distance < 1.5 * sq(player[k].scale * 5)))) { + player[k].victim = &player[i]; + player[k].hasvictim = 1; + if (attackweapon && tutoriallevel != 1) { //crouchstab - if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5)) - player[k].targetanimation=crouchstabanim; + if (player[k].crouchkeydown && attackweapon == knife && distance < 1.5 * sq(player[k].scale * 5)) + player[k].animTarget = crouchstabanim; //swordgroundstab - if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword) - player[k].targetanimation=swordgroundstabanim; + if (player[k].crouchkeydown && distance < 1.5 * sq(player[k].scale * 5) && attackweapon == sword) + player[k].animTarget = swordgroundstabanim; //staffgroundsmash - if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff) - player[k].targetanimation=staffgroundsmashanim; + if (distance < 3.5 * sq(player[k].scale * 5) && attackweapon == staff) + player[k].animTarget = staffgroundsmashanim; } - if(distance<2.5&& - player[k].crouchkeydown&& - player[k].targetanimation!=crouchstabanim&& - !attackweapon&& - player[i].dead&& - player[i].skeleton.free&& - player[i].skeleton.longdead>1000){ - player[k].targetanimation=killanim; + if (distance < 2.5 && + player[k].crouchkeydown && + player[k].animTarget != crouchstabanim && + !attackweapon && + player[i].dead && + player[i].skeleton.free && + player[i].skeleton.longdead > 1000) { + player[k].animTarget = killanim; //TODO: refactor this out, what does it do? - for(int j=0;jcoords)) - player[k].victim=&player[i]; - }else{ - player[k].victim=&player[i]; - player[k].hasvictim=1; + for (int i = 0; i < numplayers; i++) { + if (i == k || !(i == 0 || k == 0)) + continue; + if (!player[i].skeleton.free) { + if (player[k].hasvictim) { + if (distsq(&player[k].coords, &player[i].coords) < + distsq(&player[k].coords, &player[k].victim->coords)) + player[k].victim = &player[i]; + } else { + player[k].victim = &player[i]; + player[k].hasvictim = 1; } } } } - if(player[k].aitype==playercontrolled) + if (player[k].aitype == playercontrolled) //rabbit kick - if(player[k].attackkeydown&& - player[k].isRun()&& - player[k].wasRun()&& - ((player[k].hasvictim&& - distsq(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&& - distsq(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&& - !player[k].victim->skeleton.free&& - player[k].victim->targetanimation!=getupfrombackanim&& - player[k].victim->targetanimation!=getupfromfrontanim&& - animation[player[k].victim->targetanimation].height!=lowheight&& - player[k].aitype!=playercontrolled&& //wat??? - normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&& - player[k].rabbitkickenabled)|| - player[k].jumpkeydown)){ - oldattackkey=1; + if (player[k].attackkeydown && + player[k].isRun() && + player[k].wasRun() && + ((player[k].hasvictim && + distsq(&player[k].coords, &player[k].victim->coords) < 12 * sq(player[k].scale * 5) && + distsq(&player[k].coords, &player[k].victim->coords) > 7 * sq(player[k].scale * 5) && + !player[k].victim->skeleton.free && + player[k].victim->animTarget != getupfrombackanim && + player[k].victim->animTarget != getupfromfrontanim && + animation[player[k].victim->animTarget].height != lowheight && + player[k].aitype != playercontrolled && //wat??? + normaldotproduct(player[k].facing, player[k].victim->coords - player[k].coords) > 0 && + player[k].rabbitkickenabled) || + player[k].jumpkeydown)) { + oldattackkey = 1; player[k].setAnimation(rabbitkickanim); } //update counts - if(animation[player[k].targetanimation].attack&&k==0){ + if (animation[player[k].animTarget].attack && k == 0) { numattacks++; - switch(attackweapon){ - case 0: numunarmedattack++; break; - case knife: numknifeattack++; break; - case sword: numswordattack++; break; - case staff: numstaffattack++; break; + switch (attackweapon) { + case 0: + numunarmedattack++; + break; + case knife: + numknifeattack++; + break; + case sword: + numswordattack++; + break; + case staff: + numstaffattack++; + break; } } } @@ -4308,550 +4605,552 @@ void doAttacks(){ } } -void doPlayerCollisions(){ - static XYZ rotatetarget; +void doPlayerCollisions() +{ + static XYZ rotatetarget; static float collisionradius; - if(numplayers>1) - for(int k=0;k 1) + for (int k = 0; k < numplayers; k++) + for (int i = k + 1; i < numplayers; i++) { //neither player is part of a reversal - if((animation[player[i].targetanimation].attack!=reversed&& - animation[player[i].targetanimation].attack!=reversal&& - animation[player[k].targetanimation].attack!=reversed&& - animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0)) - if((animation[player[i].currentanimation].attack!=reversed&& - animation[player[i].currentanimation].attack!=reversal&& - animation[player[k].currentanimation].attack!=reversed&& - animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0)) - //neither is sleeping - if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping) - if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall) - //in same patch, neither is climbing - if(player[i].whichpatchx==player[k].whichpatchx&& - player[i].whichpatchz==player[k].whichpatchz&& - player[k].skeleton.oldfree==player[k].skeleton.free&& - player[i].skeleton.oldfree==player[i].skeleton.free&& - player[i].targetanimation!=climbanim&& - player[i].targetanimation!=hanganim&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim) - //players are close (bounding box test) - if(player[i].coords.y>player[k].coords.y-3) - if(player[i].coords.yplayer[k].coords.x-3) - if(player[i].coords.xplayer[k].coords.z-3) - if(player[i].coords.zskeleton.free) - collisionradius=3; - if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&& - (distsq(&tempcoords1,&tempcoords2)1)|| - (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)|| - (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){ - rotatetarget=player[k].velocity-player[i].velocity; - if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim|| - player[i].skeleton.free)&& - (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim|| - player[k].skeleton.free)) - if((((k!=0&&findLengthfast(&rotatetarget)>150|| - k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&& - normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&& - (k==0|| - k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral|| - /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))|| - (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&& - (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&& - k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){ - //If hit by body - if( (i!=0||player[i].skeleton.free)&& - (k!=0||player[k].skeleton.free)|| - (animation[player[i].targetanimation].height==highheight&& - animation[player[k].targetanimation].height==highheight)){ - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, player[i].coords); - } - - player[i].RagDoll(0); - if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){ - award_bonus(0, aimbonus); - } - player[i].DoDamage(findLengthfast(&rotatetarget)/4); - player[k].RagDoll(0); - if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){ - award_bonus(0, aimbonus); // Huh, again? - } - player[k].DoDamage(findLengthfast(&rotatetarget)/4); + if ((animation[player[i].animTarget].attack != reversed && + animation[player[i].animTarget].attack != reversal && + animation[player[k].animTarget].attack != reversed && + animation[player[k].animTarget].attack != reversal) || (i != 0 && k != 0)) + if ((animation[player[i].animCurrent].attack != reversed && + animation[player[i].animCurrent].attack != reversal && + animation[player[k].animCurrent].attack != reversed && + animation[player[k].animCurrent].attack != reversal) || (i != 0 && k != 0)) + //neither is sleeping + if (player[i].howactive <= typesleeping && player[k].howactive <= typesleeping) + if (player[i].howactive != typesittingwall && player[k].howactive != typesittingwall) + //in same patch, neither is climbing + if (player[i].whichpatchx == player[k].whichpatchx && + player[i].whichpatchz == player[k].whichpatchz && + player[k].skeleton.oldfree == player[k].skeleton.free && + player[i].skeleton.oldfree == player[i].skeleton.free && + player[i].animTarget != climbanim && + player[i].animTarget != hanganim && + player[k].animTarget != climbanim && + player[k].animTarget != hanganim) + //players are close (bounding box test) + if (player[i].coords.y > player[k].coords.y - 3) + if (player[i].coords.y < player[k].coords.y + 3) + if (player[i].coords.x > player[k].coords.x - 3) + if (player[i].coords.x < player[k].coords.x + 3) + if (player[i].coords.z > player[k].coords.z - 3) + if (player[i].coords.z < player[k].coords.z + 3) { + //spread fire from player to player + if (distsq(&player[i].coords, &player[k].coords) + < 3 * sq((player[i].scale + player[k].scale) * 2.5)) { + if (player[i].onfire || player[k].onfire) { + if (!player[i].onfire) + player[i].CatchFire(); + if (!player[k].onfire) + player[k].CatchFire(); + } + } - for(int j=0;jskeleton.free) + collisionradius = 3; + if ((!player[i].skeleton.oldfree || !player[k].skeleton.oldfree) && + (distsq(&tempcoords1, &tempcoords2) < collisionradius || + distsq(&player[i].coords, &player[k].coords) < collisionradius)) { + //jump down on a dead body + if (k == 0 || i == 0) { + int l = i ? i : k; + if (player[0].animTarget == jumpdownanim && + !player[0].skeleton.oldfree && + !player[0].skeleton.free && + player[l].skeleton.oldfree && + player[l].skeleton.free && + player[l].dead && + player[0].lastcollide <= 0 && + fabs(player[l].coords.y - player[0].coords.y) < .2 && + distsq(&player[0].coords, &player[l].coords) < .7 * sq((player[l].scale + player[0].scale) * 2.5)) { + player[0].coords.y = player[l].coords.y; + player[l].velocity = player[0].velocity; + player[l].skeleton.free = 0; + player[l].yaw = 0; + player[l].RagDoll(0); + player[l].DoDamage(20); + camerashake += .3; + player[l].skeleton.longdead = 0; + player[0].lastcollide = 1; + } + } - } - } - if( (animation[player[i].targetanimation].attack==neutral|| - animation[player[i].targetanimation].attack==normalattack)&& - (animation[player[k].targetanimation].attack==neutral|| - animation[player[k].targetanimation].attack==normalattack)){ - //If bumped - if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){ - if(distsq(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){ - rotatetarget=player[k].coords-player[i].coords; - Normalise(&rotatetarget); - player[k].coords=(player[k].coords+player[i].coords)/2; - player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2 - *sq((player[i].scale+player[k].scale)*2.5); - player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5); - if(player[k].howactive==typeactive||hostile) - if(player[k].isIdle()){ - if(player[k].howactive 1) || + (player[k].skeleton.oldfree == 1 && findLengthfast(&player[k].velocity) > 1) || + (player[i].skeleton.oldfree == 0 && player[k].skeleton.oldfree == 0)) { + rotatetarget = player[k].velocity - player[i].velocity; + if ((player[i].animTarget != getupfrombackanim && player[i].animTarget != getupfromfrontanim || + player[i].skeleton.free) && + (player[k].animTarget != getupfrombackanim && player[k].animTarget != getupfromfrontanim || + player[k].skeleton.free)) + if ((((k != 0 && findLengthfast(&rotatetarget) > 150 || + k == 0 && findLengthfast(&rotatetarget) > 50 && player[0].rabbitkickragdoll) && + normaldotproduct(rotatetarget, player[k].coords - player[i].coords) > 0) && + (k == 0 || + k != 0 && player[i].skeleton.oldfree == 1 && animation[player[k].animCurrent].attack == neutral || + /*i!=0&&*/player[k].skeleton.oldfree == 1 && animation[player[i].animCurrent].attack == neutral)) || + (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) && + (player[k].animTarget == jumpupanim || player[k].animTarget == jumpdownanim || player[k].isFlip()) && + k == 0 && !player[i].skeleton.oldfree && !player[k].skeleton.oldfree) { + //If hit by body + if ( (i != 0 || player[i].skeleton.free) && + (k != 0 || player[k].skeleton.free) || + (animation[player[i].animTarget].height == highheight && + animation[player[k].animTarget].height == highheight)) { + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, player[i].coords); + } + + player[i].RagDoll(0); + if (player[i].damage > player[i].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[i].dead) { + award_bonus(0, aimbonus); + } + player[i].DoDamage(findLengthfast(&rotatetarget) / 4); + player[k].RagDoll(0); + if (player[k].damage > player[k].damagetolerance - findLengthfast(&rotatetarget) / 4 && !player[k].dead) { + award_bonus(0, aimbonus); // Huh, again? + } + player[k].DoDamage(findLengthfast(&rotatetarget) / 4); + + for (int j = 0; j < player[i].skeleton.num_joints; j++) { + player[i].skeleton.joints[j].velocity = player[i].skeleton.joints[j].velocity / 5 + player[k].velocity; + } + for (int j = 0; j < player[k].skeleton.num_joints; j++) { + player[k].skeleton.joints[j].velocity = player[k].skeleton.joints[j].velocity / 5 + player[i].velocity; + } + + } + } + if ( (animation[player[i].animTarget].attack == neutral || + animation[player[i].animTarget].attack == normalattack) && + (animation[player[k].animTarget].attack == neutral || + animation[player[k].animTarget].attack == normalattack)) { + //If bumped + if (player[i].skeleton.oldfree == 0 && player[k].skeleton.oldfree == 0) { + if (distsq(&player[k].coords, &player[i].coords) < .5 * sq((player[i].scale + player[k].scale) * 2.5)) { + rotatetarget = player[k].coords - player[i].coords; + Normalise(&rotatetarget); + player[k].coords = (player[k].coords + player[i].coords) / 2; + player[i].coords = player[k].coords - rotatetarget * fast_sqrt(.6) / 2 + * sq((player[i].scale + player[k].scale) * 2.5); + player[k].coords += rotatetarget * fast_sqrt(.6) / 2 * sq((player[i].scale + player[k].scale) * 2.5); + if (player[k].howactive == typeactive || hostile) + if (player[k].isIdle()) { + if (player[k].howactive < typesleeping) + player[k].setAnimation(player[k].getStop()); + else if (player[k].howactive == typesleeping) + player[k].setAnimation(getupfromfrontanim); + if (!editorenabled) + player[k].howactive = typeactive; + } + if (player[i].howactive == typeactive || hostile) + if (player[i].isIdle()) { + if (player[i].howactive < typesleeping) + player[i].setAnimation(player[k].getStop()); + else + player[i].setAnimation(getupfromfrontanim); + if (!editorenabled) + player[i].howactive = typeactive; + } + } + //jump down on player + if (hostile) { + if (k == 0 && i != 0 && player[k].animTarget == jumpdownanim && + !player[i].isCrouch() && + player[i].animTarget != rollanim && + !player[k].skeleton.oldfree && ! + player[k].skeleton.free && + player[k].lastcollide <= 0 && + player[k].velocity.y < -10) { + player[i].velocity = player[k].velocity; + player[k].velocity = player[k].velocity * -.5; + player[k].velocity.y = player[i].velocity.y; + player[i].DoDamage(20); + player[i].RagDoll(0); + player[k].lastcollide = 1; + award_bonus(k, AboveBonus); + } + if (i == 0 && k != 0 && player[i].animTarget == jumpdownanim && + !player[k].isCrouch() && + player[k].animTarget != rollanim && + !player[i].skeleton.oldfree && + !player[i].skeleton.free && + player[i].lastcollide <= 0 && + player[i].velocity.y < -10) { + player[k].velocity = player[i].velocity; + player[i].velocity = player[i].velocity * -.3; + player[i].velocity.y = player[k].velocity.y; + player[k].DoDamage(20); + player[k].RagDoll(0); + player[i].lastcollide = 1; + award_bonus(i, AboveBonus); + } + } + } + } + } + player[i].CheckKick(); + player[k].CheckKick(); + } + } } } -void doAI(int i){ +void doAI(int i) +{ static bool connected; - if(player[i].aitype!=playercontrolled&&indialogue==-1){ - player[i].jumpclimb=0; + if (player[i].aitype != playercontrolled && indialogue == -1) { + player[i].jumpclimb = 0; //disable movement in editor - if(editorenabled) - player[i].stunned=1; + if (editorenabled) + player[i].stunned = 1; - player[i].pause=0; - if(distsqflat(&player[0].coords,&player[i].coords)<30&& - player[0].coords.y>player[i].coords.y+2&& + player[i].pause = 0; + if (distsqflat(&player[0].coords, &player[i].coords) < 30 && + player[0].coords.y > player[i].coords.y + 2 && !player[0].onterrain) - player[i].pause=1; + player[i].pause = 1; //pathfinding - if(player[i].aitype==pathfindtype){ - if(player[i].finalpathfindpoint==-1){ + if (player[i].aitype == pathfindtype) { + if (player[i].finalpathfindpoint == -1) { float closestdistance; float tempdist; int closest; XYZ colpoint; - closest=-1; - closestdistance=-1; - for(int j=0;j.8 && !player[i].jumpkeydown && player[i].collided<.8) - player[i].targetyaw+=90*(player[i].whichdirection*2-1); - - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) - player[i].jumpkeydown=0; - if((player[i].collided>.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if((tutoriallevel!=1||cananger)&& - hostile&& - !player[0].dead&& - distsq(&player[i].coords,&player[0].coords)<400&& - player[i].occluded<25){ - if(distsq(&player[i].coords,&player[0].coords)<12&& - animation[player[0].targetanimation].height!=lowheight&& - !editorenabled&& - (player[0].coords.y .8 && !player[i].jumpkeydown && player[i].collided < .8) + player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); + + if (player[i].collided < 1 || player[i].animTarget != jumpupanim) + player[i].jumpkeydown = 0; + if ((player[i].collided > .8 && player[i].jumppower >= 5)) + player[i].jumpkeydown = 1; + + if ((tutoriallevel != 1 || cananger) && + hostile && + !player[0].dead && + distsq(&player[i].coords, &player[0].coords) < 400 && + player[i].occluded < 25) { + if (distsq(&player[i].coords, &player[0].coords) < 12 && + animation[player[0].animTarget].height != lowheight && + !editorenabled && + (player[0].coords.y < player[i].coords.y + 5 || player[0].onterrain)) + player[i].aitype = attacktypecutoff; + if (distsq(&player[i].coords, &player[0].coords) < 30 && + animation[player[0].animTarget].height == highheight && !editorenabled) - player[i].aitype=attacktypecutoff; - - if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){ - player[i].losupdatedelay=.2; - for(int j=0;j0) - if(player[j].coords.y 0) + if (player[j].coords.y < player[i].coords.y + 5 || player[j].onterrain) + if (!player[j].isWallJump() && -1 == checkcollide( + DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0) + *player[i].scale + player[i].coords, + DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0) + *player[j].scale + player[j].coords) || + (player[j].animTarget == hanganim && + normaldotproduct(player[j].facing, player[i].coords - player[j].coords) < 0)) { + player[i].aitype = searchtype; + player[i].lastchecktime = 12; + player[i].lastseen = player[j].coords; + player[i].lastseentime = 12; } } } - if(player[i].aitype==attacktypecutoff&&musictype!=2) - if(player[i].creature!=wolftype){ - player[i].stunned=.6; - player[i].surprised=.6; + if (player[i].aitype == attacktypecutoff && musictype != 2) + if (player[i].creature != wolftype) { + player[i].stunned = .6; + player[i].surprised = .6; } } - if(player[i].aitype!=passivetype&&leveltime>.5) - player[i].howactive=typeactive; - - if(player[i].aitype==passivetype){ - player[i].aiupdatedelay-=multiplier; - player[i].losupdatedelay-=multiplier; - player[i].lastseentime+=multiplier; - player[i].pausetime-=multiplier; - if(player[i].lastseentime>1) - player[i].lastseentime=1; - - if(player[i].aiupdatedelay<0){ - if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){ - player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]); - player[i].lookyaw=player[i].targetyaw; - player[i].aiupdatedelay=.05; - - if(distsqflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){ - if(player[i].waypointtype[player[i].waypoint]==wppause) - player[i].pausetime=4; + if (player[i].aitype != passivetype && leveltime > .5) + player[i].howactive = typeactive; + + if (player[i].aitype == passivetype) { + player[i].aiupdatedelay -= multiplier; + player[i].losupdatedelay -= multiplier; + player[i].lastseentime += multiplier; + player[i].pausetime -= multiplier; + if (player[i].lastseentime > 1) + player[i].lastseentime = 1; + + if (player[i].aiupdatedelay < 0) { + if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) { + player[i].targetyaw = roughDirectionTo(player[i].coords, player[i].waypoints[player[i].waypoint]); + player[i].lookyaw = player[i].targetyaw; + player[i].aiupdatedelay = .05; + + if (distsqflat(&player[i].coords, &player[i].waypoints[player[i].waypoint]) < 1) { + if (player[i].waypointtype[player[i].waypoint] == wppause) + player[i].pausetime = 4; player[i].waypoint++; - if(player[i].waypoint>player[i].numwaypoints-1) - player[i].waypoint=0; + if (player[i].waypoint > player[i].numwaypoints - 1) + player[i].waypoint = 0; } } - if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0) - player[i].forwardkeydown=1; + if (player[i].numwaypoints > 1 && player[i].howactive == typeactive && player[i].pausetime <= 0) + player[i].forwardkeydown = 1; else - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].attackkeydown=0; - player[i].throwkeydown=0; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetyaw+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); + player[i].forwardkeydown = 0; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].crouchkeydown = 0; + player[i].attackkeydown = 0; + player[i].throwkeydown = 0; + + if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { + if (!player[i].avoidsomething) + player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); + else { + XYZ leftpos, rightpos; + float leftdist, rightdist; + leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); + rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); leftdist = distsq(&leftpos, &player[i].avoidwhere); rightdist = distsq(&rightpos, &player[i].avoidwhere); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; + if (player[i].collided < 1 || player[i].animTarget != jumpupanim) + player[i].jumpkeydown = 0; + if ((player[i].collided > .8 && player[i].jumppower >= 5)) + player[i].jumpkeydown = 1; //hearing sounds - if(!editorenabled){ - if(player[i].howactive<=typesleeping) - if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile) - for(int j=0;j0&&distsq(&player[i].coords,&envsound[j])< - 2*(vol+vol*(player[i].creature==rabbittype)*3)) - player[i].aitype=attacktypecutoff; + if (!editorenabled) { + if (player[i].howactive <= typesleeping) + if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile) + for (int j = 0; j < numenvsounds; j++) { + float vol = player[i].howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j]; + if (vol > 0 && distsq(&player[i].coords, &envsound[j]) < + 2 * (vol + vol * (player[i].creature == rabbittype) * 3)) + player[i].aitype = attacktypecutoff; } - if(player[i].aitype!=passivetype){ - if(player[i].howactive==typesleeping) + if (player[i].aitype != passivetype) { + if (player[i].howactive == typesleeping) player[i].setAnimation(getupfromfrontanim); - player[i].howactive=typeactive; + player[i].howactive = typeactive; } } - if(player[i].howactive0)){ - float smelldistance=50; - if(j==0&&player[j].num_weapons>0){ - if(weapons[player[j].weaponids[0]].bloody) - smelldistance=100; - if(player[j].num_weapons==2) - if(weapons[player[j].weaponids[1]].bloody) - smelldistance=100; + for (int j = 0; j < numplayers; j++) { + if (j == 0 || (player[j].dead && player[j].bloodloss > 0)) { + float smelldistance = 50; + if (j == 0 && player[j].num_weapons > 0) { + if (weapons[player[j].weaponids[0]].bloody) + smelldistance = 100; + if (player[j].num_weapons == 2) + if (weapons[player[j].weaponids[1]].bloody) + smelldistance = 100; } - if(j!=0) - smelldistance=100; - windsmell=windvector; + if (j != 0) + smelldistance = 100; + windsmell = windvector; Normalise(&windsmell); - windsmell=windsmell*2+player[j].coords; - if(distsq(&player[i].coords,&windsmell)0) - if((-1==checkcollide( - DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)* - player[i].scale+player[i].coords, - DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)* - player[j].scale+player[j].coords)&& - !player[j].isWallJump())|| - (player[j].targetanimation==hanganim&& - normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){ - player[i].lastseentime-=.2; - if(j==0&&animation[player[j].targetanimation].height==lowheight) - player[i].lastseentime-=.4; + if (player[i].howactive < typesleeping && player[i].losupdatedelay < 0 && !editorenabled && player[i].occluded < 2) { + player[i].losupdatedelay = .2; + for (int j = 0; j < numplayers; j++) { + if (j == 0 || player[j].skeleton.free || player[j].aitype != passivetype) { + if (abs(Random() % 2) || animation[player[j].animTarget].height != lowheight || j != 0) + if (distsq(&player[i].coords, &player[j].coords) < 400) + if (normaldotproduct(player[i].facing, player[j].coords - player[i].coords) > 0) + if ((-1 == checkcollide( + DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)* + player[i].scale + player[i].coords, + DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)* + player[j].scale + player[j].coords) && + !player[j].isWallJump()) || + (player[j].animTarget == hanganim && + normaldotproduct(player[j].facing, player[i].coords - player[j].coords) < 0)) { + player[i].lastseentime -= .2; + if (j == 0 && animation[player[j].animTarget].height == lowheight) + player[i].lastseentime -= .4; else - player[i].lastseentime-=.6; + player[i].lastseentime -= .6; } - if(player[i].lastseentime<=0){ - player[i].aitype=searchtype; - player[i].lastchecktime=12; - player[i].lastseen=player[j].coords; - player[i].lastseentime=12; + if (player[i].lastseentime <= 0) { + player[i].aitype = searchtype; + player[i].lastchecktime = 12; + player[i].lastseen = player[j].coords; + player[i].lastseentime = 12; } } } } } //alerted surprise - if(player[i].aitype==attacktypecutoff&&musictype!=2){ - if(player[i].creature!=wolftype){ - player[i].stunned=.6; - player[i].surprised=.6; + if (player[i].aitype == attacktypecutoff && musictype != 2) { + if (player[i].creature != wolftype) { + player[i].stunned = .6; + player[i].surprised = .6; } - if(player[i].creature==wolftype){ - player[i].stunned=.47; - player[i].surprised=.47; + if (player[i].creature == wolftype) { + player[i].stunned = .47; + player[i].surprised = .47; } numseen++; } @@ -4859,687 +5158,693 @@ void doAI(int i){ //search for player int j; - if(player[i].aitype==searchtype){ - player[i].aiupdatedelay-=multiplier; - player[i].losupdatedelay-=multiplier; - if(!player[i].pause) - player[i].lastseentime-=multiplier; - player[i].lastchecktime-=multiplier; - - if(player[i].isRun()&&!player[i].onground){ - if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1){ - player[i].velocity=0; + if (player[i].aitype == searchtype) { + player[i].aiupdatedelay -= multiplier; + player[i].losupdatedelay -= multiplier; + if (!player[i].pause) + player[i].lastseentime -= multiplier; + player[i].lastchecktime -= multiplier; + + if (player[i].isRun() && !player[i].onground) { + if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) { + XYZ test2 = player[i].coords + player[i].facing; + test2.y += 5; + XYZ test = player[i].coords + player[i].facing; + test.y -= 10; + j = checkcollide(test2, test, player[i].laststanding); + if (j == -1) + j = checkcollide(test2, test); + if (j == -1) { + player[i].velocity = 0; player[i].setAnimation(player[i].getStop()); - player[i].targetyaw+=180; - player[i].stunned=.5; + player[i].targetyaw += 180; + player[i].stunned = .5; //player[i].aitype=passivetype; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; - } - else player[i].laststanding=j; + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; + } else + player[i].laststanding = j; } } //check out last seen location - if(player[i].aiupdatedelay<0){ - player[i].targetyaw=roughDirectionTo(player[i].coords,player[i].lastseen); - player[i].lookyaw=player[i].targetyaw; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - if(distsqflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){ - player[i].forwardkeydown=0; - player[i].aiupdatedelay=1; - player[i].lastseen.x+=(float(Random()%100)-50)/25; - player[i].lastseen.z+=(float(Random()%100)-50)/25; - player[i].lastchecktime=3; + if (player[i].aiupdatedelay < 0) { + player[i].targetyaw = roughDirectionTo(player[i].coords, player[i].lastseen); + player[i].lookyaw = player[i].targetyaw; + player[i].aiupdatedelay = .05; + player[i].forwardkeydown = 1; + + if (distsqflat(&player[i].coords, &player[i].lastseen) < 1 * sq(player[i].scale * 5) || player[i].lastchecktime < 0) { + player[i].forwardkeydown = 0; + player[i].aiupdatedelay = 1; + player[i].lastseen.x += (float(Random() % 100) - 50) / 25; + player[i].lastseen.z += (float(Random() % 100) - 50) / 25; + player[i].lastchecktime = 3; } - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].attackkeydown=0; - player[i].throwkeydown=0; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething)player[i].targetyaw+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].crouchkeydown = 0; + player[i].attackkeydown = 0; + player[i].throwkeydown = 0; + + if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { + if (!player[i].avoidsomething) + player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); + else { + XYZ leftpos, rightpos; + float leftdist, rightdist; + leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); + rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); leftdist = distsq(&leftpos, &player[i].avoidwhere); rightdist = distsq(&rightpos, &player[i].avoidwhere); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; - - if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile)) - for(int k=0;k .8 && player[i].jumppower >= 5)) + player[i].jumpkeydown = 1; + + if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile)) + for (int k = 0; k < numenvsounds; k++) { + if (distsq(&player[i].coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (player[i].creature == rabbittype) * 3)) { + player[i].aitype = attacktypecutoff; } } - if(!player[0].dead&& - player[i].losupdatedelay<0&& - !editorenabled&& - player[i].occluded<2&& - ((tutoriallevel!=1||cananger)&&hostile)){ - player[i].losupdatedelay=.2; - if(distsq(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + if (!player[0].dead && + player[i].losupdatedelay < 0 && + !editorenabled && + player[i].occluded < 2 && + ((tutoriallevel != 1 || cananger) && hostile)) { + player[i].losupdatedelay = .2; + if (distsq(&player[i].coords, &player[0].coords) < 4 && animation[player[i].animTarget].height != lowheight) { + player[i].aitype = attacktypecutoff; + player[i].lastseentime = 1; } - if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight) + if (abs(Random() % 2) || animation[player[i].animTarget].height != lowheight) //TODO: factor out canSeePlayer() - if(distsq(&player[i].coords,&player[0].coords)<400) - if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) - if((checkcollide( - DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)* - player[i].scale+player[i].coords, - DoRotation(player[0].getJointFor(head).position,0,player[0].yaw,0)* - player[0].scale+player[0].coords)==-1)|| - (player[0].targetanimation==hanganim&&normaldotproduct( - player[0].facing,player[i].coords-player[0].coords)<0)){ - /* //TODO: changed j to 0 on a whim, make sure this is correct - (player[j].targetanimation==hanganim&&normaldotproduct( - player[j].facing,player[i].coords-player[j].coords)<0) - */ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + if (distsq(&player[i].coords, &player[0].coords) < 400) + if (normaldotproduct(player[i].facing, player[0].coords - player[i].coords) > 0) + if ((checkcollide( + DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)* + player[i].scale + player[i].coords, + DoRotation(player[0].jointPos(head), 0, player[0].yaw, 0)* + player[0].scale + player[0].coords) == -1) || + (player[0].animTarget == hanganim && normaldotproduct( + player[0].facing, player[i].coords - player[0].coords) < 0)) { + /* //TODO: changed j to 0 on a whim, make sure this is correct + (player[j].animTarget==hanganim&&normaldotproduct( + player[j].facing,player[i].coords-player[j].coords)<0) + */ + player[i].aitype = attacktypecutoff; + player[i].lastseentime = 1; } } //player escaped - if(player[i].lastseentime<0){ + if (player[i].lastseentime < 0) { //player[i].aitype=passivetype; numescaped++; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; } } - if(player[i].aitype!=gethelptype) - player[i].runninghowlong=0; + if (player[i].aitype != gethelptype) + player[i].runninghowlong = 0; //get help from buddies - if(player[i].aitype==gethelptype) { - player[i].runninghowlong+=multiplier; - player[i].aiupdatedelay-=multiplier; + if (player[i].aitype == gethelptype) { + player[i].runninghowlong += multiplier; + player[i].aiupdatedelay -= multiplier; - if(player[i].aiupdatedelay<0||player[i].ally==0) { - player[i].aiupdatedelay=.2; + if (player[i].aiupdatedelay < 0 || player[i].ally == 0) { + player[i].aiupdatedelay = .2; //find closest ally //TODO: factor out closest search somehow - if(!player[i].ally) { - int closest=-1; - float closestdist=-1; - for(int k=0;k0){ - player[i].targetyaw=roughDirectionTo(player[i].coords,player[player[i].ally].coords); - player[i].lookyaw=player[i].targetyaw; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - if(distsqflat(&player[i].coords,&player[player[i].ally].coords)<3){ - player[i].aitype=searchtype; - player[i].lastseentime=12; - player[player[i].ally].aitype=searchtype; - if(player[player[i].ally].lastseentime 0) { + player[i].targetyaw = roughDirectionTo(player[i].coords, player[player[i].ally].coords); + player[i].lookyaw = player[i].targetyaw; + player[i].aiupdatedelay = .05; + player[i].forwardkeydown = 1; + + if (distsqflat(&player[i].coords, &player[player[i].ally].coords) < 3) { + player[i].aitype = searchtype; + player[i].lastseentime = 12; + player[player[i].ally].aitype = searchtype; + if (player[player[i].ally].lastseentime < player[i].lastseentime) { + player[player[i].ally].lastseen = player[i].lastseen; + player[player[i].ally].lastseentime = player[i].lastseentime; + player[player[i].ally].lastchecktime = player[i].lastchecktime; } } - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetyaw+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); + if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { + if (!player[i].avoidsomething) + player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); + else { + XYZ leftpos, rightpos; + float leftdist, rightdist; + leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); + rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); leftdist = distsq(&leftpos, &player[i].avoidwhere); rightdist = distsq(&rightpos, &player[i].avoidwhere); - if(leftdist.8&&player[i].jumppower>=5) - player[i].jumpkeydown=1; + if (player[i].collided < 1 || player[i].animTarget != jumpupanim) + player[i].jumpkeydown = 0; + if (player[i].collided > .8 && player[i].jumppower >= 5) + player[i].jumpkeydown = 1; } //retreiving a weapon on the ground - if(player[i].aitype==getweapontype){ - player[i].aiupdatedelay-=multiplier; - player[i].lastchecktime-=multiplier; + if (player[i].aitype == getweapontype) { + player[i].aiupdatedelay -= multiplier; + player[i].lastchecktime -= multiplier; - if(player[i].aiupdatedelay<0){ - player[i].aiupdatedelay=.2; + if (player[i].aiupdatedelay < 0) { + player[i].aiupdatedelay = .2; //ALLY IS WEPON - if(player[i].ally<0){ - int closest=-1; - float closestdist=-1; - for(int k=0;k=0){ - if(weapons[player[i].ally].owner!=-1|| - distsq(&player[i].coords,&weapons[player[i].ally].position)>16){ - player[i].aitype=attacktypecutoff; - player[i].lastseentime=1; + if (!player[0].dead) + if (player[i].ally >= 0) { + if (weapons[player[i].ally].owner != -1 || + distsq(&player[i].coords, &weapons[player[i].ally].position) > 16) { + player[i].aitype = attacktypecutoff; + player[i].lastseentime = 1; } //TODO: factor these out as moveToward() - player[i].targetyaw=roughDirectionTo(player[i].coords,weapons[player[i].ally].position); - player[i].lookyaw=player[i].targetyaw; - player[i].aiupdatedelay=.05; - player[i].forwardkeydown=1; - - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){ - if(!player[i].avoidsomething) - player[i].targetyaw+=90*(player[i].whichdirection*2-1); - else{ - XYZ leftpos,rightpos; - float leftdist,rightdist; - leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0); - rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0); + player[i].targetyaw = roughDirectionTo(player[i].coords, weapons[player[i].ally].position); + player[i].lookyaw = player[i].targetyaw; + player[i].aiupdatedelay = .05; + player[i].forwardkeydown = 1; + + + if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) { + if (!player[i].avoidsomething) + player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); + else { + XYZ leftpos, rightpos; + float leftdist, rightdist; + leftpos = player[i].coords + DoRotation(player[i].facing, 0, 90, 0); + rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0); leftdist = distsq(&leftpos, &player[i].avoidwhere); rightdist = distsq(&rightpos, &player[i].avoidwhere); - if(leftdist.8&&player[i].jumppower>=5)) - player[i].jumpkeydown=1; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].attackkeydown = 0; + player[i].throwkeydown = 1; + player[i].crouchkeydown = 0; + if (player[i].animTarget != crouchremoveknifeanim && + player[i].animTarget != removeknifeanim) + player[i].throwtogglekeydown = 0; + player[i].drawkeydown = 0; + } + if (player[i].collided < 1 || player[i].animTarget != jumpupanim) + player[i].jumpkeydown = 0; + if ((player[i].collided > .8 && player[i].jumppower >= 5)) + player[i].jumpkeydown = 1; } - if(player[i].aitype==attacktypecutoff){ - player[i].aiupdatedelay-=multiplier; + if (player[i].aitype == attacktypecutoff) { + player[i].aiupdatedelay -= multiplier; //dodge or reverse rabbit kicks, knife throws, flips - if(player[i].damage.5) - player[i].stunned=1; + if (player[0].isFlip() && + !player[0].skeleton.free && + player[0].animTarget != walljumprightkickanim && + player[0].animTarget != walljumpleftkickanim) { + if (distsq(&player[0].coords, &player[i].coords) < 25) + if ((1 - player[i].damage / player[i].damagetolerance) > .5) + player[i].stunned = 1; } //go for weapon on the ground - if(player[i].wentforweapon<3) - for(int k=0;kterrain.getHeight(player[i].coords.x,player[i].coords.z)+10){ - XYZ test2=player[i].coords+player[i].facing; - test2.y+=5; - XYZ test=player[i].coords+player[i].facing; - test.y-=10; - j=checkcollide(test2,test,player[i].laststanding); - if(j==-1) - j=checkcollide(test2,test); - if(j==-1) { - player[i].velocity=0; + if (player[i].isRun() && !player[i].onground) + if (player[i].coords.y > terrain.getHeight(player[i].coords.x, player[i].coords.z) + 10) { + XYZ test2 = player[i].coords + player[i].facing; + test2.y += 5; + XYZ test = player[i].coords + player[i].facing; + test.y -= 10; + j = checkcollide(test2, test, player[i].laststanding); + if (j == -1) + j = checkcollide(test2, test); + if (j == -1) { + player[i].velocity = 0; player[i].setAnimation(player[i].getStop()); - player[i].targetyaw+=180; - player[i].stunned=.5; - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; + player[i].targetyaw += 180; + player[i].stunned = .5; + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; } else - player[i].laststanding=j; + player[i].laststanding = j; } //lose sight of player in the air (?) - if(player[0].coords.y>player[i].coords.y+5&& - animation[player[0].targetanimation].height!=highheight&& - !player[0].onterrain){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; + if (player[0].coords.y > player[i].coords.y + 5 && + animation[player[0].animTarget].height != highheight && + !player[0].onterrain) { + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; } //it's time to think (?) - if(player[i].aiupdatedelay<0&& - !animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim){ + if (player[i].aiupdatedelay < 0 && + !animation[player[i].animTarget].attack && + player[i].animTarget != staggerbackhighanim && + player[i].animTarget != staggerbackhardanim && + player[i].animTarget != backhandspringanim && + player[i].animTarget != dodgebackanim) { //draw weapon - if(player[i].weaponactive==-1&&player[i].num_weapons>0) - player[i].drawkeydown=Random()%2; + if (player[i].weaponactive == -1 && player[i].num_weapons > 0) + player[i].drawkeydown = Random() % 2; else - player[i].drawkeydown=0; - player[i].rabbitkickenabled=Random()%2; + player[i].drawkeydown = 0; + player[i].rabbitkickenabled = Random() % 2; //chase player - XYZ rotatetarget=player[0].coords+player[0].velocity; - XYZ targetpoint=player[0].coords; - if(distsq(&player[0].coords,&player[i].coords)< - distsq(&rotatetarget,&player[i].coords)) - targetpoint+=player[0].velocity* - findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity); - player[i].targetyaw=roughDirectionTo(player[i].coords,targetpoint); - player[i].lookyaw=player[i].targetyaw; - player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000); - - if(distsq(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1)) - player[i].forwardkeydown=1; - else if((distsq(&player[i].coords,&player[0].coords)>16|| - distsq(&player[i].coords,&player[0].coords)<9)&& - player[0].weaponactive!=-1) - player[i].forwardkeydown=1; - else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0)) - player[i].forwardkeydown=1; + XYZ rotatetarget = player[0].coords + player[0].velocity; + XYZ targetpoint = player[0].coords; + if (distsq(&player[0].coords, &player[i].coords) < + distsq(&rotatetarget, &player[i].coords)) + targetpoint += player[0].velocity * + findDistance(&player[0].coords, &player[i].coords) / findLength(&player[i].velocity); + player[i].targetyaw = roughDirectionTo(player[i].coords, targetpoint); + player[i].lookyaw = player[i].targetyaw; + player[i].aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000); + + if (distsq(&player[i].coords, &player[0].coords) > 5 && (player[0].weaponactive == -1 || player[i].weaponactive != -1)) + player[i].forwardkeydown = 1; + else if ((distsq(&player[i].coords, &player[0].coords) > 16 || + distsq(&player[i].coords, &player[0].coords) < 9) && + player[0].weaponactive != -1) + player[i].forwardkeydown = 1; + else if (Random() % 6 == 0 || (player[i].creature == wolftype && Random() % 3 == 0)) + player[i].forwardkeydown = 1; else - player[i].forwardkeydown=0; + player[i].forwardkeydown = 0; //chill out around the corpse - if(player[0].dead){ - player[i].forwardkeydown=0; - if(Random()%10==0) - player[i].forwardkeydown=1; - if(Random()%100==0){ - player[i].aitype=pathfindtype; - player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; - player[i].finalpathfindpoint=-1; - player[i].targetpathfindpoint=-1; - player[i].lastpathfindpoint=-1; - player[i].lastpathfindpoint2=-1; - player[i].lastpathfindpoint3=-1; - player[i].lastpathfindpoint4=-1; + if (player[0].dead) { + player[i].forwardkeydown = 0; + if (Random() % 10 == 0) + player[i].forwardkeydown = 1; + if (Random() % 100 == 0) { + player[i].aitype = pathfindtype; + player[i].finalfinaltarget = player[i].waypoints[player[i].waypoint]; + player[i].finalpathfindpoint = -1; + player[i].targetpathfindpoint = -1; + player[i].lastpathfindpoint = -1; + player[i].lastpathfindpoint2 = -1; + player[i].lastpathfindpoint3 = -1; + player[i].lastpathfindpoint4 = -1; } } - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].crouchkeydown=0; - player[i].throwkeydown=0; - - if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8) - player[i].targetyaw+=90*(player[i].whichdirection*2-1); + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].crouchkeydown = 0; + player[i].throwkeydown = 0; + + if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) + player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1); //attack!!! - if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype) - player[i].attackkeydown=1; + if (Random() % 2 == 0 || player[i].weaponactive != -1 || player[i].creature == wolftype) + player[i].attackkeydown = 1; else - player[i].attackkeydown=0; - if(player[i].isRun()&&Random()%6&&distsq(&player[i].coords,&player[0].coords)>7) - player[i].attackkeydown=0; + player[i].attackkeydown = 0; + if (player[i].isRun() && Random() % 6 && distsq(&player[i].coords, &player[0].coords) > 7) + player[i].attackkeydown = 0; //TODO: wat - if(player[i].aitype!=playercontrolled&& - (player[i].isIdle()|| - player[i].isCrouch()|| - player[i].isRun())){ - int target=-2; - for(int j=0;jcoords)<4&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==spinkickanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim|| - player[j].targetanimation==winduppunchanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==swordslashanim&& - (distsq(&player[j].coords,&player[i].coords)<2|| - player[i].weaponactive!=-1))){ - if(target>=0) - target=-1; + if (player[i].aitype != playercontrolled && + (player[i].isIdle() || + player[i].isCrouch() || + player[i].isRun())) { + int target = -2; + for (int j = 0; j < numplayers; j++) + if (j != i && !player[j].skeleton.free && + player[j].hasvictim && + (tutoriallevel == 1 && reversaltrain || + Random() % 2 == 0 && difficulty == 2 || + Random() % 4 == 0 && difficulty == 1 || + Random() % 8 == 0 && difficulty == 0 || + player[j].lastattack2 == player[j].animTarget && + player[j].lastattack3 == player[j].animTarget && + (Random() % 2 == 0 || difficulty == 2) || + (player[i].isIdle() || player[i].isRun()) && + player[j].weaponactive != -1 || + player[j].animTarget == swordslashanim && + player[i].weaponactive != -1 || + player[j].animTarget == staffhitanim || + player[j].animTarget == staffspinhitanim)) + if (distsq(&player[j].coords, &player[j].victim->coords) < 4 && + player[j].victim == &player[i] && + (player[j].animTarget == sweepanim || + player[j].animTarget == spinkickanim || + player[j].animTarget == staffhitanim || + player[j].animTarget == staffspinhitanim || + player[j].animTarget == winduppunchanim || + player[j].animTarget == upunchanim || + player[j].animTarget == wolfslapanim || + player[j].animTarget == knifeslashstartanim || + player[j].animTarget == swordslashanim && + (distsq(&player[j].coords, &player[i].coords) < 2 || + player[i].weaponactive != -1))) { + if (target >= 0) + target = -1; else - target=j; + target = j; } - if(target>=0) + if (target >= 0) player[target].Reverse(); } - if(player[i].collided<1) - player[i].jumpkeydown=0; - if(player[i].collided>.8&&player[i].jumppower>=5|| - distsq(&player[i].coords,&player[0].coords)>400&& - player[i].onterrain&& - player[i].creature==rabbittype) - player[i].jumpkeydown=1; + if (player[i].collided < 1) + player[i].jumpkeydown = 0; + if (player[i].collided > .8 && player[i].jumppower >= 5 || + distsq(&player[i].coords, &player[0].coords) > 400 && + player[i].onterrain && + player[i].creature == rabbittype) + player[i].jumpkeydown = 1; //TODO: why are we controlling the human? - if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) - player[0].jumpkeydown=0; - if(player[0].targetanimation==jumpdownanim&& - distsq(&player[0].coords,&player[i].coords)<40) - player[i].crouchkeydown=1; - if(player[i].jumpkeydown) - player[i].attackkeydown=0; - - if(tutoriallevel==1) - if(!canattack) - player[i].attackkeydown=0; - - - XYZ facing=player[i].coords; - XYZ flatfacing=player[0].coords; - facing.y+=player[i].getJointFor(head).position.y*player[i].scale; - flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale; - if(player[i].occluded>=2) - if(-1!=checkcollide(facing,flatfacing)){ - if(!player[i].pause) - player[i].lastseentime-=.2; - if(player[i].lastseentime<=0&& - (player[i].creature!=wolftype|| - player[i].weaponstuck==-1)){ - player[i].aitype=searchtype; - player[i].lastchecktime=12; - player[i].lastseen=player[0].coords; - player[i].lastseentime=12; + if (normaldotproduct(player[i].facing, player[0].coords - player[i].coords) > 0) + player[0].jumpkeydown = 0; + if (player[0].animTarget == jumpdownanim && + distsq(&player[0].coords, &player[i].coords) < 40) + player[i].crouchkeydown = 1; + if (player[i].jumpkeydown) + player[i].attackkeydown = 0; + + if (tutoriallevel == 1) + if (!canattack) + player[i].attackkeydown = 0; + + + XYZ facing = player[i].coords; + XYZ flatfacing = player[0].coords; + facing.y += player[i].jointPos(head).y * player[i].scale; + flatfacing.y += player[0].jointPos(head).y * player[0].scale; + if (player[i].occluded >= 2) + if (-1 != checkcollide(facing, flatfacing)) { + if (!player[i].pause) + player[i].lastseentime -= .2; + if (player[i].lastseentime <= 0 && + (player[i].creature != wolftype || + player[i].weaponstuck == -1)) { + player[i].aitype = searchtype; + player[i].lastchecktime = 12; + player[i].lastseen = player[0].coords; + player[i].lastseentime = 12; } - }else - player[i].lastseentime=1; + } else + player[i].lastseentime = 1; } } - if(animation[player[0].targetanimation].height==highheight&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype)) - if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){ - XYZ test=player[0].coords; - test.y-=40; - if(-1==checkcollide(player[0].coords,test)) - player[i].stunned=1; + if (animation[player[0].animTarget].height == highheight && + (player[i].aitype == attacktypecutoff || + player[i].aitype == searchtype)) + if (player[0].coords.y > terrain.getHeight(player[0].coords.x, player[0].coords.z) + 10) { + XYZ test = player[0].coords; + test.y -= 40; + if (-1 == checkcollide(player[0].coords, test)) + player[i].stunned = 1; } //stunned - if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)|| - player[i].stunned>0|| - player[i].pause&&player[i].damage>player[i].superpermanentdamage){ - if(player[i].pause) - player[i].lastseentime=1; - player[i].targetyaw=player[i].yaw; - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].attackkeydown=0; - player[i].crouchkeydown=0; - player[i].throwkeydown=0; + if (player[i].aitype == passivetype && !(player[i].numwaypoints > 1) || + player[i].stunned > 0 || + player[i].pause && player[i].damage > player[i].superpermanentdamage) { + if (player[i].pause) + player[i].lastseentime = 1; + player[i].targetyaw = player[i].yaw; + player[i].forwardkeydown = 0; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].jumpkeydown = 0; + player[i].attackkeydown = 0; + player[i].crouchkeydown = 0; + player[i].throwkeydown = 0; } XYZ facing; - facing=0; - facing.z=-1; - - XYZ flatfacing=DoRotation(facing,0,player[i].yaw+180,0); - facing=flatfacing; - - if(player[i].aitype==attacktypecutoff){ - player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[0].coords); - player[i].targetheadpitch=pitchTo(player[i].coords,player[0].coords); - }else if(player[i].howactive>=typesleeping){ - player[i].targetheadyaw=player[i].targetyaw; - player[i].targetheadpitch=0; - }else{ - if(player[i].interestdelay<=0){ - player[i].interestdelay=.7+(float)(abs(Random()%100))/100; - player[i].headtarget=player[i].coords; - player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100; - player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100; - player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300; - player[i].headtarget+=player[i].facing*1.5; - } - player[i].targetheadyaw=180-roughDirectionTo(player[i].coords,player[i].headtarget); - player[i].targetheadpitch=pitchTo(player[i].coords,player[i].headtarget); + facing = 0; + facing.z = -1; + + XYZ flatfacing = DoRotation(facing, 0, player[i].yaw + 180, 0); + facing = flatfacing; + + if (player[i].aitype == attacktypecutoff) { + player[i].targetheadyaw = 180 - roughDirectionTo(player[i].coords, player[0].coords); + player[i].targetheadpitch = pitchTo(player[i].coords, player[0].coords); + } else if (player[i].howactive >= typesleeping) { + player[i].targetheadyaw = player[i].targetyaw; + player[i].targetheadpitch = 0; + } else { + if (player[i].interestdelay <= 0) { + player[i].interestdelay = .7 + (float)(abs(Random() % 100)) / 100; + player[i].headtarget = player[i].coords; + player[i].headtarget.x += (float)(abs(Random() % 200) - 100) / 100; + player[i].headtarget.z += (float)(abs(Random() % 200) - 100) / 100; + player[i].headtarget.y += (float)(abs(Random() % 200) - 100) / 300; + player[i].headtarget += player[i].facing * 1.5; + } + player[i].targetheadyaw = 180 - roughDirectionTo(player[i].coords, player[i].headtarget); + player[i].targetheadpitch = pitchTo(player[i].coords, player[i].headtarget); } } } -void updateSettingsMenu(){ +void updateSettingsMenu() +{ char sbuf[256]; - if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59) - sprintf (sbuf, "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight); + if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59) + sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight); else - sprintf (sbuf, "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight); - Menu::setText(0,sbuf); - if(newdetail==0) Menu::setText(1,"Detail: Low"); - if(newdetail==1) Menu::setText(1,"Detail: Medium"); - if(newdetail==2) Menu::setText(1,"Detail: High"); - if(bloodtoggle==0) Menu::setText(2,"Blood: Off"); - if(bloodtoggle==1) Menu::setText(2,"Blood: On, low detail"); - if(bloodtoggle==2) Menu::setText(2,"Blood: On, high detail (slower)"); - if(difficulty==0) Menu::setText(3,"Difficulty: Easier"); - if(difficulty==1) Menu::setText(3,"Difficulty: Difficult"); - if(difficulty==2) Menu::setText(3,"Difficulty: Insane"); - Menu::setText(4,ismotionblur?"Blur Effects: Enabled (less compatible)":"Blur Effects: Disabled (more compatible)"); - Menu::setText(5,decals?"Decals: Enabled (slower)":"Decals: Disabled"); - Menu::setText(6,musictoggle?"Music: Enabled":"Music: Disabled"); - Menu::setText(9,invertmouse?"Invert mouse: Yes":"Invert mouse: No"); - sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity*5)); - Menu::setText(10,sbuf); - sprintf (sbuf, "Volume: %d%%", (int)(volume*100)); - Menu::setText(11,sbuf); - Menu::setText(13,showdamagebar?"Damage Bar: On":"Damage Bar: Off"); - if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth) + sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight); + Menu::setText(0, sbuf); + if (newdetail == 0) Menu::setText(1, "Detail: Low"); + if (newdetail == 1) Menu::setText(1, "Detail: Medium"); + if (newdetail == 2) Menu::setText(1, "Detail: High"); + if (bloodtoggle == 0) Menu::setText(2, "Blood: Off"); + if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail"); + if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)"); + if (difficulty == 0) Menu::setText(3, "Difficulty: Easier"); + if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult"); + if (difficulty == 2) Menu::setText(3, "Difficulty: Insane"); + Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)"); + Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled"); + Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled"); + Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No"); + sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5)); + Menu::setText(10, sbuf); + sprintf (sbuf, "Volume: %d%%", (int)(volume * 100)); + Menu::setText(11, sbuf); + Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off"); + if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth) sprintf (sbuf, "Back"); else sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)"); - Menu::setText(8,sbuf); + Menu::setText(8, sbuf); } -void updateStereoConfigMenu(){ +void updateStereoConfigMenu() +{ char sbuf[256]; sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode)); - Menu::setText(0,sbuf); + Menu::setText(0, sbuf); sprintf(sbuf, "Stereo separation: %.3f", stereoseparation); - Menu::setText(1,sbuf); + Menu::setText(1, sbuf); sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); - Menu::setText(2,sbuf); + Menu::setText(2, sbuf); } -void updateControlsMenu(){ - Menu::setText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey))); - Menu::setText(1,(string)"Back: " +(keyselect==1?"_":Input::keyToChar(backkey))); - Menu::setText(2,(string)"Left: " +(keyselect==2?"_":Input::keyToChar(leftkey))); - Menu::setText(3,(string)"Right: " +(keyselect==3?"_":Input::keyToChar(rightkey))); - Menu::setText(4,(string)"Crouch: " +(keyselect==4?"_":Input::keyToChar(crouchkey))); - Menu::setText(5,(string)"Jump: " +(keyselect==5?"_":Input::keyToChar(jumpkey))); - Menu::setText(6,(string)"Draw: " +(keyselect==6?"_":Input::keyToChar(drawkey))); - Menu::setText(7,(string)"Throw: " +(keyselect==7?"_":Input::keyToChar(throwkey))); - Menu::setText(8,(string)"Attack: " +(keyselect==8?"_":Input::keyToChar(attackkey))); - if(debugmode) - Menu::setText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey))); +void updateControlsMenu() +{ + Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey))); + Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey))); + Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey))); + Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey))); + Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey))); + Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey))); + Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey))); + Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey))); + Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey))); + if (debugmode) + Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey))); } /* @@ -5558,599 +5863,614 @@ Values of mainmenu : 18 stereo configuration */ -void Game::LoadMenu(){ - Menu::clearMenu(); - switch(mainmenu) { +void Game::LoadMenu() +{ + Menu::clearMenu(); + switch (mainmenu) { + case 1: + case 2: + Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128); + Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32); + Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32); + Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32); + break; + case 3: + Menu::addButton( 0, "", 10 + 20, 440); + Menu::addButton( 1, "", 10 + 60, 405); + Menu::addButton( 2, "", 10 + 70, 370); + Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000); + Menu::addButton( 4, "", 10 , 335); + Menu::addButton( 5, "", 10 + 60, 300); + Menu::addButton( 6, "", 10 + 70, 265); + Menu::addButton( 9, "", 10 , 230); + Menu::addButton(10, "", 20 , 195); + Menu::addButton(11, "", 10 + 60, 160); + Menu::addButton(13, "", 30 , 125); + Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90); + Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55); + Menu::addButton(8, "Back", 10, 10); + updateSettingsMenu(); + break; + case 4: + Menu::addButton(0, "", 10 , 400); + Menu::addButton(1, "", 10 + 40, 360); + Menu::addButton(2, "", 10 + 40, 320); + Menu::addButton(3, "", 10 + 30, 280); + Menu::addButton(4, "", 10 + 20, 240); + Menu::addButton(5, "", 10 + 40, 200); + Menu::addButton(6, "", 10 + 40, 160); + Menu::addButton(7, "", 10 + 30, 120); + Menu::addButton(8, "", 10 + 20, 80); + if (debugmode) + Menu::addButton(9, "", 10 + 10, 40); + Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10); + updateControlsMenu(); + break; + case 5: { + LoadCampaign(); + Menu::addLabel(-1, accountactive->getName(), 5, 400); + Menu::addButton(1, "Tutorial", 5, 300); + Menu::addButton(2, "Challenge", 5, 240); + Menu::addButton(3, "Delete User", 400, 10); + Menu::addButton(4, "Main Menu", 5, 10); + Menu::addButton(5, "Change User", 5, 180); + Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420); + + //show campaign map + //with (2,-5) offset from old code + Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400); + //show levels + int numlevels = accountactive->getCampaignChoicesMade(); + numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1; + for (int i = 0; i < numlevels; i++) { + XYZ midpoint = campaignlevels[i].getCenter(); + float itemsize = campaignlevels[i].getWidth(); + const bool active = i >= accountactive->getCampaignChoicesMade(); + if (!active) + itemsize /= 2; + + if (i >= 1) { + XYZ start = campaignlevels[i - 1].getCenter(); + 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); + } + Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture, + midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0); + + if (active) { + Menu::addMapLabel(-2, campaignlevels[i].description, + campaignlevels[i].getStartX() + 10, + campaignlevels[i].getStartY() - 4); + } + } + } + break; + case 6: + Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400); + Menu::addButton(1, "Yes", 10, 360); + Menu::addButton(2, "No", 10, 320); + break; + case 7: + if (Account::getNbAccounts() < 8) + Menu::addButton(0, "New User", 10, 400); + else + Menu::addLabel(0, "No More Users", 10, 400); + Menu::addLabel(-2, "", 20, 400); + Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10); + for (int i = 0; i < Account::getNbAccounts(); i++) + Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1)); + break; + case 8: + Menu::addButton(0, "Easier", 10, 400); + Menu::addButton(1, "Difficult", 10, 360); + Menu::addButton(2, "Insane", 10, 320); + break; + case 9: + for (int i = 0; i < numchallengelevels; i++) { + char temp[255]; + string name = ""; + sprintf (temp, "Level %d", i + 1); + for (int j = strlen(temp); j < 17; j++) + strcat(temp, " "); + name += temp; + sprintf (temp, "%d", (int)accountactive->getHighScore(i)); + for (int j = strlen(temp); j < (32 - 17); j++) + strcat(temp, " "); + name += temp; + sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60)); + if ((int)(accountactive->getFastTime(i)) % 60 < 10) + strcat(temp, "0"); + name += temp; + sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60); + name += temp; + + Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0); + } + + Menu::addButton(-1, " High Score Best Time", 10, 440); + Menu::addButton(numchallengelevels, "Back", 10, 10); + break; + case 10: { + Menu::addLabel(0, "Congratulations!", 220, 330); + Menu::addLabel(1, "You have avenged your family and", 140, 300); + Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270); + Menu::addButton(3, "Back", 10, 10); + char sbuf[256]; + sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore()); + Menu::addLabel(4, sbuf, 190, 200); + sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore()); + Menu::addLabel(5, sbuf, 190, 180); + } + break; + case 18: + Menu::addButton(0, "", 70, 400); + Menu::addButton(1, "", 10, 360); + Menu::addButton(2, "", 40, 320); + Menu::addButton(3, "Back", 10, 10); + updateStereoConfigMenu(); + break; + } +} + +extern SDL_Rect **resolutions; + +void MenuTick() +{ + //menu buttons + selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight); + + // some specific case where we do something even if the left mouse button is not pressed. + if ((mainmenu == 5) && (endgame == 2)) { + accountactive->endGame(); + endgame = 0; + } + if (mainmenu == 10) + endgame = 2; + if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) { + stereoseparation -= 0.001; + updateStereoConfigMenu(); + } + + static int oldmainmenu = mainmenu; + + char sbuf[256]; + + if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus + switch (mainmenu) { case 1: case 2: - Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128); - Menu::addButtonImage(1,Mainmenuitems[mainmenu==1?1:5],18,480-152-32,128,32); - Menu::addButtonImage(2,Mainmenuitems[2],18,480-228-32,112,32); - Menu::addButtonImage(3,Mainmenuitems[mainmenu==1?3:6],18,480-306-32,mainmenu==1?68:132,32); - break; + switch (selected) { + case 1: + if (gameon) { //resume + mainmenu = 0; + pause_sound(stream_menutheme); + resume_stream(leveltheme); + } else { //new game + fireSound(firestartsound); + flash(); + mainmenu = (accountactive ? 5 : 7); + selected = -1; + } + break; + case 2: //options + fireSound(); + flash(); + mainmenu = 3; + if (newdetail > 2) + newdetail = detail; + if (newdetail < 0) + newdetail = detail; + if (newscreenwidth > 3000) + newscreenwidth = screenwidth; + if (newscreenwidth < 0) + newscreenwidth = screenwidth; + if (newscreenheight > 3000) + newscreenheight = screenheight; + if (newscreenheight < 0) + newscreenheight = screenheight; + break; + case 3: + fireSound(); + flash(); + if (gameon) { //end game + gameon = 0; + mainmenu = 1; + } else { //quit + tryquit = 1; + pause_sound(stream_menutheme); + } + break; + } + break; case 3: - Menu::addButton( 0,"",10+20,440); - Menu::addButton( 1,"",10+60,405); - Menu::addButton( 2,"",10+70,370); - Menu::addButton( 3,"",10+20-1000,335-1000); - Menu::addButton( 4,"",10 ,335); - Menu::addButton( 5,"",10+60,300); - Menu::addButton( 6,"",10+70,265); - Menu::addButton( 9,"",10 ,230); - Menu::addButton(10,"",20 ,195); - Menu::addButton(11,"",10+60,160); - Menu::addButton(13,"",30 ,125); - Menu::addButton( 7,"-Configure Controls-",10+15, 90); - Menu::addButton(12,"-Configure Stereo -",10+15, 55); - Menu::addButton(8,"Back",10,10); + fireSound(); + bool isCustomResolution, found; + switch (selected) { + case 0: + isCustomResolution = true; + found = false; + for (int i = 0; (!found) && (resolutions[i]); i++) { + if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) + isCustomResolution = false; + + if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { + i++; + if (resolutions[i] != NULL) { + newscreenwidth = (int) resolutions[i]->w; + newscreenheight = (int) resolutions[i]->h; + } else if (isCustomResolution) { + if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } else { + newscreenwidth = screenwidth; + newscreenheight = screenheight; + } + } else { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } + found = true; + } + } + + if (!found) { + newscreenwidth = (int) resolutions[0]->w; + newscreenheight = (int) resolutions[0]->h; + } + break; + case 1: + newdetail++; + if (newdetail > 2) + newdetail = 0; + break; + case 2: + bloodtoggle++; + if (bloodtoggle > 2) + bloodtoggle = 0; + break; + case 3: + difficulty++; + if (difficulty > 2) + difficulty = 0; + break; + case 4: + ismotionblur = !ismotionblur; + break; + case 5: + decals = !decals; + break; + case 6: + musictoggle = !musictoggle; + if (musictoggle) { + emit_stream_np(stream_menutheme); + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; + } + } + break; + case 7: // controls + flash(); + mainmenu = 4; + selected = -1; + keyselect = -1; + break; + case 8: + flash(); + SaveSettings(); + mainmenu = gameon ? 2 : 1; + break; + case 9: + invertmouse = !invertmouse; + break; + case 10: + usermousesensitivity += .2; + if (usermousesensitivity > 2) + usermousesensitivity = .2; + break; + case 11: + volume += .1f; + if (volume > 1.0001f) + volume = 0; + OPENAL_SetSFXMasterVolume((int)(volume * 255)); + break; + case 12: + flash(); + newstereomode = stereomode; + mainmenu = 18; + keyselect = -1; + break; + case 13: + showdamagebar = !showdamagebar; + break; + } updateSettingsMenu(); - break; + break; case 4: - Menu::addButton(0,"",10 ,400); - Menu::addButton(1,"",10+40,360); - Menu::addButton(2,"",10+40,320); - Menu::addButton(3,"",10+30,280); - Menu::addButton(4,"",10+20,240); - Menu::addButton(5,"",10+40,200); - Menu::addButton(6,"",10+40,160); - Menu::addButton(7,"",10+30,120); - Menu::addButton(8,"",10+20,80); - if(debugmode) - Menu::addButton(9,"",10+10,40); - Menu::addButton(debugmode?10:9,"Back",10,10); - updateControlsMenu(); - break; - case 5: { - LoadCampaign(); - Menu::addLabel(-1,accountactive->getName(),5,400); - Menu::addButton(1,"Tutorial",5,300); - Menu::addButton(2,"Challenge",5,240); - Menu::addButton(3,"Delete User",400,10); - Menu::addButton(4,"Main Menu",5,10); - Menu::addButton(5,"Change User",5,180); - Menu::addButton(6,"Campaign : "+accountactive->getCurrentCampaign(),200,420); - - //show campaign map - //with (2,-5) offset from old code - Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400); - //show levels - int numlevels = accountactive->getCampaignChoicesMade(); - numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1; - for(int i=0;i=accountactive->getCampaignChoicesMade(); - if(!active) - itemsize/=2; - - if(i>=1){ - XYZ start=campaignlevels[i-1].getCenter(); - 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); + if (!waiting) { + fireSound(); + if (selected < (debugmode ? 10 : 9) && keyselect == -1) + keyselect = selected; + if (keyselect != -1) + setKeySelected(); + if (selected == (debugmode ? 10 : 9)) { + flash(); + mainmenu = 3; } - Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture, - midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0); - - if(active){ - Menu::addMapLabel(-2,campaignlevels[i].description, - campaignlevels[i].getStartX()+10, - campaignlevels[i].getStartY()-4); + } + updateControlsMenu(); + break; + case 5: + fireSound(); + flash(); + if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = 7; + if (firstload) + TickOnceAfter(); + else + LoadStuff(); + whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade(); + actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0); + visibleloading = 1; + stillloading = 1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign = 1; + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + } + switch (selected) { + case 1: + startbonustotal = 0; + + loading = 2; + loadtime = 0; + targetlevel = -1; + if (firstload) { + TickOnceAfter(); + } else + LoadStuff(); + Loadlevel(-1); + + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + break; + case 2: + mainmenu = 9; + break; + case 3: + mainmenu = 6; + break; + case 4: + mainmenu = (gameon ? 2 : 1); + break; + case 5: + mainmenu = 7; + break; + case 6: + vector campaigns = ListCampaigns(); + vector::iterator c; + if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) { + if (!campaigns.empty()) + accountactive->setCurrentCampaign(campaigns.front()); + } else { + c++; + if (c == campaigns.end()) + c = campaigns.begin(); + accountactive->setCurrentCampaign(*c); } + LoadMenu(); + break; } - } break; + break; case 6: - Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400); - Menu::addButton(1,"Yes",10,360); - Menu::addButton(2,"No",10,320); + fireSound(); + if (selected == 1) { + flash(); + accountactive = Account::destroy(accountactive); + mainmenu = 7; + } else if (selected == 2) { + flash(); + mainmenu = 5; + } break; case 7: - if(Account::getNbAccounts()<8) - Menu::addButton(0,"New User",10,400); - else - Menu::addLabel(0,"No More Users",10,400); - Menu::addLabel(-2,"",20,400); - Menu::addButton(Account::getNbAccounts()+1,"Back",10,10); - for(int i=0;igetName(),10,340-20*(i+1)); + fireSound(); + if (selected == 0 && Account::getNbAccounts() < 8) { + entername = 1; + } else if (selected < Account::getNbAccounts() + 1) { + flash(); + mainmenu = 5; + accountactive = Account::get(selected - 1); + } else if (selected == Account::getNbAccounts() + 1) { + flash(); + if (accountactive) + mainmenu = 5; + else + mainmenu = 1; + for (int j = 0; j < 255; j++) { + displaytext[0][j] = 0; + } + displaychars[0] = 0; + displayselected = 0; + entername = 0; + } break; case 8: - Menu::addButton(0,"Easier",10,400); - Menu::addButton(1,"Difficult",10,360); - Menu::addButton(2,"Insane",10,320); + fireSound(); + flash(); + if (selected <= 2) + accountactive->setDifficulty(selected); + mainmenu = 5; break; case 9: - for(int i=0;igetHighScore(i)); - for(int j=strlen(temp);j<(32-17);j++) - strcat(temp," "); - name+=temp; - sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60)); - if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0"); - name+=temp; - sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60); - name+=temp; - - Menu::addButton(i,name,10,400-i*25,i>accountactive->getProgress()?0.5:1,0,0); - } - - Menu::addButton(-1," High Score Best Time",10,440); - Menu::addButton(numchallengelevels,"Back",10,10); - break; - case 10: { - Menu::addLabel(0,"Congratulations!",220,330); - Menu::addLabel(1,"You have avenged your family and",140,300); - Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270); - Menu::addButton(3,"Back",10,10); - char sbuf[256]; - sprintf(sbuf,"Your score: %d",(int)accountactive->getCampaignScore()); - Menu::addLabel(4,sbuf,190,200); - sprintf(sbuf,"Highest score: %d",(int)accountactive->getCampaignHighScore()); - Menu::addLabel(5,sbuf,190,180); - } break; - case 18: - Menu::addButton(0,"",70,400); - Menu::addButton(1,"",10,360); - Menu::addButton(2,"",40,320); - Menu::addButton(3,"Back",10,10); - updateStereoConfigMenu(); - break; - } -} + if (selected < numchallengelevels && selected <= accountactive->getProgress()) { + fireSound(); + flash(); -extern SDL_Rect **resolutions; + startbonustotal = 0; -void MenuTick(){ - //menu buttons - selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight); + loading = 2; + loadtime = 0; + targetlevel = selected; + if (firstload) + TickOnceAfter(); + else + LoadStuff(); + Loadlevel(selected); + campaign = 0; - // some specific case where we do something even if the left mouse button is not pressed. - if((mainmenu==5) && (endgame==2)) { - accountactive->endGame(); - endgame=0; - } - if(mainmenu==10) - endgame=2; - if(mainmenu==18 && Input::isKeyPressed(MOUSEBUTTON2) && selected==1){ - stereoseparation-=0.001; - updateStereoConfigMenu(); + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + } + if (selected == numchallengelevels) { + fireSound(); + flash(); + mainmenu = 5; + } + break; + case 10: + if (selected == 3) { + fireSound(); + flash(); + mainmenu = 5; + } + break; + case 18: + if (selected == 1) + stereoseparation += 0.001; + else { + fireSound(); + if (selected == 0) { + newstereomode = (StereoMode)(newstereomode + 1); + while (!CanInitStereo(newstereomode)) { + printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); + newstereomode = (StereoMode)(newstereomode + 1); + if (newstereomode >= stereoCount) + newstereomode = stereoNone; + } + } else if (selected == 2) { + stereoreverse = !stereoreverse; + } else if (selected == 3) { + flash(); + mainmenu = 3; + + stereomode = newstereomode; + InitStereo(stereomode); + } + } + updateStereoConfigMenu(); + break; + } } - static int oldmainmenu=mainmenu; - - char sbuf[256]; - - if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus - switch(mainmenu) { - case 1: - case 2: - switch(selected) { - case 1: - if(gameon) { //resume - mainmenu=0; - pause_sound(stream_menutheme); - resume_stream(leveltheme); - } else { //new game - fireSound(firestartsound); - flash(); - mainmenu=(accountactive?5:7); - selected=-1; - } - break; - case 2: //options - fireSound(); - flash(); - mainmenu=3; - if(newdetail>2) newdetail=detail; - if(newdetail<0) newdetail=detail; - if(newscreenwidth>3000) newscreenwidth=screenwidth; - if(newscreenwidth<0) newscreenwidth=screenwidth; - if(newscreenheight>3000) newscreenheight=screenheight; - if(newscreenheight<0) newscreenheight=screenheight; - break; - case 3: - fireSound(); - flash(); - if(gameon){ //end game - gameon=0; - mainmenu=1; - } else { //quit - tryquit=1; - pause_sound(stream_menutheme); - } - break; - } - break; - case 3: - fireSound(); - bool isCustomResolution,found; - switch(selected){ - case 0: - isCustomResolution = true; - found = false; - for(int i = 0; (!found) && (resolutions[i]); i++) { - if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth)) - isCustomResolution = false; - - if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) { - i++; - if(resolutions[i] != NULL) { - newscreenwidth = (int) resolutions[i]->w; - newscreenheight = (int) resolutions[i]->h; - } else if(isCustomResolution){ - if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } else { - newscreenwidth = screenwidth; - newscreenheight = screenheight; - } - } else { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - found = true; - } - } - - if(!found) { - newscreenwidth = (int) resolutions[0]->w; - newscreenheight = (int) resolutions[0]->h; - } - break; - case 1: - newdetail++; - if(newdetail>2) newdetail=0; - break; - case 2: - bloodtoggle++; - if(bloodtoggle>2) bloodtoggle=0; - break; - case 3: - difficulty++; - if(difficulty>2) difficulty=0; - break; - case 4: - ismotionblur = !ismotionblur; - break; - case 5: - decals = !decals; - break; - case 6: - musictoggle = !musictoggle; - if(musictoggle) { - emit_stream_np(stream_menutheme); - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - break; - case 7: // controls - flash(); - mainmenu=4; - selected=-1; - keyselect=-1; - break; - case 8: - flash(); - SaveSettings(); - mainmenu=gameon?2:1; - break; - case 9: - invertmouse = !invertmouse; - break; - case 10: - usermousesensitivity+=.2; - if(usermousesensitivity>2) - usermousesensitivity=.2; - break; - case 11: - volume+=.1f; - if(volume>1.0001f) - volume=0; - OPENAL_SetSFXMasterVolume((int)(volume*255)); - break; - case 12: - flash(); - newstereomode = stereomode; - mainmenu=18; - keyselect=-1; - break; - case 13: - showdamagebar = !showdamagebar; - break; - } - updateSettingsMenu(); - break; - case 4: - if(!waiting) { - fireSound(); - if(selected<(debugmode?10:9) && keyselect==-1) - keyselect=selected; - if(keyselect!=-1) - setKeySelected(); - if(selected==(debugmode?10:9)){ - flash(); - mainmenu=3; - } - } - updateControlsMenu(); - break; - case 5: - fireSound(); - flash(); - if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) { - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=7; - if(firstload) - TickOnceAfter(); - else - LoadStuff(); - whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade(); - actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0); - visibleloading=1; - stillloading=1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - switch(selected){ - case 1: - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=-1; - if(firstload) { - TickOnceAfter(); - } else - LoadStuff(); - Loadlevel(-1); - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - break; - case 2: - mainmenu=9; - break; - case 3: - mainmenu=6; - break; - case 4: - mainmenu=(gameon?2:1); - break; - case 5: - mainmenu=7; - break; - case 6: - vector campaigns = ListCampaigns(); - vector::iterator c; - if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) { - if(!campaigns.empty()) - accountactive->setCurrentCampaign(campaigns.front()); - } else { - c++; - if(c==campaigns.end()) - c=campaigns.begin(); - accountactive->setCurrentCampaign(*c); - } - LoadMenu(); - break; - } - break; - case 6: - fireSound(); - if(selected==1) { - flash(); - accountactive = Account::destroy(accountactive); - mainmenu=7; - } else if(selected==2) { - flash(); - mainmenu=5; - } - break; - case 7: - fireSound(); - if(selected==0 && Account::getNbAccounts()<8){ - entername=1; - } else if (selected < Account::getNbAccounts()+1) { - flash(); - mainmenu=5; - accountactive=Account::get(selected-1); - } else if (selected == Account::getNbAccounts()+1) { - flash(); - if(accountactive) - mainmenu=5; - else - mainmenu=1; - for(int j=0;j<255;j++){ - displaytext[0][j]=0; - } - displaychars[0]=0; - displayselected=0; - entername=0; - } - break; - case 8: - fireSound(); - flash(); - if(selected<=2) - accountactive->setDifficulty(selected); - mainmenu=5; - break; - case 9: - if(selectedgetProgress()){ - fireSound(); - flash(); - - startbonustotal=0; - - loading=2; - loadtime=0; - targetlevel=selected; - if(firstload) - TickOnceAfter(); - else - LoadStuff(); - Loadlevel(selected); - campaign=0; - - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); - } - if(selected==numchallengelevels){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 10: - if(selected==3){ - fireSound(); - flash(); - mainmenu=5; - } - break; - case 18: - if(selected==1) - stereoseparation+=0.001; - else { - fireSound(); - if(selected==0){ - newstereomode = (StereoMode)(newstereomode + 1); - while(!CanInitStereo(newstereomode)){ - printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode); - newstereomode = (StereoMode)(newstereomode + 1); - if(newstereomode >= stereoCount) - newstereomode = stereoNone; - } - } else if(selected==2) { - stereoreverse = !stereoreverse; - } else if(selected==3) { - flash(); - mainmenu=3; - - stereomode = newstereomode; - InitStereo(stereomode); - } - } - updateStereoConfigMenu(); - break; - } - } - - if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { + if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { + tryquit = 1; + if (mainmenu == 3) { SaveSettings(); } } OPENAL_SetFrequency(channels[stream_menutheme], 22050); - if(entername){ - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { // the input as finished - if(displaychars[0]){ // with enter + if (entername) { + inputText(displaytext[0], &displayselected, &displaychars[0]); + if (!waiting) { // the input as finished + if (displaychars[0]) { // with enter accountactive = Account::add(string(displaytext[0])); - mainmenu=8; + mainmenu = 8; flash(); fireSound(firestartsound); - for(int i=0;i<255;i++){ - displaytext[0][i]=0; + for (int i = 0; i < 255; i++) { + displaytext[0][i] = 0; } - displaychars[0]=0; + displaychars[0] = 0; - displayselected=0; + displayselected = 0; } - entername=0; + entername = 0; LoadMenu(); } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; + + displayblinkdelay -= multiplier; + if (displayblinkdelay <= 0) { + displayblinkdelay = .3; + displayblink = 1 - displayblink; } } - if(entername){ - Menu::setText(0,displaytext[0],20,400,-1,-1); - Menu::setText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1); + if (entername) { + Menu::setText(0, displaytext[0], 20, 400, -1, -1); + Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); } - if(oldmainmenu!=mainmenu) + if (oldmainmenu != mainmenu) LoadMenu(); - oldmainmenu=mainmenu; + oldmainmenu = mainmenu; } -void Game::Tick(){ - static XYZ facing,flatfacing; - static int target; +void Game::Tick() +{ + static XYZ facing, flatfacing; + static int target; - for(int i=0;i<15;i++){ - displaytime[i]+=multiplier; - } + for (int i = 0; i < 15; i++) { + displaytime[i] += multiplier; + } - keyboardfrozen=false; + keyboardfrozen = false; Input::Tick(); - if(Input::isKeyPressed(SDLK_F6)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoreverse=true; - else - stereoreverse=false; - - if(stereoreverse) - printf("Stereo reversed\n"); - else - printf("Stereo unreversed\n"); - } - - if(Input::isKeyDown(SDLK_F7)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoseparation -= 0.001; - else - stereoseparation -= 0.010; - printf("Stereo decreased increased to %f\n", stereoseparation); - } - - if(Input::isKeyDown(SDLK_F8)){ - if(Input::isKeyDown(SDLK_LSHIFT)) - stereoseparation += 0.001; - else - stereoseparation += 0.010; - printf("Stereo separation increased to %f\n", stereoseparation); - } - - - if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){ - if(tutorialstage!=51) - tutorialstagetime=tutorialmaxtime; - emit_sound_np(consolefailsound, 128.); - } + if (Input::isKeyPressed(SDLK_F6)) { + if (Input::isKeyDown(SDLK_LSHIFT)) + stereoreverse = true; + else + stereoreverse = false; + + if (stereoreverse) + printf("Stereo reversed\n"); + else + printf("Stereo unreversed\n"); + } + + if (Input::isKeyDown(SDLK_F7)) { + if (Input::isKeyDown(SDLK_LSHIFT)) + stereoseparation -= 0.001; + else + stereoseparation -= 0.010; + printf("Stereo decreased increased to %f\n", stereoseparation); + } + + if (Input::isKeyDown(SDLK_F8)) { + if (Input::isKeyDown(SDLK_LSHIFT)) + stereoseparation += 0.001; + else + stereoseparation += 0.010; + printf("Stereo separation increased to %f\n", stereoseparation); + } + + + if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) { + if (tutorialstage != 51) + tutorialstagetime = tutorialmaxtime; + emit_sound_np(consolefailsound, 128.); + } /* Values of mainmenu : @@ -6167,324 +6487,330 @@ void Game::Tick(){ 11 Same that 9 ??? => unused 18 stereo configuration */ - - if(!console) { + + if (!console) { //campaign over? - if(mainmenu&&endgame==1) - mainmenu=10; + if (mainmenu && endgame == 1) + mainmenu = 10; //go to level select after completing a campaign level - if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) { - mainmenu=5; - gameon=0; - winfreeze=0; + if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) { + mainmenu = 5; + gameon = 0; + winfreeze = 0; fireSound(); flash(); - if(musictoggle) { + if (musictoggle) { OPENAL_SetFrequency(OPENAL_ALL, 0.001); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } - LoadMenu(); + LoadMenu(); } //escape key pressed - if(Input::isKeyPressed(SDLK_ESCAPE)&& - (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) { - selected=-1; - if(mainmenu==0&&!winfreeze) - mainmenu=2; //pause - else if(mainmenu==1||mainmenu==2){ - mainmenu=0; //unpause + if (Input::isKeyPressed(SDLK_ESCAPE) && + (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) { + selected = -1; + if (mainmenu == 0 && !winfreeze) + mainmenu = 2; //pause + else if (mainmenu == 1 || mainmenu == 2) { + mainmenu = 0; //unpause } //play menu theme - if(musictoggle&&(mainmenu==1||mainmenu==2)){ + if (musictoggle && (mainmenu == 1 || mainmenu == 2)) { OPENAL_SetFrequency(OPENAL_ALL, 0.001); emit_stream_np(stream_menutheme); pause_sound(leveltheme); } //on resume, play level music - if(!mainmenu){ + if (!mainmenu) { pause_sound(stream_menutheme); resume_stream(leveltheme); } //finished with settings menu - if(mainmenu==3){ - SaveSettings(); - } + if (mainmenu == 3) { + SaveSettings(); + } //effects - if(mainmenu>=3&&mainmenu!=8){ - fireSound(); - flash(); - } + if (mainmenu >= 3 && mainmenu != 8) { + fireSound(); + flash(); + } //go back - switch(mainmenu){ - case 3: case 5: - mainmenu=gameon?2:1; break; - case 4: case 18: - mainmenu=3; break; - case 6: case 7: case 9: case 10: - mainmenu=5; break; - } - } - } - - if(mainmenu) { + switch (mainmenu) { + case 3: + case 5: + mainmenu = gameon ? 2 : 1; + break; + case 4: + case 18: + mainmenu = 3; + break; + case 6: + case 7: + case 9: + case 10: + mainmenu = 5; + break; + } + } + } + + if (mainmenu) { MenuTick(); - } + } - if(!mainmenu) { - if(hostile==1)hostiletime+=multiplier; - else hostiletime=0; - if(!winfreeze)leveltime+=multiplier; + if (!mainmenu) { + if (hostile == 1) + hostiletime += multiplier; + else + hostiletime = 0; + if (!winfreeze) + leveltime += multiplier; //keys - if(Input::isKeyPressed(SDLK_v)&&debugmode){ - freeze=1-freeze; - if(freeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } - } - - if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode) - chatting=1; - - if(chatting){ - inputText(displaytext[0],&displayselected,&displaychars[0]); - if(!waiting) { - if(displaychars[0]){ - for(int j=0;j<255;j++) - displaytext[0][j]=0; - displaychars[0]=0; - displayselected=0; - } - chatting=0; - } - - displayblinkdelay-=multiplier; - if(displayblinkdelay<=0){ - displayblinkdelay=.3; - displayblink=1-displayblink; - } - } - if(chatting) - keyboardfrozen=true; - - if(Input::isKeyPressed(consolekey)&&debugmode) { - console=!console; - if(console) { - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - } else { - freeze=0; - waiting=false; - } - } - - if(console) - freeze=1; - if(console&&!Input::isKeyDown(SDLK_LMETA)) { - inputText(consoletext[0],&consoleselected,&consolechars[0]); - if(!waiting) { - if(consolechars[0]>0) { - consoletext[0][consolechars[0]]='\0'; + if (Input::isKeyPressed(SDLK_v) && debugmode) { + freeze = 1 - freeze; + if (freeze) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + } + } + + if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode) + chatting = 1; + + if (chatting) { + inputText(displaytext[0], &displayselected, &displaychars[0]); + if (!waiting) { + if (displaychars[0]) { + for (int j = 0; j < 255; j++) + displaytext[0][j] = 0; + displaychars[0] = 0; + displayselected = 0; + } + chatting = 0; + } + + displayblinkdelay -= multiplier; + if (displayblinkdelay <= 0) { + displayblinkdelay = .3; + displayblink = 1 - displayblink; + } + } + if (chatting) + keyboardfrozen = true; + + if (Input::isKeyPressed(consolekey) && debugmode) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + } else { + freeze = 0; + waiting = false; + } + } + + if (console) + freeze = 1; + if (console && !Input::isKeyDown(SDLK_LMETA)) { + inputText(consoletext[0], &consoleselected, &consolechars[0]); + if (!waiting) { + if (consolechars[0] > 0) { + consoletext[0][consolechars[0]] = '\0'; cmd_dispatch(consoletext[0]); - for(int k=14;k>=1;k--) { - for(int j=0;j<255;j++) - consoletext[k][j]=consoletext[k-1][j]; - consolechars[k]=consolechars[k-1]; - } - for(int j=0;j<255;j++) - consoletext[0][j]=0; - consolechars[0]=0; - consoleselected=0; - } - } - - consoleblinkdelay-=multiplier; - if(consoleblinkdelay<=0) { - consoleblinkdelay=.3; - consoleblink=1-consoleblink; - } - } - - - - if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){ - tryquit=1; - if(mainmenu==3) { - SaveSettings(); - } - } - - static int oldwinfreeze; - if(winfreeze&&!oldwinfreeze){ - OPENAL_SetFrequency(OPENAL_ALL, 0.001); - emit_sound_np(consolesuccesssound); - } - if(winfreeze==0) - oldwinfreeze=winfreeze; - else + for (int k = 14; k >= 1; k--) { + for (int j = 0; j < 255; j++) + consoletext[k][j] = consoletext[k - 1][j]; + consolechars[k] = consolechars[k - 1]; + } + for (int j = 0; j < 255; j++) + consoletext[0][j] = 0; + consolechars[0] = 0; + consoleselected = 0; + } + } + + consoleblinkdelay -= multiplier; + if (consoleblinkdelay <= 0) { + consoleblinkdelay = .3; + consoleblink = 1 - consoleblink; + } + } + + + + if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) { + tryquit = 1; + if (mainmenu == 3) { + SaveSettings(); + } + } + + static int oldwinfreeze; + if (winfreeze && !oldwinfreeze) { + OPENAL_SetFrequency(OPENAL_ALL, 0.001); + emit_sound_np(consolesuccesssound); + } + if (winfreeze == 0) + oldwinfreeze = winfreeze; + else oldwinfreeze++; - if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign) - if(winfreeze) - winfreeze=0; - if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){ - if(console){ - console=false; - freeze=0; - } else if(winfreeze) { - mainmenu=9; - gameon=0; - } + if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign) + if (winfreeze) + winfreeze = 0; + if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) { + if (console) { + console = false; + freeze = 0; + } else if (winfreeze) { + mainmenu = 9; + gameon = 0; + } } - if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){ + if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) { //dialogues static float talkdelay = 0; - if(indialogue!=-1) - talkdelay=1; - talkdelay-=multiplier; + if (indialogue != -1) + talkdelay = 1; + talkdelay -= multiplier; - if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight) - for(int i=0;i49){ - realdialoguetype=dialoguetype[i]-50; - special=1; - } - else if(dialoguetype[i]>39){ - realdialoguetype=dialoguetype[i]-40; - special=1; - } - else if(dialoguetype[i]>29){ - realdialoguetype=dialoguetype[i]-30; - special=1; - } - else if(dialoguetype[i]>19){ - realdialoguetype=dialoguetype[i]-20; - special=1; + if (dialoguetype[i] > 49) { + realdialoguetype = dialoguetype[i] - 50; + special = 1; + } else if (dialoguetype[i] > 39) { + realdialoguetype = dialoguetype[i] - 40; + special = 1; + } else if (dialoguetype[i] > 29) { + realdialoguetype = dialoguetype[i] - 30; + special = 1; + } else if (dialoguetype[i] > 19) { + realdialoguetype = dialoguetype[i] - 20; + special = 1; + } else if (dialoguetype[i] > 9) { + realdialoguetype = dialoguetype[i] - 10; + special = 1; + } else { + realdialoguetype = dialoguetype[i]; + special = 0; } - else if(dialoguetype[i]>9){ - realdialoguetype=dialoguetype[i]-10; - special=1; - } - else { - realdialoguetype=dialoguetype[i]; - special=0; - } - if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&& - realdialoguetype0&& - (dialoguegonethrough[i]==0||!special)&& - (special||Input::isKeyPressed(attackkey))){ - if(distsq(&player[0].coords,&player[realdialoguetype].coords)<6|| - player[realdialoguetype].howactive>=typedead1|| - dialoguetype[i]>40&&dialoguetype[i]<50){ - whichdialogue=i; - for(int j=0;j 40 && dialoguetype[i] < 50) && + realdialoguetype < numplayers && + realdialoguetype > 0 && + (dialoguegonethrough[i] == 0 || !special) && + (special || Input::isKeyPressed(attackkey))) { + if (distsq(&player[0].coords, &player[realdialoguetype].coords) < 6 || + player[realdialoguetype].howactive >= typedead1 || + dialoguetype[i] > 40 && dialoguetype[i] < 50) { + whichdialogue = i; + for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) { + player[participantfocus[whichdialogue][j]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]]; + player[participantfocus[whichdialogue][j]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; + player[participantfocus[whichdialogue][j]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; + player[participantfocus[whichdialogue][j]].velocity = 0; + player[participantfocus[whichdialogue][j]].animTarget = player[participantfocus[whichdialogue][j]].getIdle(); + player[participantfocus[whichdialogue][j]].frameTarget = 0; } - directing=0; - indialogue=0; - dialoguetime=0; + directing = 0; + indialogue = 0; + dialoguetime = 0; dialoguegonethrough[i]++; - if(dialogueboxsound[whichdialogue][indialogue]!=0){ + if (dialogueboxsound[whichdialogue][indialogue] != 0) { playdialogueboxsound(); } } } } - windvar+=multiplier; - smoketex+=multiplier; - tutorialstagetime+=multiplier; + windvar += multiplier; + smoketex += multiplier; + tutorialstagetime += multiplier; //hotspots static float hotspotvisual[40]; - if(numhotspots){ + if (numhotspots) { XYZ hotspotsprite; - if(editorenabled) - for(int i=0;i0){ - hotspot[i]=player[hotspottype[i]].coords; + for (int i = 0; i < numhotspots; i++) { + if (hotspottype[i] <= 10 && hotspottype[i] > 0) { + hotspot[i] = player[hotspottype[i]].coords; } } } //Tutorial - if(tutoriallevel){ + if (tutoriallevel) { doTutorial(); } //bonuses - if(tutoriallevel!=1){ - if(bonustime==0&& - bonus!=solidhit&& - bonus!=spinecrusher&& - bonus!=tracheotomy&& - bonus!=backstab&& - bonusvalue>10){ + if (tutoriallevel != 1) { + if (bonustime == 0 && + bonus != solidhit && + bonus != spinecrusher && + bonus != tracheotomy && + bonus != backstab && + bonusvalue > 10) { emit_sound_np(consolesuccesssound); } - } else if(bonustime==0){ + } else if (bonustime == 0) { emit_sound_np(fireendsound); } - if(bonustime==0){ - if(bonus!=solidhit&& - bonus!=twoxcombo&& - bonus!=threexcombo&& - bonus!=fourxcombo&& - bonus!=megacombo) + if (bonustime == 0) { + if (bonus != solidhit && + bonus != twoxcombo && + bonus != threexcombo && + bonus != fourxcombo && + bonus != megacombo) bonusnum[bonus]++; else - bonusnum[bonus]+=0.15; - if(tutoriallevel) - bonusvalue=0; - bonusvalue/=bonusnum[bonus]; - bonustotal+=bonusvalue; + bonusnum[bonus] += 0.15; + if (tutoriallevel) + bonusvalue = 0; + bonusvalue /= bonusnum[bonus]; + bonustotal += bonusvalue; } - bonustime+=multiplier; + bonustime += multiplier; //snow effects - if(environment==snowyenvironment){ - precipdelay-=multiplier; - while(precipdelay<0){ - precipdelay+=.04; - if(!detail) - precipdelay+=.04; - XYZ footvel,footpoint; - - footvel=0; - footpoint=viewer+viewerfacing*6; - footpoint.y+=((float)abs(Random()%1200))/100-6; - footpoint.x+=((float)abs(Random()%1200))/100-6; - footpoint.z+=((float)abs(Random()%1200))/100-6; - Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1); + if (environment == snowyenvironment) { + precipdelay -= multiplier; + while (precipdelay < 0) { + precipdelay += .04; + if (!detail) + precipdelay += .04; + XYZ footvel, footpoint; + + footvel = 0; + footpoint = viewer + viewerfacing * 6; + footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6; + footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6; + Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1); } } @@ -6495,194 +6821,192 @@ void Game::Tick(){ static XYZ oldviewer; //control keys - if(indialogue==-1){ - player[0].forwardkeydown=Input::isKeyDown(forwardkey); - player[0].leftkeydown=Input::isKeyDown(leftkey); - player[0].backkeydown=Input::isKeyDown(backkey); - player[0].rightkeydown=Input::isKeyDown(rightkey); - player[0].jumpkeydown=Input::isKeyDown(jumpkey); - player[0].crouchkeydown=Input::isKeyDown(crouchkey); - player[0].drawkeydown=Input::isKeyDown(drawkey); - player[0].throwkeydown=Input::isKeyDown(throwkey); + if (indialogue == -1) { + player[0].forwardkeydown = Input::isKeyDown(forwardkey); + player[0].leftkeydown = Input::isKeyDown(leftkey); + player[0].backkeydown = Input::isKeyDown(backkey); + player[0].rightkeydown = Input::isKeyDown(rightkey); + player[0].jumpkeydown = Input::isKeyDown(jumpkey); + player[0].crouchkeydown = Input::isKeyDown(crouchkey); + player[0].drawkeydown = Input::isKeyDown(drawkey); + player[0].throwkeydown = Input::isKeyDown(throwkey); + } else { + player[0].forwardkeydown = 0; + player[0].leftkeydown = 0; + player[0].backkeydown = 0; + player[0].rightkeydown = 0; + player[0].jumpkeydown = 0; + player[0].crouchkeydown = 0; + player[0].drawkeydown = 0; + player[0].throwkeydown = 0; } - else - { - player[0].forwardkeydown=0; - player[0].leftkeydown=0; - player[0].backkeydown=0; - player[0].rightkeydown=0; - player[0].jumpkeydown=0; - player[0].crouchkeydown=0; - player[0].drawkeydown=0; - player[0].throwkeydown=0; - } - - if(!player[0].jumpkeydown) - player[0].jumpclimb=0; - - - if(indialogue!=-1){ - cameramode=1; - if(directing){ - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-pitch,0,0); - facing=DoRotation(facing,0,0-yaw,0); - - flatfacing=0; - flatfacing.z=-1; - - flatfacing=DoRotation(flatfacing,0,-yaw,0); - - if(Input::isKeyDown(forwardkey)) - viewer+=facing*multiplier*4; - if(Input::isKeyDown(backkey)) - viewer-=facing*multiplier*4; - if(Input::isKeyDown(leftkey)) - viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4; - if(Input::isKeyDown(rightkey)) - viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4; - if(Input::isKeyDown(jumpkey)) - viewer.y+=multiplier*4; - if(Input::isKeyDown(crouchkey)) - viewer.y-=multiplier*4; - if( Input::isKeyPressed(SDLK_1)|| - Input::isKeyPressed(SDLK_2)|| - Input::isKeyPressed(SDLK_3)|| - Input::isKeyPressed(SDLK_4)|| - Input::isKeyPressed(SDLK_5)|| - Input::isKeyPressed(SDLK_6)|| - Input::isKeyPressed(SDLK_7)|| - Input::isKeyPressed(SDLK_8)|| - Input::isKeyPressed(SDLK_9)|| - Input::isKeyPressed(SDLK_0)|| - Input::isKeyPressed(SDLK_MINUS)){ + + if (!player[0].jumpkeydown) + player[0].jumpclimb = 0; + + + if (indialogue != -1) { + cameramode = 1; + if (directing) { + facing = 0; + facing.z = -1; + + facing = DoRotation(facing, -pitch, 0, 0); + facing = DoRotation(facing, 0, 0 - yaw, 0); + + flatfacing = 0; + flatfacing.z = -1; + + flatfacing = DoRotation(flatfacing, 0, -yaw, 0); + + if (Input::isKeyDown(forwardkey)) + viewer += facing * multiplier * 4; + if (Input::isKeyDown(backkey)) + viewer -= facing * multiplier * 4; + if (Input::isKeyDown(leftkey)) + viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4; + if (Input::isKeyDown(rightkey)) + viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4; + if (Input::isKeyDown(jumpkey)) + viewer.y += multiplier * 4; + if (Input::isKeyDown(crouchkey)) + viewer.y -= multiplier * 4; + if ( Input::isKeyPressed(SDLK_1) || + Input::isKeyPressed(SDLK_2) || + Input::isKeyPressed(SDLK_3) || + Input::isKeyPressed(SDLK_4) || + Input::isKeyPressed(SDLK_5) || + Input::isKeyPressed(SDLK_6) || + Input::isKeyPressed(SDLK_7) || + Input::isKeyPressed(SDLK_8) || + Input::isKeyPressed(SDLK_9) || + Input::isKeyPressed(SDLK_0) || + Input::isKeyPressed(SDLK_MINUS)) { int whichend; - if(Input::isKeyPressed(SDLK_1))whichend=1; - if(Input::isKeyPressed(SDLK_2))whichend=2; - if(Input::isKeyPressed(SDLK_3))whichend=3; - if(Input::isKeyPressed(SDLK_4))whichend=4; - if(Input::isKeyPressed(SDLK_5))whichend=5; - if(Input::isKeyPressed(SDLK_6))whichend=6; - if(Input::isKeyPressed(SDLK_7))whichend=7; - if(Input::isKeyPressed(SDLK_8))whichend=8; - if(Input::isKeyPressed(SDLK_9))whichend=9; - if(Input::isKeyPressed(SDLK_0))whichend=0; - if(Input::isKeyPressed(SDLK_MINUS)) - whichend=-1; - if(whichend!=-1){ - participantfocus[whichdialogue][indialogue]=whichend; - participantlocation[whichdialogue][whichend]=player[whichend].coords; - participantyaw[whichdialogue][whichend]=player[whichend].yaw; + if (Input::isKeyPressed(SDLK_1)) whichend = 1; + if (Input::isKeyPressed(SDLK_2)) whichend = 2; + if (Input::isKeyPressed(SDLK_3)) whichend = 3; + if (Input::isKeyPressed(SDLK_4)) whichend = 4; + if (Input::isKeyPressed(SDLK_5)) whichend = 5; + if (Input::isKeyPressed(SDLK_6)) whichend = 6; + if (Input::isKeyPressed(SDLK_7)) whichend = 7; + if (Input::isKeyPressed(SDLK_8)) whichend = 8; + if (Input::isKeyPressed(SDLK_9)) whichend = 9; + if (Input::isKeyPressed(SDLK_0)) whichend = 0; + if (Input::isKeyPressed(SDLK_MINUS)) + whichend = -1; + if (whichend != -1) { + participantfocus[whichdialogue][indialogue] = whichend; + participantlocation[whichdialogue][whichend] = player[whichend].coords; + participantyaw[whichdialogue][whichend] = player[whichend].yaw; } - if(whichend==-1){ - participantfocus[whichdialogue][indialogue]=-1; + if (whichend == -1) { + participantfocus[whichdialogue][indialogue] = -1; } - if(player[participantfocus[whichdialogue][indialogue]].dead){ - indialogue=-1; - directing=0; - cameramode=0; + if (player[participantfocus[whichdialogue][indialogue]].dead) { + indialogue = -1; + directing = 0; + cameramode = 0; } - dialoguecamera[whichdialogue][indialogue]=viewer; - dialoguecamerayaw[whichdialogue][indialogue]=yaw; - dialoguecamerapitch[whichdialogue][indialogue]=pitch; + dialoguecamera[whichdialogue][indialogue] = viewer; + dialoguecamerayaw[whichdialogue][indialogue] = yaw; + dialoguecamerapitch[whichdialogue][indialogue] = pitch; indialogue++; - if(indialogue=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; + if (indialogue >= numdialogueboxes[whichdialogue]) { + indialogue = -1; + directing = 0; + cameramode = 0; } } - if(!directing){ + if (!directing) { pause_sound(whooshsound); - viewer=dialoguecamera[whichdialogue][indialogue]; - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1); - yaw=dialoguecamerayaw[whichdialogue][indialogue]; - pitch=dialoguecamerapitch[whichdialogue][indialogue]; - if(dialoguetime>0.5) - if( Input::isKeyPressed(SDLK_1)|| - Input::isKeyPressed(SDLK_2)|| - Input::isKeyPressed(SDLK_3)|| - Input::isKeyPressed(SDLK_4)|| - Input::isKeyPressed(SDLK_5)|| - Input::isKeyPressed(SDLK_6)|| - Input::isKeyPressed(SDLK_7)|| - Input::isKeyPressed(SDLK_8)|| - Input::isKeyPressed(SDLK_9)|| - Input::isKeyPressed(SDLK_0)|| - Input::isKeyPressed(SDLK_MINUS)|| - Input::isKeyPressed(attackkey)){ + viewer = dialoguecamera[whichdialogue][indialogue]; + viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1); + yaw = dialoguecamerayaw[whichdialogue][indialogue]; + pitch = dialoguecamerapitch[whichdialogue][indialogue]; + if (dialoguetime > 0.5) + if ( Input::isKeyPressed(SDLK_1) || + Input::isKeyPressed(SDLK_2) || + Input::isKeyPressed(SDLK_3) || + Input::isKeyPressed(SDLK_4) || + Input::isKeyPressed(SDLK_5) || + Input::isKeyPressed(SDLK_6) || + Input::isKeyPressed(SDLK_7) || + Input::isKeyPressed(SDLK_8) || + Input::isKeyPressed(SDLK_9) || + Input::isKeyPressed(SDLK_0) || + Input::isKeyPressed(SDLK_MINUS) || + Input::isKeyPressed(attackkey)) { indialogue++; - if(indialogue=numdialogueboxes[whichdialogue]){ - indialogue=-1; - directing=0; - cameramode=0; - if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){ - hostile=1; + if (indialogue >= numdialogueboxes[whichdialogue]) { + indialogue = -1; + directing = 0; + cameramode = 0; + if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) { + hostile = 1; } - if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){ - windialogue=true; + if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) { + windialogue = true; } - if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){ - hostile=1; - for(int i=1;i 49 && dialoguetype[whichdialogue] < 60) { + hostile = 1; + for (int i = 1; i < numplayers; i++) { player[i].aitype = attacktypecutoff; } } @@ -6690,27 +7014,27 @@ void Game::Tick(){ } } - if(!player[0].jumpkeydown){ - player[0].jumptogglekeydown=0; + if (!player[0].jumpkeydown) { + player[0].jumptogglekeydown = 0; } - if(player[0].jumpkeydown&& - player[0].targetanimation!=jumpupanim&& - player[0].targetanimation!=jumpdownanim&& + if (player[0].jumpkeydown && + player[0].animTarget != jumpupanim && + player[0].animTarget != jumpdownanim && !player[0].isFlip()) - player[0].jumptogglekeydown=1; + player[0].jumptogglekeydown = 1; - dialoguetime+=multiplier; - hawkyaw+=multiplier*25; - realhawkcoords=0; - realhawkcoords.x=25; - realhawkcoords=DoRotation(realhawkcoords,0,hawkyaw,0)+hawkcoords; - hawkcalldelay-=multiplier/2; + dialoguetime += multiplier; + hawkyaw += multiplier * 25; + realhawkcoords = 0; + realhawkcoords.x = 25; + realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords; + hawkcalldelay -= multiplier / 2; - if(hawkcalldelay<=0){ + if (hawkcalldelay <= 0) { emit_sound_at(hawksound, realhawkcoords); - hawkcalldelay=16+abs(Random()%8); + hawkcalldelay = 16 + abs(Random() % 8); } doDebugKeys(); @@ -6721,13 +7045,13 @@ void Game::Tick(){ doJumpReversals(); - for(int k=0;k.8) - player[i].avoidcollided=0; + if (player[i].collided > .8) + player[i].avoidcollided = 0; doAI(i); - if(animation[player[i].targetanimation].attack==reversed){ + if (animation[player[i].animTarget].attack == reversed) { //player[i].targetyaw=player[i].yaw; - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].attackkeydown=0; + player[i].forwardkeydown = 0; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].jumpkeydown = 0; + player[i].attackkeydown = 0; //player[i].crouchkeydown=0; - player[i].throwkeydown=0; + player[i].throwkeydown = 0; } - if(indialogue!=-1){ - player[i].forwardkeydown=0; - player[i].leftkeydown=0; - player[i].backkeydown=0; - player[i].rightkeydown=0; - player[i].jumpkeydown=0; - player[i].crouchkeydown=0; - player[i].drawkeydown=0; - player[i].throwkeydown=0; + if (indialogue != -1) { + player[i].forwardkeydown = 0; + player[i].leftkeydown = 0; + player[i].backkeydown = 0; + player[i].rightkeydown = 0; + player[i].jumpkeydown = 0; + player[i].crouchkeydown = 0; + player[i].drawkeydown = 0; + player[i].throwkeydown = 0; } - if(player[i].collided<-.3) - player[i].collided=-.3; - if(player[i].collided>1) - player[i].collided=1; - player[i].collided-=multiplier*4; - player[i].whichdirectiondelay-=multiplier; - if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){ - player[i].avoidcollided=-.3; - player[i].whichdirection=abs(Random()%2); - player[i].whichdirectiondelay=.4; + if (player[i].collided < -.3) + player[i].collided = -.3; + if (player[i].collided > 1) + player[i].collided = 1; + player[i].collided -= multiplier * 4; + player[i].whichdirectiondelay -= multiplier; + if (player[i].avoidcollided < -.3 || player[i].whichdirectiondelay <= 0) { + player[i].avoidcollided = -.3; + player[i].whichdirection = abs(Random() % 2); + player[i].whichdirectiondelay = .4; } - if(player[i].avoidcollided>1) - player[i].avoidcollided=1; - player[i].avoidcollided-=multiplier/4; - if(!player[i].skeleton.free){ - player[i].stunned-=multiplier; - player[i].surprised-=multiplier; + if (player[i].avoidcollided > 1) + player[i].avoidcollided = 1; + player[i].avoidcollided -= multiplier / 4; + if (!player[i].skeleton.free) { + player[i].stunned -= multiplier; + player[i].surprised -= multiplier; } - if(i!=0&&player[i].surprised<=0&& - player[i].aitype==attacktypecutoff&& - !player[i].dead&& - !player[i].skeleton.free&& - animation[player[i].targetanimation].attack==neutral) - numresponded=1; + if (i != 0 && player[i].surprised <= 0 && + player[i].aitype == attacktypecutoff && + !player[i].dead && + !player[i].skeleton.free && + animation[player[i].animTarget].attack == neutral) + numresponded = 1; - if(!player[i].throwkeydown) - player[i].throwtogglekeydown=0; + if (!player[i].throwkeydown) + player[i].throwtogglekeydown = 0; //pick up weapon - if(player[i].throwkeydown&&!player[i].throwtogglekeydown){ - if(player[i].weaponactive==-1&& - player[i].num_weapons<2&& - (player[i].isIdle()|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].targetanimation==rollanim|| - player[i].targetanimation==backhandspringanim|| - player[i].isFlip()|| - player[i].isFlip()|| - player[i].aitype!=playercontrolled)){ - for(int j=0;jid) - if(distsqflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1) - if(distsq(&player[i].coords,&weapons[j].position)<1||player[i].victim){ - if(weapons[j].getType()!=staff) + if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) { + player[i].throwtogglekeydown = 1; + player[i].hasvictim = 0; + + if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 || + player[i].aitype == playercontrolled) && + weapons[j].owner == -1 || + player[i].victim && + weapons[j].owner == player[i].victim->id) + if (distsqflat(&player[i].coords, &weapons[j].position) < 2 && player[i].weaponactive == -1) + if (distsq(&player[i].coords, &weapons[j].position) < 1 || player[i].victim) { + if (weapons[j].getType() != staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); - player[i].weaponactive=0; - weapons[j].owner=player[i].id; - if(player[i].num_weapons>0) - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; + player[i].weaponactive = 0; + weapons[j].owner = player[i].id; + if (player[i].num_weapons > 0) + player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; player[i].num_weapons++; - player[i].weaponids[0]=j; + player[i].weaponids[0] = j; } } - }else if((player[i].isIdle()|| - player[i].isFlip()|| - player[i].aitype!=playercontrolled)&& - distsq(&player[i].coords,&weapons[j].position)<5&& - player[i].coords.yid) - if(distsqflat(&player[i].coords,&weapons[k].position)<3&& - player[i].weaponactive==-1){ - if(weapons[k].getType()!=staff) + if (player[i].isFlip()) { + player[i].throwtogglekeydown = 1; + player[i].hasvictim = 0; + + for (int k = 0; k < weapons.size(); k++) { + if (player[i].weaponactive == -1) + if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 || + player[i].aitype == playercontrolled) && + weapons[k].owner == -1 || + player[i].victim && + weapons[k].owner == player[i].victim->id) + if (distsqflat(&player[i].coords, &weapons[k].position) < 3 && + player[i].weaponactive == -1) { + if (weapons[k].getType() != staff) emit_sound_at(knifedrawsound, player[i].coords, 128.); - player[i].weaponactive=0; - weapons[k].owner=player[i].id; - if(player[i].num_weapons>0) - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; + player[i].weaponactive = 0; + weapons[k].owner = player[i].id; + if (player[i].num_weapons > 0) + player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; player[i].num_weapons++; - player[i].weaponids[0]=k; + player[i].weaponids[0] = k; } } } } } } - if(player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| - player[i].isRun()|| - player[i].isIdle()||player[i].targetanimation==rollanim|| - player[i].targetanimation==backhandspringanim){ - if(numplayers>1) - for(int j=0;j0&& - player[j].weaponstuckwhere==1))|| - player[j].weaponstuck==-1|| - player[j].num_weapons>1)){ - if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - player[i].hasvictim=1; + if (player[i].isCrouch() || + player[i].animTarget == sneakanim || + player[i].isRun() || + player[i].isIdle() || player[i].animTarget == rollanim || + player[i].animTarget == backhandspringanim) { + if (numplayers > 1) + for (int j = 0; j < numplayers; j++) { + if (player[i].weaponactive == -1) + if (j != i) + if (player[j].num_weapons && + player[j].skeleton.free && + distsq(&player[i].coords, &player[j].coords) < 2/*&&player[j].dead*/ && + (((player[j].skeleton.forward.y < 0 && + player[j].weaponstuckwhere == 0) || + (player[j].skeleton.forward.y > 0 && + player[j].weaponstuckwhere == 1)) || + player[j].weaponstuck == -1 || + player[j].num_weapons > 1)) { + if (player[i].animTarget != rollanim && player[i].animTarget != backhandspringanim) { + player[i].throwtogglekeydown = 1; + player[i].victim = &player[j]; + player[i].hasvictim = 1; player[i].setAnimation(crouchremoveknifeanim); - player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords); + player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords); } - if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; - player[i].hasvictim=1; + if (player[i].animTarget == rollanim || player[i].animTarget == backhandspringanim) { + player[i].throwtogglekeydown = 1; + player[i].victim = &player[j]; + player[i].hasvictim = 1; int k = player[j].weaponids[0]; - if(player[i].hasvictim){ + if (player[i].hasvictim) { bool fleshstuck; - fleshstuck=0; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - fleshstuck=1; + fleshstuck = 0; + if (player[i].victim->weaponstuck != -1) { + if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) { + fleshstuck = 1; } } - if(!fleshstuck){ - if(weapons[k].getType()!=staff) - emit_sound_at(knifedrawsound, player[i].coords, 128.); + if (!fleshstuck) { + if (weapons[k].getType() != staff) + emit_sound_at(knifedrawsound, player[i].coords, 128.); } - if(fleshstuck) - emit_sound_at(fleshstabremovesound, player[i].coords, 128.); - - player[i].weaponactive=0; - if(weapons[k].owner!=-1){ - if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0; - else player[i].victim->num_weapons=1; - - player[i].victim->skeleton.longdead=0; - player[i].victim->skeleton.free=1; - player[i].victim->skeleton.broken=0; - - for(int l=0;lskeleton.num_joints;l++){ - player[i].victim->skeleton.joints[l].velchange=0; - player[i].victim->skeleton.joints[l].locked=0; + if (fleshstuck) + emit_sound_at(fleshstabremovesound, player[i].coords, 128.); + + player[i].weaponactive = 0; + if (weapons[k].owner != -1) { + if (player[i].victim->num_weapons == 1) + player[i].victim->num_weapons = 0; + else + player[i].victim->num_weapons = 1; + + player[i].victim->skeleton.longdead = 0; + player[i].victim->skeleton.free = 1; + player[i].victim->skeleton.broken = 0; + + for (int l = 0; l < player[i].victim->skeleton.num_joints; l++) { + player[i].victim->skeleton.joints[l].velchange = 0; + player[i].victim->skeleton.joints[l].locked = 0; } XYZ relative; - relative=0; - relative.y=10; + relative = 0; + relative.y = 10; Normalise(&relative); - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons[k].position; - if(player[i].victim->weaponstuck!=-1){ - if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){ - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons[k].bloody=2; - weapons[k].blooddrip=5; - player[i].victim->weaponstuck=-1; - player[i].victim->bloodloss+=2000; + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[k].position; + if (player[i].victim->weaponstuck != -1) { + if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) { + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + weapons[k].bloody = 2; + weapons[k].blooddrip = 5; + player[i].victim->weaponstuck = -1; + player[i].victim->bloodloss += 2000; player[i].victim->DoDamage(2000); } } - if(player[i].victim->num_weapons>0){ - if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0; - if(player[i].victim->weaponids[0]==k) - player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons]; + if (player[i].victim->num_weapons > 0) { + if (player[i].victim->weaponstuck != 0 && player[i].victim->weaponstuck != -1) + player[i].victim->weaponstuck = 0; + if (player[i].victim->weaponids[0] == k) + player[i].victim->weaponids[0] = player[i].victim->weaponids[player[i].victim->num_weapons]; } - player[i].victim->weaponactive=-1; + player[i].victim->weaponactive = -1; - player[i].victim->getJointFor(abdomen).velocity+=relative*6; - player[i].victim->getJointFor(neck).velocity+=relative*6; - player[i].victim->getJointFor(rightshoulder).velocity+=relative*6; - player[i].victim->getJointFor(leftshoulder).velocity+=relative*6; + player[i].victim->jointVel(abdomen) += relative * 6; + player[i].victim->jointVel(neck) += relative * 6; + player[i].victim->jointVel(rightshoulder) += relative * 6; + player[i].victim->jointVel(leftshoulder) += relative * 6; } - weapons[k].owner=i; - if(player[i].num_weapons>0){ - player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0]; + weapons[k].owner = i; + if (player[i].num_weapons > 0) { + player[i].weaponids[player[i].num_weapons] = player[i].weaponids[0]; } player[i].num_weapons++; - player[i].weaponids[0]=k; + player[i].weaponids[0] = k; } } } } } } - if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(weapons[player[i].weaponids[0]].getType()==knife){ - if(player[i].isIdle()|| - player[i].isRun()|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| + if (player[i].weaponactive != -1 && player[i].aitype == playercontrolled) { + if (weapons[player[i].weaponids[0]].getType() == knife) { + if (player[i].isIdle() || + player[i].isRun() || + player[i].isCrouch() || + player[i].animTarget == sneakanim || player[i].isFlip()) - if(numplayers>1) - for(int j=0;j1.5&& - !player[j].skeleton.free&& - -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*player[i].scale+player[i].coords)){ - if(!player[i].isFlip()){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; + if (numplayers > 1) + for (int j = 0; j < numplayers; j++) { + if (i != j) + if (tutoriallevel != 1 || tutorialstage == 49) + if (hostile) + if (normaldotproduct(player[i].facing, player[i].coords - player[j].coords) < 0 && + distsq(&player[i].coords, &player[j].coords) < 100 && + distsq(&player[i].coords, &player[j].coords) > 1.5 && + !player[j].skeleton.free && + -1 == checkcollide(DoRotation(player[j].jointPos(head), 0, player[j].yaw, 0)*player[j].scale + player[j].coords, DoRotation(player[i].jointPos(head), 0, player[i].yaw, 0)*player[i].scale + player[i].coords)) { + if (!player[i].isFlip()) { + player[i].throwtogglekeydown = 1; + player[i].victim = &player[j]; player[i].setAnimation(knifethrowanim); - player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords); - player[i].targettilt2=pitchTo(player[i].coords,player[j].coords); + player[i].targetyaw = roughDirectionTo(player[i].coords, player[j].coords); + player[i].targettilt2 = pitchTo(player[i].coords, player[j].coords); } - if(player[i].isFlip()){ - if(player[i].weaponactive!=-1){ - player[i].throwtogglekeydown=1; - player[i].victim=&player[j]; + if (player[i].isFlip()) { + if (player[i].weaponactive != -1) { + player[i].throwtogglekeydown = 1; + player[i].victim = &player[j]; XYZ aim; - weapons[player[i].weaponids[0]].owner=-1; - aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->yaw,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].yaw,0)*player[i].scale); + weapons[player[i].weaponids[0]].owner = -1; + aim = player[i].victim->coords + DoRotation(player[i].victim->jointPos(abdomen), 0, player[i].victim->yaw, 0) * player[i].victim->scale + player[i].victim->velocity * findDistance(&player[i].victim->coords, &player[i].coords) / 50 - (player[i].coords + DoRotation(player[i].jointPos(righthand), 0, player[i].yaw, 0) * player[i].scale); Normalise(&aim); - aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0); + aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0); - weapons[player[i].weaponids[0]].velocity=aim*50; - weapons[player[i].weaponids[0]].tipvelocity=aim*50; - weapons[player[i].weaponids[0]].missed=0; - weapons[player[i].weaponids[0]].freetime=0; - weapons[player[i].weaponids[0]].firstfree=1; - weapons[player[i].weaponids[0]].physics=0; + weapons[player[i].weaponids[0]].velocity = aim * 50; + weapons[player[i].weaponids[0]].tipvelocity = aim * 50; + weapons[player[i].weaponids[0]].missed = 0; + weapons[player[i].weaponids[0]].freetime = 0; + weapons[player[i].weaponids[0]].firstfree = 1; + weapons[player[i].weaponids[0]].physics = 0; player[i].num_weapons--; - if(player[i].num_weapons){ - player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; + if (player[i].num_weapons) { + player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons]; } - player[i].weaponactive=-1; + player[i].weaponactive = -1; } } } } } } - if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){ - if(player[i].isCrouch()||player[i].targetanimation==sneakanim){ - player[i].throwtogglekeydown=1; - weapons[player[i].weaponids[0]].owner=-1; - weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2; - if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1; - weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity; - weapons[player[i].weaponids[0]].missed=1; - weapons[player[i].weaponids[0]].freetime=0; - weapons[player[i].weaponids[0]].firstfree=1; - weapons[player[i].weaponids[0]].physics=1; + if (player[i].weaponactive != -1 && player[i].aitype == playercontrolled) { + if (player[i].isCrouch() || player[i].animTarget == sneakanim) { + player[i].throwtogglekeydown = 1; + weapons[player[i].weaponids[0]].owner = -1; + weapons[player[i].weaponids[0]].velocity = player[i].velocity * .2; + if (weapons[player[i].weaponids[0]].velocity.x == 0) + weapons[player[i].weaponids[0]].velocity.x = .1; + weapons[player[i].weaponids[0]].tipvelocity = weapons[player[i].weaponids[0]].velocity; + weapons[player[i].weaponids[0]].missed = 1; + weapons[player[i].weaponids[0]].freetime = 0; + weapons[player[i].weaponids[0]].firstfree = 1; + weapons[player[i].weaponids[0]].physics = 1; player[i].num_weapons--; - if(player[i].num_weapons){ - player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons]; - if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0; + if (player[i].num_weapons) { + player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons]; + if (player[i].weaponstuck == player[i].num_weapons) + player[i].weaponstuck = 0; } - player[i].weaponactive=-1; - for(int j=0;j1) - for(int j=0;j 1) + for (int j = 0; j < numplayers; j++) + if (j != i && !player[j].skeleton.free && player[j].aitype == passivetype) + if (distsq(&player[j].coords, &player[i].coords) < 16) + player[i].superruntoggle = 0; } - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - ((player[j].targetanimation==swordslashanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim)&& - distsq(&player[j].coords,&player[i].coords)<2))){ - if(target>=0) - target=-1; + if (numplayers > 1) + for (int j = 0; j < numplayers; j++) { + if (j != i && !player[j].skeleton.free && player[j].victim && player[i].lowreversaldelay <= 0) { + if (distsq(&player[j].coords, &player[j].victim->coords) < 3 && + player[j].victim == &player[i] && + (player[j].animTarget == sweepanim || + player[j].animTarget == upunchanim || + player[j].animTarget == wolfslapanim || + ((player[j].animTarget == swordslashanim || + player[j].animTarget == knifeslashstartanim || + player[j].animTarget == staffhitanim || + player[j].animTarget == staffspinhitanim) && + distsq(&player[j].coords, &player[i].coords) < 2))) { + if (target >= 0) + target = -1; else - target=j; + target = j; } } } - if(target>=0) + if (target >= 0) player[target].Reverse(); - player[i].lowreversaldelay=.5; + player[i].lowreversaldelay = .5; - if(player[i].isIdle()){ + if (player[i].isIdle()) { player[i].setAnimation(player[i].getCrouch()); - player[i].transspeed=10; + player[i].transspeed = 10; } - if(player[i].isRun()|| - (player[i].isStop()&& - (player[i].leftkeydown|| - player[i].rightkeydown|| - player[i].forwardkeydown|| - player[i].backkeydown))){ + if (player[i].isRun() || + (player[i].isStop() && + (player[i].leftkeydown || + player[i].rightkeydown || + player[i].forwardkeydown || + player[i].backkeydown))) { player[i].setAnimation(rollanim); - player[i].transspeed=20; + player[i].transspeed = 20; } } - if(!player[i].crouchkeydown){ + if (!player[i].crouchkeydown) { //Uncrouch - if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0; - target=-2; - if(player[i].isCrouch()){ - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==spinkickanim)&& - player[i].isCrouch()){ - if(target>=0) - target=-1; + if (!player[i].isRun() && player[i].animTarget != sneakanim && i == 0) + player[i].superruntoggle = 0; + target = -2; + if (player[i].isCrouch()) { + if (numplayers > 1) + for (int j = 0; j < numplayers; j++) { + if (j != i && + !player[j].skeleton.free && + player[j].victim && + player[i].highreversaldelay <= 0) { + if (distsq(&player[j].coords, &player[j].victim->coords) < 3 && + player[j].victim == &player[i] && + (player[j].animTarget == spinkickanim) && + player[i].isCrouch()) { + if (target >= 0) + target = -1; else - target=j; + target = j; } } } - if(target>=0) + if (target >= 0) player[target].Reverse(); - player[i].highreversaldelay=.5; + player[i].highreversaldelay = .5; - if(player[i].isCrouch()){ - if(!player[i].wasCrouch()){ - player[i].currentanimation=player[i].getCrouch(); - player[i].currentframe=0; + if (player[i].isCrouch()) { + if (!player[i].wasCrouch()) { + player[i].animCurrent = player[i].getCrouch(); + player[i].frameCurrent = 0; } player[i].setAnimation(player[i].getIdle()); - player[i].transspeed=10; + player[i].transspeed = 10; } } - if(player[i].targetanimation==sneakanim){ + if (player[i].animTarget == sneakanim) { player[i].setAnimation(player[i].getIdle()); - player[i].transspeed=10; + player[i].transspeed = 10; } } - if(player[i].forwardkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetyaw==player[i].yaw)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ - if(player[i].aitype==passivetype) + if (player[i].forwardkeydown) { + if (player[i].isIdle() || + (player[i].isStop() && + player[i].targetyaw == player[i].yaw) || + (player[i].isLanding() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown) || + (player[i].isLandhard() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown && + player[i].crouchkeydown)) { + if (player[i].aitype == passivetype) player[i].setAnimation(walkanim); else player[i].setAnimation(player[i].getRun()); } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[i].frameTarget = 0; } - if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ + if (player[i].animTarget == hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/) { player[i].setAnimation(climbanim); - player[i].targetframe=1; - player[i].jumpclimb=1; + player[i].frameTarget = 1; + player[i].jumpclimb = 1; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity+=absflatfacing*5*multiplier; + if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[i].velocity += absflatfacing * 5 * multiplier; } - player[i].forwardstogglekeydown=1; - movekey=1; + player[i].forwardstogglekeydown = 1; + movekey = 1; } - if (player[i].rightkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetyaw==player[i].yaw)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ + if (player[i].rightkeydown) { + if (player[i].isIdle() || + (player[i].isStop() && + player[i].targetyaw == player[i].yaw) || + (player[i].isLanding() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown) || + (player[i].isLandhard() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown && + player[i].crouchkeydown)) { player[i].setAnimation(player[i].getRun()); } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[i].frameTarget = 0; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0); + if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[i].velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } - player[i].targetyaw-=90; - if(player[i].forwardkeydown)player[i].targetyaw+=45; - if(player[i].backkeydown)player[i].targetyaw-=45; - movekey=1; + player[i].targetyaw -= 90; + if (player[i].forwardkeydown) + player[i].targetyaw += 45; + if (player[i].backkeydown) + player[i].targetyaw -= 45; + movekey = 1; } - if ( player[i].leftkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetyaw==player[i].yaw)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ + if ( player[i].leftkeydown) { + if (player[i].isIdle() || + (player[i].isStop() && + player[i].targetyaw == player[i].yaw) || + (player[i].isLanding() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown) || + (player[i].isLandhard() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown && + player[i].crouchkeydown)) { player[i].setAnimation(player[i].getRun()); } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[i].frameTarget = 0; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0); + if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[i].velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0); } - player[i].targetyaw+=90; - if(player[i].forwardkeydown)player[i].targetyaw-=45; - if(player[i].backkeydown)player[i].targetyaw+=45; - movekey=1; + player[i].targetyaw += 90; + if (player[i].forwardkeydown) + player[i].targetyaw -= 45; + if (player[i].backkeydown) + player[i].targetyaw += 45; + movekey = 1; } - if(player[i].backkeydown){ - if(player[i].isIdle()|| - (player[i].isStop()&& - player[i].targetyaw==player[i].yaw)|| - (player[i].isLanding()&& - player[i].targetframe>0&& - !player[i].jumpkeydown)|| - (player[i].isLandhard()&& - player[i].targetframe>0&& - !player[i].jumpkeydown&& - player[i].crouchkeydown)){ + if (player[i].backkeydown) { + if (player[i].isIdle() || + (player[i].isStop() && + player[i].targetyaw == player[i].yaw) || + (player[i].isLanding() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown) || + (player[i].isLandhard() && + player[i].frameTarget > 0 && + !player[i].jumpkeydown && + player[i].crouchkeydown)) { player[i].setAnimation(player[i].getRun()); } - if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; - if(player[i].wasCrouch()) - player[i].target=0; - player[i].targetframe=0; + if (player[i].isCrouch()) { + player[i].animTarget = sneakanim; + if (player[i].wasCrouch()) + player[i].target = 0; + player[i].frameTarget = 0; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ - player[i].velocity-=absflatfacing*5*multiplier; + if (player[i].animTarget == jumpupanim || player[i].animTarget == jumpdownanim || player[i].isFlip()) { + player[i].velocity -= absflatfacing * 5 * multiplier; } - if(player[i].targetanimation==hanganim){ - player[i].currentanimation=jumpdownanim; - player[i].targetanimation=jumpdownanim; - player[i].target=0; - player[i].currentframe=0; - player[i].targetframe=1; - player[i].velocity=0; - player[i].velocity.y+=gravity; - player[i].coords.y-=1.4; - player[i].grabdelay=1; + if (player[i].animTarget == hanganim) { + player[i].animCurrent = jumpdownanim; + player[i].animTarget = jumpdownanim; + player[i].target = 0; + player[i].frameCurrent = 0; + player[i].frameTarget = 1; + player[i].velocity = 0; + player[i].velocity.y += gravity; + player[i].coords.y -= 1.4; + player[i].grabdelay = 1; } - if ( !player[i].leftkeydown&&!player[i].rightkeydown) - player[i].targetyaw+=180; - movekey=1; + if ( !player[i].leftkeydown && !player[i].rightkeydown) + player[i].targetyaw += 180; + movekey = 1; } - if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){ - if((((player[i].isLanding()&&player[i].targetframe>=3)|| - player[i].isRun()|| - player[i].targetanimation==walkanim|| - player[i].isCrouch()|| - player[i].targetanimation==sneakanim)&& - player[i].jumppower>1)&& - ((player[i].targetanimation!=rabbitrunninganim&& - player[i].targetanimation!=wolfrunninganim)||i!=0)){ - player[i].jumpstart=0; + if ((player[i].jumpkeydown && !player[i].jumpclimb) || player[i].jumpstart) { + if ((((player[i].isLanding() && player[i].frameTarget >= 3) || + player[i].isRun() || + player[i].animTarget == walkanim || + player[i].isCrouch() || + player[i].animTarget == sneakanim) && + player[i].jumppower > 1) && + ((player[i].animTarget != rabbitrunninganim && + player[i].animTarget != wolfrunninganim) || i != 0)) { + player[i].jumpstart = 0; player[i].setAnimation(jumpupanim); - player[i].yaw=player[i].targetyaw; - player[i].transspeed=20; - player[i].FootLand(0,1); - player[i].FootLand(1,1); + player[i].yaw = player[i].targetyaw; + player[i].transspeed = 20; + player[i].FootLand(0, 1); + player[i].FootLand(1, 1); - facing=0; - facing.z=-1; - flatfacing=DoRotation(facing,0,player[i].targetyaw+180,0); + facing = 0; + facing.z = -1; + flatfacing = DoRotation(facing, 0, player[i].targetyaw + 180, 0); - if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale; - if(!movekey)player[i].velocity=0; + if (movekey) + player[i].velocity = flatfacing * player[i].speed * 45 * player[i].scale; + if (!movekey) + player[i].velocity = 0; //Dodge sweep? - target=-2; - if(numplayers>1) - for(int j=0;jcoords)<3&& - player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim)){ - if(target>=0)target=-1; - else target=j; + target = -2; + if (numplayers > 1) + for (int j = 0; j < numplayers; j++) { + if (j != i && !player[j].skeleton.free && player[j].victim) { + if (distsq(&player[j].coords, &player[j].victim->coords) < 3 && + player[j].victim == &player[i] && + (player[j].animTarget == sweepanim)) { + if (target >= 0) + target = -1; + else + target = j; } } } - if(target>=0)player[i].velocity.y=1; - else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){ - player[i].velocity.y=7; - player[i].crouchtogglekeydown=1; - } - else player[i].velocity.y=5; - - if(mousejump&&i==0&&debugmode){ - if(!player[i].isLanding())player[i].tempdeltav=deltav; - if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000; - } + if (target >= 0) + player[i].velocity.y = 1; + else + if (player[i].crouchkeydown || player[i].aitype != playercontrolled) { + player[i].velocity.y = 7; + player[i].crouchtogglekeydown = 1; + } else player[i].velocity.y = 5; + + if (mousejump && i == 0 && debugmode) { + if (!player[i].isLanding()) + player[i].tempdeltav = deltav; + if (player[i].tempdeltav < 0) + player[i].velocity.y -= (float)(player[i].tempdeltav) / multiplier / 1000; + } - player[i].coords.y+=.2; - player[i].jumppower-=1; + player[i].coords.y += .2; + player[i].jumppower -= 1; - if (!i) - emit_sound_at(whooshsound, player[i].coords, 128.); + if (!i) + emit_sound_at(whooshsound, player[i].coords, 128.); - emit_sound_at(jumpsound, player[i].coords, 128.); + emit_sound_at(jumpsound, player[i].coords, 128.); } - if((player[i].isIdle())&&player[i].jumppower>1){ + if ((player[i].isIdle()) && player[i].jumppower > 1) { player[i].setAnimation(player[i].getLanding()); - player[i].targetframe=2; - player[i].landhard=0; - player[i].jumpstart=1; - player[i].tempdeltav=deltav; + player[i].frameTarget = 2; + player[i].landhard = 0; + player[i].jumpstart = 1; + player[i].tempdeltav = deltav; } - if(player[i].targetanimation==jumpupanim&& - (((!floatjump&& - !editorenabled)|| - !debugmode)|| - player[i].aitype!=playercontrolled)){ - if(player[i].jumppower>multiplier*6){ - player[i].velocity.y+=multiplier*6; - player[i].jumppower-=multiplier*6; + if (player[i].animTarget == jumpupanim && + (((!floatjump && + !editorenabled) || + !debugmode) || + player[i].aitype != playercontrolled)) { + if (player[i].jumppower > multiplier * 6) { + player[i].velocity.y += multiplier * 6; + player[i].jumppower -= multiplier * 6; } - if(player[i].jumppower<=multiplier*6){ - player[i].velocity.y+=player[i].jumppower; - player[i].jumppower=0; + if (player[i].jumppower <= multiplier * 6) { + player[i].velocity.y += player[i].jumppower; + player[i].jumppower = 0; } } - if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30; + if (((floatjump || editorenabled) && debugmode) && i == 0) + player[i].velocity.y += multiplier * 30; } - if(!movekey){ - if(player[i].isRun()||player[i].targetanimation==walkanim) + if (!movekey) { + if (player[i].isRun() || player[i].animTarget == walkanim) player[i].setAnimation(player[i].getStop()); - if(player[i].targetanimation==sneakanim){ - player[i].targetanimation=player[i].getCrouch(); - if(player[i].currentanimation==sneakanim) - player[i].target=0; - player[i].targetframe=0; + if (player[i].animTarget == sneakanim) { + player[i].animTarget = player[i].getCrouch(); + if (player[i].animCurrent == sneakanim) + player[i].target = 0; + player[i].frameTarget = 0; } } - if(player[i].targetanimation==walkanim&& - (player[i].aitype==attacktypecutoff|| - player[i].aitype==searchtype|| - (player[i].aitype==passivetype&& - player[i].numwaypoints<=1))) + if (player[i].animTarget == walkanim && + (player[i].aitype == attacktypecutoff || + player[i].aitype == searchtype || + (player[i].aitype == passivetype && + player[i].numwaypoints <= 1))) player[i].setAnimation(player[i].getStop()); - if(player[i].isRun()&&(player[i].aitype==passivetype)) + if (player[i].isRun() && (player[i].aitype == passivetype)) player[i].setAnimation(player[i].getStop()); } } - if(player[i].targetanimation==rollanim) - player[i].targetyaw=oldtargetyaw; + if (player[i].animTarget == rollanim) + player[i].targetyaw = oldtargetyaw; } //Rotation - for(int k=0;k180){ - if(player[k].yaw>player[k].targetyaw) - player[k].yaw-=360; + for (int k = 0; k < numplayers; k++) { + if (fabs(player[k].yaw - player[k].targetyaw) > 180) { + if (player[k].yaw > player[k].targetyaw) + player[k].yaw -= 360; else - player[k].yaw+=360; + player[k].yaw += 360; } //stop to turn in right direction - if(fabs(player[k].yaw-player[k].targetyaw)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)) + if (fabs(player[k].yaw - player[k].targetyaw) > 90 && (player[k].isRun() || player[k].animTarget == walkanim)) player[k].setAnimation(player[k].getStop()); - if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim) - player[k].targettilt=0; - - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=backhandspringanim&& - player[k].targetanimation!=jumpdownanim&& - !player[k].isFlip()){ - player[k].targettilt=0; - if(player[k].jumppower<0&&!player[k].jumpkeydown) - player[k].jumppower=0; - player[k].jumppower+=multiplier*7; - if(player[k].isCrouch()) - player[k].jumppower+=multiplier*7; - if(player[k].jumppower>5) - player[k].jumppower=5; + if (player[k].animTarget == backhandspringanim || player[k].animTarget == dodgebackanim) + player[k].targettilt = 0; + + if (player[k].animTarget != jumpupanim && + player[k].animTarget != backhandspringanim && + player[k].animTarget != jumpdownanim && + !player[k].isFlip()) { + player[k].targettilt = 0; + if (player[k].jumppower < 0 && !player[k].jumpkeydown) + player[k].jumppower = 0; + player[k].jumppower += multiplier * 7; + if (player[k].isCrouch()) + player[k].jumppower += multiplier * 7; + if (player[k].jumppower > 5) + player[k].jumppower = 5; } - if(player[k].isRun()) - player[k].targettilt=(player[k].yaw-player[k].targetyaw)/4; + if (player[k].isRun()) + player[k].targettilt = (player[k].yaw - player[k].targetyaw) / 4; - player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150); - player[k].grabdelay-=multiplier; + player[k].tilt = stepTowardf(player[k].tilt, player[k].targettilt, multiplier * 150); + player[k].grabdelay -= multiplier; } //do animations - for(int k=0;k=0;j--){ - envsoundlife[j]-=multiplier; - if(envsoundlife[j]<0){ + + for (int j = numenvsounds - 1; j >= 0; j--) { + envsoundlife[j] -= multiplier; + if (envsoundlife[j] < 0) { numenvsounds--; - envsoundlife[j]=envsoundlife[numenvsounds]; - envsound[j]=envsound[numenvsounds]; + envsoundlife[j] = envsoundlife[numenvsounds]; + envsound[j] = envsound[numenvsounds]; } } - if(slomo) + if (slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq); else OPENAL_SetFrequency(OPENAL_ALL, 22050); - if(tutoriallevel==1){ + if (tutoriallevel == 1) { XYZ temp; XYZ temp2; XYZ temp3; XYZ oldtemp; XYZ oldtemp2; - temp.x=1011; - temp.y=84; - temp.z=491; - temp2.x=1025; - temp2.y=75; - temp2.z=447; - temp3.x=1038; - temp3.y=76; - temp3.z=453; - oldtemp=temp; - oldtemp2=temp2; - if(tutorialstage>=51) - if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){ + temp.x = 1011; + temp.y = 84; + temp.z = 491; + temp2.x = 1025; + temp2.y = 75; + temp2.z = 447; + temp3.x = 1038; + temp3.y = 76; + temp3.z = 453; + oldtemp = temp; + oldtemp2 = temp2; + if (tutorialstage >= 51) + if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) { OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu... OPENAL_SetFrequency(OPENAL_ALL, 0.001); emit_stream_np(stream_menutheme); - gameon=0; - mainmenu=5; + gameon = 0; + mainmenu = 5; fireSound(); flash(); } - if(tutorialstage<51) - if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){ + if (tutorialstage < 51) + if (distsq(&temp, &player[0].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[0].coords) < 4) { emit_sound_at(fireendsound, player[0].coords); - player[0].coords=(oldtemp+oldtemp2)/2; + player[0].coords = (oldtemp + oldtemp2) / 2; flash(); } - if(tutorialstage>=14&&tutorialstage<50) - if(distsq(&temp,&player[1].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[1].coords)<4){ + if (tutorialstage >= 14 && tutorialstage < 50) + if (distsq(&temp, &player[1].coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &player[1].coords) < 4) { emit_sound_at(fireendsound, player[1].coords); - for(int i=0;i90) - pitch=90; - if(pitch<-70) - pitch=-70; - } +void Game::TickOnce() +{ + if (mainmenu) + yaw += multiplier * 5; + else if (directing || indialogue == -1) { + yaw += deltah * .7; + if (!invertmouse) + pitch += deltav * .7; + if (invertmouse) + pitch -= deltav * .7; + if (pitch > 90) + pitch = 90; + if (pitch < -70) + pitch = -70; + } } -void Game::TickOnceAfter(){ - static XYZ colviewer; - static XYZ coltarget; - static XYZ target; - static XYZ col; - static XYZ facing; - static float changedelay; - static bool alldead; - static float unseendelay; - static float cameraspeed; - - if(!mainmenu){ - static int oldmusictype=musictype; - - if(environment==snowyenvironment) - leveltheme=stream_snowtheme; - if(environment==grassyenvironment) - leveltheme=stream_grasstheme; - if(environment==desertenvironment) - leveltheme=stream_deserttheme; - - realthreat=0; - - musictype=leveltheme; - for(int i=0;i0) - musictype=stream_fighttheme; - } - - - if(loading==2){ - musictype=stream_menutheme; - musicvolume[2]=512; - musicvolume[0]=0; - musicvolume[1]=0; - musicvolume[3]=0; - } - - if(musictoggle) - if(musictype!=oldmusictype&&musictype==stream_fighttheme) - emit_sound_np(alarmsound); - musicselected=musictype; - - if(musicselected==leveltheme) - musicvolume[0]+=multiplier*450; - else - musicvolume[0]-=multiplier*450; - if(musicselected==stream_fighttheme) - musicvolume[1]+=multiplier*450; - else - musicvolume[1]-=multiplier*450; - if(musicselected==stream_menutheme) - musicvolume[2]+=multiplier*450; - else - musicvolume[2]-=multiplier*450; - - for(int i=0;i<3;i++){ - if(musicvolume[i]<0) - musicvolume[i]=0; - if(musicvolume[i]>512) - musicvolume[i]=512; - } - - if(musicvolume[2]>128&&!loading&&!mainmenu) - musicvolume[2]=128; - - if(musictoggle){ - if(musicvolume[0]>0&&oldmusicvolume[0]<=0) - emit_stream_np(leveltheme, musicvolume[0]); - if(musicvolume[1]>0&&oldmusicvolume[1]<=0) - emit_stream_np(stream_fighttheme, musicvolume[1]); - if(musicvolume[2]>0&&oldmusicvolume[2]<=0) - emit_stream_np(stream_menutheme, musicvolume[2]); - if(musicvolume[0]<=0&&oldmusicvolume[0]>0) - pause_sound(leveltheme); - if(musicvolume[1]<=0&&oldmusicvolume[1]>0) - pause_sound(stream_fighttheme); - if(musicvolume[2]<=0&&oldmusicvolume[2]>0) - pause_sound(stream_menutheme); - - if(musicvolume[0]!=oldmusicvolume[0]) - OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); - if(musicvolume[1]!=oldmusicvolume[1]) - OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); - if(musicvolume[2]!=oldmusicvolume[2]) - OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); - - for(int i=0;i<3;i++) - oldmusicvolume[i]=musicvolume[i]; - } else { - pause_sound(leveltheme); - pause_sound(stream_fighttheme); - pause_sound(stream_menutheme); - - for(int i=0;i<4;i++){ - oldmusicvolume[i]=0; - musicvolume[i]=0; - } - } - - killhotspot=2; - for(int i=0;i10&&hotspottype[i]<20){ - if(player[hotspottype[i]-10].dead==0) - killhotspot=0; - else if(killhotspot==2) - killhotspot=1; - } - } - if(killhotspot==2) - killhotspot=0; - - - winhotspot=false; - for(int i=0;i 0) + musictype = stream_fighttheme; + } + + + if (loading == 2) { + musictype = stream_menutheme; + musicvolume[2] = 512; + musicvolume[0] = 0; + musicvolume[1] = 0; + musicvolume[3] = 0; + } + + if (musictoggle) + if (musictype != oldmusictype && musictype == stream_fighttheme) + emit_sound_np(alarmsound); + musicselected = musictype; + + if (musicselected == leveltheme) + musicvolume[0] += multiplier * 450; + else + musicvolume[0] -= multiplier * 450; + if (musicselected == stream_fighttheme) + musicvolume[1] += multiplier * 450; + else + musicvolume[1] -= multiplier * 450; + if (musicselected == stream_menutheme) + musicvolume[2] += multiplier * 450; + else + musicvolume[2] -= multiplier * 450; + + for (int i = 0; i < 3; i++) { + if (musicvolume[i] < 0) + musicvolume[i] = 0; + if (musicvolume[i] > 512) + musicvolume[i] = 512; + } + + if (musicvolume[2] > 128 && !loading && !mainmenu) + musicvolume[2] = 128; + + if (musictoggle) { + if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) + emit_stream_np(leveltheme, musicvolume[0]); + if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) + emit_stream_np(stream_fighttheme, musicvolume[1]); + if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) + emit_stream_np(stream_menutheme, musicvolume[2]); + if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) + pause_sound(leveltheme); + if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) + pause_sound(stream_fighttheme); + if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) + pause_sound(stream_menutheme); + + if (musicvolume[0] != oldmusicvolume[0]) + OPENAL_SetVolume(channels[leveltheme], musicvolume[0]); + if (musicvolume[1] != oldmusicvolume[1]) + OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]); + if (musicvolume[2] != oldmusicvolume[2]) + OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]); + + for (int i = 0; i < 3; i++) + oldmusicvolume[i] = musicvolume[i]; + } else { + pause_sound(leveltheme); + pause_sound(stream_fighttheme); + pause_sound(stream_menutheme); + + for (int i = 0; i < 4; i++) { + oldmusicvolume[i] = 0; + musicvolume[i] = 0; + } + } + + killhotspot = 2; + for (int i = 0; i < numhotspots; i++) { + if (hotspottype[i] > 10 && hotspottype[i] < 20) { + if (player[hotspottype[i] - 10].dead == 0) + killhotspot = 0; + else if (killhotspot == 2) + killhotspot = 1; + } + } + if (killhotspot == 2) + killhotspot = 0; + + + winhotspot = false; + for (int i = 0; i < numhotspots; i++) + if (hotspottype[i] == -1) + if (distsq(&player[0].coords, &hotspot[i]) < hotspotsize[i]) + winhotspot = true; + + int numalarmed = 0; + for (int i = 1; i < numplayers; i++) + if (!player[i].dead && player[i].aitype == attacktypecutoff && player[i].surprised <= 0) numalarmed++; - if(numalarmed>maxalarmed) - maxalarmed=numalarmed; - - if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){ - if(player[0].dead&&changedelay<=0){ - changedelay=1; - targetlevel=whichlevel; - } - alldead=true; - for(int i=1;i maxalarmed) + maxalarmed = numalarmed; + + if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) { + if (player[0].dead && changedelay <= 0) { + changedelay = 1; + targetlevel = whichlevel; + } + alldead = true; + for (int i = 1; i < numplayers; i++) { + if (!player[i].dead && player[i].howactive < typedead1) { + alldead = false; break; - } - } - - - if(alldead&&!player[0].dead&&maptype==mapkilleveryone) { - changedelay=1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - if(winhotspot||windialogue) { - changedelay=0.1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - - if(killhotspot){ - changedelay=1; - targetlevel=whichlevel+1; - if(targetlevel>numchallengelevels-1)targetlevel=0; - } - - if(changedelay>0&&!player[0].dead&&!won) { - //high scores, awards, win - if(campaign) { - accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); - scoreadded=1; - } else { - accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime); - } - won=1; - } - } - - if(!winfreeze){ - - if(leveltime<1){ - loading=0; - changedelay=.1; - alldead=false; - winhotspot=false; - killhotspot=0; - } - - if(!editorenabled&&gameon&&!mainmenu) { - if(changedelay!=-999) - changedelay-=multiplier/7; - if(player[0].dead) - targetlevel=whichlevel; - if(loading==2&&!campaign){ - flash(); - - fireSound(firestartsound); - - if(!player[0].dead&&targetlevel!=whichlevel) - startbonustotal=bonustotal; - if(player[0].dead) + } + } + + + if (alldead && !player[0].dead && maptype == mapkilleveryone) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + } + if (winhotspot || windialogue) { + changedelay = 0.1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + } + + + if (killhotspot) { + changedelay = 1; + targetlevel = whichlevel + 1; + if (targetlevel > numchallengelevels - 1) + targetlevel = 0; + } + + if (changedelay > 0 && !player[0].dead && !won) { + //high scores, awards, win + if (campaign) { + accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime); + scoreadded = 1; + } else { + accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime); + } + won = 1; + } + } + + if (!winfreeze) { + + if (leveltime < 1) { + loading = 0; + changedelay = .1; + alldead = false; + winhotspot = false; + killhotspot = 0; + } + + if (!editorenabled && gameon && !mainmenu) { + if (changedelay != -999) + changedelay -= multiplier / 7; + if (player[0].dead) + targetlevel = whichlevel; + if (loading == 2 && !campaign) { + flash(); + + fireSound(firestartsound); + + if (!player[0].dead && targetlevel != whichlevel) + startbonustotal = bonustotal; + if (player[0].dead) Loadlevel(whichlevel); - else + else Loadlevel(targetlevel); - fireSound(); + fireSound(); - loading=3; - } - if(loading==2&&targetlevel==whichlevel){ - flash(); - loadtime=0; + loading = 3; + } + if (loading == 2 && targetlevel == whichlevel) { + flash(); + loadtime = 0; - fireSound(firestartsound); + fireSound(firestartsound); - Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); + Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str()); - fireSound(); + fireSound(); - loading=3; - } - if(changedelay<=-999&& - whichlevel!=-2&& - !loading&& - (player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| + loading = 3; + } + if (changedelay <= -999 && + whichlevel != -2 && + !loading && + (player[0].dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || (killhotspot))) - loading=1; - if((player[0].dead|| - (alldead&&maptype==mapkilleveryone)|| - (winhotspot)|| - (windialogue)|| - (killhotspot))&& - changedelay<=0) { - if(whichlevel!=-2&&!loading&&!player[0].dead) { - winfreeze=true; - changedelay=-999; + loading = 1; + if ((player[0].dead || + (alldead && maptype == mapkilleveryone) || + (winhotspot) || + (windialogue) || + (killhotspot)) && + changedelay <= 0) { + if (whichlevel != -2 && !loading && !player[0].dead) { + winfreeze = true; + changedelay = -999; } - if(player[0].dead) - loading=1; - } - } + if (player[0].dead) + loading = 1; + } + } - if(campaign) { + if (campaign) { // campaignchoosenext determines what to do when the level is complete: // 0 = load next level // 1 = go back to level select screen // 2 = stealthload next level - if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) { - if(campaignlevels[actuallevel].nextlevel.empty()) - endgame=1; - } else if(mainmenu==0&&winfreeze) { - stealthloading = (campaignlevels[actuallevel].choosenext==2); + if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) { + if (campaignlevels[actuallevel].nextlevel.empty()) + endgame = 1; + } else if (mainmenu == 0 && winfreeze) { + stealthloading = (campaignlevels[actuallevel].choosenext == 2); - if(!stealthloading){ - fireSound(firestartsound); + if (!stealthloading) { + fireSound(firestartsound); - flash(); - } - - startbonustotal=0; - - LoadCampaign(); - - loading=2; - loadtime=0; - targetlevel=7; - if(!firstload) - LoadStuff(); - whichchoice=0; - actuallevel=campaignlevels[actuallevel].nextlevel.front(); - visibleloading=1; - stillloading=1; - Loadlevel(campaignlevels[actuallevel].mapname.c_str()); - campaign=1; - mainmenu=0; - gameon=1; - pause_sound(stream_menutheme); + flash(); + } - stealthloading=0; - } + startbonustotal = 0; + + LoadCampaign(); + + loading = 2; + loadtime = 0; + targetlevel = 7; + if (!firstload) + LoadStuff(); + whichchoice = 0; + actuallevel = campaignlevels[actuallevel].nextlevel.front(); + visibleloading = 1; + stillloading = 1; + Loadlevel(campaignlevels[actuallevel].mapname.c_str()); + campaign = 1; + mainmenu = 0; + gameon = 1; + pause_sound(stream_menutheme); + + stealthloading = 0; + } } - if(loading==3) - loading=0; + if (loading == 3) + loading = 0; } - oldmusictype=musictype; - } - - facing=0; - facing.z=-1; - - facing=DoRotation(facing,-pitch,0,0); - facing=DoRotation(facing,0,0-yaw,0); - viewerfacing=facing; - - if(!cameramode){ - if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05; - target.y+=.1; - if(player[0].skeleton.free){ - for(int i=0;itarget.y) - target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y; - } - target.y+=.1; - } - if(player[0].skeleton.free!=2/*&&!autocam*/){ - cameraspeed=20; - if(findLengthfast(&player[0].velocity)>400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)2.3)cameradist=2.3; - viewer=cameraloc-facing*cameradist; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;j target.y) + target.y = player[0].skeleton.joints[i].position.y * player[0].scale + player[0].coords.y; + } + target.y += .1; + } + if (player[0].skeleton.free != 2/*&&!autocam*/) { + cameraspeed = 20; + if (findLengthfast(&player[0].velocity) > 400) { + cameraspeed = 20 + (findLength(&player[0].velocity) - 20) * .96; + } + if (player[0].skeleton.free == 0 && player[0].animTarget != hanganim && player[0].animTarget != climbanim) + target.y += 1.4; + coltarget = target - cameraloc; + if (findLengthfast(&coltarget) < multiplier * multiplier * 400) + cameraloc = target; + else { + Normalise(&coltarget); + if (player[0].animTarget != hanganim && player[0].animTarget != climbanim && player[0].animCurrent != climbanim && player[0].currentoffset.x == 0) + cameraloc = cameraloc + coltarget * multiplier * cameraspeed; + else + cameraloc = cameraloc + coltarget * multiplier * 8; + } + if (editorenabled) + cameraloc = target; + cameradist += multiplier * 5; + if (cameradist > 2.3) + cameradist = 2.3; + viewer = cameraloc - facing * cameradist; + colviewer = viewer; + coltarget = cameraloc; + objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget)); + if (terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) + for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) { + int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j]; + colviewer = viewer; + coltarget = cameraloc; + if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1) + viewer = col; + } + if (terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) + for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) { + int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j]; + colviewer = viewer; + if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) { + viewer = colviewer; } } - cameradist=findDistance(&viewer,&target); - viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6); - if(cameraloc.y400){ - cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; - } - if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4; - cameradist+=multiplier*5; - if(cameradist>3.3)cameradist=3.3; - coltarget=target-cameraloc; - if(findLengthfast(&coltarget)1) - { - Normalise(&coltarget); - if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; - else cameraloc=cameraloc+coltarget*multiplier*8; - } - if(editorenabled)cameraloc=target; - viewer=cameraloc; - colviewer=viewer; - coltarget=cameraloc; - objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); - if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) - for(int j=0;j400){ + cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; + } + if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4; + cameradist+=multiplier*5; + if(cameradist>3.3)cameradist=3.3; + coltarget=target-cameraloc; + if(findLengthfast(&coltarget)1) + { + Normalise(&coltarget); + if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; + else cameraloc=cameraloc+coltarget*multiplier*8; + } + if(editorenabled)cameraloc=target; + viewer=cameraloc; + colviewer=viewer; + coltarget=cameraloc; + objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget)); + if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]) + for(int j=0;j.8)camerashake=.8; - //if(woozy>10)woozy=10; - //woozy+=multiplier; - woozy+=multiplier; - if(player[0].dead)camerashake=0; - if(player[0].dead)woozy=0; - camerashake-=multiplier*2; - blackout-=multiplier*2; - //if(player[0].isCrouch())woozy-=multiplier*8; - if(camerashake<0)camerashake=0; - if(blackout<0)blackout=0; - //if(woozy<0)woozy=0; - if(camerashake){ - viewer.x+=(float)(Random()%100)*.0005*camerashake; - viewer.y+=(float)(Random()%100)*.0005*camerashake; - viewer.z+=(float)(Random()%100)*.0005*camerashake; - } - } + if (camerashake > .8) + camerashake = .8; + //if(woozy>10)woozy=10; + //woozy+=multiplier; + woozy += multiplier; + if (player[0].dead) + camerashake = 0; + if (player[0].dead) + woozy = 0; + camerashake -= multiplier * 2; + blackout -= multiplier * 2; + //if(player[0].isCrouch())woozy-=multiplier*8; + if (camerashake < 0) + camerashake = 0; + if (blackout < 0) + blackout = 0; + //if(woozy<0)woozy=0; + if (camerashake) { + viewer.x += (float)(Random() % 100) * .0005 * camerashake; + viewer.y += (float)(Random() % 100) * .0005 * camerashake; + viewer.z += (float)(Random() % 100) * .0005 * camerashake; + } + } }