X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=685b4730ab952c17cf72bd8016d159777e558c1d;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=e6a810a651969e8f4fb032abf0f04d2af5f3f8f3;hpb=ce5a0f8dd7372931070554e6a963d6e715ea69b7;p=lugaru.git
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp
index e6a810a..685b473 100644
--- a/Source/GameTick.cpp
+++ b/Source/GameTick.cpp
@@ -3,22 +3,23 @@ Copyright (C) 2003, 2010 - Wolfire Games
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see .
*/
+// Enable full math definitions
+#define _USE_MATH_DEFINES
+
#if PLATFORM_UNIX
#include
#include
@@ -27,30 +28,37 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include
#endif
+
+#include
#include
+#include
+#include
#include "Game.h"
#include "openal_wrapper.h"
#include "Settings.h"
#include "Input.h"
#include "Animation.h"
#include "Awards.h"
+#include "Menu.h"
+
+#include
+#include
using namespace std;
+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
extern float multiplier;
extern XYZ viewer;
extern int environment;
-extern float texscale;
extern Terrain terrain;
-extern int kTextureSize;
-extern float screenwidth,screenheight;
+extern float screenwidth, screenheight;
extern float gravity;
extern int detail;
extern float texdetail;
@@ -60,10 +68,6 @@ extern float slomodelay;
extern bool floatjump;
extern float volume;
extern Light light;
-extern float texdetail;
-extern GLubyte bloodText[512*512*3];
-extern GLubyte wolfbloodText[512*512*3];
-extern float terraindetail;
extern float camerashake;
extern float woozy;
extern float blackout;
@@ -79,39 +83,23 @@ extern bool ambientsound;
extern bool mousejump;
extern float viewdistance;
extern bool freeze;
-extern bool autoslomo;
extern bool keyboardfrozen;
-extern int netdatanew;
extern bool loadingstuff;
-extern char mapname[256];
extern XYZ windvector;
extern bool debugmode;
-static int music1;
+static int leveltheme;
extern int mainmenu;
extern int oldmainmenu;
extern bool visibleloading;
-extern int loadscreencolor;
-extern float flashamount,flashr,flashg,flashb;
-extern int flashdelay;
extern XYZ envsound[30];
extern float envsoundvol[30];
extern int numenvsounds;
extern float envsoundlife[30];
extern float usermousesensitivity;
extern bool ismotionblur;
-extern bool foliage;
-extern bool trilinear;
-extern bool damageeffects;
-extern bool showpoints;
extern bool showdamagebar; // (des)activate the damage bar
-extern bool texttoggle;
-extern bool alwaysblur;
-extern float gamespeed;
extern bool decals;
-extern bool vblsync;
-extern bool immediate;
-extern bool velocityblur;
-extern float tintr,tintg,tintb;
+extern float tintr, tintg, tintb;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
@@ -136,14 +124,13 @@ extern float damagedealt;
extern int maptype;
extern int editoractive;
extern int editorpathtype;
+extern TGAImageRec texture;
extern float hostiletime;
extern bool gamestarted;
extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
extern int killhotspot;
extern XYZ hotspot[40];
extern int hotspottype[40];
@@ -151,7 +138,6 @@ extern float hotspotsize[40];
extern char hotspottext[40][256];
extern int currenthotspot;
-extern int kBitsPerPixel;
extern int hostile;
extern bool stillloading;
@@ -159,25 +145,126 @@ extern bool winfreeze;
extern bool campaign;
-extern float oldgamespeed;
+
+extern void toggleFullscreen();
+
+
+void Loadlevel(int which);
+void Loadlevel(const char *name);
+
+
+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 (size_t 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;
+bool won = false;
+int entername = 0;
+vector campaignlevels;
+int whichchoice = 0;
+int actuallevel = 0;
+bool winhotspot = false;
+bool windialogue = false;
+bool realthreat = 0;
+XYZ cameraloc;
+float cameradist = 0;
+bool oldattackkey = 0;
+int whichlevel = 0;
+float musicvolume[4] = {};
+float oldmusicvolume[4] = {};
+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];
@@ -188,18 +275,18 @@ 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[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
#include "ConsoleCmds.h"
#undef DECLARE_COMMAND
};
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
#include "ConsoleCmds.h"
#undef DECLARE_COMMAND
@@ -209,7640 +296,8225 @@ static console_handler cmd_handlers[] = {
#undef DECLARE_COMMAND
};
-static void ch_quit(Game *game, const char *args)
+
+
+// utility functions
+
+// TODO: this is slightly incorrect
+inline float roughDirection(XYZ vec)
+{
+ Normalise(&vec);
+ 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 pitchOf(XYZ vec)
+{
+ Normalise(&vec);
+ return -asin(vec.y) * 180 / M_PI;
+}
+inline float pitchTo(XYZ start, XYZ end)
+{
+ return pitchOf(end - start);
+}
+inline float sq(float n)
+{
+ return n * n;
+}
+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()
{
- game->tryquit = 1;
+ XYZ temppos;
+ temppos = Person::players[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;
+ }
+ if (sound != -1)
+ emit_sound_at(sound, temppos);
}
-static void ch_map(Game *game, const char *args)
+// ================================================================
+
+bool AddClothes(const char *fileName, GLubyte *array)
{
- char buf[64];
- snprintf(buf, 63, ":Data:Maps:%s", args);
- game->Loadlevel(buf);
- game->whichlevel = -2;
- campaign = 0;
+ 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_save(Game *game, const char *args)
+
+
+static void ch_quit(const char *args)
{
- char buf[64];
- int i, j, k, l, m, templength;
- float headprop, bodyprop, armprop, legprop;
- snprintf(buf, 63, ":Data:Maps:%s", args);
-
-
- int mapvers = 12;;
-
- FILE *tfile;
- tfile=fopen( ConvertFileName(buf), "wb" );
- fpackf(tfile, "Bi", mapvers);
- fpackf(tfile, "Bi", maptype);
- fpackf(tfile, "Bi", hostile);
- fpackf(tfile, "Bf Bf", viewdistance, fadestart);
- 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].rotation, player[0].targetrotation, player[0].num_weapons);
- if(player[0].num_weapons>0&&player[0].num_weapons<5)
- for(j=0;jcoords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
+ Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+ for (int j = 0; j < Person::players[0]->num_weapons; j++)
+ fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
+
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
+ fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
+
+ fpackf(tfile, "Bi", Person::players[0]->numclothes);
+
+ fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
+
+ fpackf(tfile, "Bi", numdialogues);
+
+ for (int k = 0; k < numdialogues; k++) {
+ fpackf(tfile, "Bi", numdialogueboxes[k]);
+ fpackf(tfile, "Bi", dialoguetype[k]);
+ for (int l = 0; l < 10; l++) {
+ fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
+ fpackf(tfile, "Bf", participantyaw[k][l]);
+ }
+ for (int l = 0; l < numdialogueboxes[k]; l++) {
+ fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
+ fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
+ fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
+ fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
+ fpackf(tfile, "Bi", dialogueboxsound[k][l]);
+
+ int templength = strlen(dialoguetext[k][l]);
+ fpackf(tfile, "Bi", (templength));
+ for (int m = 0; m < templength; m++) {
+ fpackf(tfile, "Bb", dialoguetext[k][l][m]);
+ if (dialoguetext[k][l][m] == '\0')
+ break;
+ }
+
+ templength = strlen(dialoguename[k][l]);
+ fpackf(tfile, "Bi", templength);
+ for (int m = 0; m < templength; m++) {
+ fpackf(tfile, "Bb", dialoguename[k][l][m]);
+ if (dialoguename[k][l][m] == '\0')
+ break;
+ }
+
+ fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
+ fpackf(tfile, "Bi", participantfocus[k][l]);
+ fpackf(tfile, "Bi", participantaction[k][l]);
+
+ for (int m = 0; m < 10; m++)
+ fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
+
+ fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
+ }
+ }
+
+ for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ int templength = strlen(Person::players[0]->clothes[k]);
+ fpackf(tfile, "Bi", templength);
+ for (int l = 0; l < templength; l++)
+ fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
+ fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
}
- 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);
- fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
- fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
-
- fpackf(tfile, "Bi", player[0].numclothes);
-
- fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
-
- fpackf(tfile, "Bi", numdialogues);
- for(k=0;k maxplayers) {
+ cout << "Warning: this level contains more players than allowed" << endl;
+ }
+ for (unsigned j = 1; j < Person::players.size(); j++) {
+ fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
+ Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
+ Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
+ if (Person::players[j]->num_weapons < 5)
+ for (int k = 0; k < Person::players[j]->num_weapons; k++)
+ fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
+ if (Person::players[j]->numwaypoints < 30) {
+ fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
+ for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
+ fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
+ fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
+ fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
+ fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
+ }
+ fpackf(tfile, "Bi", Person::players[j]->waypoint);
+ } else {
+ Person::players[j]->numwaypoints = 0;
+ Person::players[j]->waypoint = 0;
+ fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
+ }
+
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
+ fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
+
+ float headprop, bodyprop, armprop, legprop;
+ if (Person::players[j]->creature == wolftype) {
+ headprop = Person::players[j]->proportionhead.x / 1.1;
+ bodyprop = Person::players[j]->proportionbody.x / 1.1;
+ armprop = Person::players[j]->proportionarms.x / 1.1;
+ legprop = Person::players[j]->proportionlegs.x / 1.1;
+ } else if (Person::players[j]->creature == rabbittype) {
+ headprop = Person::players[j]->proportionhead.x / 1.2;
+ bodyprop = Person::players[j]->proportionbody.x / 1.05;
+ armprop = Person::players[j]->proportionarms.x / 1.00;
+ legprop = Person::players[j]->proportionlegs.x / 1.1;
+ }
+
+ fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
+
+ fpackf(tfile, "Bi", Person::players[j]->numclothes);
+ if (Person::players[j]->numclothes)
+ for (int k = 0; k < Person::players[j]->numclothes; k++) {
+ int templength;
+ templength = strlen(Person::players[j]->clothes[k]);
+ fpackf(tfile, "Bi", templength);
+ for (int l = 0; l < templength; l++)
+ fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
+ fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
+ }
}
- fpackf(tfile, "Bi", game->numpathpoints);
- for(j=0;jnumpathpoints;j++){
- fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
- for(k=0;knumpathpointconnect[j];k++){
- fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
- }
- }
+ fpackf(tfile, "Bi", numpathpoints);
+ for (int j = 0; j < numpathpoints; j++) {
+ fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+ for (int k = 0; k < numpathpointconnect[j]; k++)
+ fpackf(tfile, "Bi", pathpointconnect[j][k]);
+ }
- fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+ fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
- fclose(tfile);
+ fclose(tfile);
}
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
{
- sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
+ sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
}
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
{
- tintr = atof(args);
+ tintr = atof(args);
}
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
{
- tintg = atof(args);
+ tintg = atof(args);
}
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
{
- tintb = atof(args);
+ tintb = atof(args);
}
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
{
- player[0].speedmult = atof(args);
+ Person::players[0]->speedmult = atof(args);
}
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
{
- player[0].power = atof(args);
+ Person::players[0]->power = atof(args);
}
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
{
- player[0].power = atof(args);
+ Person::players[0]->power = atof(args);
}
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
{
- player[0].scale = atof(args) * .2;
+ Person::players[0]->scale = atof(args) * .2;
}
-static int find_closest()
+static int findClosestPlayer()
{
- int closest = 0;
- float closestdist = 1.0/0.0;
-
- for (int i = 1; i < numplayers; i++) {
- float distance;
- distance = findDistancefast(&player[i].coords,&player[0].coords);
- if (distance < closestdist) {
- closestdist = distance;
- closest = i;
+ int closest = -1;
+ float closestdist = std::numeric_limits::max();
+
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
}
- }
- return closest;
+ return closest;
}
-static void ch_sizenear(Game *game, const char *args)
+static int findClosestObject()
{
- int closest = find_closest();
+ int closest = -1;
+ float closestdist = std::numeric_limits::max();
+
+ for (int i = 0; i < objects.numobjects; i++) {
+ float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
+ }
+ return closest;
+}
- if (closest)
- player[closest].scale = atof(args) * .2;
+static void ch_sizenear(const char *args)
+{
+ int closest = findClosestPlayer();
+ if (closest >= 0)
+ Person::players[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 (Person::players[pnum]->creature == wolftype) {
+ Person::players[pnum]->proportionhead = 1.1 * headprop;
+ Person::players[pnum]->proportionbody = 1.1 * bodyprop;
+ Person::players[pnum]->proportionarms = 1.1 * armprop;
+ Person::players[pnum]->proportionlegs = 1.1 * legprop;
+ } else if (Person::players[pnum]->creature == rabbittype) {
+ Person::players[pnum]->proportionhead = 1.2 * headprop;
+ Person::players[pnum]->proportionbody = 1.05 * bodyprop;
+ Person::players[pnum]->proportionarms = 1.00 * armprop;
+ Person::players[pnum]->proportionlegs = 1.1 * legprop;
+ Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
+ }
}
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
{
- set_proportion(0, args);
+ set_proportion(0, args);
}
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
{
- int closest = find_closest();
- if (closest)
- 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;
+ Person::players[pnum]->protectionhead = head;
+ Person::players[pnum]->protectionhigh = high;
+ Person::players[pnum]->protectionlow = low;
}
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
{
- set_protection(0, args);
+ set_protection(0, args);
}
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
{
- int closest = find_closest();
- if (closest)
- 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;
+ Person::players[pnum]->armorhead = head;
+ Person::players[pnum]->armorhigh = high;
+ Person::players[pnum]->armorlow = low;
}
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
{
- set_armor(0, args);
+ set_armor(0, args);
}
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
{
- int closest = find_closest();
- if (closest)
- set_armor(closest, args);
+ int closest = findClosestPlayer();
+ if (closest >= 0)
+ set_armor(closest, args);
}
-static void ch_protectionreset(Game *game, const char *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;
+ Person::players[pnum]->metalhead = head;
+ Person::players[pnum]->metalhigh = high;
+ Person::players[pnum]->metallow = low;
}
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
{
- set_metal(0, args);
+ set_metal(0, args);
}
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
{
- player[pnum].numclothes = 0;
- game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
- &player[pnum].skeleton.drawmodel.textureptr,1,
- &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
+ Person::players[pnum]->numclothes = 0;
+ Person::players[pnum]->skeleton.drawmodel.textureptr.load(
+ creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
+ &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
}
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
{
- set_noclothes(0, game, args);
+ set_noclothes(0, args);
}
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
{
- int closest = find_closest();
- if (closest)
- set_noclothes(closest, game, args);
+ int closest = findClosestPlayer();
+ if (closest >= 0)
+ set_noclothes(closest, args);
}
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
{
- char buf[64];
- snprintf(buf, 63, ":Data:Textures:%s.png", args);
-
- if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
- 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, &Person::players[pnum]->skeleton.skinText[pnum]))
+ return;
+
+ Person::players[pnum]->DoMipmaps();
+ strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
+ Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
+ Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
+ Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
+ Person::players[pnum]->numclothes++;
}
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
{
- set_clothes(0, game, args);
+ set_clothes(0, args);
}
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
{
- int closest = find_closest();
- if (closest)
- set_clothes(closest, game, args);
+ int closest = findClosestPlayer();
+ if (closest >= 0)
+ set_clothes(closest, args);
}
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
{
- player[0].skeleton.clothes = !player[0].skeleton.clothes;
+ Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
}
-static void ch_cellophane(Game *game, const char *args)
+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 (auto player : Person::players) {
+ player->proportionhead.z = player->proportionhead.x * mul;
+ player->proportionbody.z = player->proportionbody.x * mul;
+ player->proportionarms.z = player->proportionarms.x * mul;
+ player->proportionlegs.z = player->proportionlegs.x * mul;
+ }
}
-static void ch_funnybunny(Game *game, const char *args)
+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);
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,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");
+ Person::players[0]->skeleton.id = 0;
+ Person::players[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);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
+ Person::players[0]->creature = rabbittype;
+ Person::players[0]->scale = .2;
+ Person::players[0]->headless = 0;
+ Person::players[0]->damagetolerance = 200;
+ set_proportion(0, "1 1 1 1");
}
-static void ch_wolfie(Game *game, const char *args)
+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);
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,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");
+ Person::players[0]->skeleton.id = 0;
+ Person::players[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);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
+ Person::players[0]->creature = wolftype;
+ Person::players[0]->damagetolerance = 300;
+ set_proportion(0, "1 1 1 1");
}
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
{
- ch_wolfie(game, args);
+ ch_wolfie(args);
}
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(const char *args)
{
- int i;
- for (i = 1; i < numplayers; i++)
- if (player[i].scale < 0.8 * 0.2)
- player[i].scale = 0.8 * 0.2;
+ for (unsigned i = 1; i < Person::players.size(); i++)
+ if (Person::players[i]->scale < 0.8 * 0.2)
+ Person::players[i]->scale = 0.8 * 0.2;
}
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
{
- tutoriallevel = atoi(args);
+ tutoriallevel = atoi(args);
}
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
{
- hostile = atoi(args);
+ hostile = atoi(args);
}
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
{
- game->indemo=1;
- hotspot[numhotspots]=player[0].coords;
- hotspotsize[numhotspots]=0;
- hotspottype[numhotspots]=-111;
- strcpy(hotspottext[numhotspots],"mapname");
- numhotspots++;
+ indemo = 1;
+ hotspot[numhotspots] = Person::players[0]->coords;
+ hotspotsize[numhotspots] = 0;
+ hotspottype[numhotspots] = -111;
+ strcpy(hotspottext[numhotspots], "mapname");
+ numhotspots++;
}
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
{
- game->indemo=0;
- numhotspots--;
+ indemo = 0;
+ numhotspots--;
}
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
{
- int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
- for (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(Game *game, const char *args)
+static void ch_path(const char *args)
{
- int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
- for (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(Game *game, const char *args)
+static void ch_hs(const char *args)
{
- hotspot[numhotspots]=player[0].coords;
+ hotspot[numhotspots] = Person::players[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(Game *game, const char *args)
+static void ch_dialogue(const char *args)
{
- int dlg, i, j;
- 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(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(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(i=0;ifacing;
+ }
}
- }
- ipstream.close();
+ ipstream.close();
- directing=1;
- indialogue=0;
- whichdialogue=numdialogues;
+ directing = 1;
+ indialogue = 0;
+ whichdialogue = numdialogues;
- numdialogues++;
+ numdialogues++;
}
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
{
- char buf1[32], buf2[64];
- int whichdi, i, j;
-
- 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(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(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(Game *game, const char *args)
+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(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
{
- participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
+ participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
}
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
{
- if (numdialogues)
- numdialogues--;
+ if (numdialogues)
+ numdialogues--;
}
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
{
- if (numhotspots)
- numhotspots--;
+ if (numhotspots)
+ numhotspots--;
}
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
{
- player[0].immobile = 1;
+ Person::players[0]->immobile = 1;
}
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
{
- for (int i = 1; i < numplayers; i++)
- player[i].immobile = 1;
+ for (unsigned i = 1; i < Person::players.size(); i++)
+ Person::players[i]->immobile = 1;
}
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
{
- player[0].immobile = 0;
+ Person::players[0]->immobile = 0;
}
-static void ch_default(Game *game, const char *args)
+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;
- game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
- &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
- &player[0].skeleton.skinsize);
-
- editoractive=typeactive;
- player[0].immobile=0;
+ Person::players[0]->armorhead = 1;
+ Person::players[0]->armorhigh = 1;
+ Person::players[0]->armorlow = 1;
+ Person::players[0]->protectionhead = 1;
+ Person::players[0]->protectionhigh = 1;
+ Person::players[0]->protectionlow = 1;
+ Person::players[0]->metalhead = 1;
+ Person::players[0]->metalhigh = 1;
+ Person::players[0]->metallow = 1;
+ Person::players[0]->power = 1;
+ Person::players[0]->speedmult = 1;
+ Person::players[0]->scale = 1;
+
+ if (Person::players[0]->creature == wolftype) {
+ Person::players[0]->proportionhead = 1.1;
+ Person::players[0]->proportionbody = 1.1;
+ Person::players[0]->proportionarms = 1.1;
+ Person::players[0]->proportionlegs = 1.1;
+ } else if (Person::players[0]->creature == rabbittype) {
+ Person::players[0]->proportionhead = 1.2;
+ Person::players[0]->proportionbody = 1.05;
+ Person::players[0]->proportionarms = 1.00;
+ Person::players[0]->proportionlegs = 1.1;
+ Person::players[0]->proportionlegs.y = 1.05;
+ }
+
+ Person::players[0]->numclothes = 0;
+ Person::players[0]->skeleton.drawmodel.textureptr.load(
+ creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
+ &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
+
+ editoractive = typeactive;
+ Person::players[0]->immobile = 0;
}
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
{
- int dlg, i;
- sscanf(args, "%d", &dlg);
- whichdialogue = dlg;
-
- if (whichdialogue >= numdialogues)
- return;
-
- for(i=0;i= numdialogues)
+ return;
+
+ for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
+ Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
+ Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
+ Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
+ Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
+ Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
+ Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
+ }
+
+ directing = 0;
+ indialogue = 0;
+
+ playdialogueboxsound();
}
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
{
- maptype = mapkilleveryone;
+ maptype = mapkilleveryone;
}
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
{
- maptype = mapkillmost;
+ maptype = mapkillmost;
}
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
{
- maptype = mapkillsomeone;
+ maptype = mapkillsomeone;
}
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
{
- maptype = mapgosomewhere;
+ maptype = mapgosomewhere;
}
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
{
- viewdistance = atof(args)*100;
+ viewdistance = atof(args) * 100;
}
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
{
- fadestart = atof(args);
+ fadestart = atof(args);
}
-static void ch_slomo(Game *game, const char *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(Game *game, const char *args)
+static void ch_slofreq(const char *args)
{
- slomofreq = atof(args);
+ slomofreq = atof(args);
}
-static void ch_skytint(Game *game, const char *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;
- game->SetUpLighting();
+ SetUpLighting();
- terrain.DoShadows();
- objects.DoShadows();
+ terrain.DoShadows();
+ objects.DoShadows();
}
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
{
- sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
+ sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- game->SetUpLighting();
+ SetUpLighting();
- terrain.DoShadows();
- objects.DoShadows();
+ terrain.DoShadows();
+ objects.DoShadows();
}
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
{
- skyboxtexture = !skyboxtexture;
+ skyboxtexture = !skyboxtexture;
- game->SetUpLighting();
+ SetUpLighting();
- terrain.DoShadows();
- objects.DoShadows();
+ terrain.DoShadows();
+ objects.DoShadows();
}
-static void cmd_dispatch(Game *game, const char *cmd)
+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 (stripfx(cmd, cmd_names[i]))
- {
- cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
- 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 filename[1024];
+ time_t t = time(NULL);
+ struct tm *tme = localtime(&t);
+ sprintf(filename, "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");
+#endif
+ save_image(filename);
+}
-void Game::SetUpLighting(){
- if(environment==snowyenvironment){
- light.color[0]=.65;
- light.color[1]=.65;
- light.color[2]=.7;
- light.ambient[0]=.4;
- light.ambient[1]=.4;
- light.ambient[2]=.44;
- }
- if(environment==desertenvironment){
- light.color[0]=.95;
- light.color[1]=.95;
- light.color[2]=.95;
- light.ambient[0]=.4;
- light.ambient[1]=.35;
- light.ambient[2]=.3;
- }
-
- if(environment==grassyenvironment){
- light.color[0]=.95;
- light.color[1]=.95;
- light.color[2]=1;
- light.ambient[0]=.4;
- light.ambient[1]=.4;
- light.ambient[2]=.44;
- }
- if(!skyboxtexture){
- light.color[0]=1;
- light.color[1]=1;
- light.color[2]=1;
- light.ambient[0]=.4;
- light.ambient[1]=.4;
- light.ambient[2]=.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]=light.ambient[0]*(skyboxlightr+average)/2*1;
- light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
- light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
- /*
- light.ambient[0]=0;
- light.ambient[1]=0;
- light.ambient[2]=0; */
+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 Game::findPathDist(int start,int end){
- int i,j,k,smallestcount,count,connected;
- int last,last2,last3,last4;
- int closest;
-
- smallestcount=1000;
- for(i=0;i<50;i++){
- count=0;
- last=start;
- last2=-1;
- last3=-1;
- last4=-1;
- while(last!=end&&count<30){
- closest=-1;
- for(j=0;jendpoint.x)minx=endpoint.x;
- miny=startpoint.y;
- if(miny>endpoint.y)miny=endpoint.y;
- minz=startpoint.z;
- if(minz>endpoint.z)minz=endpoint.z;
-
- maxx=startpoint.x;
- if(maxxminx-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;
-
- //startpoint.y+=.7;
- //endpoint.y+=.7;
- //startpoint.y-=.1;
- //endpoint.y-=.1;
-
- minx=startpoint.x;
- if(minx>endpoint.x)minx=endpoint.x;
- miny=startpoint.y;
- if(miny>endpoint.y)miny=endpoint.y;
- minz=startpoint.z;
- if(minz>endpoint.z)minz=endpoint.z;
-
- maxx=startpoint.x;
- if(maxxminx-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 (what == 1000)
+ if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
+ return 1000;
+
+ return -1;
}
-void Game::Setenvironment(int which)
+void Setenvironment(int which)
{
- LOGFUNC;
+ LOGFUNC;
- LOG(" Setting environment...");
+ LOG(" Setting environment...");
- float temptexdetail;
- environment=which;
+ float temptexdetail;
+ environment = which;
- pause_sound(stream_music1snow);
- pause_sound(stream_music1grass);
- pause_sound(stream_music1desert);
- 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);
- LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,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;
- LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
+ terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
+ terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
- LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
+ //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;
- }
- if(environment==desertenvironment){
- windvector=0;
- windvector.z=2;
- LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,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);
- LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
+ //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
- LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
- //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);
+ if (ambientsound)
+ emit_stream_np(stream_wind, 100.);
- texdetail=temptexdetail;
- }
- if(environment==grassyenvironment){
- windvector=0;
- windvector.z=2;
- LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
+ footstepsound = footstepgr1;
+ footstepsound2 = footstepgr2;
+ footstepsound3 = footstepst1;
+ footstepsound4 = footstepst2;
- if(ambientsound)
- emit_stream_np(stream_wind, 100.);
+ terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
+ terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
- footstepsound = footstepgr1;
- footstepsound2 = footstepgr2;
- footstepsound3 = footstepst1;
- footstepsound4 = footstepst2;
+ //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
- LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
- LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
- //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;
+}
+void LoadCampaign()
+{
+ if (!accountactive)
+ return;
+ ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
+ if (!ipstream.good()) {
+ if (accountactive->getCurrentCampaign() == "main") {
+ cerr << "Could not found main campaign!" << endl;
+ return;
+ }
+ cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
+ accountactive->setCurrentCampaign("main");
+ return LoadCampaign();
+ }
+ 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();
- texdetail=temptexdetail;
- }
- temptexdetail=texdetail;
- texdetail=1;
- terrain.load(":Data:Textures:heightmap.png");
+ 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);
+ }
- texdetail=temptexdetail;
+ 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;
+}
-void Game::Loadlevel(int which){
- stealthloading=0;
- whichlevel=which;
-
- if (which == -1)
- {
- tutoriallevel = -1;
- Loadlevel(":Data:Maps:tutorial");
- }
- else if (which >= 0 && which <= 15)
- {
- char buf[32];
- snprintf(buf, 32, ":Data:Maps:map%d", which + 1);
- Loadlevel(buf);
- }
- else
- Loadlevel(":Data:Maps: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 Game::Loadlevel(const char *name){
- int i,j,k,l,m;
- static int oldlevel;
- int templength;
- float lamefloat;
- int lameint;
+void Loadlevel(const char *name)
+{
+ int templength;
+ float lamefloat;
+ static const char *pfx = ":Data:Maps:";
+ char *buf;
+
+ float headprop, legprop, armprop, bodyprop;
+
+ LOGFUNC;
- float headprop,legprop,armprop,bodyprop;
+ LOG(std::string("Loading level...") + name);
- LOGFUNC;
+ if (!gameon)
+ visibleloading = 1;
+ if (stealthloading)
+ visibleloading = 0;
+ if (!stillloading)
+ loadtime = 0;
+ gamestarted = 1;
- LOG(std::string("Loading level...") + name);
+ numenvsounds = 0;
- if(!gameon)visibleloading=1;
-
- if(stealthloading)visibleloading=0;
-
- if(!stillloading)loadtime=0;
- gamestarted=1;
-
- numenvsounds=0;
- //visibleloading=1;
- if(tutoriallevel!=-1)tutoriallevel=0;
- else tutoriallevel=1;
-
- if(tutoriallevel==1)tutorialstage=0;
- if(tutorialstage==0){
- tutorialstagetime=0;
- tutorialmaxtime=1;
- }
- loadingstuff=1;
- if(!firstload){
- oldlevel=50;
- }
- pause_sound(whooshsound);
- pause_sound(stream_firesound);
-
- // Change the map filename into something that is os specific
- char *FixedFN = ConvertFileName(name);
-
- int mapvers;
- FILE *tfile;
- tfile=fopen( FixedFN, "rb" );
- if(tfile)
- {
- pause_sound(stream_firesound);
-
-
- scoreadded=0;
- windialogue=0;
-
- hostiletime=0;
-
- won=0;
-
- //campaign=0;
- animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
-
- numdialogues=0;
-
- for(i=0;i<20;i++)
- {
- dialoguegonethrough[i]=0;
- }
-
- indialogue=-1;
- cameramode=0;
-
- damagedealt=0;
- damagetaken=0;
-
- if(accountactive)difficulty=accountactive->getDifficulty();
-
- if(difficulty!=2)minimap=1;
- else minimap=0;
-
- numhotspots=0;
- currenthotspot=-1;
- bonustime=1;
-
- skyboxtexture=1;
- skyboxr=1;
- skyboxg=1;
- skyboxb=1;
-
- freeze=0;
- winfreeze=0;
-
- for(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=0;
- }
-
- if(!stealthloading)
- {
- terrain.numdecals=0;
- Sprite::deleteSprites();
- for(i=0;i=15)funpackf(tfile, "Bi", &indemo);
- else indemo=0;
- if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
- else maptype=mapkilleveryone;
- if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
- else hostile=1;
- if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
- 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)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].rotation,&player[0].targetrotation, &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(j=0;j=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;
-
- if(mapvers>=8)
- {
- funpackf(tfile, "Bi", &numdialogues);
- if(numdialogues)
- {
- for(k=0;k128||templength<=0)templength=128;
- for(m=0;m64||templength<=0)templength=64;
- for(m=0;m=7)
- {
- funpackf(tfile, "Bi", &numhotspots);
- if(numhotspots)
- {
- for(i=0;imaxdistance)
- {
- whichclosest=i;
- maxdistance=tempdist;
- }
- }
- objects.radius=fast_sqrt(maxdistance);
- }
-
- if(visibleloading){loadscreencolor=4; LoadingScreen();}
- //mapcenter=objects.center;
- //mapradius=objects.radius;
-
- funpackf(tfile, "Bi", &numplayers);
- int howmanyremoved=0;
- bool removeanother=0;
- if(numplayers>1&&numplayers=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].rotation);
- else player[i-howmanyremoved].rotation=0;
- player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
- 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(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)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(k=0;k30||numpathpoints<0)
- numpathpoints=0;
- if(numpathpoints)
- {
- for(j=0;jmaxplayers-1)numplayers=maxplayers-1;
- for(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 < subdivision; i++)
+ for (int j = 0; j < subdivision; j++)
+ terrain.patchobjectnum[i][j] = 0;
+ if (visibleloading)
+ LoadingScreen();
+ }
+
+ weapons.clear();
+
+ funpackf(tfile, "Bi", &mapvers);
+ if (mapvers >= 15)
+ funpackf(tfile, "Bi", &indemo);
+ else
+ indemo = 0;
+ if (mapvers >= 5)
+ funpackf(tfile, "Bi", &maptype);
+ else
+ maptype = mapkilleveryone;
+ if (mapvers >= 6)
+ funpackf(tfile, "Bi", &hostile);
+ else
+ hostile = 1;
+ if (mapvers >= 4)
+ funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+ 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)
+ 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", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
+ if (stealthloading)
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+ Person::players[0]->originalcoords = Person::players[0]->coords;
+ if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+ for (int j = 0; j < Person::players[0]->num_weapons; j++) {
+ Person::players[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", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
+
+ funpackf(tfile, "Bi", &Person::players[0]->numclothes);
+
+ if (mapvers >= 9)
+ funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
+ else {
+ Person::players[0]->whichskin = 0;
+ Person::players[0]->creature = rabbittype;
+ }
+
+ Person::players[0]->lastattack = -1;
+ Person::players[0]->lastattack2 = -1;
+ Person::players[0]->lastattack3 = -1;
+
+ //dialogues
+ if (mapvers >= 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++) {
+ 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; l < numdialogueboxes[k]; l++) {
+ funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
+ funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
+ funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
+ funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
+ funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
+
+ funpackf(tfile, "Bi", &templength);
+ if (templength > 128 || templength <= 0)
+ templength = 128;
+ int m;
+ for (m = 0; m < templength; m++) {
+ funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
+ if (dialoguetext[k][l][m] == '\0')
+ break;
+ }
+ dialoguetext[k][l][m] = 0;
+
+ funpackf(tfile, "Bi", &templength);
+ if (templength > 64 || templength <= 0)
+ templength = 64;
+ for (m = 0; m < templength; m++) {
+ funpackf(tfile, "Bb", &dialoguename[k][l][m]);
+ if (dialoguename[k][l][m] == '\0')
+ break;
+ }
+ dialoguename[k][l][m] = 0;
+ funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
+ funpackf(tfile, "Bi", &participantfocus[k][l]);
+ funpackf(tfile, "Bi", &participantaction[k][l]);
+
+ 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]);
+ }
+ }
+ } else
+ numdialogues = 0;
+
+ for (int k = 0; k < Person::players[0]->numclothes; k++) {
+ funpackf(tfile, "Bi", &templength);
+ for (int l = 0; l < templength; l++)
+ funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
+ Person::players[0]->clothes[k][templength] = '\0';
+ funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
+ }
+
+ funpackf(tfile, "Bi", &environment);
+
+ funpackf(tfile, "Bi", &objects.numobjects);
+ for (int i = 0; i < objects.numobjects; i++) {
+ funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
+ if (objects.type[i] == treeleavestype)
+ objects.scale[i] = objects.scale[i - 1];
+ }
+
+ if (mapvers >= 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; l < templength; l++)
+ funpackf(tfile, "Bb", &hotspottext[i][l]);
+ hotspottext[i][templength] = '\0';
+ if (hotspottype[i] == -111)
+ indemo = 1;
+ }
+ } else
+ numhotspots = 0;
+
+ if (visibleloading)
+ LoadingScreen();
+
+ if (!stealthloading) {
+ objects.center = 0;
+ for (int i = 0; i < objects.numobjects; i++)
+ objects.center += objects.position[i];
+ objects.center /= objects.numobjects;
+
+
+ if (visibleloading)
+ LoadingScreen();
+
+ 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();
+
+ int numplayers;
+ funpackf(tfile, "Bi", &numplayers);
+ int howmanyremoved = 0;
+ bool removeanother = 0;
+ if (numplayers > maxplayers) {
+ cout << "Warning: this level contains more players than allowed" << endl;
+ }
+ if (numplayers > 1) {
+ for (int i = 1; i < numplayers; i++) {
+ Person::players.push_back(shared_ptr(new Person()));
+ if (visibleloading)
+ LoadingScreen();
+ removeanother = 0;
+
+ funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
+ if (mapvers >= 5)
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
+ else
+ Person::players[i - howmanyremoved]->howactive = typeactive;
+ if (mapvers >= 3)
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
+ else
+ Person::players[i - howmanyremoved]->scale = -1;
+ if (mapvers >= 11)
+ funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
+ else
+ Person::players[i - howmanyremoved]->immobile = 0;
+ if (mapvers >= 12)
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
+ else
+ Person::players[i - howmanyremoved]->yaw = 0;
+ Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
+ if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
+ removeanother = 1;
+ howmanyremoved++;
+ }
+ if (!removeanother) {
+ if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
+ for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
+ Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
+ int type;
+ funpackf(tfile, "Bi", &type);
+ weapons.push_back(Weapon(type, i));
+ }
+ }
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
+ //Person::players[i-howmanyremoved]->numwaypoints=10;
+ for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
+ funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
+ if (mapvers >= 5)
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
+ else
+ Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
+ }
+
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
+ if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
+ Person::players[i - howmanyremoved]->waypoint = 0;
+
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
+ funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[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 (Person::players[i - howmanyremoved]->creature == wolftype) {
+ Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
+ Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
+ Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
+ Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
+ }
+
+ if (Person::players[i - howmanyremoved]->creature == rabbittype) {
+ Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
+ Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
+ Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
+ Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
+ Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
+ }
+
+ funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
+ if (Person::players[i - howmanyremoved]->numclothes) {
+ for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
+ int templength;
+ funpackf(tfile, "Bi", &templength);
+ for (int l = 0; l < templength; l++)
+ funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
+ Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
+ funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
+ }
+ }
+ }
+ }
+ }
+ if (visibleloading)
+ LoadingScreen();
+
+ numplayers -= howmanyremoved;
+ Person::players.resize(numplayers);
+
+ funpackf(tfile, "Bi", &numpathpoints);
+ if (numpathpoints > 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)
+ LoadingScreen();
+
+ funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
+
+ SetUpLighting();
+ if (environment != oldenvironment)
+ Setenvironment(environment);
+ oldenvironment = environment;
+
+ if (!stealthloading) {
+ int j = objects.numobjects;
+ objects.numobjects = 0;
+ for (int i = 0; i < j; i++) {
+ objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
+ if (visibleloading)
+ LoadingScreen();
+ }
+
+ terrain.DoShadows();
+ if (visibleloading)
+ LoadingScreen();
+ objects.DoShadows();
+ if (visibleloading)
+ LoadingScreen();
+ }
+
+ fclose(tfile);
+
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (visibleloading)
+ LoadingScreen();
+ Person::players[i]->burnt = 0;
+ Person::players[i]->bled = 0;
+ Person::players[i]->onfire = 0;
+ if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->scale = .2;
+ Person::players[i]->skeleton.free = 0;
+ Person::players[i]->skeleton.id = i;
+ if (i == 0 && mapvers < 9)
+ Person::players[i]->creature = rabbittype;
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[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", 0);
+ } else {
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[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);
+ Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+ }
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[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);
+ }
+ }
+
+ Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
+
+ if (Person::players[i]->numclothes) {
+ for (int j = 0; j < Person::players[i]->numclothes; j++) {
+ tintr = Person::players[i]->clothestintr[j];
+ tintg = Person::players[i]->clothestintg[j];
+ tintb = Person::players[i]->clothestintb[j];
+ AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
+ }
+ Person::players[i]->DoMipmaps();
+ }
+
+ Person::players[i]->animCurrent = bounceidleanim;
+ Person::players[i]->animTarget = bounceidleanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->target = 0;
+ Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
+ if (difficulty == 0)
+ Person::players[i]->speed -= .2;
+ if (difficulty == 1)
+ Person::players[i]->speed -= .1;
+
+ Person::players[i]->velocity = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->realoldcoords = Person::players[i]->coords;
+
+ Person::players[i]->id = i;
+ Person::players[i]->skeleton.id = i;
+ Person::players[i]->updatedelay = 0;
+ Person::players[i]->normalsupdatedelay = 0;
+
+ Person::players[i]->aitype = passivetype;
+ Person::players[i]->madskills = 0;
+
+ if (i == 0) {
+ Person::players[i]->proportionhead = 1.2;
+ Person::players[i]->proportionbody = 1.05;
+ Person::players[i]->proportionarms = 1.00;
+ Person::players[i]->proportionlegs = 1.1;
+ Person::players[i]->proportionlegs.y = 1.05;
+ }
+ Person::players[i]->headless = 0;
+ Person::players[i]->currentoffset = 0;
+ Person::players[i]->targetoffset = 0;
+
+ Person::players[i]->damagetolerance = 200;
+
+ if (Person::players[i]->creature == wolftype) {
+ if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->scale = .23;
+ Person::players[i]->damagetolerance = 300;
+ }
+
+ if (visibleloading)
+ LoadingScreen();
+ if (cellophane) {
+ Person::players[i]->proportionhead.z = 0;
+ Person::players[i]->proportionbody.z = 0;
+ Person::players[i]->proportionarms.z = 0;
+ Person::players[i]->proportionlegs.z = 0;
+ }
+
+ Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+ Person::players[i]->headmorphness = 0;
+ Person::players[i]->targetheadmorphness = 1;
+ Person::players[i]->headmorphstart = 0;
+ Person::players[i]->headmorphend = 0;
+
+ Person::players[i]->pausetime = 0;
+
+ Person::players[i]->dead = 0;
+ Person::players[i]->jumppower = 5;
+ Person::players[i]->damage = 0;
+ Person::players[i]->permanentdamage = 0;
+ Person::players[i]->superpermanentdamage = 0;
+
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ Person::players[i]->collided = -10;
+ Person::players[i]->loaded = 1;
+ Person::players[i]->bloodloss = 0;
+ Person::players[i]->weaponactive = -1;
+ Person::players[i]->weaponstuck = -1;
+ Person::players[i]->bleeding = 0;
+ Person::players[i]->deathbleeding = 0;
+ Person::players[i]->stunned = 0;
+ Person::players[i]->hasvictim = 0;
+ Person::players[i]->wentforweapon = 0;
+ }
+
+ Person::players[0]->aitype = playercontrolled;
+ Person::players[0]->weaponactive = -1;
+
+ if (difficulty == 1) {
+ Person::players[0]->power = 1 / .9;
+ Person::players[0]->damagetolerance = 250;
+ } else if (difficulty == 0) {
+ Person::players[0]->power = 1 / .8;
+ Person::players[0]->damagetolerance = 300;
+ Person::players[0]->armorhead *= 1.5;
+ Person::players[0]->armorhigh *= 1.5;
+ Person::players[0]->armorlow *= 1.5;
+ }
+
+ cameraloc = Person::players[0]->coords;
+ cameraloc.y += 5;
+ yaw = Person::players[0]->yaw;
+
+ hawkcoords = Person::players[0]->coords;
+ hawkcoords.y += 30;
+
+ if (visibleloading)
+ LoadingScreen();
+
+ LOG("Starting background music...");
+
+ OPENAL_StopSound(OPENAL_ALL);
+ if (ambientsound) {
+ if (environment == snowyenvironment) {
+ emit_stream_np(stream_wind);
+ } else if (environment == desertenvironment) {
+ emit_stream_np(stream_desertambient);
+ } else if (environment == grassyenvironment) {
+ emit_stream_np(stream_wind, 100.);
+ }
+ }
+ oldmusicvolume[0] = 0;
+ oldmusicvolume[1] = 0;
+ oldmusicvolume[2] = 0;
+ oldmusicvolume[3] = 0;
+
+ if (!firstload)
+ firstload = 1;
+ } else {
+ perror("Problem");
+ }
+ leveltime = 0;
+ loadingstuff = 0;
+ visibleloading = 0;
}
-void Game::Tick()
+void doTutorial()
{
- static int i,k,j,l,m;
- static XYZ facing,flatfacing,absflatfacing;
- static XYZ rotatetarget;
- static bool oldkey;
- static float oldtargetrotation;
- static int target, numgood;
- static XYZ tempcoords1,tempcoords2;
- static XYZ test;
- static XYZ test2;
- static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
- static int whichhit;
- static bool oldjumpkeydown;
-
- int templength;
-
- float headprop,bodyprop,armprop,legprop;
-
- for(i=0;i<15;i++){
- displaytime[i]+=multiplier;
- }
-
- keyboardfrozen=0;
-
- if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
- if (Input::isKeyDown(SDLK_LSHIFT)) {
- stereoreverse=true;
- } else {
- stereoreverse=false;
- }
-
- if (stereoreverse) {
- printf("Stereo reversed\n");
- } else {
- printf("Stereo unreversed\n");
- }
- freezetogglekeydown=1;
- }
-
- 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(!console){
- if(mainmenu&&endgame==1)mainmenu=10;
- if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
- && !mainmenutogglekeydown
- && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
- ) { // go back
- selected=-1;
- if(mainmenu==1||mainmenu==2||mainmenu==0){
- if(mainmenu==0&&!winfreeze)mainmenu=2;
- else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
- else if(mainmenu==0&&winfreeze){
-
- }
- else if(mainmenu==1||mainmenu==2)mainmenu=0;
- if(mainmenu&&musictoggle){
- if(mainmenu==1||mainmenu==2||mainmenu==100){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- emit_stream_np(stream_music3);
- pause_sound(music1);
- }
- }
- if(!mainmenu){
- pause_sound(stream_music3);
- resume_stream(music1);
- }
- }
- if(mainmenu==3){
- fireSound();
-
- flash();
-
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
-
- SaveSettings(*this);
- }
- if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
- fireSound();
-
- flash();
- }
- if(mainmenu==3&&gameon)mainmenu=2;
- if(mainmenu==3&&!gameon)mainmenu=1;
- if(mainmenu==5&&gameon)mainmenu=2;
- if(mainmenu==5&&!gameon)mainmenu=1;
- if(mainmenu==4)mainmenu=3;
- if(mainmenu==6)mainmenu=5;
- if(mainmenu==7)mainmenu=1;
- if(mainmenu==9)mainmenu=5;
- if(mainmenu==10)mainmenu=5;
- if(mainmenu==100){
- mainmenu=5;
- gameon=0;
- winfreeze=0;
- }
- mainmenutogglekeydown=1;
- }
- if(!Input::isKeyDown(SDLK_ESCAPE)){
- mainmenutogglekeydown=0;
- }
- }
-
- static bool minimaptogglekeydown;
- if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
- if(tutorialstage!=51)
- tutorialstagetime=tutorialmaxtime;
- emit_sound_np(consolefailsound, 128.);
- minimaptogglekeydown=1;
- }
- if(!Input::isKeyDown(SDLK_TAB)){
- minimaptogglekeydown=0;
- }
-
- if(mainmenu){
- //menu buttons
- if(mainmenu==1||mainmenu==2){
- if(Input::Button()&&!oldbutton&&selected==1){
- if(!gameon){
- fireSound(firestartsound);
-
- flash();
-
- //new game
- if(accountactive) {
- mainmenu=5;
- } else {
- mainmenu=7;
- }
- selected=-1;
- }
- else
- {
- //resume
- mainmenu=0;
- pause_sound(stream_music3);
- resume_stream(music1);
- }
- }
-
- if(Input::Button()&&!oldbutton&&selected==2){
- fireSound();
-
- flash();
-
- //options
-
- 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;
- }
-
- if(Input::Button()&&!oldbutton&&selected==3){
- fireSound();
-
- flash();
-
- if(!gameon){
- //quit
- tryquit=1;
- pause_sound(stream_music3);
- }
- else{
- //end game
- gameon=0;
- mainmenu=1;
- }
- }
- }
- if(mainmenu==3){
- if(Input::Button()&&!oldbutton&&selected!=-1){
- fireSound();
- }
- if(Input::Button()&&!oldbutton&&selected==0){
-
- extern SDL_Rect **resolutions;
- bool isCustomResolution = true;
- bool 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;
- }
-
-
- }
- if(Input::Button()&&!oldbutton&&selected==1){
- newdetail++;
- if(newdetail>2)newdetail=0;
- }
- if(Input::Button()&&!oldbutton&&selected==2){
- bloodtoggle++;
- if(bloodtoggle>2)bloodtoggle=0;
- }
- if(Input::Button()&&!oldbutton&&selected==3){
- difficulty++;
- if(difficulty>2)difficulty=0;
- }
- if(Input::Button()&&!oldbutton&&selected==4){
- ismotionblur=1-ismotionblur;
- }
- if(Input::Button()&&!oldbutton&&selected==5){
- decals=1-decals;
- }
- if(Input::Button()&&!oldbutton&&selected==6){
- musictoggle=1-musictoggle;
-
- if(!musictoggle){
- pause_sound(music1);
- pause_sound(stream_music2);
- pause_sound(stream_music3);
-
- for(i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
-
- if(musictoggle)
- emit_stream_np(stream_music3);
- }
- if(Input::Button()&&!oldbutton&&selected==9){
- invertmouse=1-invertmouse;
- }
- if(Input::Button()&&!oldbutton&&selected==10){
- usermousesensitivity+=.2;
- if(usermousesensitivity>2)usermousesensitivity=.2;
- }
- if(Input::Button()&&!oldbutton&&selected==11){
- volume+=.1f;
- if(volume>1.0001f)volume=0;
- OPENAL_SetSFXMasterVolume((int)(volume*255));
- }
- if(Input::Button()&&!oldbutton&&selected==7){
- /*fireSound();
- */
- flash();
-
- //options
-
- mainmenu=4;
- selected=-1;
- keyselect=-1;
- }
- if(Input::Button() && !oldbutton && selected == 12) {
- flash();
-
- newstereomode = stereomode;
- mainmenu=18;
- keyselect=-1;
- }
- if(Input::Button() && !oldbutton && selected == 13) {
- showdamagebar=!showdamagebar;
- }
- if(Input::Button()&&!oldbutton&&selected==8){
- fireSound();
-
- flash();
-
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
-
-
- SaveSettings(*this);
- if(mainmenu==3&&gameon)mainmenu=2;
- if(mainmenu==3&&!gameon)mainmenu=1;
- }
- }
- if(mainmenu==4){
- if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
- fireSound();
- if(selected<9&&keyselect==-1)
- keyselect=selected;
- if(keyselect!=-1)
- setKeySelected();
- if(selected==9){
- 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;
- }
- }
- }
-
- if(mainmenu==5){
-
- if(endgame==2){
- accountactive->endGame();
- endgame=0;
- }
-
- if(Input::Button()&&!oldbutton&&selected==1){
- fireSound();
-
- flash();
-
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=-1;
- if(firstload)TickOnceAfter();
- if(!firstload)LoadStuff();
- else {
- Loadlevel(-1);
- }
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
- }
- if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
- fireSound();
-
- flash();
-
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=7;
- if(firstload) TickOnceAfter();
- else LoadStuff();
- for(i=0;i<255;i++){
- mapname[i]='\0';
- }
- mapname[0]=':';
- mapname[1]='D';
- mapname[2]='a';
- mapname[3]='t';
- mapname[4]='a';
- mapname[5]=':';
- mapname[6]='M';
- mapname[7]='a';
- mapname[8]='p';
- mapname[9]='s';
- mapname[10]=':';
- strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
- whichchoice=selected-7-accountactive->getCampaignChoicesMade();
- visibleloading=1;
- stillloading=1;
- Loadlevel(mapname);
- //Loadlevel(campaignmapname[levelorder[selected-7]]);
- campaign=1;
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
- }
- if(Input::Button()&&!oldbutton&&selected==4){
- fireSound();
-
- flash();
-
- if(mainmenu==5&&gameon)mainmenu=2;
- if(mainmenu==5&&!gameon)mainmenu=1;
- }
- if(Input::Button()&&!oldbutton&&selected==5){
- fireSound();
-
- flash();
-
- mainmenu=7;
- }
- if(Input::Button()&&!oldbutton&&selected==3){
- fireSound();
-
- flash();
-
- mainmenu=6;
- }
- if(Input::Button()&&!oldbutton&&selected==2){
- fireSound();
-
- flash();
-
- mainmenu=9;
- }
- }
- else if(mainmenu==9){
- if(Input::Button()&&!oldbutton&&selected=0&&selected<=accountactive->getProgress()){
- fireSound();
-
- flash();
-
- startbonustotal=0;
-
- loading=2;
- loadtime=0;
- targetlevel=selected;
- if(firstload)TickOnceAfter();
- if(!firstload)LoadStuff();
- else {
- Loadlevel(selected);
- }
- campaign=0;
-
- mainmenu=0;
- gameon=1;
- pause_sound(stream_music3);
- }
- if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
- fireSound();
-
- flash();
-
- mainmenu=5;
- }
- }
- if(mainmenu==10){
- endgame=2;
- if(Input::Button()&&!oldbutton&&selected==3){
- fireSound();
-
- flash();
-
- mainmenu=5;
- }
- }
-
- if(mainmenu==6){
- if(Input::Button()&&!oldbutton) {
- if(selected>-1){
- fireSound();
- if(selected==1) {
- flash();
- accountactive = Account::destroy(accountactive);
- mainmenu=7;
- } else if(selected==2) {
- flash();
- mainmenu=5;
- }
- }
- }
- }
- if(mainmenu==7){
- if(Input::Button()&&!oldbutton) {
- if(selected!=-1){
- fireSound();
- if(selected==0&&Account::getNbAccounts()<8){
- entername=1;
- } else if (selected-1){
- fireSound();
-
- if(selected<=2)
- accountactive->setDifficulty(selected);
-
- mainmenu=5;
-
- flash();
-
- }
- }
- if (mainmenu==18) {
- if(Input::Button()&&!oldbutton&&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;
- }
- }
- }
-
- if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
- stereoseparation+=0.001;
- }
- if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
- stereoseparation-=0.001;
- }
-
- if(Input::Button()&&!oldbutton&&selected==2) {
- stereoreverse =! stereoreverse;
- }
-
- if(Input::Button()&&!oldbutton&&selected==3) {
- flash();
-
- stereomode = newstereomode;
- InitStereo(stereomode);
-
- mainmenu=3;
- }
- }
-
-
- if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
- else oldbutton=0;
-
- if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
- tryquit=1;
- if(mainmenu==3){
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
-
- SaveSettings(*this);
- }
- }
-
- if(mainmenu==1||mainmenu==2){
- if(loaddistrib>4)transition+=multiplier/8;
- if(transition>1){
- transition=0;
- anim++;
- if(anim>4)anim=0;
- loaddistrib=0;
- }
- }
- OPENAL_SetFrequency(channels[stream_music3], 22050);
-
- 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;
-
- flash();
-
- fireSound(firestartsound);
-
- for(i=0;i<255;i++){
- displaytext[0][i]=' ';
- }
- displaychars[0]=0;
-
- displayselected=0;
- } else { // with escape or empty
- mainmenutogglekeydown=1;
- }
- entername=0;
- }
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
- }
- }
- }
-
- if(!mainmenu){
- if(hostile==1)hostiletime+=multiplier;
- else hostiletime=0;
- if(!winfreeze)leveltime+=multiplier;
- if(Input::isKeyDown(SDLK_ESCAPE)){
- chatting=0;
- console=0;
- freeze=0;
- displaychars[0]=0;
- }
-
- if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
- chatting=1;
- chattogglekeydown=1;
- }
-
- if(!Input::isKeyDown(chatkey)){
- chattogglekeydown=0;
- }
-
- if(chatting){
- inputText(displaytext[0],&displayselected,&displaychars[0]);
- if(!waiting) {
- if(displaychars[0]){
- for(int j=0;j<255;j++){
- displaytext[0][j]=' ';
- }
- displaychars[0]=0;
- displayselected=0;
- }
- chatting=0;
- }
-
- displayblinkdelay-=multiplier;
- if(displayblinkdelay<=0){
- displayblinkdelay=.3;
- displayblink=1-displayblink;
- }
- }
-
- if(chatting)keyboardfrozen=1;
-
- if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
- freeze=1-freeze;
- if(freeze){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- }
- freezetogglekeydown=1;
- }
-
- if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
- freezetogglekeydown=0;
- }
-
- if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
- console=1-console;
- if(console){
- OPENAL_SetFrequency(OPENAL_ALL, 0.001);
- } else {
- freeze=0;
- waiting=false;
- }
- consoletogglekeydown=1;
- }
-
- if(!Input::isKeyDown(SDLK_BACKQUOTE)){
- consoletogglekeydown=0;
- }
-
- if(console)freeze=1;
-
- if(console&&!Input::isKeyDown(SDLK_LMETA)){
- inputText(consoletext[0],&consoleselected,&consolechars[0]);
- if(!waiting) {
- archiveselected=0;
- cmd_dispatch(this, consoletext[0]);
- if(consolechars[0]>0){
-
- for(k=14;k>=1;k--){
- for(j=0;j<255;j++){
- consoletext[k][j]=consoletext[k-1][j];
- }
- consolechars[k]=consolechars[k-1];
- }
- for(j=0;j<255;j++){
- consoletext[0][j]=' ';
- }
- 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){
- if(newdetail>2)newdetail=detail;
- if(newdetail<0)newdetail=detail;
- if(newscreenwidth<0)newscreenwidth=screenwidth;
- if(newscreenheight<0)newscreenheight=screenheight;
-
- SaveSettings(*this);
- }
- }
-
- 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::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
- if(winfreeze)winfreeze=0;
- oldjumpkeydown=1;
- }
- if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
- if(winfreeze){
- mainmenu=9;
- gameon=0;
- }
- }
- if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
- oldjumpkeydown=1;
- }
- if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
-
- if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
-
- static bool oldbuttondialogue;
-
- if(indialogue!=-1)talkdelay=1;
- talkdelay-=multiplier;
-
- if(talkdelay<=0)
- if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
- for(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;
- }
- 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::isKeyDown(attackkey)&&!oldbuttondialogue))){
- if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
- whichdialogue=i;
- for(j=0;j0){
- hotspot[i]=player[hotspottype[i]].coords;
- }
- }
- }
-
- //Tutorial
- if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
- tutorialstage++;
- tutorialsuccess=0;
- if(tutorialstage<=1){
- canattack=0;
- cananger=0;
- reversaltrain=0;
- }
- if(tutorialstage==1){
- tutorialmaxtime=5;
- } else if(tutorialstage==2){
- tutorialmaxtime=2;
- } else if(tutorialstage==3){
- tutorialmaxtime=600;
- } else if(tutorialstage==4){
- tutorialmaxtime=1000;
- } else if(tutorialstage==5){
- tutorialmaxtime=600;
- } else if(tutorialstage==6){
- tutorialmaxtime=600;
- } else if(tutorialstage==7){
- tutorialmaxtime=600;
- } else if(tutorialstage==8){
- tutorialmaxtime=600;
- } else if(tutorialstage==9){
- tutorialmaxtime=600;
- } else if(tutorialstage==10){
- tutorialmaxtime=2;
- } else if(tutorialstage==11){
- tutorialmaxtime=1000;
- } else if(tutorialstage==12){
- tutorialmaxtime=1000;
- } else if(tutorialstage==13){
- tutorialmaxtime=2;
- } else if(tutorialstage==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(i=0;i0)tutorialsuccess=1;
- }
- if(tutorialstage==41){
- if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
- }
- if(tutorialstage==43){
- if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
- }
- if(tutorialstage==44){
- if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- }
- if(tutorialstage==45){
- if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- }
- if(tutorialstage==46){
- if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
- }
- if(tutorialstage==49){
- if(player[1].weaponstuck!=-1)tutorialsuccess=1;
- }
- 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(tutoriallevel){
- if(tutorialstage<14||tutorialstage>=50){
- player[1].coords.y=300;
- player[1].velocity=0;
- }
- }
-
- if(tutoriallevel!=1){
- if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
- emit_sound_np(consolesuccesssound);
- }
- }
- else
- if(bonustime==0){
- emit_sound_np(fireendsound);
- }
- 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;
- }
- bonustime+=multiplier;
-
- 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);
- }
- }
- for(k=0;kplayer[k].targetrotation){
- player[k].rotation-=multiplier*player[k].turnspeed;
- }
- else if(player[k].rotationplayer[k].targetrotation){
- player[k].rotation-=multiplier*player[k].turnspeed;
- }
- else if(player[k].rotationplayer[k].targetrotation){
- player[k].rotation-=multiplier*player[k].turnspeed;
- }
- else if(player[k].rotation0){
- if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
- 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].coords.y.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].isFlip())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);
- }
- /*while(player[k].coords.y.5)
- if(whichhit!=-1){
- //if(k==0){
- if(whichhit!=-1)if(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.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)
- for(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.rotation[i])==-1){
- if(j<=6){
- j=100;
- }
- /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
- j=100;
- }*/
- if(j<=25&&player[k].targetanimation==jumpdownanim){
- j=100;
- }
- if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
- lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
- if(1==1/*dotproduct(&player[k].velocity,&lowpoint)>0||player[k].aitype!=playercontrolled||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim||player[k].targetanimation==jumpupanim)*/){
- 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.rotation[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)pause_sound(whooshsound);
- }
- emit_sound_at(jumpsound, player[k].coords, 128.);
-
- lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
- player[k].rotation=-asin(0-lowpointtarget.x);
- player[k].rotation*=360/6.28;
- if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
- player[k].targetrotation=player[k].rotation;
- player[k].lowrotation=player[k].rotation;
-
- //player[k].velocity=lowpointtarget*.03;
- player[k].velocity=0;
-
- if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
- //player[k].currentanimation=climbanim;
- player[k].targetanimation=climbanim;
- player[k].jumppower=0;
- player[k].jumpclimb=1;
- }
- player[k].transspeed=6;
- player[k].target=0;
-
- //player[k].currentframe=1;
- player[k].targetframe=1;
- if(j>25){
- //player[k].currentframe=0;
- player[k].targetframe=0;
- //player[k].currentanimation=hanganim;
- player[k].targetanimation=hanganim;
- player[k].jumppower=0;
- }
- }
- j=100;
- }
- }
- }
- }
- //}
- }
- }
- }
- }
- }
- if(player[k].collide<=0){
- 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].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
- player[k].targetanimation=jumpdownanim;
- player[k].targetframe=0;
- player[k].target=0;
-
- if(!k)
- emit_sound_at(whooshsound, player[k].coords, 128.);
- }
- player[k].velocity.y+=gravity;
- }
- }
- }
- }
- player[k].realoldcoords=player[k].coords;
- }
-
- static XYZ oldviewer;
-
- 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;
- }
-
- if(!player[0].jumpkeydown)player[0].jumpclimb=0;
-
-
- static bool endkeydown;
- if(indialogue!=-1){
- cameramode=1;
- if(directing){
- facing=0;
- facing.z=-1;
-
- facing=DoRotation(facing,-rotation2,0,0);
- facing=DoRotation(facing,0,0-rotation,0);
-
- flatfacing=0;
- flatfacing.z=-1;
-
- flatfacing=DoRotation(flatfacing,0,-rotation,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(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
- ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
- ||Input::isKeyDown(SDLK_MINUS))){
- int whichend;
- if(Input::isKeyDown(SDLK_1))whichend=1;
- if(Input::isKeyDown(SDLK_2))whichend=2;
- if(Input::isKeyDown(SDLK_3))whichend=3;
- if(Input::isKeyDown(SDLK_4))whichend=4;
- if(Input::isKeyDown(SDLK_5))whichend=5;
- if(Input::isKeyDown(SDLK_6))whichend=6;
- if(Input::isKeyDown(SDLK_7))whichend=7;
- if(Input::isKeyDown(SDLK_8))whichend=8;
- if(Input::isKeyDown(SDLK_9))whichend=9;
- if(Input::isKeyDown(SDLK_0))whichend=0;
- if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
- if(whichend!=-1){
- participantfocus[whichdialogue][indialogue]=whichend;
- participantlocation[whichdialogue][whichend]=player[whichend].coords;
- participantrotation[whichdialogue][whichend]=player[whichend].rotation;
- }
- if(whichend==-1){
- participantfocus[whichdialogue][indialogue]=-1;
- }
- if(player[participantfocus[whichdialogue][indialogue]].dead){
- indialogue=-1;
- directing=0;
- cameramode=0;
- }
- dialoguecamera[whichdialogue][indialogue]=viewer;
- dialoguecamerarotation[whichdialogue][indialogue]=rotation;
- dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
- indialogue++;
- if(indialogue=numdialogueboxes[whichdialogue]){
- indialogue=-1;
- directing=0;
- cameramode=0;
- }
- }
- if(!directing){
- pause_sound(whooshsound);
- viewer=dialoguecamera[whichdialogue][indialogue];
- if(viewer.y0.5)
- if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
- ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
- ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
- indialogue++;
- endkeydown=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=1;
- }
- if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
- hostile=1;
- for(i=1;i2)environment=0;
- Setenvironment(environment);
-
- envtogglekeydown=1;
- }
-
-
- if(!Input::isKeyDown(SDLK_j)){
- envtogglekeydown=0;
- }
-
- if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
- cameramode=1-cameramode;
- cameratogglekeydown=1;
- }
-
- if(!Input::isKeyDown(SDLK_c)){
- cameratogglekeydown=0;
- }
-
- if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
- if(player[0].num_weapons>0){
- if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
- else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
- else weapons.type[player[0].weaponids[0]]=sword;
- if(weapons.type[player[0].weaponids[0]]==sword){
- weapons.mass[player[0].weaponids[0]]=1.5;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=.8;
- }
- if(weapons.type[player[0].weaponids[0]]==staff){
- weapons.mass[player[0].weaponids[0]]=2;
- weapons.tipmass[player[0].weaponids[0]]=1;
- weapons.length[player[0].weaponids[0]]=1.5;
- }
-
- if(weapons.type[player[0].weaponids[0]]==knife){
- weapons.mass[player[0].weaponids[0]]=1;
- weapons.tipmass[player[0].weaponids[0]]=1.2;
- weapons.length[player[0].weaponids[0]]=.25;
- }
- }
- detailtogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(i=1;i1)
- for(i=1;i1)
- for(i=1;i9)player[closest].whichskin=0;
- if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
-
- LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
- &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
- }
-
- if(player[closest].numclothes){
- for(i=0;i1)
- for(i=1;i1)
- for(i=1;i1)
- for(i=1;i1)
- for(i=1;i0&&closest>=0){
- //player[closest]=player[numplayers-1];
- //player[closest].skeleton=player[numplayers-1].skeleton;
- numplayers--;
- }
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(max_objects>1)
- for(i=1;i0&&closest>=0){
- objects.position[closest].y-=500;
- }
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
- //drawmode++;
- //if(drawmode>2)drawmode=0;
- if(objects.numobjects1)
- for(i=0;i1&&pathpointselected!=-1){
- numpathpointconnect[pathpointselected]++;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
- }
- pathpointselected=numpathpoints-1;
- }
- }
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
- pathpointselected++;
- if(pathpointselected>=numpathpoints)pathpointselected=-1;
- drawmodetogglekeydown=1;
- }
- if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
- pathpointselected--;
- if(pathpointselected<=-2)
- pathpointselected=numpathpoints-1;
- drawmodetogglekeydown=1;
- }
- if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
- if(pathpointselected!=-1){
- numpathpoints--;
- pathpoint[pathpointselected]=pathpoint[numpathpoints];
- numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
- for(i=0;ifiretype)editortype=0;
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorrotation-=multiplier*100;
- if(editorrotation<-.01)editorrotation=-.01;
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
- editorrotation+=multiplier*100;
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
- editorsize+=multiplier;
- drawmodetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
- editorsize-=multiplier;
- if(editorsize<.1)editorsize=.1;
- drawmodetogglekeydown=1;
- }
-
-
- if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
- mapradius-=multiplier*10;
- }
-
- if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
- mapradius+=multiplier*10;
- }
- if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
- editorrotation2+=multiplier*100;
- }
-
- if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
- editorrotation2-=multiplier*100;
- if(editorrotation2<-.01)editorrotation2=-.01;
- }
- if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- for(i=0;i0&&closest>=0)objects.DeleteObject(closest);
- drawmodetogglekeydown=1;
- }
-
-
- if(!Input::isKeyDown(SDLK_m)&&!Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_PERIOD)&&!Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_DELETE)&&!Input::isKeyDown(SDLK_p)){
- drawmodetogglekeydown=0;
- }
-
- if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
- //if(!player[0].skeleton.free)player[0].damage+=500;
- player[0].RagDoll(0);
- //player[0].spurt=1;
- //player[0].DoDamage(1000);
-
- emit_sound_at(whooshsound, player[0].coords, 128.);
-
- texturesizetogglekeydown=1;
- }
-
- if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
-
- int closest=-1;
- float closestdist=-1;
- float distance;
- for(i=0;i1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
- for(i=0;i1)
- for(i=0;i0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[i].bloodloss>player[i].damagetolerance/2)player[k].targetanimation=knifefollowanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].forwardkeydown)player[k].targetanimation=staffhitanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0)player[k].targetanimation=staffspinhitanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
- }
- else {
- if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
- if(player[k].weaponactive==-1)randattack=abs(Random()%5);
- else randattack=abs(Random()%5);
- if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
- if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
- else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
- else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
- else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
- }
- if(player[k].weaponactive!=-1){
- if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)/*&&animation[player[i].targetanimation].height!=lowheight*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
- //else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)player[k].targetanimation=knifefollowanim;
- else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
- else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack<3)player[k].targetanimation=staffhitanim;
- else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack>=3)player[k].targetanimation=staffspinhitanim;
- else if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==1&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
- else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
- }
- }
- }
- if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
- }
- if((tutoriallevel!=1||tutorialstage==22)&&player[i].howactive0&&player[k].madskills)||(player[i].surprised>0)||player[i].aitype==passivetype)||(player[k].weaponactive!=-1&&player[i].stunned>0))&&normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0&&(k==0)){
- if(player[k].weaponactive==-1){
- player[i].targetanimation=sneakattackedanim;
- player[i].currentanimation=sneakattackedanim;
- player[k].currentanimation=sneakattackanim;
- player[k].targetanimation=sneakattackanim;
- player[k].oldcoords=player[k].coords;
- player[k].coords=player[i].coords;
- }
- if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
- player[i].targetanimation=knifesneakattackedanim;
- player[i].currentanimation=knifesneakattackedanim;
- player[k].currentanimation=knifesneakattackanim;
- player[k].targetanimation=knifesneakattackanim;
- player[i].oldcoords=player[i].coords;
- player[i].coords=player[k].coords;
- }
- if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
- player[i].targetanimation=swordsneakattackedanim;
- player[i].currentanimation=swordsneakattackedanim;
- player[k].currentanimation=swordsneakattackanim;
- player[k].targetanimation=swordsneakattackanim;
- player[i].oldcoords=player[i].coords;
- player[i].coords=player[k].coords;
- }
- if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=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].targetrotation=player[i].rotation;
- player[k].rotation=player[i].rotation;
- player[i].targetrotation=player[i].rotation;
- }
- }
- 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].velocity=0;
-
- rotatetarget=player[i].coords-player[k].coords;
- Normalise(&rotatetarget);
- player[k].targetrotation=-asin(0-rotatetarget.x);
- player[k].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
-
- player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
-
- player[k].lastattack3=player[k].lastattack2;
- player[k].lastattack2=player[k].lastattack;
- player[k].lastattack=player[k].targetanimation;
- //player[k].targettilt2=0;
- //slomo=1;
- //slomodelay=.2;
- }
- if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
- rotatetarget=player[i].coords-player[k].coords;
- Normalise(&rotatetarget);
- player[k].targetrotation=-asin(0-rotatetarget.x);
- player[k].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
- player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
- oldattackkey=1;
- 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].targetrotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
- player[k].rotation=player[k].targetrotation;
- player[i].rotation=player[k].targetrotation;
- }
- }
- }
- bool hasstaff=0;
- if(player[k].weaponactive!=-1){
- if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
- }
- if(numplayers>1)
- for(i=0;i1000||player[k].isRun()||(hasstaff)||(player[k].weaponactive!=-1&&player[i].skeleton.free&&(player[i].skeleton.longdead>2000||player[i].damage>player[i].damagetolerance/8||player[i].bloodloss>player[i].damagetolerance/2)&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)))){
- player[k].victim=&player[i];
- player[k].hasvictim=1;
- if(player[k].weaponactive!=-1&&tutoriallevel!=1){
- if(player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5))player[k].targetanimation=crouchstabanim;
- if(player[k].crouchkeydown&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)player[k].targetanimation=swordgroundstabanim;
- if(/*(player[k].crouchkeydown||!player[i].dead)&&*/findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)player[k].targetanimation=staffgroundsmashanim;
- }
- if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].crouchkeydown&&player[k].targetanimation!=crouchstabanim&&(player[k].weaponactive==-1)&&player[i].dead&&player[i].skeleton.free&&player[i].skeleton.longdead>1000){
- player[k].targetanimation=killanim;
- for(j=0;jcoords)&&i!=k&&(i==0||k==0)){
- player[k].victim=&player[i];
- }
- }
- }
- if(player[k].aitype==playercontrolled)
- if(player[k].attackkeydown&&(player[k].isRun())&&player[k].wasRun()&&((player[k].hasvictim&&findDistancefast(&player[k].coords,&player[k].victim->coords)<12*(player[k].scale*5)*(player[k].scale*5)&&findDistancefast(&player[k].coords,&player[k].victim->coords)>7*(player[k].scale*5)*(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&&normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&player[k].rabbitkickenabled)||player[k].jumpkeydown)){
- oldattackkey=1;
- player[k].targetanimation=rabbitkickanim;
- player[k].targetframe=0;
- player[k].target=0;
- }
- if(animation[player[k].targetanimation].attack&&k==0){
- numattacks++;
- bool armedstaff=0;
- if(player[k].weaponactive!=-1){
- if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
- }
- bool armedsword=0;
- if(player[k].weaponactive!=-1){
- if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
- }
- bool armedknife=0;
- if(player[k].weaponactive!=-1){
- if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
- }
- if(armedstaff)numstaffattack++;
- else if(armedsword)numswordattack++;
- else if(armedknife)numknifeattack++;
- else numunarmedattack++;
- }
- }
- }
- }
-
- //Collisions
- static float collisionradius;
- if(numplayers>1)
- for(k=0;kplayer[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)&&(findDistancefast(&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(((((findLengthfast(&rotatetarget)>150&&(i!=0&&k!=0))||(findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll/*currentanimation==rabbitkickanim*/&&(i==0||k==0)))&&normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&((i==0||k==0)||((player[i].skeleton.oldfree==1&&k!=0&&animation[player[k].currentanimation].attack==neutral)||(player[k].skeleton.oldfree==1&&i!=0&&animation[player[i].currentanimation].attack==neutral)||(player[i].isFlip()&&!player[i].skeleton.oldfree&&(i==0||k==0))||(player[k].isFlip()&&!player[k].skeleton.oldfree&&(i==0||k==0))||(i==0||k==0))))||((player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&(i==0||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].velocity=player[k].velocity;
- //player[k].velocity=player[i].velocity;
-
- 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(player[i].skeleton.oldfree){
- for(j=0;jnumchallengelevels-1)targetlevel=0;
- loading=1;
- leveltime=5;
- slomotogglekeydown=1;
- }
- static bool movekey;
- static bool connected;
-
- for(int i=0;i.8)player[i].avoidcollided=0;
- if(player[i].aitype!=playercontrolled&&indialogue==-1){
- player[i].jumpclimb=0;
- //AI
- if(editorenabled)player[i].stunned=1;
-
- player[i].pause=0;
- //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
- if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&player[0].coords.y>player[i].coords.y+2&&!player[0].onterrain)player[i].pause=1;
-
- /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
- 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].jumpkeydown=0;
- player[i].throwkeydown=0;
- }*/
-
- if(player[i].aitype==pathfindtype){
- if(player[i].finalpathfindpoint==-1){
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest=-1;
- closestdistance=-1;
- for(j=0;j.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=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&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
- if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled&&(player[0].coords.y0)
- if(player[j].coords.y.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){
- rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetrotation=-asin(0-rotatetarget.x);
- player[i].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
-
- if(findDistancefastflat(&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].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].targetrotation+=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 = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-
-
- if(!editorenabled){
- if(player[i].howactive0&&(tutoriallevel!=1||cananger)&&hostile)
- for(j=0;j0&&(tutoriallevel!=1||cananger)&&hostile)
- for(j=0;j14)
- if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
- player[i].aitype=attacktypecutoff;
- }
- }
-
- if(player[i].aitype!=passivetype){
- if(player[i].howactive==typesleeping){
- player[i].targetanimation=getupfromfrontanim;
- player[i].targetframe=0;
- player[i].target=0;
- }
-
- player[i].howactive=typeactive;
- }
- }
-
- if(player[i].howactive0)){
- if(j==0&&player[j].num_weapons>0){
- if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
- if(player[j].num_weapons==2)
- if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
- }
- if(j!=0){
- smelldistance=100;
- }
- windsmell=windvector;
- Normalise(&windsmell);
- windsmell=windsmell*2+player[j].coords;
- if(findDistancefast(&player[i].coords,&windsmell)0)
- if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,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;
- else 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].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;
- }
- numseen++;
- }
- }
-
- 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){
- test2=player[i].coords+player[i].facing;
- test2.y+=5;
- 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].targetanimation=player[i].getStop();
- player[i].targetframe=0;
- player[i].target=0;
- player[i].targetrotation+=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;
- }
- }
- if(player[i].aiupdatedelay<0){
- rotatetarget=player[i].lastseen-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetrotation=-asin(0-rotatetarget.x);
- player[i].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
- if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(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].targetrotation+=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 = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
-
- if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
- for(j=0;j0)
- if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position,0,player[0].rotation,0)*player[0].scale+player[0].coords))||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
- }
- }
- 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;
- }
- }
-
- if(player[i].aitype!=gethelptype){
- player[i].runninghowlong=0;
- }
-
- 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;
-
- int closest;
- float closestdist;
- closest=-1;
- closestdist=-1;
- float distance;
-
- if(!player[i].ally){
- for(j=0;j0){
- rotatetarget=player[player[i].ally].coords-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetrotation=-asin(0-rotatetarget.x);
- player[i].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
- player[i].lookrotation=player[i].targetrotation;
- player[i].aiupdatedelay=.05;
- player[i].forwardkeydown=1;
-
- if(findDistancefastflat(&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.8&&!player[i].jumpkeydown&&player[i].collided<.8){
- if(!player[i].avoidsomething)player[i].targetrotation+=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 = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
- }
-
- if(player[i].aitype==getweapontype){
- player[i].aiupdatedelay-=multiplier;
- player[i].lastchecktime-=multiplier;
-
- if(player[i].aiupdatedelay<0){
- player[i].aiupdatedelay=.2;
-
- int closest;
- float closestdist;
- closest=-1;
- closestdist=-1;
- float distance;
-
- if(player[i].ally<0){
- for(j=0;j=0){
- if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
- player[i].aitype=attacktypecutoff;
- player[i].lastseentime=1;
- }
- rotatetarget=weapons.position[player[i].ally]-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetrotation=-asin(0-rotatetarget.x);
- player[i].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
- player[i].lookrotation=player[i].targetrotation;
- 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].targetrotation+=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 = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
- if(leftdist.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
- }
-
- if(player[i].aitype==attacktypecutoff){
- player[i].aiupdatedelay-=multiplier;
- if(player[i].damage.5)player[i].stunned=1;
- }
- if(player[i].wentforweapon<3)
- for(j=0;jterrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
- test2=player[i].coords+player[i].facing;
- test2.y+=5;
- 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].targetanimation=player[i].getStop();
- player[i].targetframe=0;
- player[i].target=0;
- player[i].targetrotation+=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;
- }
- }
- 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[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].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
- else player[i].drawkeydown=0;
- player[i].rabbitkickenabled=Random()%2;
- rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
- if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
- else if((findDistancefast(&player[i].coords,&player[0].coords)>16||findDistancefast(&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;
- 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].targetrotation+=90*(player[i].whichdirection*2-1);
- if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
- else player[i].attackkeydown=0;
- if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
-
- if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
- target=-2;
- for(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)&&(findDistancefast(&player[j].coords,&player[i].coords)<2||(player[i].weaponactive!=-1))))){
- if(target>=0)target=-1;
- else target=j;
- }
- }
- }
- if(target>=0)player[target].Reverse();
- }
-
- if(player[i].collided<1)player[i].jumpkeydown=0;
- if((player[i].collided>.8&&player[i].jumppower>=5)||(findDistancefast(&player[i].coords,&player[0].coords)>400&&player[i].onterrain&&player[i].creature==rabbittype))player[i].jumpkeydown=1;
- if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
- player[0].jumpkeydown=0;
- if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
- if(player[i].jumpkeydown)player[i].attackkeydown=0;
- //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
-
- if(tutoriallevel==1){
- if(!canattack)player[i].attackkeydown=0;
- }
-
-
- facing=player[i].coords;
- flatfacing=player[0].coords;
- facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
- flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[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;
- }
- }
- 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){
- test=player[0].coords;
- test.y-=40;
- if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
- }
- }
- // NOTE: Ask about logic of this call : NOTE
- 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].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
- player[i].targetrotation=player[i].rotation;
- 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;
- }
-
-
- facing=0;
- facing.z=-1;
-
- flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
- facing=flatfacing;
-
- if(player[i].aitype==attacktypecutoff){
- rotatetarget=player[0].coords-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetheadrotation=-asin(0-rotatetarget.x);
- player[i].targetheadrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
-
- player[i].targetheadrotation*=-1;
- player[i].targetheadrotation+=180;
- //player[i].targetheadrotation2=0;
- player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
- }
- else if(player[i].howactive>=typesleeping){
- player[i].targetheadrotation=player[i].targetrotation;
- player[i].targetheadrotation2=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;
- }
- rotatetarget=player[i].headtarget-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetheadrotation=-asin(0-rotatetarget.x);
- player[i].targetheadrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
-
- player[i].targetheadrotation*=-1;
- player[i].targetheadrotation+=180;
- player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
- }
- //if(whichlevel==2)player[i].jumpkeydown=0;
- }
- if(animation[player[i].targetanimation].attack==reversed){
- //player[i].targetrotation=player[i].rotation;
- 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(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].avoidcollided>1)player[i].avoidcollided=1;
- player[i].avoidcollided-=multiplier/4;
- if(!player[i].skeleton.free)player[i].stunned-=multiplier;
- if(!player[i].skeleton.free)player[i].surprised-=multiplier;
- if(player[i].surprised<=0&&player[i].aitype==attacktypecutoff&&i!=0&&!player[i].dead&&!player[i].skeleton.free&&animation[player[i].targetanimation].attack==neutral)numresponded=1;
-
- if(!player[i].throwkeydown){
- player[i].throwtogglekeydown=0;
- }
- 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(j=0;jid))
- if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
- if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
- if(weapons.type[j]!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- weapons.owner[j]=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;
- }
- }
- //}
- }
- }
- else if ((player[i].isIdle()||player[i].isFlip()||player[i].aitype!=playercontrolled)&&findDistancefast(&player[i].coords,&weapons.position[j])<5&&player[i].coords.yid))
- if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
- if(weapons.type[k]!=staff)
- emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
- player[i].weaponactive=0;
- weapons.owner[k]=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;
- }
- }
- }
- }
- }
- }
- 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(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;
- player[i].targetanimation=crouchremoveknifeanim;
- player[i].target=0;
- player[i].targetframe=0;
- rotatetarget=player[j].coords-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetrotation=-asin(0-rotatetarget.x);
- player[i].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
- }
- if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].hasvictim=1;
- int k = player[j].weaponids[0];
- 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;
- }
- }
- if(!fleshstuck){
- if(weapons.type[k]!=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.owner[k]!=-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;
- }
-
- XYZ relative;
- relative=0;
- relative.y=10;
- Normalise(&relative);
- XYZ footvel,footpoint;
- footvel=0;
- footpoint=weapons.position[k];
- 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.bloody[k]=2;
- weapons.blooddrip[k]=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];
- }
-
- player[i].victim->weaponactive=-1;
-
- player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
- player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
- player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
- player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
- }
- weapons.owner[k]=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;
- }
- }
- }
- }
- }
- }
- if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
- if(weapons.type[player[i].weaponids[0]]==knife){
- if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
- if(numplayers>1)
- for(j=0;j1.5&&!player[j].skeleton.free&&-1==checkcollide(DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
- if(!player[i].isFlip()){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- player[i].targetanimation=knifethrowanim;
- player[i].target=0;
- player[i].targetframe=0;
- rotatetarget=player[j].coords-player[i].coords;
- Normalise(&rotatetarget);
- player[i].targetrotation=-asin(0-rotatetarget.x);
- player[i].targetrotation*=360/6.28;
- if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
-
- player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
- }
- if(player[i].isFlip()){
- if(player[i].weaponactive!=-1){
- player[i].throwtogglekeydown=1;
- player[i].victim=&player[j];
- XYZ aim;
- weapons.owner[player[i].weaponids[0]]=-1;
- aim=player[i].victim->coords+DoRotation(player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[righthand]].position,0,player[i].rotation,0)*player[i].scale);
- Normalise(&aim);
-
- aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
-
- weapons.velocity[player[i].weaponids[0]]=aim*50;
- weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
- weapons.missed[player[i].weaponids[0]]=0;
- weapons.freetime[player[i].weaponids[0]]=0;
- weapons.firstfree[player[i].weaponids[0]]=1;
- weapons.physics[player[i].weaponids[0]]=0;
- player[i].num_weapons--;
- if(player[i].num_weapons){
- player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
- }
- 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.owner[player[i].weaponids[0]]=-1;
- weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
- if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
- weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
- weapons.missed[player[i].weaponids[0]]=1;
- weapons.freetime[player[i].weaponids[0]]=0;
- weapons.firstfree[player[i].weaponids[0]]=1;
- weapons.physics[player[i].weaponids[0]]=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;
- }
-
- player[i].weaponactive=-1;
- for(j=0;j1)
- for(j=0;j1)
- for(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)&&findDistancefast(&player[j].coords,&player[i].coords)<2))){
- if(target>=0)target=-1;
- else target=j;
- }
- }
- }
- if(target>=0)player[target].Reverse();
- player[i].lowreversaldelay=.5;
-
- if(player[i].isIdle()){
- player[i].targetanimation=player[i].getCrouch();
- player[i].target=0;
- player[i].targetframe=0;
- player[i].transspeed=10;
- }
- if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
- player[i].targetanimation=rollanim;
- player[i].target=0;
- player[i].targetframe=0;
- player[i].transspeed=20;
- }
- }
- 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(j=0;jcoords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
- if(target>=0)target=-1;
- else target=j;
- }
- }
- }
- if(target>=0)player[target].Reverse();
- player[i].highreversaldelay=.5;
-
- if(player[i].isCrouch()){
- if(!player[i].wasCrouch()){
- player[i].currentanimation=player[i].getCrouch();
- player[i].currentframe=0;
- }
- player[i].target=0;
- player[i].targetanimation=player[i].getIdle();
- player[i].targetframe=0;
- player[i].transspeed=10;
- }
- }
- if(player[i].targetanimation==sneakanim){
- player[i].targetanimation=player[i].getIdle();
- player[i].target=0;
- player[i].targetframe=0;
- player[i].transspeed=10;
- }
- }
- if(player[i].forwardkeydown){
- if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(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)player[i].targetanimation=walkanim;
- else player[i].targetanimation=player[i].getRun();
- player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
- player[i].targetanimation=climbanim;
- player[i].target=0;
- player[i].targetframe=1;
- player[i].jumpclimb=1;
- }
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity+=absflatfacing*5*multiplier;
- }
- player[i].forwardstogglekeydown=1;
- movekey=1;
- }
- if (player[i].rightkeydown){
- if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
- player[i].targetanimation=player[i].getRun();
- player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch()) player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
- }
- player[i].targetrotation-=90;
- if(player[i].forwardkeydown)player[i].targetrotation+=45;
- if(player[i].backkeydown)player[i].targetrotation-=45;
- movekey=1;
- }
- if ( player[i].leftkeydown){
- if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
- player[i].targetanimation=player[i].getRun();
- player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
- player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
- }
- player[i].targetrotation+=90;
- if(player[i].forwardkeydown)player[i].targetrotation-=45;
- if(player[i].backkeydown)player[i].targetrotation+=45;
- movekey=1;
- }
- if(player[i].backkeydown){
- if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
- player[i].targetanimation=player[i].getRun();
- player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].isCrouch()){
- player[i].targetanimation=sneakanim;
- if(player[i].wasCrouch())player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].targetanimation==jumpupanim||player[i].targetanimation==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].leftkeydown&&!player[i].rightkeydown)
- player[i].targetrotation+=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;
- player[i].targetanimation=jumpupanim;
- player[i].target=0;
- player[i].targetframe=0;
- player[i].rotation=player[i].targetrotation;
- 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].targetrotation+180,0);
-
- 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(j=0;jcoords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==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;
- }
-
- player[i].coords.y+=.2;
- player[i].jumppower-=1;
-
- if (!i)
- emit_sound_at(whooshsound, player[i].coords, 128.);
-
- emit_sound_at(jumpsound, player[i].coords, 128.);
- }
- if((player[i].isIdle())&&player[i].jumppower>1){
- player[i].targetanimation=player[i].getLanding();
- player[i].landhard=0;
- player[i].target=0;
- player[i].targetframe=2;
- 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].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(!movekey){
- if(player[i].isRun()||player[i].targetanimation==walkanim){
- player[i].targetanimation=player[i].getStop();
- player[i].target=0;
- player[i].targetframe=0;
- }
- 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].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
- player[i].targetanimation=player[i].getStop();
- player[i].target=0;
- player[i].targetframe=0;
- }
- if(player[i].isRun()&&(player[i].aitype==passivetype)){
- player[i].targetanimation=player[i].getStop();
- player[i].target=0;
- player[i].targetframe=0;
- }
- }
- }
- if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
- }
-
- //Rotation
- for(k=0;k180){
- if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
- else player[k].rotation+=360;
- }
-
- if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
- player[k].targetanimation=player[k].getStop();
- player[k].targetframe=0;
- player[k].target=0;
- }
-
- 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;
- //*(1-(player[k].damage/player[k].damagetolerance))
- if(player[k].jumppower>5)player[k].jumppower=5;
- }
-
- if(player[k].isRun()){
- player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
- }
-
- if(abs(player[k].tilt-player[k].targettilt)player[k].targettilt){
- player[k].tilt-=multiplier*150;
- }
- else if(player[k].tilt=0;j--){
- envsoundlife[j]-=multiplier;
- if(envsoundlife[j]<0){
- numenvsounds--;
- envsoundlife[j]=envsoundlife[numenvsounds];
- envsound[j]=envsound[numenvsounds];
- }
- }
- if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
- else OPENAL_SetFrequency(OPENAL_ALL, 22050);
-
- 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(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&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_music3);
-
- gameon=0;
- mainmenu=5;
-
- fireSound();
-
- flash();
- }
- if(tutorialstage<51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
- emit_sound_at(fireendsound, player[0].coords);
-
- player[0].coords=(oldtemp+oldtemp2)/2;
-
- flash();
- }
- if(tutorialstage>=14&&tutorialstage<50)
- if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
- emit_sound_at(fireendsound, player[1].coords);
-
- for(int i=0;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;
+
+ Person::players[1]->coords = (temp + temp2) / 2;
+
+ emit_sound_at(fireendsound, Person::players[1]->coords);
+
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[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;
+ Person::players[1]->aitype = attacktypecutoff;
+ break;
+ case 28:
+ tutorialmaxtime = 400;
+ break;
+ case 29:
+ tutorialmaxtime = 400;
+ Person::players[0]->escapednum = 0;
+ break;
+ case 30:
+ tutorialmaxtime = 4;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ break;
+ case 31:
+ tutorialmaxtime = 13;
+ break;
+ case 32:
+ tutorialmaxtime = 8;
+ break;
+ case 33:
+ tutorialmaxtime = 400;
+ cananger = 1;
+ canattack = 1;
+ Person::players[1]->aitype = attacktypecutoff;
+ break;
+ case 34:
+ tutorialmaxtime = 400;
+ break;
+ case 35:
+ tutorialmaxtime = 400;
+ break;
+ case 36:
+ tutorialmaxtime = 2;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ break;
+ case 37:
+ damagedealt = 0;
+ damagetaken = 0;
+ tutorialmaxtime = 50;
+ cananger = 1;
+ canattack = 1;
+ Person::players[1]->aitype = attacktypecutoff;
+ break;
+ case 38:
+ tutorialmaxtime = 4;
+ canattack = 0;
+ cananger = 0;
+ Person::players[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;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ cananger = 1;
+ canattack = 1;
+ Person::players[1]->aitype = attacktypecutoff;
+
+ tutorialmaxtime = 300;
+ break;
+ case 45:
+ weapons[0].owner = 1;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ tutorialmaxtime = 300;
+ break;
+ case 46:
+ weapons[0].owner = 1;
+ Person::players[0]->weaponactive = -1;
+ Person::players[0]->num_weapons = 0;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[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;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 1;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ }
+ break;
+ case 48:
+ canattack = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+
+ tutorialmaxtime = 15;
+
+ weapons[0].owner = 1;
+ weapons[1].owner = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 1;
+ Person::players[1]->weaponactive = 0;
+ Person::players[1]->num_weapons = 1;
+ Person::players[1]->weaponids[0] = 0;
+
+ if (Person::players[0]->weaponactive != -1)
+ weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
+ else
+ weapons[0].setType(staff);
+ break;
+ case 49:
+ canattack = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+
+ tutorialmaxtime = 200;
+
+ weapons[1].position = 1000;
+ weapons[1].tippoint = 1000;
+
+ weapons[0].setType(knife);
+
+ weapons[0].owner = 0;
+ Person::players[1]->weaponactive = -1;
+ Person::players[1]->num_weapons = 0;
+ Person::players[0]->weaponactive = 0;
+ Person::players[0]->num_weapons = 1;
+ Person::players[0]->weaponids[0] = 0;
+
+ break;
+ case 50: {
+ tutorialmaxtime = 8;
+
+ XYZ temp, temp2;
+ emit_sound_at(fireendsound, Person::players[1]->coords);
+
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
+ }
+ }
+
+ Person::players[1]->num_weapons = 0;
+ Person::players[1]->weaponstuck = -1;
+ Person::players[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 (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
+ tutorialsuccess += multiplier;
+ break;
+ case 5:
+ if (Person::players[0]->jumpkeydown)
+ tutorialsuccess = 1;
+ break;
+ case 6:
+ if (Person::players[0]->isCrouch())
+ tutorialsuccess = 1;
+ break;
+ case 7:
+ if (Person::players[0]->animTarget == rollanim)
+ tutorialsuccess = 1;
+ break;
+ case 8:
+ if (Person::players[0]->animTarget == sneakanim)
+ tutorialsuccess += multiplier;
+ break;
+ case 9:
+ if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
+ tutorialsuccess += multiplier;
+ break;
+ case 11:
+ if (Person::players[0]->isWallJump())
+ tutorialsuccess = 1;
+ break;
+ case 12:
+ if (Person::players[0]->animTarget == flipanim)
+ tutorialsuccess = 1;
+ break;
+ case 15:
+ if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
+ tutorialsuccess = 1;
+ break;
+ case 16:
+ if (Person::players[0]->animTarget == winduppunchanim)
+ tutorialsuccess = 1;
+ break;
+ case 17:
+ if (Person::players[0]->animTarget == spinkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 18:
+ if (Person::players[0]->animTarget == sweepanim)
+ tutorialsuccess = 1;
+ break;
+ case 19:
+ if (Person::players[0]->animTarget == dropkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 20:
+ if (Person::players[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 (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
+ tutorialsuccess = 1;
+ break;
+ case 24:
+ if (Person::players[0]->animTarget == rabbittacklinganim)
+ tutorialsuccess = 1;
+ break;
+ case 25:
+ if (Person::players[0]->animTarget == backhandspringanim)
+ tutorialsuccess = 1;
+ break;
+ case 28:
+ if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+ tutorialsuccess = 1;
+ break;
+ case 29:
+ if (Person::players[0]->escapednum == 2) {
+ tutorialsuccess = 1;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ }
+ break;
+ case 33:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 34:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 35:
+ if (animation[Person::players[0]->animTarget].attack == reversal) {
+ tutorialsuccess = 1;
+ reversaltrain = 0;
+ cananger = 0;
+ Person::players[1]->aitype = passivetype;
+ }
+ break;
+ case 40:
+ if (Person::players[0]->num_weapons > 0)
+ tutorialsuccess = 1;
+ break;
+ case 41:
+ if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
+ tutorialsuccess = 1;
+ break;
+ case 43:
+ if (Person::players[0]->animTarget == knifeslashstartanim)
+ tutorialsuccess = 1;
+ break;
+ case 44:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 45:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 46:
+ if (animation[Person::players[0]->animTarget].attack == reversal)
+ tutorialsuccess = 1;
+ break;
+ case 49:
+ if (Person::players[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) {
+ Person::players[1]->coords.y = 300;
+ Person::players[1]->velocity = 0;
+ }
+}
+
+void doDebugKeys()
+{
+ float headprop, bodyprop, armprop, legprop;
+ if (debugmode) {
+ if (Input::isKeyPressed(SDL_SCANCODE_H)) {
+ Person::players[0]->damagetolerance = 200000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_J)) {
+ environment++;
+ if (environment > 2)
+ environment = 0;
+ Setenvironment(environment);
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_C)) {
+ cameramode = 1 - cameramode;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players[0]->num_weapons > 0) {
+ if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
+ weapons[Person::players[0]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
+ weapons[Person::players[0]->weaponids[0]].setType(knife);
+ else
+ weapons[Person::players[0]->weaponids[0]].setType(sword);
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ if (Person::players[closest]->num_weapons) {
+ if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+ weapons[Person::players[closest]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+ weapons[Person::players[closest]->weaponids[0]].setType(knife);
+ else
+ weapons[Person::players[closest]->weaponids[0]].setType(sword);
+ }
+ if (!Person::players[closest]->num_weapons) {
+ Person::players[closest]->weaponids[0] = weapons.size();
+
+ weapons.push_back(Weapon(knife, closest));
+
+ Person::players[closest]->num_weapons = 1;
+ }
+ }
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_U)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players[closest]->yaw += multiplier * 50;
+ Person::players[closest]->targetyaw = Person::players[closest]->yaw;
+ }
+ }
+
+
+ if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
+ closest = 0;
+
+ if (closest >= 0) {
+ Person::players[closest]->whichskin++;
+ if (Person::players[closest]->whichskin > 9)
+ Person::players[closest]->whichskin = 0;
+ if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+ Person::players[closest]->whichskin = 0;
+
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+ &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ }
+
+ if (Person::players[closest]->numclothes) {
+ for (int i = 0; i < Person::players[closest]->numclothes; i++) {
+ tintr = Person::players[closest]->clothestintr[i];
+ tintg = Person::players[closest]->clothestintg[i];
+ tintb = Person::players[closest]->clothestintb[i];
+ AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
+ }
+ Person::players[closest]->DoMipmaps();
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ if (Person::players[closest]->creature == wolftype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.1;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+ armprop = Person::players[closest]->proportionarms.x / 1.1;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
+ }
+
+ if (Person::players[closest]->creature == rabbittype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.2;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+ armprop = Person::players[closest]->proportionarms.x / 1.00;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
+ }
+
+
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->skeleton.id = closest;
+ Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->creature = wolftype;
+
+ Person::players[closest]->proportionhead = 1.1;
+ Person::players[closest]->proportionbody = 1.1;
+ Person::players[closest]->proportionarms = 1.1;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.1;
+ Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 300;
+ } else {
+ Person::players[closest]->skeleton.id = closest;
+ Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->creature = rabbittype;
+
+ Person::players[closest]->proportionhead = 1.2;
+ Person::players[closest]->proportionbody = 1.05;
+ Person::players[closest]->proportionarms = 1.00;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.05;
+ Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 200;
+ }
+
+ if (Person::players[closest]->creature == wolftype) {
+ Person::players[closest]->proportionhead = 1.1 * headprop;
+ Person::players[closest]->proportionbody = 1.1 * bodyprop;
+ Person::players[closest]->proportionarms = 1.1 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ }
+
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->proportionhead = 1.2 * headprop;
+ Person::players[closest]->proportionbody = 1.05 * bodyprop;
+ Person::players[closest]->proportionarms = 1.00 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ Person::players[closest]->proportionlegs.y = 1.05 * legprop;
+ }
+
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ slomo = 1 - slomo;
+ slomodelay = 1000;
+ }
+
+
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = -1;
+ float closestdist = std::numeric_limits::max();
+
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (!Person::players[i]->headless)
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
+ }
+ }
+
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
+ XYZ headspurtdirection;
+ //int i = Person::players[closest]->skeleton.jointlabels[head];
+ Joint& headjoint = Person::players[closest]->joint(head);
+ for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = headjoint.velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
+ Normalise(&headspurtdirection);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
+ flatvelocity2 += headspurtdirection * 8;
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
+ }
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
+
+ emit_sound_at(splattersound, blah);
+ emit_sound_at(breaksound2, blah, 100.);
+
+ if (Person::players[closest]->skeleton.free == 2)
+ Person::players[closest]->skeleton.free = 0;
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->headless = 1;
+ Person::players[closest]->DoBloodBig(3, 165);
+
+ camerashake += .3;
+ }
+ }
+
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = findClosestPlayer();
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
+ emit_sound_at(splattersound, blah);
+ emit_sound_at(breaksound2, blah);
+
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
+ }
+
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
+ }
+
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+ }
+
+ for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+ }
+
+ XYZ temppos;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (int(j) != closest) {
+ if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+ Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+ if (Person::players[j]->skeleton.free == 2)
+ Person::players[j]->skeleton.free = 1;
+ Person::players[j]->skeleton.longdead = 0;
+ Person::players[j]->RagDoll(0);
+ for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
+ temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+ if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+ flatvelocity2 = temppos - Person::players[closest]->coords;
+ Normalise(&flatvelocity2);
+ Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
+ }
+ }
+ }
+ }
+ }
+
+ Person::players[closest]->DoDamage(10000);
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->coords = 20;
+ Person::players[closest]->skeleton.free = 2;
+
+ camerashake += .6;
+
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+ Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+ if (Person::players[0]->onfire) {
+ Person::players[0]->CatchFire();
+ }
+ if (!Person::players[0]->onfire) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
+ pause_sound(stream_firesound);
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
+ Person::players[0]->RagDoll(0);
+ //Person::players[0]->spurt=1;
+ //Person::players[0]->DoDamage(1000);
+
+ emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ for (int i = 0; i < objects.numobjects; i++) {
+ if (objects.type[i] == treeleavestype) {
+ objects.scale[i] *= .9;
+ }
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ editorenabled = 1 - editorenabled;
+ if (editorenabled) {
+ Person::players[0]->damagetolerance = 100000;
+ } else {
+ Person::players[0]->damagetolerance = 200;
+ }
+ Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
+ }
+
+ //skip level
+ if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
+ targetlevel++;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ loading = 1;
+ leveltime = 5;
+ }
+
+ if (editorenabled) {
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players.erase(Person::players.begin()+closest);
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ int closest = findClosestObject();
+ if (closest >= 0)
+ objects.position[closest].y -= 500;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ //drawmode++;
+ //if(drawmode>2)drawmode=0;
+ if (objects.numobjects < max_objects - 1) {
+ XYZ boxcoords;
+ boxcoords.x = Person::players[0]->coords.x;
+ boxcoords.z = Person::players[0]->coords.z;
+ boxcoords.y = Person::players[0]->coords.y - 3;
+ if (editortype == bushtype)
+ boxcoords.y = Person::players[0]->coords.y - .5;
+ if (editortype == firetype)
+ boxcoords.y = Person::players[0]->coords.y - .5;
+ //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
+ float temprotat, temprotat2;
+ temprotat = editoryaw;
+ temprotat2 = editorpitch;
+ if (temprotat < 0 || editortype == bushtype)
+ temprotat = Random() % 360;
+ if (temprotat2 < 0)
+ temprotat2 = Random() % 360;
+
+ objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ if (editortype == treetrunktype)
+ objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ Person::players.push_back(shared_ptr(new Person()));
+
+ Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
+ Person::players.back()->creature = rabbittype;
+ Person::players.back()->howactive = editoractive;
+ Person::players.back()->skeleton.id = Person::players.size()-1;
+ Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
+
+ int k = abs(Random() % 2) + 1;
+ if (k == 0) {
+ Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+ Person::players.back()->whichskin = 0;
+ } else if (k == 1) {
+ Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+ Person::players.back()->whichskin = 1;
+ } else {
+ Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+ Person::players.back()->whichskin = 2;
+ }
+
+ Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+ Person::players.back()->power = 1;
+ Person::players.back()->speedmult = 1;
+ Person::players.back()->animCurrent = bounceidleanim;
+ Person::players.back()->animTarget = bounceidleanim;
+ Person::players.back()->frameCurrent = 0;
+ Person::players.back()->frameTarget = 1;
+ Person::players.back()->target = 0;
+ Person::players.back()->bled = 0;
+ Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+
+ Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+ Person::players.back()->yaw = Person::players[0]->yaw;
+
+ Person::players.back()->velocity = 0;
+ Person::players.back()->coords = Person::players[0]->coords;
+ Person::players.back()->oldcoords = Person::players.back()->coords;
+ Person::players.back()->realoldcoords = Person::players.back()->coords;
+
+ Person::players.back()->id = Person::players.size()-1;
+ Person::players.back()->updatedelay = 0;
+ Person::players.back()->normalsupdatedelay = 0;
+
+ Person::players.back()->aitype = passivetype;
+
+ if (Person::players[0]->creature == wolftype) {
+ headprop = Person::players[0]->proportionhead.x / 1.1;
+ bodyprop = Person::players[0]->proportionbody.x / 1.1;
+ armprop = Person::players[0]->proportionarms.x / 1.1;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ }
+
+ if (Person::players[0]->creature == rabbittype) {
+ headprop = Person::players[0]->proportionhead.x / 1.2;
+ bodyprop = Person::players[0]->proportionbody.x / 1.05;
+ armprop = Person::players[0]->proportionarms.x / 1.00;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ }
+
+ if (Person::players.back()->creature == wolftype) {
+ Person::players.back()->proportionhead = 1.1 * headprop;
+ Person::players.back()->proportionbody = 1.1 * bodyprop;
+ Person::players.back()->proportionarms = 1.1 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ }
+
+ if (Person::players.back()->creature == rabbittype) {
+ Person::players.back()->proportionhead = 1.2 * headprop;
+ Person::players.back()->proportionbody = 1.05 * bodyprop;
+ Person::players.back()->proportionarms = 1.00 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ Person::players.back()->proportionlegs.y = 1.05 * legprop;
+ }
+
+ Person::players.back()->headless = 0;
+ Person::players.back()->onfire = 0;
+
+ if (cellophane) {
+ Person::players.back()->proportionhead.z = 0;
+ Person::players.back()->proportionbody.z = 0;
+ Person::players.back()->proportionarms.z = 0;
+ Person::players.back()->proportionlegs.z = 0;
+ }
+
+ Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+ Person::players.back()->damagetolerance = 200;
+
+ Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+ Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+ Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+ Person::players.back()->armorhead = Person::players[0]->armorhead;
+ Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+ Person::players.back()->armorlow = Person::players[0]->armorlow;
+ Person::players.back()->metalhead = Person::players[0]->metalhead;
+ Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+ Person::players.back()->metallow = Person::players[0]->metallow;
+
+ Person::players.back()->immobile = Person::players[0]->immobile;
+
+ Person::players.back()->numclothes = Person::players[0]->numclothes;
+ if (Person::players.back()->numclothes)
+ for (int i = 0; i < Person::players.back()->numclothes; i++) {
+ strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+ Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+ Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+ Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
+ tintr = Person::players.back()->clothestintr[i];
+ tintg = Person::players.back()->clothestintg[i];
+ tintb = Person::players.back()->clothestintb[i];
+ AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
+ }
+ if (Person::players.back()->numclothes) {
+ Person::players.back()->DoMipmaps();
+ }
+
+ Person::players.back()->power = Person::players[0]->power;
+ Person::players.back()->speedmult = Person::players[0]->speedmult;
+
+ Person::players.back()->damage = 0;
+ Person::players.back()->permanentdamage = 0;
+ Person::players.back()->superpermanentdamage = 0;
+ Person::players.back()->deathbleeding = 0;
+ Person::players.back()->bleeding = 0;
+ Person::players.back()->numwaypoints = 0;
+ Person::players.back()->waypoint = 0;
+ Person::players.back()->jumppath = 0;
+ Person::players.back()->weaponstuck = -1;
+ Person::players.back()->weaponactive = -1;
+ Person::players.back()->num_weapons = 0;
+ Person::players.back()->bloodloss = 0;
+ Person::players.back()->dead = 0;
+
+ Person::players.back()->loaded = 1;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players.back()->numwaypoints < 90) {
+ Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+ Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+ Person::players.back()->numwaypoints++;
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (numpathpoints < 30) {
+ bool connected, alreadyconnected;
+ connected = 0;
+ if (numpathpoints > 1)
+ for (int i = 0; i < numpathpoints; i++) {
+ if (distsq(&pathpoint[i], &Person::players[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) {
+ numpathpointconnect[pathpointselected]++;
+ connected = 1;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
+ }
+ }
+ }
+ if (!connected) {
+ numpathpoints++;
+ pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+ numpathpointconnect[numpathpoints - 1] = 0;
+ if (numpathpoints > 1 && pathpointselected != -1) {
+ numpathpointconnect[pathpointselected]++;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
+ }
+ pathpointselected = numpathpoints - 1;
+ }
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
+ pathpointselected++;
+ if (pathpointselected >= numpathpoints)
+ pathpointselected = -1;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ pathpointselected--;
+ if (pathpointselected <= -2)
+ pathpointselected = numpathpoints - 1;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (pathpointselected != -1) {
+ numpathpoints--;
+ pathpoint[pathpointselected] = pathpoint[numpathpoints];
+ numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
+ for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
+ pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
+ }
+ for (int i = 0; i < numpathpoints; i++) {
+ for (int j = 0; j < numpathpointconnect[i]; j++) {
+ if (pathpointconnect[i][j] == pathpointselected) {
+ pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
+ numpathpointconnect[i]--;
+ }
+ if (pathpointconnect[i][j] == numpathpoints) {
+ pathpointconnect[i][j] = pathpointselected;
+ }
+ }
+ }
+ pathpointselected = numpathpoints - 1;
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype--;
+ if (editortype == treeleavestype || editortype == 10)
+ editortype--;
+ if (editortype < 0)
+ editortype = firetype;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype++;
+ if (editortype == treeleavestype || editortype == 10)
+ editortype++;
+ if (editortype > firetype)
+ editortype = 0;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw -= multiplier * 100;
+ if (editoryaw < -.01)
+ editoryaw = -.01;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw += multiplier * 100;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize += multiplier;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize -= multiplier;
+ if (editorsize < .1)
+ editorsize = .1;
+ }
+
+
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius -= multiplier * 10;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius += multiplier * 10;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch += multiplier * 100;
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch -= multiplier * 100;
+ if (editorpitch < -.01)
+ editorpitch = -.01;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestObject();
+ if (closest >= 0)
+ objects.DeleteObject(closest);
+ }
+ }
+ }
+}
+
+void doJumpReversals()
+{
+ for (unsigned k = 0; k < Person::players.size(); k++)
+ for (unsigned i = k; i < Person::players.size(); i++) {
+ if (i == k)
+ continue;
+ if ( Person::players[k]->skeleton.free == 0 &&
+ Person::players[i]->skeleton.oldfree == 0 &&
+ (Person::players[i]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpupanim) &&
+ (Person::players[i]->aitype == playercontrolled ||
+ Person::players[k]->aitype == playercontrolled) &&
+ ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+ (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
+ if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+ distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ //TODO: refactor two huge similar ifs
+ if (Person::players[i]->animTarget == jumpupanim &&
+ Person::players[k]->animTarget != getupfrombackanim &&
+ Person::players[k]->animTarget != getupfromfrontanim &&
+ animation[Person::players[k]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+ ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
+ Person::players[k]->aitype != playercontrolled)) {
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversedanim;
+ Person::players[i]->animTarget = jumpreversedanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversalanim;
+ Person::players[k]->animTarget = jumpreversalanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
+ Person::players[i]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animTarget = rabbitkickreversedanim;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
+ Person::players[k]->animCurrent = rabbitkickreversalanim;
+ Person::players[k]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
+ }
+ Person::players[i]->target = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[k]->targetyaw = Person::players[i]->targetyaw;
+ Person::players[k]->yaw = Person::players[i]->targetyaw;
+ if (Person::players[k]->aitype == attacktypecutoff)
+ Person::players[k]->stunned = .5;
+ }
+ if (Person::players[k]->animTarget == jumpupanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ animation[Person::players[i]->animTarget].height == middleheight &&
+ normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+ ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+ Person::players[i]->aitype != playercontrolled)) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->velocity = 0;
+ Person::players[k]->animCurrent = jumpreversedanim;
+ Person::players[k]->animTarget = jumpreversedanim;
+ Person::players[k]->frameCurrent = 0;
+ Person::players[k]->frameTarget = 1;
+ Person::players[k]->targettilt2 = 0;
+ Person::players[i]->victim = Person::players[k];
+ Person::players[i]->velocity = 0;
+ Person::players[i]->animCurrent = jumpreversalanim;
+ Person::players[i]->animTarget = jumpreversalanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->targettilt2 = 0;
+ if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
+ Person::players[k]->animTarget = rabbitkickreversedanim;
+ Person::players[k]->animCurrent = rabbitkickreversedanim;
+ Person::players[i]->animCurrent = rabbitkickreversalanim;
+ Person::players[i]->animTarget = rabbitkickreversalanim;
+ Person::players[k]->frameCurrent = 1;
+ Person::players[k]->frameTarget = 2;
+ Person::players[i]->frameCurrent = 1;
+ Person::players[i]->frameTarget = 2;
+ }
+ Person::players[k]->target = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ if (Person::players[i]->aitype == attacktypecutoff)
+ Person::players[i]->stunned = .5;
+ }
+ }
+ }
+ }
+}
+
+void doAerialAcrobatics()
+{
+ static XYZ facing, flatfacing;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ Person::players[k]->turnspeed = 500;
+
+ if ((Person::players[k]->isRun() &&
+ ((Person::players[k]->targetyaw != rabbitrunninganim &&
+ Person::players[k]->targetyaw != wolfrunninganim) ||
+ Person::players[k]->frameTarget == 4)) ||
+ Person::players[k]->animTarget == removeknifeanim ||
+ Person::players[k]->animTarget == crouchremoveknifeanim ||
+ Person::players[k]->animTarget == flipanim ||
+ Person::players[k]->animTarget == fightsidestep ||
+ Person::players[k]->animTarget == walkanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
+ }
+
+
+ if (Person::players[k]->isStop() ||
+ Person::players[k]->isLanding() ||
+ Person::players[k]->animTarget == staggerbackhighanim ||
+ (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+ Person::players[k]->animTarget == staggerbackhardanim ||
+ Person::players[k]->animTarget == backhandspringanim ||
+ Person::players[k]->animTarget == dodgebackanim ||
+ Person::players[k]->animTarget == rollanim ||
+ (animation[Person::players[k]->animTarget].attack &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+ (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
+ }
+
+ if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
+ Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
+ }
+
+ /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)DoStuff();
+ if (Person::players[k]->immobile && k != 0)
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
+
+ //if player's position has changed (?)
+ if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[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;
+
+ if (Person::players[k]->collide < -.3)
+ Person::players[k]->collide = -.3;
+ if (Person::players[k]->collide > 1)
+ Person::players[k]->collide = 1;
+ Person::players[k]->collide -= multiplier * 30;
+
+ //clip to terrain
+ Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
+
+ for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.type[i] != rocktype ||
+ objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
+ objects.position[i].y > Person::players[k]->coords.y) {
+ lowpoint = Person::players[k]->coords;
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip())
+ lowpoint.y += 1.25;
+ else
+ lowpoint.y += 1.3;
+ if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
+ Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
+ Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ flatfacing = lowpoint - Person::players[k]->coords;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.3;
+ Person::players[k]->collide = 1;
+ tempcollide = 1;
+ //wall jumps
+ //TODO: refactor four similar blocks
+ if (Person::players[k]->aitype == playercontrolled &&
+ (Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim ||
+ Person::players[k]->isFlip()) &&
+ !Person::players[k]->jumptogglekeydown &&
+ Person::players[k]->jumpkeydown) {
+ lowpointtarget = lowpoint + DoRotation(Person::players[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) {
+ Person::players[k]->setAnimation(walljumpleftanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
+ } else {
+ lowpoint = tempcoords1;
+ lowpointtarget = lowpoint + DoRotation(Person::players[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) {
+ Person::players[k]->setAnimation(walljumprightanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
+ } else {
+ lowpoint = tempcoords1;
+ lowpointtarget = lowpoint + Person::players[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) {
+ Person::players[k]->setAnimation(walljumpbackanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
+ } else {
+ lowpoint = tempcoords1;
+ lowpointtarget = lowpoint - Person::players[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) {
+ Person::players[k]->setAnimation(walljumpfrontanim);
+ emit_sound_at(movewhooshsound, Person::players[k]->coords);
+ if (k == 0)
+ pause_sound(whooshsound);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->yaw += 180;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+ if (k == 0)
+ numwallflipped++;
+ }
+ }
+ }
+ }
+ }
+ }
+ } else if (objects.type[i] == rocktype) {
+ lowpoint2 = Person::players[k]->coords;
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += 2;
+ if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+ Person::players[k]->coords = colpoint;
+ Person::players[k]->collide = 1;
+ tempcollide = 1;
+
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
+ //flipped into a rock
+ if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
+ Person::players[k]->RagDoll(0);
+
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getIdle();
+ }
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->onterrain = 1;
+
+ if (Person::players[k]->id == 0) {
+ pause_sound(whooshsound);
+ OPENAL_SetVolume(channels[whooshsound], 0);
+ }
+
+ //landing
+ if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
+ if (Person::players[k]->isFlip())
+ Person::players[k]->jumppower = -4;
+ Person::players[k]->animTarget = Person::players[k]->getLanding();
+ emit_sound_at(landsound, Person::players[k]->coords, 128.);
+ if (k == 0) {
+ envsound[numenvsounds] = Person::players[k]->coords;
+ envsoundvol[numenvsounds] = 16;
+ envsoundlife[numenvsounds] = .4;
+ numenvsounds++;
+ }
+
+ }
+ }
+ }
+ }
+ }
+
+ if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
+ for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += 1.35;
+ if (objects.type[i] != rocktype)
+ if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->onterrain)
+ Person::players[k]->avoidcollided = 1;
+ Person::players[k]->coords = lowpoint;
+ Person::players[k]->coords.y -= 1.35;
+ Person::players[k]->collide = 1;
+
+ if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
+ (Person::players[k]->animCurrent != climbanim &&
+ Person::players[k]->animCurrent != hanganim &&
+ !Person::players[k]->isWallJump() ||
+ Person::players[k]->animTarget == jumpupanim ||
+ Person::players[k]->animTarget == jumpdownanim)) {
+ lowpoint = Person::players[k]->coords;
+ objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += .05;
+ facing = 0;
+ facing.z = -1;
+ facing = DoRotation(facing, 0, Person::players[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 = Person::players[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 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+ Person::players[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 = Person::players[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 && Person::players[k]->animTarget == jumpdownanim)
+ break;
+ if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
+ lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
+ lowpoint = Person::players[k]->coords;
+ lowpoint.y += (float)j / 13;
+ lowpointtarget = lowpoint + facing * 1.3;
+ flatfacing = Person::players[k]->coords;
+ Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+ Person::players[k]->coords.y = lowpointtarget.y - .07;
+ Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
+
+ if (j > 10 || !Person::players[k]->isRun()) {
+ if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
+ if (k == 0)
+ pause_sound(whooshsound);
+ }
+ emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
+
+ lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+ Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+ if (lowpointtarget.z < 0)
+ Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+ Person::players[k]->targetyaw = Person::players[k]->yaw;
+ Person::players[k]->lowyaw = Person::players[k]->yaw;
+
+ //Person::players[k]->velocity=lowpointtarget*.03;
+ Person::players[k]->velocity = 0;
+
+ //climb ledge (?)
+ if (Person::players[k]->animTarget == jumpupanim) {
+ Person::players[k]->animTarget = climbanim;
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumpclimb = 1;
+ }
+ Person::players[k]->transspeed = 6;
+ Person::players[k]->target = 0;
+ Person::players[k]->frameTarget = 1;
+ //hang ledge (?)
+ if (j > 25) {
+ Person::players[k]->setAnimation(hanganim);
+ Person::players[k]->jumppower = 0;
+ }
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ if (Person::players[k]->collide <= 0) {
+ //in the air
+ if (!Person::players[k]->onterrain &&
+ Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim &&
+ !Person::players[k]->isWallJump() &&
+ !Person::players[k]->isFlip()) {
+ if (Person::players[k]->animCurrent != climbanim &&
+ Person::players[k]->animCurrent != tempanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->animTarget != rollanim ||
+ Person::players[k]->frameTarget < 2 ||
+ Person::players[k]->frameTarget > 6)) {
+ //stagger off ledge (?)
+ if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+ Person::players[k]->RagDoll(0);
+ Person::players[k]->setAnimation(jumpdownanim);
+
+ if (!k)
+ emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
+ }
+ //gravity
+ Person::players[k]->velocity.y += gravity;
+ }
+ }
+ }
+ Person::players[k]->realoldcoords = Person::players[k]->coords;
+ }
+}
+
+void doAttacks()
+{
+ static XYZ relative;
+ static int randattack;
+ static bool playerrealattackkeydown = 0;
+
+ if (!Input::isKeyDown(attackkey))
+ oldattackkey = 0;
+ if (oldattackkey)
+ Person::players[0]->attackkeydown = 0;
+ if (oldattackkey)
+ playerrealattackkeydown = 0;
+ if (!oldattackkey)
+ playerrealattackkeydown = Input::isKeyDown(attackkey);
+ if ((Person::players[0]->parriedrecently <= 0 ||
+ Person::players[0]->weaponactive == -1) &&
+ (!oldattackkey ||
+ (realthreat &&
+ Person::players[0]->lastattack != swordslashanim &&
+ Person::players[0]->lastattack != knifeslashstartanim &&
+ Person::players[0]->lastattack != staffhitanim &&
+ Person::players[0]->lastattack != staffspinhitanim)))
+ Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
+ if (Input::isKeyDown(attackkey) &&
+ !oldattackkey &&
+ !Person::players[0]->backkeydown) {
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if ((Person::players[k]->animTarget == swordslashanim ||
+ Person::players[k]->animTarget == staffhitanim ||
+ Person::players[k]->animTarget == staffspinhitanim) &&
+ Person::players[0]->animCurrent != dodgebackanim &&
+ !Person::players[k]->skeleton.free)
+ Person::players[k]->Reverse();
+ }
+ }
+
+ if (!hostile || indialogue != -1)
+ Person::players[0]->attackkeydown = 0;
+
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (indialogue != -1)
+ Person::players[k]->attackkeydown = 0;
+ if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
+ if (Person::players[k]->aitype != playercontrolled)
+ Person::players[k]->victim = Person::players[0];
+ //attack key pressed
+ if (Person::players[k]->attackkeydown) {
+ //dodge backward
+ if (Person::players[k]->backkeydown &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isStop() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim)) {
+ if (Person::players[k]->jumppower <= 1) {
+ Person::players[k]->jumppower -= 2;
+ } else {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k)
+ continue;
+ if (Person::players[i]->animTarget == swordslashanim ||
+ Person::players[i]->animTarget == knifeslashstartanim ||
+ Person::players[i]->animTarget == staffhitanim ||
+ Person::players[i]->animTarget == staffspinhitanim)
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
+ Person::players[k]->setAnimation(dodgebackanim);
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ }
+ }
+ if (Person::players[k]->animTarget != dodgebackanim) {
+ if (k == 0)
+ numflipped++;
+ Person::players[k]->setAnimation(backhandspringanim);
+ Person::players[k]->targetyaw = -yaw + 180;
+ if (Person::players[k]->leftkeydown)
+ Person::players[k]->targetyaw -= 45;
+ if (Person::players[k]->rightkeydown)
+ Person::players[k]->targetyaw += 45;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->jumppower -= 2;
+ }
+ }
+ }
+ //attack
+ if (!animation[Person::players[k]->animTarget].attack &&
+ !Person::players[k]->backkeydown &&
+ (Person::players[k]->isIdle() ||
+ Person::players[k]->isRun() ||
+ Person::players[k]->animTarget == walkanim ||
+ Person::players[k]->animTarget == sneakanim ||
+ Person::players[k]->isCrouch())) {
+ const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
+ //normal attacks (?)
+ Person::players[k]->hasvictim = 0;
+ if (Person::players.size() > 1)
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k || !(k == 0 || i == 0))
+ continue;
+ if (!Person::players[k]->hasvictim)
+ if (animation[Person::players[k]->animTarget].attack != reversal) {
+ //choose an attack
+ const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
+ if (distance < 4.5 &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->howactive < typedead1 &&
+ Person::players[i]->animTarget != jumpreversedanim &&
+ Person::players[i]->animTarget != rabbitkickreversedanim &&
+ Person::players[i]->animTarget != rabbitkickanim &&
+ Person::players[k]->animTarget != rabbitkickanim &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ (Person::players[i]->animTarget != staggerbackhighanim &&
+ (Person::players[i]->animTarget != staggerbackhardanim ||
+ animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
+ Person::players[i]->animTarget != jumpdownanim &&
+ Person::players[i]->animTarget != jumpupanim &&
+ Person::players[i]->animTarget != getupfromfrontanim) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (Person::players[k]->aitype == playercontrolled) { //human player
+ //sweep
+ if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[k]->crouchkeydown &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
+ //winduppunch
+ else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ !attackweapon &&
+ !reversaltrain)
+ Person::players[k]->animTarget = winduppunchanim;
+ //upunch
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ !attackweapon)
+ Person::players[k]->animTarget = upunchanim;
+ //knifefollow
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ Person::players[i]->staggerdelay > 0 &&
+ attackweapon == knife &&
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
+ Person::players[k]->animTarget = knifefollowanim;
+ //knifeslashstart
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->forwardkeydown &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == knife &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = knifeslashstartanim;
+ //swordslash
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == sword &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = swordslashanim;
+ //staffhit
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ !Person::players[k]->leftkeydown &&
+ !Person::players[k]->rightkeydown &&
+ !Person::players[k]->forwardkeydown)
+ Person::players[k]->animTarget = staffhitanim;
+ //staffspinhit
+ else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight &&
+ !Person::players[k]->crouchkeydown &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = staffspinhitanim;
+ //spinkick
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
+ //lowkick
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height == lowheight &&
+ animation[Person::players[k]->animTarget].attack != normalattack)
+ Person::players[k]->animTarget = lowkickanim;
+ } else { //AI player
+ if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
+ randattack = abs(Random() % 5);
+ if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
+ //sweep
+ if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
+ //upunch
+ else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
+ !attackweapon)
+ Person::players[k]->animTarget = upunchanim;
+ //spinkick
+ else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
+ //lowkick
+ else if (animation[Person::players[i]->animTarget].height == lowheight)
+ Person::players[k]->animTarget = lowkickanim;
+ }
+ if (attackweapon) {
+ //sweep
+ if ((tutoriallevel != 1 || !attackweapon) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ randattack == 0 &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = sweepanim;
+ //knifeslashstart
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ attackweapon == knife &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = knifeslashstartanim;
+ //swordslash
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == sword &&
+ Person::players[k]->weaponmissdelay <= 0)
+ Person::players[k]->animTarget = swordslashanim;
+ //staffhit
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ randattack < 3)
+ Person::players[k]->animTarget = staffhitanim;
+ //staffspinhit
+ else if (!(Person::players[0]->victim == Person::players[i] &&
+ Person::players[0]->hasvictim &&
+ Person::players[0]->animTarget == swordslashanim) &&
+ attackweapon == staff &&
+ Person::players[k]->weaponmissdelay <= 0 &&
+ randattack >= 3)
+ Person::players[k]->animTarget = staffspinhitanim;
+ //spinkick
+ else if ((tutoriallevel != 1 || !attackweapon) &&
+ distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ randattack == 1 &&
+ animation[Person::players[i]->animTarget].height != lowheight)
+ Person::players[k]->animTarget = spinkickanim;
+ //lowkick
+ else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+ animation[Person::players[i]->animTarget].height == lowheight &&
+ animation[Person::players[k]->animTarget].attack != normalattack)
+ Person::players[k]->animTarget = lowkickanim;
+ }
+ }
+ }
+ //upunch becomes wolfslap
+ if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+ Person::players[k]->animTarget = wolfslapanim;
+ }
+ //sneak attacks
+ if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+ Person::players[i]->howactive < typedead1 &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != getupfrombackanim &&
+ Person::players[i]->animTarget != getupfromfrontanim &&
+ (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
+ Person::players[i]->surprised > 0 ||
+ Person::players[i]->aitype == passivetype ||
+ attackweapon && Person::players[i]->stunned > 0) &&
+ normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
+ //sneakattack
+ if (!attackweapon) {
+ Person::players[k]->animCurrent = sneakattackanim;
+ Person::players[k]->animTarget = sneakattackanim;
+ Person::players[i]->animCurrent = sneakattackedanim;
+ Person::players[i]->animTarget = sneakattackedanim;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[k]->coords = Person::players[i]->coords;
+ }
+ //knifesneakattack
+ if (attackweapon == knife) {
+ Person::players[k]->animCurrent = knifesneakattackanim;
+ Person::players[k]->animTarget = knifesneakattackanim;
+ Person::players[i]->animCurrent = knifesneakattackedanim;
+ Person::players[i]->animTarget = knifesneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ }
+ //swordsneakattack
+ if (attackweapon == sword) {
+ Person::players[k]->animCurrent = swordsneakattackanim;
+ Person::players[k]->animTarget = swordsneakattackanim;
+ Person::players[i]->animCurrent = swordsneakattackedanim;
+ Person::players[i]->animTarget = swordsneakattackedanim;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ }
+ if (attackweapon != staff) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->targetyaw = Person::players[i]->yaw;
+ Person::players[k]->yaw = Person::players[i]->yaw;
+ Person::players[i]->targetyaw = Person::players[i]->yaw;
+ }
+ }
+ if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free)) {
+ oldattackkey = 1;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->target = 0;
+
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
+ }
+ if (Person::players[k]->animTarget == knifefollowanim &&
+ Person::players[k]->victim == Person::players[i]) {
+ oldattackkey = 1;
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ Person::players[i]->animTarget = knifefollowedanim;
+ Person::players[i]->animCurrent = knifefollowedanim;
+ Person::players[i]->targettilt2 = 0;
+ Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->target = 0;
+ Person::players[i]->velocity = 0;
+ Person::players[k]->animCurrent = knifefollowanim;
+ Person::players[k]->animTarget = knifefollowanim;
+ Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+ Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+ Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+ Person::players[k]->target = Person::players[i]->target;
+ Person::players[k]->velocity = 0;
+ Person::players[k]->oldcoords = Person::players[k]->coords;
+ Person::players[i]->coords = Person::players[k]->coords;
+ Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ Person::players[k]->yaw = Person::players[k]->targetyaw;
+ Person::players[i]->yaw = Person::players[k]->targetyaw;
+ }
+ }
+ }
+ const bool hasstaff = attackweapon == staff;
+ if (k == 0 && Person::players.size() > 1)
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k)
+ continue;
+ if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
+ animation[Person::players[k]->animTarget].attack == neutral) {
+ const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
+ if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
+ if (Person::players[i]->skeleton.free)
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead > 1000 ||
+ Person::players[k]->isRun() ||
+ hasstaff ||
+ (attackweapon &&
+ (Person::players[i]->skeleton.longdead > 2000 ||
+ Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+ Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+ distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ if (attackweapon && tutoriallevel != 1) {
+ //crouchstab
+ if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
+ Person::players[k]->animTarget = crouchstabanim;
+ //swordgroundstab
+ if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
+ Person::players[k]->animTarget = swordgroundstabanim;
+ //staffgroundsmash
+ if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
+ Person::players[k]->animTarget = staffgroundsmashanim;
+ }
+ if (distance < 2.5 &&
+ Person::players[k]->crouchkeydown &&
+ Person::players[k]->animTarget != crouchstabanim &&
+ !attackweapon &&
+ Person::players[i]->dead &&
+ Person::players[i]->skeleton.free &&
+ Person::players[i]->skeleton.longdead > 1000) {
+ Person::players[k]->animTarget = killanim;
+ //TODO: refactor this out, what does it do?
+ for (int j = 0; j < terrain.numdecals; j++) {
+ if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
+ terrain.decalalivetime[j] < 2)
+ terrain.DeleteDecal(j);
+ }
+ for (int l = 0; l < objects.numobjects; l++) {
+ if (objects.model[l].type == decalstype)
+ for (int j = 0; j < objects.model[l].numdecals; j++) {
+ if ((objects.model[l].decaltype[j] == blooddecal ||
+ objects.model[l].decaltype[j] == blooddecalslow) &&
+ objects.model[l].decalalivetime[j] < 2)
+ objects.model[l].DeleteDecal(j);
+ }
+ }
+ }
+ if (!Person::players[i]->dead || musictype != 2)
+ if (distance < 3.5 &&
+ (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+ Person::players[k]->staggerdelay <= 0 &&
+ (Person::players[i]->dead ||
+ Person::players[i]->skeleton.longdead < 300 &&
+ Person::players[k]->lastattack != spinkickanim &&
+ Person::players[i]->skeleton.free) &&
+ (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+ Person::players[k]->animTarget = dropkickanim;
+ for (int j = 0; j < terrain.numdecals; j++) {
+ if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
+ terrain.decalalivetime[j] < 2) {
+ terrain.DeleteDecal(j);
+ }
+ }
+ for (int l = 0; l < objects.numobjects; l++) {
+ if (objects.model[l].type == decalstype)
+ for (int j = 0; j < objects.model[l].numdecals; j++) {
+ if ((objects.model[l].decaltype[j] == blooddecal ||
+ objects.model[l].decaltype[j] == blooddecalslow) &&
+ objects.model[l].decalalivetime[j] < 2) {
+ objects.model[l].DeleteDecal(j);
+ }
+ }
+ }
+ }
+ }
+ if (animation[Person::players[k]->animTarget].attack == normalattack &&
+ Person::players[k]->victim == Person::players[i] &&
+ (!Person::players[i]->skeleton.free ||
+ Person::players[k]->animTarget == killanim ||
+ Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim ||
+ Person::players[k]->animTarget == dropkickanim)) {
+ oldattackkey = 1;
+ Person::players[k]->frameTarget = 0;
+ Person::players[k]->target = 0;
+
+ XYZ targetpoint = Person::players[i]->coords;
+ if (Person::players[k]->animTarget == crouchstabanim ||
+ Person::players[k]->animTarget == swordgroundstabanim ||
+ Person::players[k]->animTarget == staffgroundsmashanim) {
+ targetpoint += (Person::players[i]->jointPos(abdomen) +
+ Person::players[i]->jointPos(neck)) / 2 *
+ Person::players[i]->scale;
+ }
+ Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
+ Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
+
+ if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
+ }
+
+ if (Person::players[k]->animTarget == staffgroundsmashanim)
+ Person::players[k]->targettilt2 += 10;
+
+ Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+ Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+ Person::players[k]->lastattack = Person::players[k]->animTarget;
+
+ if (Person::players[k]->animTarget == swordgroundstabanim) {
+ Person::players[k]->targetyaw += 30;
+ }
+ }
+ }
+ }
+ if (!Person::players[k]->hasvictim) {
+ //find victim
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ if (i == k || !(i == 0 || k == 0))
+ continue;
+ if (!Person::players[i]->skeleton.free) {
+ if (Person::players[k]->hasvictim) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+ Person::players[k]->victim = Person::players[i];
+ } else {
+ Person::players[k]->victim = Person::players[i];
+ Person::players[k]->hasvictim = 1;
+ }
+ }
+ }
+ }
+ if (Person::players[k]->aitype == playercontrolled)
+ //rabbit kick
+ if (Person::players[k]->attackkeydown &&
+ Person::players[k]->isRun() &&
+ Person::players[k]->wasRun() &&
+ ((Person::players[k]->hasvictim &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+ distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+ !Person::players[k]->victim->skeleton.free &&
+ Person::players[k]->victim->animTarget != getupfrombackanim &&
+ Person::players[k]->victim->animTarget != getupfromfrontanim &&
+ animation[Person::players[k]->victim->animTarget].height != lowheight &&
+ Person::players[k]->aitype != playercontrolled && //wat???
+ normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
+ Person::players[k]->rabbitkickenabled) ||
+ Person::players[k]->jumpkeydown)) {
+ oldattackkey = 1;
+ Person::players[k]->setAnimation(rabbitkickanim);
+ }
+ //update counts
+ if (animation[Person::players[k]->animTarget].attack && k == 0) {
+ numattacks++;
+ switch (attackweapon) {
+ case 0:
+ numunarmedattack++;
+ break;
+ case knife:
+ numknifeattack++;
+ break;
+ case sword:
+ numswordattack++;
+ break;
+ case staff:
+ numstaffattack++;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void doPlayerCollisions()
+{
+ static XYZ rotatetarget;
+ static float collisionradius;
+ if (Person::players.size() > 1)
+ for (unsigned k = 0; k < Person::players.size(); k++)
+ for (unsigned i = k + 1; i < Person::players.size(); i++) {
+ //neither player is part of a reversal
+ if ((animation[Person::players[i]->animTarget].attack != reversed &&
+ animation[Person::players[i]->animTarget].attack != reversal &&
+ animation[Person::players[k]->animTarget].attack != reversed &&
+ animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+ if ((animation[Person::players[i]->animCurrent].attack != reversed &&
+ animation[Person::players[i]->animCurrent].attack != reversal &&
+ animation[Person::players[k]->animCurrent].attack != reversed &&
+ animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+ //neither is sleeping
+ if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
+ if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
+ //in same patch, neither is climbing
+ if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
+ Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+ Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+ Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+ Person::players[i]->animTarget != climbanim &&
+ Person::players[i]->animTarget != hanganim &&
+ Person::players[k]->animTarget != climbanim &&
+ Person::players[k]->animTarget != hanganim)
+ //players are close (bounding box test)
+ if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
+ if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
+ if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
+ if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
+ if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
+ if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
+ //spread fire from player to player
+ if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
+ < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ if (Person::players[i]->onfire || Person::players[k]->onfire) {
+ if (!Person::players[i]->onfire)
+ Person::players[i]->CatchFire();
+ if (!Person::players[k]->onfire)
+ Person::players[k]->CatchFire();
+ }
+ }
+
+ XYZ tempcoords1 = Person::players[i]->coords;
+ XYZ tempcoords2 = Person::players[k]->coords;
+ if (!Person::players[i]->skeleton.oldfree)
+ tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
+ if (!Person::players[k]->skeleton.oldfree)
+ tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+ collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[0]->hasvictim)
+ if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
+ collisionradius = 3;
+ if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
+ (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
+ distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
+ //jump down on a dead body
+ if (k == 0 || i == 0) {
+ int l = i ? i : k;
+ if (Person::players[0]->animTarget == jumpdownanim &&
+ !Person::players[0]->skeleton.oldfree &&
+ !Person::players[0]->skeleton.free &&
+ Person::players[l]->skeleton.oldfree &&
+ Person::players[l]->skeleton.free &&
+ Person::players[l]->dead &&
+ Person::players[0]->lastcollide <= 0 &&
+ fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+ distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+ Person::players[0]->coords.y = Person::players[l]->coords.y;
+ Person::players[l]->velocity = Person::players[0]->velocity;
+ Person::players[l]->skeleton.free = 0;
+ Person::players[l]->yaw = 0;
+ Person::players[l]->RagDoll(0);
+ Person::players[l]->DoDamage(20);
+ camerashake += .3;
+ Person::players[l]->skeleton.longdead = 0;
+ Person::players[0]->lastcollide = 1;
+ }
+ }
+
+ if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+ (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+ (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+ rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
+ if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
+ Person::players[i]->skeleton.free) &&
+ (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+ Person::players[k]->skeleton.free))
+ if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
+ k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+ normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
+ (k == 0 ||
+ k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
+ /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
+ (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+ (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
+ k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
+ //If hit by body
+ if ( (i != 0 || Person::players[i]->skeleton.free) &&
+ (k != 0 || Person::players[k]->skeleton.free) ||
+ (animation[Person::players[i]->animTarget].height == highheight &&
+ animation[Person::players[k]->animTarget].height == highheight)) {
+ if (tutoriallevel != 1) {
+ emit_sound_at(heavyimpactsound, Person::players[i]->coords);
+ }
+
+ Person::players[i]->RagDoll(0);
+ if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
+ award_bonus(0, aimbonus);
+ }
+ Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
+ Person::players[k]->RagDoll(0);
+ if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
+ award_bonus(0, aimbonus); // Huh, again?
+ }
+ Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
+
+ for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
+ Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
+ }
+ for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
+ Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
+ }
+
+ }
+ }
+ if ( (animation[Person::players[i]->animTarget].attack == neutral ||
+ animation[Person::players[i]->animTarget].attack == normalattack) &&
+ (animation[Person::players[k]->animTarget].attack == neutral ||
+ animation[Person::players[k]->animTarget].attack == normalattack)) {
+ //If bumped
+ if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
+ if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+ rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
+ Normalise(&rotatetarget);
+ Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
+ Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
+ * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+ if (Person::players[k]->howactive == typeactive || hostile)
+ if (Person::players[k]->isIdle()) {
+ if (Person::players[k]->howactive < typesleeping)
+ Person::players[k]->setAnimation(Person::players[k]->getStop());
+ else if (Person::players[k]->howactive == typesleeping)
+ Person::players[k]->setAnimation(getupfromfrontanim);
+ if (!editorenabled)
+ Person::players[k]->howactive = typeactive;
+ }
+ if (Person::players[i]->howactive == typeactive || hostile)
+ if (Person::players[i]->isIdle()) {
+ if (Person::players[i]->howactive < typesleeping)
+ Person::players[i]->setAnimation(Person::players[k]->getStop());
+ else
+ Person::players[i]->setAnimation(getupfromfrontanim);
+ if (!editorenabled)
+ Person::players[i]->howactive = typeactive;
+ }
+ }
+ //jump down on player
+ if (hostile) {
+ if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
+ !Person::players[i]->isCrouch() &&
+ Person::players[i]->animTarget != rollanim &&
+ !Person::players[k]->skeleton.oldfree && !
+ Person::players[k]->skeleton.free &&
+ Person::players[k]->lastcollide <= 0 &&
+ Person::players[k]->velocity.y < -10) {
+ Person::players[i]->velocity = Person::players[k]->velocity;
+ Person::players[k]->velocity = Person::players[k]->velocity * -.5;
+ Person::players[k]->velocity.y = Person::players[i]->velocity.y;
+ Person::players[i]->DoDamage(20);
+ Person::players[i]->RagDoll(0);
+ Person::players[k]->lastcollide = 1;
+ award_bonus(k, AboveBonus);
+ }
+ if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
+ !Person::players[k]->isCrouch() &&
+ Person::players[k]->animTarget != rollanim &&
+ !Person::players[i]->skeleton.oldfree &&
+ !Person::players[i]->skeleton.free &&
+ Person::players[i]->lastcollide <= 0 &&
+ Person::players[i]->velocity.y < -10) {
+ Person::players[k]->velocity = Person::players[i]->velocity;
+ Person::players[i]->velocity = Person::players[i]->velocity * -.3;
+ Person::players[i]->velocity.y = Person::players[k]->velocity.y;
+ Person::players[k]->DoDamage(20);
+ Person::players[k]->RagDoll(0);
+ Person::players[i]->lastcollide = 1;
+ award_bonus(i, AboveBonus);
+ }
+ }
+ }
+ }
+ }
+ Person::players[i]->CheckKick();
+ Person::players[k]->CheckKick();
+ }
+ }
+ }
+}
+
+void doAI(unsigned i)
+{
+ static bool connected;
+ if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
+ Person::players[i]->jumpclimb = 0;
+ //disable movement in editor
+ if (editorenabled)
+ Person::players[i]->stunned = 1;
+
+ Person::players[i]->pause = 0;
+ if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
+ Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
+ !Person::players[0]->onterrain)
+ Person::players[i]->pause = 1;
+
+ //pathfinding
+ if (Person::players[i]->aitype == pathfindtype) {
+ if (Person::players[i]->finalpathfindpoint == -1) {
+ float closestdistance;
+ float tempdist;
+ int closest;
+ XYZ colpoint;
+ closest = -1;
+ closestdistance = -1;
+ for (int j = 0; j < numpathpoints; j++)
+ if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
+ closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
+ closest = j;
+ Person::players[i]->finaltarget = pathpoint[j];
+ }
+ Person::players[i]->finalpathfindpoint = closest;
+ for (int j = 0; j < numpathpoints; j++)
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ if (sq(tempdist) < closestdistance)
+ if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
+ findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
+ closestdistance = sq(tempdist);
+ closest = j;
+ Person::players[i]->finaltarget = colpoint;
+ }
+ }
+ Person::players[i]->finalpathfindpoint = closest;
+
+ }
+ if (Person::players[i]->targetpathfindpoint == -1) {
+ float closestdistance;
+ float tempdist;
+ int closest;
+ XYZ colpoint;
+ closest = -1;
+ closestdistance = -1;
+ if (Person::players[i]->lastpathfindpoint == -1) {
+ for (int j = 0; j < numpathpoints; j++) {
+ if (j != Person::players[i]->lastpathfindpoint)
+ if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
+ closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
+ closest = j;
+ }
+ }
+ Person::players[i]->targetpathfindpoint = closest;
+ for (int j = 0; j < numpathpoints; j++)
+ if (j != Person::players[i]->lastpathfindpoint)
+ for (int k = 0; k < numpathpointconnect[j]; k++) {
+ DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+ if (sq(tempdist) < closestdistance) {
+ if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
+ findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
+ closestdistance = sq(tempdist);
+ closest = j;
+ }
+ }
+ }
+ Person::players[i]->targetpathfindpoint = closest;
+ } else {
+ for (int j = 0; j < numpathpoints; j++)
+ if (j != Person::players[i]->lastpathfindpoint &&
+ j != Person::players[i]->lastpathfindpoint2 &&
+ j != Person::players[i]->lastpathfindpoint3 &&
+ j != Person::players[i]->lastpathfindpoint4) {
+ connected = 0;
+ if (numpathpointconnect[j])
+ for (int k = 0; k < numpathpointconnect[j]; k++)
+ if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
+ connected = 1;
+ if (!connected)
+ if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
+ for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
+ if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
+ connected = 1;
+ if (connected) {
+ tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
+ if (closest == -1 || tempdist < closestdistance) {
+ closestdistance = tempdist;
+ closest = j;
+ }
+ }
+ }
+ Person::players[i]->targetpathfindpoint = closest;
+ }
+ }
+ Person::players[i]->losupdatedelay -= multiplier;
+
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+
+ //reached target point
+ if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
+ Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
+ Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
+ Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
+ Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
+ if (Person::players[i]->lastpathfindpoint2 == -1)
+ Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
+ if (Person::players[i]->lastpathfindpoint3 == -1)
+ Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
+ if (Person::players[i]->lastpathfindpoint4 == -1)
+ Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
+ Person::players[i]->targetpathfindpoint = -1;
+ }
+ if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
+ distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
+ distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
+ Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
+ Person::players[i]->aitype = passivetype;
+ }
+
+ Person::players[i]->forwardkeydown = 1;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
+
+ if ((tutoriallevel != 1 || cananger) &&
+ hostile &&
+ !Person::players[0]->dead &&
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+ Person::players[i]->occluded < 25) {
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+ animation[Person::players[0]->animTarget].height != lowheight &&
+ !editorenabled &&
+ (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
+ Person::players[i]->aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+ animation[Person::players[0]->animTarget].height == highheight &&
+ !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
+
+ if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+ Person::players[i]->losupdatedelay = .2;
+ for (unsigned j = 0; j < Person::players.size(); j++)
+ if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
+ if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+ if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
+ if (!Person::players[j]->isWallJump() && -1 == checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
+ *Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
+ *Person::players[j]->scale + Person::players[j]->coords) ||
+ (Person::players[j]->animTarget == hanganim &&
+ normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[j]->coords;
+ Person::players[i]->lastseentime = 12;
+ }
+ }
+ }
+ if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->stunned = .6;
+ Person::players[i]->surprised = .6;
+ }
+ }
+
+ if (Person::players[i]->aitype != passivetype && leveltime > .5)
+ Person::players[i]->howactive = typeactive;
+
+ if (Person::players[i]->aitype == passivetype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
+ Person::players[i]->lastseentime += multiplier;
+ Person::players[i]->pausetime -= multiplier;
+ if (Person::players[i]->lastseentime > 1)
+ Person::players[i]->lastseentime = 1;
+
+ if (Person::players[i]->aiupdatedelay < 0) {
+ if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
+ if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
+ Person::players[i]->pausetime = 4;
+ Person::players[i]->waypoint++;
+ if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
+ Person::players[i]->waypoint = 0;
+
+ }
+ }
+
+ if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
+ Person::players[i]->forwardkeydown = 1;
+ else
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
+ else
+ Person::players[i]->targetyaw -= 90;
+ }
+ }
+ }
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
+
+
+ //hearing sounds
+ if (!editorenabled) {
+ if (Person::players[i]->howactive <= typesleeping)
+ if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
+ for (int j = 0; j < numenvsounds; j++) {
+ float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
+ if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
+ 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
+ Person::players[i]->aitype = attacktypecutoff;
+ }
+
+ if (Person::players[i]->aitype != passivetype) {
+ if (Person::players[i]->howactive == typesleeping)
+ Person::players[i]->setAnimation(getupfromfrontanim);
+ Person::players[i]->howactive = typeactive;
+ }
+ }
+
+ if (Person::players[i]->howactive < typesleeping &&
+ ((tutoriallevel != 1 || cananger) && hostile) &&
+ !Person::players[0]->dead &&
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+ Person::players[i]->occluded < 25) {
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+ animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+ animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
+
+ //wolf smell
+ if (Person::players[i]->creature == wolftype) {
+ XYZ windsmell;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
+ float smelldistance = 50;
+ if (j == 0 && Person::players[j]->num_weapons > 0) {
+ if (weapons[Person::players[j]->weaponids[0]].bloody)
+ smelldistance = 100;
+ if (Person::players[j]->num_weapons == 2)
+ if (weapons[Person::players[j]->weaponids[1]].bloody)
+ smelldistance = 100;
+ }
+ if (j != 0)
+ smelldistance = 100;
+ windsmell = windvector;
+ Normalise(&windsmell);
+ windsmell = windsmell * 2 + Person::players[j]->coords;
+ if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
+ Person::players[i]->aitype = attacktypecutoff;
+ }
+ }
+ }
+
+ if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+ Person::players[i]->losupdatedelay = .2;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
+ if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+ if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+ if ((-1 == checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+ Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
+ Person::players[j]->scale + Person::players[j]->coords) &&
+ !Person::players[j]->isWallJump()) ||
+ (Person::players[j]->animTarget == hanganim &&
+ normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+ Person::players[i]->lastseentime -= .2;
+ if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
+ Person::players[i]->lastseentime -= .4;
+ else
+ Person::players[i]->lastseentime -= .6;
+ }
+ if (Person::players[i]->lastseentime <= 0) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[j]->coords;
+ Person::players[i]->lastseentime = 12;
+ }
+ }
+ }
+ }
+ }
+ //alerted surprise
+ if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
+ if (Person::players[i]->creature != wolftype) {
+ Person::players[i]->stunned = .6;
+ Person::players[i]->surprised = .6;
+ }
+ if (Person::players[i]->creature == wolftype) {
+ Person::players[i]->stunned = .47;
+ Person::players[i]->surprised = .47;
+ }
+ numseen++;
+ }
+ }
+
+ //search for player
+ int j;
+ if (Person::players[i]->aitype == searchtype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->losupdatedelay -= multiplier;
+ if (!Person::players[i]->pause)
+ Person::players[i]->lastseentime -= multiplier;
+ Person::players[i]->lastchecktime -= multiplier;
+
+ if (Person::players[i]->isRun() && !Person::players[i]->onground) {
+ if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+ XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
+ test2.y += 5;
+ XYZ test = Person::players[i]->coords + Person::players[i]->facing;
+ test.y -= 10;
+ j = checkcollide(test2, test, Person::players[i]->laststanding);
+ if (j == -1)
+ j = checkcollide(test2, test);
+ if (j == -1) {
+ Person::players[i]->velocity = 0;
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ Person::players[i]->targetyaw += 180;
+ Person::players[i]->stunned = .5;
+ //Person::players[i]->aitype=passivetype;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
+ } else
+ Person::players[i]->laststanding = j;
+ }
+ }
+ //check out last seen location
+ if (Person::players[i]->aiupdatedelay < 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->aiupdatedelay = 1;
+ Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
+ Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
+ Person::players[i]->lastchecktime = 3;
+ }
+
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
+ else
+ Person::players[i]->targetyaw -= 90;
+ }
+ }
+ }
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
+
+ if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
+ for (int k = 0; k < numenvsounds; k++) {
+ if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
+ Person::players[i]->aitype = attacktypecutoff;
+ }
+ }
+
+ if (!Person::players[0]->dead &&
+ Person::players[i]->losupdatedelay < 0 &&
+ !editorenabled &&
+ Person::players[i]->occluded < 2 &&
+ ((tutoriallevel != 1 || cananger) && hostile)) {
+ Person::players[i]->losupdatedelay = .2;
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
+ }
+ if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
+ //TODO: factor out canSeePlayer()
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
+ if ((checkcollide(
+ DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+ Person::players[i]->scale + Person::players[i]->coords,
+ DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
+ Person::players[0]->scale + Person::players[0]->coords) == -1) ||
+ (Person::players[0]->animTarget == hanganim && normaldotproduct(
+ Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
+ /* //TODO: changed j to 0 on a whim, make sure this is correct
+ (Person::players[j]->animTarget==hanganim&&normaldotproduct(
+ Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
+ */
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
+ }
+ }
+ //player escaped
+ if (Person::players[i]->lastseentime < 0) {
+ //Person::players[i]->aitype=passivetype;
+ numescaped++;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
+ }
+ }
+
+ if (Person::players[i]->aitype != gethelptype)
+ Person::players[i]->runninghowlong = 0;
+
+ //get help from buddies
+ if (Person::players[i]->aitype == gethelptype) {
+ Person::players[i]->runninghowlong += multiplier;
+ Person::players[i]->aiupdatedelay -= multiplier;
+
+ if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
+ Person::players[i]->aiupdatedelay = .2;
+
+ //find closest ally
+ //TODO: factor out closest search somehow
+ if (!Person::players[i]->ally) {
+ int closest = -1;
+ float closestdist = -1;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (k != i && k != 0 && !Person::players[k]->dead &&
+ Person::players[k]->howactive < typedead1 &&
+ !Person::players[k]->skeleton.free &&
+ Person::players[k]->aitype == passivetype) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
+ if (closestdist == -1 || distance < closestdist) {
+ closestdist = distance;
+ closest = k;
+ }
+ closest = k;
+ }
+ }
+ if (closest != -1)
+ Person::players[i]->ally = closest;
+ else
+ Person::players[i]->ally = 0;
+ Person::players[i]->lastseen = Person::players[0]->coords;
+ Person::players[i]->lastseentime = 12;
+ }
+
+
+ Person::players[i]->lastchecktime = 12;
+
+ XYZ facing = Person::players[i]->coords;
+ XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
+ facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+ flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
+ if (-1 != checkcollide(facing, flatfacing))
+ Person::players[i]->lastseentime -= .1;
+
+ //no available ally, run back to player
+ if (Person::players[i]->ally <= 0 ||
+ Person::players[Person::players[i]->ally]->skeleton.free ||
+ Person::players[Person::players[i]->ally]->aitype != passivetype ||
+ Person::players[i]->lastseentime <= 0) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastseentime = 12;
+ }
+
+ //seek out ally
+ if (Person::players[i]->ally > 0) {
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+ if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastseentime = 12;
+ Person::players[Person::players[i]->ally]->aitype = searchtype;
+ if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
+ Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
+ Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
+ Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
+ }
+ }
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
+ else
+ Person::players[i]->targetyaw -= 90;
+ }
+ }
+ }
+
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ }
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
+ Person::players[i]->jumpkeydown = 1;
+ }
+
+ //retreiving a weapon on the ground
+ if (Person::players[i]->aitype == getweapontype) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ Person::players[i]->lastchecktime -= multiplier;
+
+ if (Person::players[i]->aiupdatedelay < 0) {
+ Person::players[i]->aiupdatedelay = .2;
+
+ //ALLY IS WEPON
+ if (Person::players[i]->ally < 0) {
+ int closest = -1;
+ float closestdist = -1;
+ for (unsigned k = 0; k < weapons.size(); k++)
+ if (weapons[k].owner == -1) {
+ float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
+ if (closestdist == -1 || distance < closestdist) {
+ closestdist = distance;
+ closest = k;
+ }
+ closest = k;
+ }
+ if (closest != -1)
+ Person::players[i]->ally = closest;
+ else
+ Person::players[i]->ally = -1;
+ }
+
+ Person::players[i]->lastseentime = 12;
+
+ if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
+ if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
+ }
+ if (!Person::players[0]->dead)
+ if (Person::players[i]->ally >= 0) {
+ if (weapons[Person::players[i]->ally].owner != -1 ||
+ distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
+ Person::players[i]->aitype = attacktypecutoff;
+ Person::players[i]->lastseentime = 1;
+ }
+ //TODO: factor these out as moveToward()
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .05;
+ Person::players[i]->forwardkeydown = 1;
+
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+ if (!Person::players[i]->avoidsomething)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ else {
+ XYZ leftpos, rightpos;
+ float leftdist, rightdist;
+ leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+ rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+ leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+ rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+ if (leftdist < rightdist)
+ Person::players[i]->targetyaw += 90;
+ else
+ Person::players[i]->targetyaw -= 90;
+ }
+ }
+ }
+
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->throwkeydown = 1;
+ Person::players[i]->crouchkeydown = 0;
+ if (Person::players[i]->animTarget != crouchremoveknifeanim &&
+ Person::players[i]->animTarget != removeknifeanim)
+ Person::players[i]->throwtogglekeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ }
+ if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+ Person::players[i]->jumpkeydown = 0;
+ if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+ Person::players[i]->jumpkeydown = 1;
+ }
+
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->aiupdatedelay -= multiplier;
+ //dodge or reverse rabbit kicks, knife throws, flips
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
+ if ((Person::players[0]->animTarget == rabbitkickanim ||
+ Person::players[0]->animTarget == knifethrowanim ||
+ (Person::players[0]->isFlip() &&
+ normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
+ !Person::players[0]->skeleton.free &&
+ (Person::players[i]->aiupdatedelay < .1)) {
+ Person::players[i]->attackkeydown = 0;
+ if (Person::players[i]->isIdle())
+ Person::players[i]->crouchkeydown = 1;
+ if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
+ if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
+ if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
+ if (abs(Random() % 2 == 0))
+ Person::players[i]->setAnimation(backhandspringanim);
+ else
+ Person::players[i]->setAnimation(rollanim);
+ Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
+ Person::players[i]->wentforweapon = 0;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
+ Person::players[i]->setAnimation(flipanim);
+ }
+ }
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->aiupdatedelay = .02;
+ }
+ //get confused by flips
+ if (Person::players[0]->isFlip() &&
+ !Person::players[0]->skeleton.free &&
+ Person::players[0]->animTarget != walljumprightkickanim &&
+ Person::players[0]->animTarget != walljumpleftkickanim) {
+ if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
+ if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
+ Person::players[i]->stunned = 1;
+ }
+ //go for weapon on the ground
+ if (Person::players[i]->wentforweapon < 3)
+ for (unsigned k = 0; k < weapons.size(); k++)
+ if (Person::players[i]->creature != wolftype)
+ if (Person::players[i]->num_weapons == 0 &&
+ weapons[k].owner == -1 &&
+ weapons[i].velocity.x == 0 &&
+ weapons[i].velocity.z == 0 &&
+ weapons[i].velocity.y == 0) {
+ if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
+ Person::players[i]->wentforweapon++;
+ Person::players[i]->lastchecktime = 6;
+ Person::players[i]->aitype = getweapontype;
+ Person::players[i]->ally = -1;
+ }
+ }
+ //dodge/reverse walljump kicks
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
+ if (animation[Person::players[i]->animTarget].height != highheight)
+ if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
+ ((Person::players[0]->animTarget == walljumprightkickanim ||
+ Person::players[0]->animTarget == walljumpleftkickanim) &&
+ ((Person::players[i]->aiupdatedelay < .15 &&
+ difficulty == 2) ||
+ (Person::players[i]->aiupdatedelay < .08 &&
+ difficulty != 2)))) {
+ Person::players[i]->crouchkeydown = 1;
+ }
+ //walked off a ledge (?)
+ if (Person::players[i]->isRun() && !Person::players[i]->onground)
+ if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+ XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
+ test2.y += 5;
+ XYZ test = Person::players[i]->coords + Person::players[i]->facing;
+ test.y -= 10;
+ j = checkcollide(test2, test, Person::players[i]->laststanding);
+ if (j == -1)
+ j = checkcollide(test2, test);
+ if (j == -1) {
+ Person::players[i]->velocity = 0;
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ Person::players[i]->targetyaw += 180;
+ Person::players[i]->stunned = .5;
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
+ } else
+ Person::players[i]->laststanding = j;
+ }
+ //lose sight of player in the air (?)
+ if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
+ animation[Person::players[0]->animTarget].height != highheight &&
+ !Person::players[0]->onterrain) {
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
+ }
+ //it's time to think (?)
+ if (Person::players[i]->aiupdatedelay < 0 &&
+ !animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
+ //draw weapon
+ if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
+ Person::players[i]->drawkeydown = Random() % 2;
+ else
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->rabbitkickenabled = Random() % 2;
+ //chase player
+ XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
+ XYZ targetpoint = Person::players[0]->coords;
+ if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
+ distsq(&rotatetarget, &Person::players[i]->coords))
+ targetpoint += Person::players[0]->velocity *
+ findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
+ Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+ Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
+
+ if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
+ Person::players[i]->forwardkeydown = 1;
+ else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
+ Person::players[0]->weaponactive != -1)
+ Person::players[i]->forwardkeydown = 1;
+ else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
+ Person::players[i]->forwardkeydown = 1;
+ else
+ Person::players[i]->forwardkeydown = 0;
+ //chill out around the corpse
+ if (Person::players[0]->dead) {
+ Person::players[i]->forwardkeydown = 0;
+ if (Random() % 10 == 0)
+ Person::players[i]->forwardkeydown = 1;
+ if (Random() % 100 == 0) {
+ Person::players[i]->aitype = pathfindtype;
+ Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+ Person::players[i]->finalpathfindpoint = -1;
+ Person::players[i]->targetpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint = -1;
+ Person::players[i]->lastpathfindpoint2 = -1;
+ Person::players[i]->lastpathfindpoint3 = -1;
+ Person::players[i]->lastpathfindpoint4 = -1;
+ }
+ }
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
+ Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+ //attack!!!
+ if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
+ Person::players[i]->attackkeydown = 1;
+ else
+ Person::players[i]->attackkeydown = 0;
+ if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
+ Person::players[i]->attackkeydown = 0;
+
+ //TODO: wat
+ if (Person::players[i]->aitype != playercontrolled &&
+ (Person::players[i]->isIdle() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->isRun())) {
+ int target = -2;
+ for (unsigned j = 0; j < Person::players.size(); j++)
+ if (j != i && !Person::players[j]->skeleton.free &&
+ Person::players[j]->hasvictim &&
+ (tutoriallevel == 1 && reversaltrain ||
+ Random() % 2 == 0 && difficulty == 2 ||
+ Random() % 4 == 0 && difficulty == 1 ||
+ Random() % 8 == 0 && difficulty == 0 ||
+ Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
+ Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
+ (Random() % 2 == 0 || difficulty == 2) ||
+ (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
+ Person::players[j]->weaponactive != -1 ||
+ Person::players[j]->animTarget == swordslashanim &&
+ Person::players[i]->weaponactive != -1 ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim))
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == sweepanim ||
+ Person::players[j]->animTarget == spinkickanim ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim ||
+ Person::players[j]->animTarget == winduppunchanim ||
+ Person::players[j]->animTarget == upunchanim ||
+ Person::players[j]->animTarget == wolfslapanim ||
+ Person::players[j]->animTarget == knifeslashstartanim ||
+ Person::players[j]->animTarget == swordslashanim &&
+ (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
+ Person::players[i]->weaponactive != -1))) {
+ if (target >= 0)
+ target = -1;
+ else
+ target = j;
+ }
+ if (target >= 0)
+ Person::players[target]->Reverse();
+ }
+
+ if (Person::players[i]->collided < 1)
+ Person::players[i]->jumpkeydown = 0;
+ if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
+ Person::players[i]->onterrain &&
+ Person::players[i]->creature == rabbittype)
+ Person::players[i]->jumpkeydown = 1;
+ //TODO: why are we controlling the human?
+ if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
+ Person::players[0]->jumpkeydown = 0;
+ if (Person::players[0]->animTarget == jumpdownanim &&
+ distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
+ Person::players[i]->crouchkeydown = 1;
+ if (Person::players[i]->jumpkeydown)
+ Person::players[i]->attackkeydown = 0;
+
+ if (tutoriallevel == 1)
+ if (!canattack)
+ Person::players[i]->attackkeydown = 0;
+
+
+ XYZ facing = Person::players[i]->coords;
+ XYZ flatfacing = Person::players[0]->coords;
+ facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+ flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
+ if (Person::players[i]->occluded >= 2)
+ if (-1 != checkcollide(facing, flatfacing)) {
+ if (!Person::players[i]->pause)
+ Person::players[i]->lastseentime -= .2;
+ if (Person::players[i]->lastseentime <= 0 &&
+ (Person::players[i]->creature != wolftype ||
+ Person::players[i]->weaponstuck == -1)) {
+ Person::players[i]->aitype = searchtype;
+ Person::players[i]->lastchecktime = 12;
+ Person::players[i]->lastseen = Person::players[0]->coords;
+ Person::players[i]->lastseentime = 12;
+ }
+ } else
+ Person::players[i]->lastseentime = 1;
+ }
+ }
+ if (animation[Person::players[0]->animTarget].height == highheight &&
+ (Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype))
+ if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
+ XYZ test = Person::players[0]->coords;
+ test.y -= 40;
+ if (-1 == checkcollide(Person::players[0]->coords, test))
+ Person::players[i]->stunned = 1;
+ }
+ //stunned
+ if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
+ Person::players[i]->stunned > 0 ||
+ Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
+ if (Person::players[i]->pause)
+ Person::players[i]->lastseentime = 1;
+ Person::players[i]->targetyaw = Person::players[i]->yaw;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+ }
+
+
+ XYZ facing;
+ facing = 0;
+ facing.z = -1;
+
+ XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+ facing = flatfacing;
+
+ if (Person::players[i]->aitype == attacktypecutoff) {
+ Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
+ Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
+ } else if (Person::players[i]->howactive >= typesleeping) {
+ Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
+ Person::players[i]->targetheadpitch = 0;
+ } else {
+ if (Person::players[i]->interestdelay <= 0) {
+ Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
+ Person::players[i]->headtarget = Person::players[i]->coords;
+ Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
+ Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
+ Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
+ Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
+ }
+ Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
+ Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
+ }
+ }
}
-void Game::TickOnce(){
- if(mainmenu)
- rotation+=multiplier*5;
- else
- if(directing||indialogue==-1) {
- rotation+=deltah*.7;
- if(!invertmouse)rotation2+=deltav*.7;
- if(invertmouse)rotation2-=deltav*.7;
- if(rotation2>90)rotation2=90;
- if(rotation2<-70)rotation2=-70;
- }
+
+
+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);
+ else
+ sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
+ Menu::setText(0, sbuf);
+ Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
+ 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);
}
-void Game::TickOnceAfter(){
- static XYZ colviewer;
- static XYZ coltarget;
- static XYZ target;
- static XYZ col;
- static float brotate;
- static XYZ facing;
- static int i,j;
- static float changedelay;
- static bool alldead;
- static float unseendelay;
- static float cameraspeed;
-
- if(!mainmenu){
-
- if(environment==snowyenvironment)music1=stream_music1snow;
- if(environment==grassyenvironment)music1=stream_music1grass;
- if(environment==desertenvironment)music1=stream_music1desert;
-
- realthreat=0;
-
- musictype=music1;
- for(i=0;i0){
- musictype=stream_music2;
- }
- }
-
-
- if(loading==2){
- musictype=stream_music3;
- musicvolume[2]=512;
- musicvolume[0]=0;
- musicvolume[1]=0;
- musicvolume[3]=0;
- }
-
- if(musictoggle){
- if(musictype!=oldmusictype&&musictype==stream_music2){
- emit_sound_np(alarmsound);
-
- }
- }
- musicselected=musictype;
-
- if(musicselected==music1)musicvolume[0]+=multiplier*450;
- else musicvolume[0]-=multiplier*450;
- if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
- else musicvolume[1]-=multiplier*450;
- if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
- else musicvolume[2]-=multiplier*450;
-
- for(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(music1, musicvolume[0]);
- if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
- emit_stream_np(stream_music2, musicvolume[1]);
- if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
- emit_stream_np(stream_music3, musicvolume[2]);
- if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
- pause_sound(music1);
- }
- if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
- pause_sound(stream_music2);
- }
- if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
- pause_sound(stream_music3);
- }
-
- if(musicvolume[0]!=oldmusicvolume[0]){
- OPENAL_SetVolume(channels[music1], musicvolume[0]);
- }
- if(musicvolume[1]!=oldmusicvolume[1]){
- OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
- }
- if(musicvolume[2]!=oldmusicvolume[2]){
- OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
- }
-
- for(i=0;i<3;i++){
- oldmusicvolume[i]=musicvolume[i];
- }
- } else {
- pause_sound(music1);
- pause_sound(stream_music2);
- pause_sound(stream_music3);
-
- for(i=0;i<4;i++){
- oldmusicvolume[i]=0;
- musicvolume[i]=0;
- }
- }
-
- killhotspot=2;
- for(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=0;
- for(i=0;imaxalarmed)maxalarmed=numalarmed;
-
- if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
- if(player[0].dead&&changedelay<=0){
- changedelay=1;
- targetlevel=whichlevel;
- }
- alldead=1;
- for(i=1;inumchallengelevels-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=0;
- winhotspot=0;
- 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 Loadlevel(targetlevel);
-
- fireSound();
-
- loading=3;
- }
- if(loading==2&&targetlevel==whichlevel){
- flash();
- loadtime=0;
-
- fireSound(firestartsound);
-
- for(i=0;i<255;i++){
- mapname[i]='\0';
- }
- mapname[0]=':';
- mapname[1]='D';
- mapname[2]='a';
- mapname[3]='t';
- mapname[4]='a';
- mapname[5]=':';
- mapname[6]='M';
- mapname[7]='a';
- mapname[8]='p';
- mapname[9]='s';
- mapname[10]=':';
- strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
- Loadlevel(mapname);
-
- fireSound();
-
- loading=3;
- }
- if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
- if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
- {
- if(whichlevel!=-2&&!loading&&!player[0].dead){
- winfreeze=1;
- changedelay=-999;
- }
- if(player[0].dead)loading=1;
- }
- }
- }
-
- if(campaign)
- if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
- if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
- endgame=1;
- }
- }
- else if(mainmenu==0&&winfreeze){
- if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
- stealthloading=1;
- else stealthloading=0;
-
- if(!stealthloading){
- float gLoc[3]={0,0,0};
- float vel[3]={0,0,0};
- fireSound(firestartsound);
-
- flash();
- }
-
- startbonustotal=0;
-
- ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
- ipstream.ignore(256,':');
- ipstream >> campaignnumlevels;
- for(i=0;i> campaignmapname[i];
- ipstream.ignore(256,':');
- ipstream >> campaigndescription[i];
- for(j=0;j<256;j++){
- if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
- }
- ipstream.ignore(256,':');
- ipstream >> campaignchoosenext[i];
- ipstream.ignore(256,':');
- ipstream >> campaignnumnext[i];
- for(j=0;j> campaignnextlevel[i][j];
- campaignnextlevel[i][j]-=1;
- }
- ipstream.ignore(256,':');
- ipstream >> campaignlocationx[i];
- ipstream.ignore(256,':');
- ipstream >> campaignlocationy[i];
- }
- ipstream.close();
-
- for(i=0;igetCampaignChoicesMade();i++){
- levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
- levelvisible[levelorder[i+1]]=1;
- }
- int whichlevelstart;
- whichlevelstart=accountactive->getCampaignChoicesMade()-1;
- if(whichlevelstart<0){
- campaignchoicenum=1;
- campaignchoicewhich[0]=0;
- }
- else
- {
- campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
- for(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(j=0;j400){
- 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(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;
- }
- }
+void updateStereoConfigMenu()
+{
+ char sbuf[256];
+ sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+ Menu::setText(0, sbuf);
+ sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
+ Menu::setText(1, sbuf);
+ sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+ 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)));
+}
+
+/*
+Values of mainmenu :
+1 Main menu
+2 Menu pause (resume/end game)
+3 Option menu
+4 Controls configuration menu
+5 Main game menu (choose level or challenge)
+6 Deleting user menu
+7 User managment menu (select/add)
+8 Choose difficulty menu
+9 Challenge level selection menu
+10 End of the campaign congratulation (is that really a menu?)
+11 Same that 9 ??? => unused
+18 stereo configuration
+*/
+
+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(14, "", 10 + 400, 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 set> 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;
+
+ if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+ set>::iterator newscreenresolution;
+ 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();
+ switch (selected) {
+ case 0:
+ newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
+ /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
+ newscreenresolution++;
+ if (newscreenresolution == resolutions.end()) {
+ /* It was the last one (or not found), go back to the beginning */
+ newscreenresolution = resolutions.begin();
+ }
+ newscreenwidth = newscreenresolution->first;
+ newscreenheight = newscreenresolution->second;
+ 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;
+ case 14:
+ toggleFullscreen();
+ 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;
+ displaytext[0].clear();
+ displayselected = 0;
+ entername = 0;
+ }
+ break;
+ case 8:
+ fireSound();
+ flash();
+ if (selected <= 2)
+ accountactive->setDifficulty(selected);
+ mainmenu = 5;
+ break;
+ case 9:
+ if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
+ 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(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+ tryquit = 1;
+ if (mainmenu == 3) {
+ SaveSettings();
+ }
+ }
+
+ OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+
+ if (entername) {
+ inputText(displaytext[0], &displayselected);
+ if (!waiting) { // the input as finished
+ if (!displaytext[0].empty()) { // with enter
+ accountactive = Account::add(string(displaytext[0]));
+
+ mainmenu = 8;
+
+ flash();
+
+ fireSound(firestartsound);
+
+ displaytext[0].clear();
+
+ displayselected = 0;
+ }
+ entername = 0;
+ LoadMenu();
+ }
+
+ 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 (oldmainmenu != mainmenu)
+ LoadMenu();
+ oldmainmenu = mainmenu;
+
+}
+
+void Game::Tick()
+{
+ static XYZ facing, flatfacing;
+ static int target;
+
+ for (int i = 0; i < 15; i++) {
+ displaytime[i] += multiplier;
+ }
+
+ keyboardfrozen = false;
+ Input::Tick();
+
+ if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+ stereoreverse = true;
+ else
+ stereoreverse = false;
+
+ if (stereoreverse)
+ printf("Stereo reversed\n");
+ else
+ printf("Stereo unreversed\n");
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_F7)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+ stereoseparation -= 0.001;
+ else
+ stereoseparation -= 0.010;
+ printf("Stereo decreased increased to %f\n", stereoseparation);
+ }
+
+ if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+ if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+ stereoseparation += 0.001;
+ else
+ stereoseparation += 0.010;
+ printf("Stereo separation increased to %f\n", stereoseparation);
+ }
+
+
+ if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
+ if (tutorialstage != 51)
+ tutorialstagetime = tutorialmaxtime;
+ emit_sound_np(consolefailsound, 128.);
+ }
+
+ /*
+ Values of mainmenu :
+ 1 Main menu
+ 2 Menu pause (resume/end game)
+ 3 Option menu
+ 4 Controls configuration menu
+ 5 Main game menu (choose level or challenge)
+ 6 Deleting user menu
+ 7 User managment menu (select/add)
+ 8 Choose difficulty menu
+ 9 Challenge level selection menu
+ 10 End of the campaign congratulation (is that really a menu?)
+ 11 Same that 9 ??? => unused
+ 18 stereo configuration
+ */
+
+ if (!console) {
+ //campaign over?
+ 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;
+ fireSound();
+ flash();
+ if (musictoggle) {
+ OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ emit_stream_np(stream_menutheme);
+ pause_sound(leveltheme);
+ }
+ LoadMenu();
+ }
+ //escape key pressed
+ if (Input::isKeyPressed(SDL_SCANCODE_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)) {
+ OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ emit_stream_np(stream_menutheme);
+ pause_sound(leveltheme);
+ }
+ //on resume, play level music
+ if (!mainmenu) {
+ pause_sound(stream_menutheme);
+ resume_stream(leveltheme);
+ }
+ //finished with settings menu
+ if (mainmenu == 3) {
+ SaveSettings();
+ }
+ //effects
+ 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) {
+ MenuTick();
+ }
+
+ if (!mainmenu) {
+ if (hostile == 1)
+ hostiletime += multiplier;
+ else
+ hostiletime = 0;
+ if (!winfreeze)
+ leveltime += multiplier;
+
+ //keys
+ if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+ freeze = 1 - freeze;
+ if (freeze) {
+ OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+ }
+ }
+
+ 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(SDL_SCANCODE_LGUI)) {
+ inputText(consoletext[0], &consoleselected);
+ if (!waiting) {
+ if (!consoletext[0].empty()) {
+ cmd_dispatch(consoletext[0]);
+ for (int k = 14; k >= 1; k--) {
+ consoletext[k] = consoletext[k - 1];
+ }
+ consoletext[0].clear();
+ consoleselected = 0;
+ }
+ }
+
+ consoleblinkdelay -= multiplier;
+ if (consoleblinkdelay <= 0) {
+ consoleblinkdelay = .3;
+ consoleblink = 1 - consoleblink;
+ }
+ }
+
+
+
+ if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+ 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(SDL_SCANCODE_SPACE)) && !campaign)
+ if (winfreeze)
+ winfreeze = 0;
+ if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
+ if (console) {
+ console = false;
+ freeze = 0;
+ } else if (winfreeze) {
+ mainmenu = 9;
+ gameon = 0;
+ }
+ }
+
+
+
+ if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
+
+ //dialogues
+ static float talkdelay = 0;
+
+ if (indialogue != -1)
+ talkdelay = 1;
+ talkdelay -= multiplier;
+
+ if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
+ for (int i = 0; i < numdialogues; i++) {
+ unsigned realdialoguetype;
+ bool special;
+ /* FIXME - Seems like modulo done with ifs */
+ 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;
+ }
+ if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
+ realdialoguetype < Person::players.size() &&
+ realdialoguetype > 0 &&
+ (dialoguegonethrough[i] == 0 || !special) &&
+ (special || Input::isKeyPressed(attackkey))) {
+ if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
+ Person::players[realdialoguetype]->howactive >= typedead1 ||
+ dialoguetype[i] > 40 && dialoguetype[i] < 50) {
+ whichdialogue = i;
+ for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
+ Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
+ Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
+ Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
+ }
+ directing = 0;
+ indialogue = 0;
+ dialoguetime = 0;
+ dialoguegonethrough[i]++;
+ if (dialogueboxsound[whichdialogue][indialogue] != 0) {
+ playdialogueboxsound();
+ }
+ }
+ }
+ }
+
+ windvar += multiplier;
+ smoketex += multiplier;
+ tutorialstagetime += multiplier;
+
+ //hotspots
+ static float hotspotvisual[40];
+ if (numhotspots) {
+ XYZ hotspotsprite;
+ if (editorenabled)
+ for (int i = 0; i < numhotspots; i++)
+ hotspotvisual[i] -= multiplier / 320;
+
+ for (int i = 0; i < numhotspots; i++) {
+ //if(hotspottype[i]<=10)
+ while (hotspotvisual[i] < 0) {
+ hotspotsprite = 0;
+ hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
+ hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
+ hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
+ hotspotsprite += hotspot[i];
+ Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
+ hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
+ }
+ }
+
+ for (int i = 0; i < numhotspots; i++) {
+ if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
+ hotspot[i] = Person::players[hotspottype[i]]->coords;
+ }
+ }
+ }
+
+ //Tutorial
+ if (tutoriallevel) {
+ doTutorial();
+ }
+
+ //bonuses
+ if (tutoriallevel != 1) {
+ if (bonustime == 0 &&
+ bonus != solidhit &&
+ bonus != spinecrusher &&
+ bonus != tracheotomy &&
+ bonus != backstab &&
+ bonusvalue > 10) {
+ emit_sound_np(consolesuccesssound);
+ }
+ } else if (bonustime == 0) {
+ emit_sound_np(fireendsound);
+ }
+ 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;
+ }
+ 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);
+ }
+ }
+
+
+ doAerialAcrobatics();
+
+
+ static XYZ oldviewer;
+
+ //control keys
+ if (indialogue == -1) {
+ Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
+ Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
+ Person::players[0]->backkeydown = Input::isKeyDown(backkey);
+ Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
+ Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
+ Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
+ Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
+ Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
+ } else {
+ Person::players[0]->forwardkeydown = 0;
+ Person::players[0]->leftkeydown = 0;
+ Person::players[0]->backkeydown = 0;
+ Person::players[0]->rightkeydown = 0;
+ Person::players[0]->jumpkeydown = 0;
+ Person::players[0]->crouchkeydown = 0;
+ Person::players[0]->drawkeydown = 0;
+ Person::players[0]->throwkeydown = 0;
+ }
+
+ if (!Person::players[0]->jumpkeydown)
+ Person::players[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(SDL_SCANCODE_1) ||
+ Input::isKeyPressed(SDL_SCANCODE_2) ||
+ Input::isKeyPressed(SDL_SCANCODE_3) ||
+ Input::isKeyPressed(SDL_SCANCODE_4) ||
+ Input::isKeyPressed(SDL_SCANCODE_5) ||
+ Input::isKeyPressed(SDL_SCANCODE_6) ||
+ Input::isKeyPressed(SDL_SCANCODE_7) ||
+ Input::isKeyPressed(SDL_SCANCODE_8) ||
+ Input::isKeyPressed(SDL_SCANCODE_9) ||
+ Input::isKeyPressed(SDL_SCANCODE_0) ||
+ Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
+ int whichend;
+ if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
+ if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
+ if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
+ if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
+ if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
+ if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
+ if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
+ if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
+ if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
+ if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
+ if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+ whichend = -1;
+ if (whichend != -1) {
+ participantfocus[whichdialogue][indialogue] = whichend;
+ participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
+ participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
+ }
+ if (whichend == -1) {
+ participantfocus[whichdialogue][indialogue] = -1;
+ }
+ if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
+ indialogue = -1;
+ directing = 0;
+ cameramode = 0;
+ }
+ dialoguecamera[whichdialogue][indialogue] = viewer;
+ dialoguecamerayaw[whichdialogue][indialogue] = yaw;
+ dialoguecamerapitch[whichdialogue][indialogue] = pitch;
+ indialogue++;
+ if (indialogue < numdialogueboxes[whichdialogue]) {
+ if (dialogueboxsound[whichdialogue][indialogue] != 0) {
+ playdialogueboxsound();
+ }
+ }
+
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
+ }
+ }
+ //TODO: should these be KeyDown or KeyPressed?
+ if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+ Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+ int whichend;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
+ if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
+ participantfacing[whichdialogue][indialogue][whichend] = facing;
+ }
+ if (indialogue >= numdialogueboxes[whichdialogue]) {
+ indialogue = -1;
+ directing = 0;
+ cameramode = 0;
+ }
+ }
+ 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(SDL_SCANCODE_1) ||
+ Input::isKeyPressed(SDL_SCANCODE_2) ||
+ Input::isKeyPressed(SDL_SCANCODE_3) ||
+ Input::isKeyPressed(SDL_SCANCODE_4) ||
+ Input::isKeyPressed(SDL_SCANCODE_5) ||
+ Input::isKeyPressed(SDL_SCANCODE_6) ||
+ Input::isKeyPressed(SDL_SCANCODE_7) ||
+ Input::isKeyPressed(SDL_SCANCODE_8) ||
+ Input::isKeyPressed(SDL_SCANCODE_9) ||
+ Input::isKeyPressed(SDL_SCANCODE_0) ||
+ Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
+ Input::isKeyPressed(attackkey)) {
+ indialogue++;
+ if (indialogue < numdialogueboxes[whichdialogue]) {
+ if (dialogueboxsound[whichdialogue][indialogue] != 0) {
+ playdialogueboxsound();
+ if (dialogueboxsound[whichdialogue][indialogue] == -5) {
+ hotspot[numhotspots] = Person::players[0]->coords;
+ hotspotsize[numhotspots] = 10;
+ hotspottype[numhotspots] = -1;
+
+ numhotspots++;
+ }
+ if (dialogueboxsound[whichdialogue][indialogue] == -6) {
+ hostile = 1;
+ }
+
+ if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
+ indialogue = -1;
+ directing = 0;
+ cameramode = 0;
+ }
+ }
+ }
+ }
+ 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] > 49 && dialoguetype[whichdialogue] < 60) {
+ hostile = 1;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ Person::players[i]->aitype = attacktypecutoff;
+ }
+ }
+ }
+ }
+ }
+
+ if (!Person::players[0]->jumpkeydown) {
+ Person::players[0]->jumptogglekeydown = 0;
+ }
+ if (Person::players[0]->jumpkeydown &&
+ Person::players[0]->animTarget != jumpupanim &&
+ Person::players[0]->animTarget != jumpdownanim &&
+ !Person::players[0]->isFlip())
+ Person::players[0]->jumptogglekeydown = 1;
+
+
+ dialoguetime += multiplier;
+ hawkyaw += multiplier * 25;
+ realhawkcoords = 0;
+ realhawkcoords.x = 25;
+ realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
+ hawkcalldelay -= multiplier / 2;
+
+ if (hawkcalldelay <= 0) {
+ emit_sound_at(hawksound, realhawkcoords);
+
+ hawkcalldelay = 16 + abs(Random() % 8);
+ }
+
+ doDebugKeys();
+
+ doAttacks();
+
+ doPlayerCollisions();
+
+ doJumpReversals();
+
+ for (unsigned k = 0; k < Person::players.size(); k++)
+ if (k != 0 && Person::players[k]->immobile)
+ Person::players[k]->coords = Person::players[k]->realoldcoords;
+
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+ Person::players[k]->DoDamage(1000);
+ }
+ }
+ }
+
+ //respawn
+ static bool respawnkeydown;
+ if (!editorenabled &&
+ (whichlevel != -2 &&
+ (Input::isKeyDown(SDL_SCANCODE_Z) &&
+ Input::isKeyDown(SDL_SCANCODE_LGUI) &&
+ debugmode) ||
+ (Input::isKeyDown(jumpkey) &&
+ !respawnkeydown &&
+ !oldattackkey &&
+ Person::players[0]->dead))) {
+ targetlevel = whichlevel;
+ loading = 1;
+ leveltime = 5;
+ }
+ if (!Input::isKeyDown(jumpkey))
+ respawnkeydown = 0;
+ if (Input::isKeyDown(jumpkey))
+ respawnkeydown = 1;
+
+
+
+
+ static bool movekey;
+
+ //?
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ static float oldtargetyaw;
+ if (!Person::players[i]->skeleton.free) {
+ oldtargetyaw = Person::players[i]->targetyaw;
+ if (i == 0 && indialogue == -1) {
+ //TODO: refactor repetitive code
+ if (!animation[Person::players[0]->animTarget].attack &&
+ Person::players[0]->animTarget != staggerbackhighanim &&
+ Person::players[0]->animTarget != staggerbackhardanim &&
+ Person::players[0]->animTarget != crouchremoveknifeanim &&
+ Person::players[0]->animTarget != removeknifeanim &&
+ Person::players[0]->animTarget != backhandspringanim &&
+ Person::players[0]->animTarget != dodgebackanim &&
+ Person::players[0]->animTarget != walljumprightkickanim &&
+ Person::players[0]->animTarget != walljumpleftkickanim) {
+ if (cameramode)
+ Person::players[0]->targetyaw = 0;
+ else
+ Person::players[0]->targetyaw = -yaw + 180;
+ }
+
+ facing = 0;
+ facing.z = -1;
+
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+ if (cameramode) {
+ facing = flatfacing;
+ } else {
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
+ }
+
+ Person::players[0]->lookyaw = -yaw;
+
+ Person::players[i]->targetheadyaw = yaw;
+ Person::players[i]->targetheadpitch = pitch;
+ }
+ if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
+ if (!animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != crouchremoveknifeanim &&
+ Person::players[i]->animTarget != removeknifeanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim &&
+ Person::players[i]->animTarget != walljumprightkickanim &&
+ Person::players[i]->animTarget != walljumpleftkickanim) {
+ Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
+ }
+
+ facing = 0;
+ facing.z = -1;
+
+ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+
+ facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
+
+ Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
+ Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
+ }
+ if (indialogue != -1) {
+ Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
+ Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
+ }
+
+ if (leveltime < .5)
+ numenvsounds = 0;
+
+ Person::players[i]->avoidsomething = 0;
+
+ //avoid flaming things
+ for (int j = 0; j < objects.numobjects; j++)
+ if (objects.onfire[j])
+ if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
+ if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ Person::players[i]->collided = 0;
+ Person::players[i]->avoidcollided = 1;
+ if (Person::players[i]->avoidsomething == 0 ||
+ distsq(&Person::players[i]->coords, &objects.position[j]) <
+ distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = objects.position[j];
+ Person::players[i]->avoidsomething = 1;
+ }
+ }
+
+ //avoid flaming players
+ for (unsigned j = 0; j < Person::players.size(); j++)
+ if (Person::players[j]->onfire)
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
+ if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+ Person::players[i]->collided = 0;
+ Person::players[i]->avoidcollided = 1;
+ if (Person::players[i]->avoidsomething == 0 ||
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+ distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+ Person::players[i]->avoidwhere = Person::players[j]->coords;
+ Person::players[i]->avoidsomething = 1;
+ }
+ }
+
+ if (Person::players[i]->collided > .8)
+ Person::players[i]->avoidcollided = 0;
+
+ doAI(i);
+
+ if (animation[Person::players[i]->animTarget].attack == reversed) {
+ //Person::players[i]->targetyaw=Person::players[i]->yaw;
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->attackkeydown = 0;
+ //Person::players[i]->crouchkeydown=0;
+ Person::players[i]->throwkeydown = 0;
+ }
+
+ if (indialogue != -1) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+ }
+
+ if (Person::players[i]->collided < -.3)
+ Person::players[i]->collided = -.3;
+ if (Person::players[i]->collided > 1)
+ Person::players[i]->collided = 1;
+ Person::players[i]->collided -= multiplier * 4;
+ Person::players[i]->whichdirectiondelay -= multiplier;
+ if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
+ Person::players[i]->avoidcollided = -.3;
+ Person::players[i]->whichdirection = abs(Random() % 2);
+ Person::players[i]->whichdirectiondelay = .4;
+ }
+ if (Person::players[i]->avoidcollided > 1)
+ Person::players[i]->avoidcollided = 1;
+ Person::players[i]->avoidcollided -= multiplier / 4;
+ if (!Person::players[i]->skeleton.free) {
+ Person::players[i]->stunned -= multiplier;
+ Person::players[i]->surprised -= multiplier;
+ }
+ if (i != 0 && Person::players[i]->surprised <= 0 &&
+ Person::players[i]->aitype == attacktypecutoff &&
+ !Person::players[i]->dead &&
+ !Person::players[i]->skeleton.free &&
+ animation[Person::players[i]->animTarget].attack == neutral)
+ numresponded = 1;
+
+ if (!Person::players[i]->throwkeydown)
+ Person::players[i]->throwtogglekeydown = 0;
+
+ //pick up weapon
+ if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
+ if (Person::players[i]->weaponactive == -1 &&
+ Person::players[i]->num_weapons < 2 &&
+ (Person::players[i]->isIdle() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled)) {
+ for (unsigned j = 0; j < weapons.size(); j++) {
+ if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[j].owner == -1 &&
+ Person::players[i]->weaponactive == -1)
+ if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
+ if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
+ if (Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() ||
+ Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
+ Person::players[i]->hasvictim = 0;
+ }
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
+
+ if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[j].owner == -1 ||
+ Person::players[i]->victim &&
+ weapons[j].owner == int(Person::players[i]->victim->id))
+ if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
+ if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
+ if (weapons[j].getType() != staff)
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->weaponactive = 0;
+ weapons[j].owner = Person::players[i]->id;
+ if (Person::players[i]->num_weapons > 0)
+ Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
+ Person::players[i]->num_weapons++;
+ Person::players[i]->weaponids[0] = j;
+ }
+ }
+ } else if ((Person::players[i]->isIdle() ||
+ Person::players[i]->isFlip() ||
+ Person::players[i]->aitype != playercontrolled) &&
+ distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
+ Person::players[i]->coords.y < weapons[j].position.y) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->setAnimation(removeknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
+ }
+ if (Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->hasvictim = 0;
+
+ for (unsigned k = 0; k < weapons.size(); k++) {
+ if (Person::players[i]->weaponactive == -1)
+ if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
+ Person::players[i]->aitype == playercontrolled) &&
+ weapons[k].owner == -1 ||
+ Person::players[i]->victim &&
+ weapons[k].owner == int(Person::players[i]->victim->id))
+ if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
+ Person::players[i]->weaponactive == -1) {
+ if (weapons[k].getType() != staff)
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->weaponactive = 0;
+ weapons[k].owner = Person::players[i]->id;
+ if (Person::players[i]->num_weapons > 0)
+ Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
+ Person::players[i]->num_weapons++;
+ Person::players[i]->weaponids[0] = k;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
+ Person::players[i]->animTarget == backhandspringanim) {
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (Person::players[i]->weaponactive == -1)
+ if (j != i)
+ if (Person::players[j]->num_weapons &&
+ Person::players[j]->skeleton.free &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
+ (((Person::players[j]->skeleton.forward.y < 0 &&
+ Person::players[j]->weaponstuckwhere == 0) ||
+ (Person::players[j]->skeleton.forward.y > 0 &&
+ Person::players[j]->weaponstuckwhere == 1)) ||
+ Person::players[j]->weaponstuck == -1 ||
+ Person::players[j]->num_weapons > 1)) {
+ if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->hasvictim = 1;
+ Person::players[i]->setAnimation(crouchremoveknifeanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
+ }
+ if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->hasvictim = 1;
+ int k = Person::players[j]->weaponids[0];
+ if (Person::players[i]->hasvictim) {
+ bool fleshstuck;
+ fleshstuck = 0;
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+ fleshstuck = 1;
+ }
+ }
+ if (!fleshstuck) {
+ if (weapons[k].getType() != staff)
+ emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+ }
+ if (fleshstuck)
+ emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
+
+ Person::players[i]->weaponactive = 0;
+ if (weapons[k].owner != -1) {
+ if (Person::players[i]->victim->num_weapons == 1)
+ Person::players[i]->victim->num_weapons = 0;
+ else
+ Person::players[i]->victim->num_weapons = 1;
+
+ Person::players[i]->victim->skeleton.longdead = 0;
+ Person::players[i]->victim->skeleton.free = 1;
+ Person::players[i]->victim->skeleton.broken = 0;
+
+ for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
+ Person::players[i]->victim->skeleton.joints[l].velchange = 0;
+ Person::players[i]->victim->skeleton.joints[l].locked = 0;
+ }
+
+ XYZ relative;
+ relative = 0;
+ relative.y = 10;
+ Normalise(&relative);
+ XYZ footvel, footpoint;
+ footvel = 0;
+ footpoint = weapons[k].position;
+ if (Person::players[i]->victim->weaponstuck != -1) {
+ if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+ if (bloodtoggle)
+ Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+ weapons[k].bloody = 2;
+ weapons[k].blooddrip = 5;
+ Person::players[i]->victim->weaponstuck = -1;
+ Person::players[i]->victim->bloodloss += 2000;
+ Person::players[i]->victim->DoDamage(2000);
+ }
+ }
+ if (Person::players[i]->victim->num_weapons > 0) {
+ if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
+ Person::players[i]->victim->weaponstuck = 0;
+ if (Person::players[i]->victim->weaponids[0] == k)
+ Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
+ }
+
+ Person::players[i]->victim->weaponactive = -1;
+
+ Person::players[i]->victim->jointVel(abdomen) += relative * 6;
+ Person::players[i]->victim->jointVel(neck) += relative * 6;
+ Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
+ Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
+ }
+ weapons[k].owner = i;
+ if (Person::players[i]->num_weapons > 0) {
+ Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
+ }
+ Person::players[i]->num_weapons++;
+ Person::players[i]->weaponids[0] = k;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ if (Person::players[i]->isIdle() ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim ||
+ Person::players[i]->isFlip())
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (i != j)
+ if (tutoriallevel != 1 || tutorialstage == 49)
+ if (hostile)
+ if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
+ distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
+ !Person::players[j]->skeleton.free &&
+ -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+ if (!Person::players[i]->isFlip()) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ Person::players[i]->setAnimation(knifethrowanim);
+ Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
+ Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
+ }
+ if (Person::players[i]->isFlip()) {
+ if (Person::players[i]->weaponactive != -1) {
+ Person::players[i]->throwtogglekeydown = 1;
+ Person::players[i]->victim = Person::players[j];
+ XYZ aim;
+ weapons[Person::players[i]->weaponids[0]].owner = -1;
+ aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
+ Normalise(&aim);
+
+ aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
+
+ weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
+ weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
+ weapons[Person::players[i]->weaponids[0]].missed = 0;
+ weapons[Person::players[i]->weaponids[0]].freetime = 0;
+ weapons[Person::players[i]->weaponids[0]].firstfree = 1;
+ weapons[Person::players[i]->weaponids[0]].physics = 0;
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
+ }
+ Person::players[i]->weaponactive = -1;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+ if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->throwtogglekeydown = 1;
+ weapons[Person::players[i]->weaponids[0]].owner = -1;
+ weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
+ if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
+ weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
+ weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
+ weapons[Person::players[i]->weaponids[0]].missed = 1;
+ weapons[Person::players[i]->weaponids[0]].freetime = 0;
+ weapons[Person::players[i]->weaponids[0]].firstfree = 1;
+ weapons[Person::players[i]->weaponids[0]].physics = 1;
+ Person::players[i]->num_weapons--;
+ if (Person::players[i]->num_weapons) {
+ Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
+ if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
+ Person::players[i]->weaponstuck = 0;
+ }
+
+ Person::players[i]->weaponactive = -1;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
+ }
+ }
+ }
+
+ }
+
+ //draw weapon
+ if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
+ if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
+ (Person::players[i]->num_weapons == 2) &&
+ (Person::players[i]->weaponactive == -1) &&
+ Person::players[i]->isIdle() ||
+ Person::players[0]->dead &&
+ (Person::players[i]->weaponactive != -1) &&
+ i != 0) {
+ bool isgood = true;
+ if (Person::players[i]->weaponactive != -1)
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
+ isgood = false;
+ if (isgood && Person::players[i]->creature != wolftype) {
+ if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setAnimation(drawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
+ }
+ if ((Person::players[i]->isIdle() ||
+ (Person::players[i]->aitype != playercontrolled &&
+ Person::players[0]->weaponactive != -1 &&
+ Person::players[i]->isRun())) &&
+ Person::players[i]->num_weapons &&
+ weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+ Person::players[i]->setAnimation(drawleftanim);
+ Person::players[i]->drawtogglekeydown = 1;
+ }
+ if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+ Person::players[i]->setAnimation(crouchdrawrightanim);
+ Person::players[i]->drawtogglekeydown = 1;
+ }
+ }
+ }
+ }
+
+ //clean weapon
+ if (Person::players[i]->weaponactive != -1) {
+ if (Person::players[i]->isCrouch() &&
+ weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
+ bloodtoggle &&
+ Person::players[i]->onterrain &&
+ Person::players[i]->num_weapons &&
+ Person::players[i]->attackkeydown &&
+ musictype != stream_fighttheme) {
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
+ Person::players[i]->setAnimation(crouchstabanim);
+ if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
+ Person::players[i]->setAnimation(swordgroundstabanim);
+ Person::players[i]->hasvictim = 0;
+ }
+ }
+
+ if (!Person::players[i]->drawkeydown)
+ Person::players[i]->drawtogglekeydown = 0;
+
+ XYZ absflatfacing;
+ if (i == 0) {
+ absflatfacing = 0;
+ absflatfacing.z = -1;
+
+ absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
+ } else
+ absflatfacing = flatfacing;
+
+ if (indialogue != -1) {
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->drawkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+ }
+ movekey = 0;
+ //Do controls
+ if (!animation[Person::players[i]->animTarget].attack &&
+ Person::players[i]->animTarget != staggerbackhighanim &&
+ Person::players[i]->animTarget != staggerbackhardanim &&
+ Person::players[i]->animTarget != backhandspringanim &&
+ Person::players[i]->animTarget != dodgebackanim) {
+ if (!Person::players[i]->forwardkeydown)
+ Person::players[i]->forwardstogglekeydown = 0;
+ if (Person::players[i]->crouchkeydown) {
+ //Crouch
+ target = -2;
+ if (i == 0) {
+ Person::players[i]->superruntoggle = 1;
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++)
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
+ if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
+ Person::players[i]->superruntoggle = 0;
+ }
+
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == sweepanim ||
+ Person::players[j]->animTarget == upunchanim ||
+ Person::players[j]->animTarget == wolfslapanim ||
+ ((Person::players[j]->animTarget == swordslashanim ||
+ Person::players[j]->animTarget == knifeslashstartanim ||
+ Person::players[j]->animTarget == staffhitanim ||
+ Person::players[j]->animTarget == staffspinhitanim) &&
+ distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
+ if (target >= 0)
+ target = -1;
+ else
+ target = j;
+ }
+ }
+ }
+ if (target >= 0)
+ Person::players[target]->Reverse();
+ Person::players[i]->lowreversaldelay = .5;
+
+ if (Person::players[i]->isIdle()) {
+ Person::players[i]->setAnimation(Person::players[i]->getCrouch());
+ Person::players[i]->transspeed = 10;
+ }
+ if (Person::players[i]->isRun() ||
+ (Person::players[i]->isStop() &&
+ (Person::players[i]->leftkeydown ||
+ Person::players[i]->rightkeydown ||
+ Person::players[i]->forwardkeydown ||
+ Person::players[i]->backkeydown))) {
+ Person::players[i]->setAnimation(rollanim);
+ Person::players[i]->transspeed = 20;
+ }
+ }
+ if (!Person::players[i]->crouchkeydown) {
+ //Uncrouch
+ if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
+ Person::players[i]->superruntoggle = 0;
+ target = -2;
+ if (Person::players[i]->isCrouch()) {
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j != i &&
+ !Person::players[j]->skeleton.free &&
+ Person::players[j]->victim &&
+ Person::players[i]->highreversaldelay <= 0) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ Person::players[j]->victim == Person::players[i] &&
+ (Person::players[j]->animTarget == spinkickanim) &&
+ Person::players[i]->isCrouch()) {
+ if (target >= 0)
+ target = -1;
+ else
+ target = j;
+ }
+ }
+ }
+ if (target >= 0)
+ Person::players[target]->Reverse();
+ Person::players[i]->highreversaldelay = .5;
+
+ if (Person::players[i]->isCrouch()) {
+ if (!Person::players[i]->wasCrouch()) {
+ Person::players[i]->animCurrent = Person::players[i]->getCrouch();
+ Person::players[i]->frameCurrent = 0;
+ }
+ Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
+ }
+ }
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->setAnimation(Person::players[i]->getIdle());
+ Person::players[i]->transspeed = 10;
+ }
+ }
+ if (Person::players[i]->forwardkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ if (Person::players[i]->aitype == passivetype)
+ Person::players[i]->setAnimation(walkanim);
+ else
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
+ }
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
+ }
+ if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+ Person::players[i]->setAnimation(climbanim);
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->jumpclimb = 1;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += absflatfacing * 5 * multiplier;
+ }
+ Person::players[i]->forwardstogglekeydown = 1;
+ movekey = 1;
+ }
+ if (Person::players[i]->rightkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
+ }
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
+ }
+ Person::players[i]->targetyaw -= 90;
+ if (Person::players[i]->forwardkeydown)
+ Person::players[i]->targetyaw += 45;
+ if (Person::players[i]->backkeydown)
+ Person::players[i]->targetyaw -= 45;
+ movekey = 1;
+ }
+ if ( Person::players[i]->leftkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
+ }
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
+ }
+ Person::players[i]->targetyaw += 90;
+ if (Person::players[i]->forwardkeydown)
+ Person::players[i]->targetyaw -= 45;
+ if (Person::players[i]->backkeydown)
+ Person::players[i]->targetyaw += 45;
+ movekey = 1;
+ }
+ if (Person::players[i]->backkeydown) {
+ if (Person::players[i]->isIdle() ||
+ (Person::players[i]->isStop() &&
+ Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+ (Person::players[i]->isLanding() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown) ||
+ (Person::players[i]->isLandhard() &&
+ Person::players[i]->frameTarget > 0 &&
+ !Person::players[i]->jumpkeydown &&
+ Person::players[i]->crouchkeydown)) {
+ Person::players[i]->setAnimation(Person::players[i]->getRun());
+ }
+ if (Person::players[i]->isCrouch()) {
+ Person::players[i]->animTarget = sneakanim;
+ if (Person::players[i]->wasCrouch())
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
+ }
+ if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+ Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
+ }
+ if (Person::players[i]->animTarget == hanganim) {
+ Person::players[i]->animCurrent = jumpdownanim;
+ Person::players[i]->animTarget = jumpdownanim;
+ Person::players[i]->target = 0;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->velocity = 0;
+ Person::players[i]->velocity.y += gravity;
+ Person::players[i]->coords.y -= 1.4;
+ Person::players[i]->grabdelay = 1;
+ }
+ if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+ Person::players[i]->targetyaw += 180;
+ movekey = 1;
+ }
+ if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
+ if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
+ Person::players[i]->isRun() ||
+ Person::players[i]->animTarget == walkanim ||
+ Person::players[i]->isCrouch() ||
+ Person::players[i]->animTarget == sneakanim) &&
+ Person::players[i]->jumppower > 1) &&
+ ((Person::players[i]->animTarget != rabbitrunninganim &&
+ Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+ Person::players[i]->jumpstart = 0;
+ Person::players[i]->setAnimation(jumpupanim);
+ Person::players[i]->yaw = Person::players[i]->targetyaw;
+ Person::players[i]->transspeed = 20;
+ Person::players[i]->FootLand(0, 1);
+ Person::players[i]->FootLand(1, 1);
+
+ facing = 0;
+ facing.z = -1;
+ flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
+
+ if (movekey)
+ Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
+ if (!movekey)
+ Person::players[i]->velocity = 0;
+
+ //Dodge sweep?
+ target = -2;
+ if (Person::players.size() > 1)
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
+ if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+ (Person::players[j]->victim == Person::players[i]) &&
+ (Person::players[j]->animTarget == sweepanim)) {
+ if (target >= 0)
+ target = -1;
+ else
+ target = j;
+ }
+ }
+ }
+ if (target >= 0)
+ Person::players[i]->velocity.y = 1;
+ else
+ if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+ Person::players[i]->velocity.y = 7;
+ Person::players[i]->crouchtogglekeydown = 1;
+ } else Person::players[i]->velocity.y = 5;
+
+ if (mousejump && i == 0 && debugmode) {
+ if (!Person::players[i]->isLanding())
+ Person::players[i]->tempdeltav = deltav;
+ if (Person::players[i]->tempdeltav < 0)
+ Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
+ }
+
+ Person::players[i]->coords.y += .2;
+ Person::players[i]->jumppower -= 1;
+
+ if (!i)
+ emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
+
+ emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
+ }
+ if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
+ Person::players[i]->setAnimation(Person::players[i]->getLanding());
+ Person::players[i]->frameTarget = 2;
+ Person::players[i]->landhard = 0;
+ Person::players[i]->jumpstart = 1;
+ Person::players[i]->tempdeltav = deltav;
+ }
+ if (Person::players[i]->animTarget == jumpupanim &&
+ (((!floatjump &&
+ !editorenabled) ||
+ !debugmode) ||
+ Person::players[i]->aitype != playercontrolled)) {
+ if (Person::players[i]->jumppower > multiplier * 6) {
+ Person::players[i]->velocity.y += multiplier * 6;
+ Person::players[i]->jumppower -= multiplier * 6;
+ }
+ if (Person::players[i]->jumppower <= multiplier * 6) {
+ Person::players[i]->velocity.y += Person::players[i]->jumppower;
+ Person::players[i]->jumppower = 0;
+ }
+ }
+ if (((floatjump || editorenabled) && debugmode) && i == 0)
+ Person::players[i]->velocity.y += multiplier * 30;
+ }
+
+ if (!movekey) {
+ if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->animTarget == sneakanim) {
+ Person::players[i]->animTarget = Person::players[i]->getCrouch();
+ if (Person::players[i]->animCurrent == sneakanim)
+ Person::players[i]->target = 0;
+ Person::players[i]->frameTarget = 0;
+ }
+ }
+ if (Person::players[i]->animTarget == walkanim &&
+ (Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == searchtype ||
+ (Person::players[i]->aitype == passivetype &&
+ Person::players[i]->numwaypoints <= 1)))
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
+ Person::players[i]->setAnimation(Person::players[i]->getStop());
+ }
+ }
+ if (Person::players[i]->animTarget == rollanim)
+ Person::players[i]->targetyaw = oldtargetyaw;
+ }
+
+ //Rotation
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
+ if (Person::players[k]->yaw > Person::players[k]->targetyaw)
+ Person::players[k]->yaw -= 360;
+ else
+ Person::players[k]->yaw += 360;
+ }
+
+ //stop to turn in right direction
+ if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
+ Person::players[k]->setAnimation(Person::players[k]->getStop());
+
+ if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
+ Person::players[k]->targettilt = 0;
+
+ if (Person::players[k]->animTarget != jumpupanim &&
+ Person::players[k]->animTarget != backhandspringanim &&
+ Person::players[k]->animTarget != jumpdownanim &&
+ !Person::players[k]->isFlip()) {
+ Person::players[k]->targettilt = 0;
+ if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
+ Person::players[k]->jumppower = 0;
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->isCrouch())
+ Person::players[k]->jumppower += multiplier * 7;
+ if (Person::players[k]->jumppower > 5)
+ Person::players[k]->jumppower = 5;
+ }
+
+ if (Person::players[k]->isRun())
+ Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
+
+ Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
+ Person::players[k]->grabdelay -= multiplier;
+ }
+
+ //do animations
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ Person::players[k]->DoAnimations();
+ Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
+ Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
+ }
+
+ //do stuff
+ objects.DoStuff();
+
+ for (int j = numenvsounds - 1; j >= 0; j--) {
+ envsoundlife[j] -= multiplier;
+ if (envsoundlife[j] < 0) {
+ numenvsounds--;
+ envsoundlife[j] = envsoundlife[numenvsounds];
+ envsound[j] = envsound[numenvsounds];
+ }
+ }
+ if (slomo)
+ OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
+ else
+ OPENAL_SetFrequency(OPENAL_ALL, 22050);
+
+ 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, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[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;
+
+ fireSound();
+
+ flash();
+ }
+ if (tutorialstage < 51)
+ if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
+
+ Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
+
+ flash();
+ }
+ if (tutorialstage >= 14 && tutorialstage < 50)
+ if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
+ emit_sound_at(fireendsound, Person::players[1]->coords);
+
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
+ }
+ }
+
+ Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
+ for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+ Person::players[1]->skeleton.joints[i].velocity = 0;
+ if (Random() % 2 == 0) {
+ if (!Person::players[1]->skeleton.free)
+ temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+ if (Person::players[1]->skeleton.free)
+ temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+ if (!Person::players[1]->skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+ if (Person::players[1]->skeleton.free)
+ temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+ Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
+ }
+ }
+ }
+ }
+
+
+ //3d sound
+ static float gLoc[3];
+ gLoc[0] = viewer.x;
+ gLoc[1] = viewer.y;
+ gLoc[2] = viewer.z;
+ static float vel[3];
+ vel[0] = (viewer.x - oldviewer.x) / multiplier;
+ vel[1] = (viewer.y - oldviewer.y) / multiplier;
+ vel[2] = (viewer.z - oldviewer.z) / multiplier;
+
+ //Set orientation with forward and up vectors
+ static XYZ upvector;
+ upvector = 0;
+ upvector.z = -1;
+
+ upvector = DoRotation(upvector, -pitch + 90, 0, 0);
+ upvector = DoRotation(upvector, 0, 0 - yaw, 0);
+
+ facing = 0;
+ facing.z = -1;
+
+ facing = DoRotation(facing, -pitch, 0, 0);
+ facing = DoRotation(facing, 0, 0 - yaw, 0);
+
+
+ static float ori[6];
+ ori[0] = -facing.x;
+ ori[1] = facing.y;
+ ori[2] = -facing.z;
+ ori[3] = -upvector.x;
+ ori[4] = upvector.y;
+ ori[5] = -upvector.z;
+
+ OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
+ OPENAL_Update();
+
+ oldviewer = viewer;
+ }
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_F1))
+ Screenshot();
+}
+
+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 (unsigned i = 0; i < Person::players.size(); i++) {
+ if ((Person::players[i]->aitype == attacktypecutoff ||
+ Person::players[i]->aitype == getweapontype ||
+ Person::players[i]->aitype == gethelptype ||
+ Person::players[i]->aitype == searchtype) &&
+ !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
+ (Person::players[i]->animTarget != sneakattackedanim &&
+ Person::players[i]->animTarget != knifesneakattackedanim &&
+ Person::players[i]->animTarget != swordsneakattackedanim)) {
+ musictype = stream_fighttheme;
+ realthreat = 1;
+ }
+ }
+ if (Person::players[0]->dead)
+ musictype = stream_menutheme;
+
+
+ if (musictype == stream_fighttheme)
+ unseendelay = 1;
+
+ if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
+ unseendelay -= multiplier;
+ if (unseendelay > 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 (Person::players[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(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
+ winhotspot = true;
+
+ int numalarmed = 0;
+ for (unsigned i = 1; i < Person::players.size(); i++)
+ if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
+ numalarmed++;
+ if (numalarmed > maxalarmed)
+ maxalarmed = numalarmed;
+
+ if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
+ if (Person::players[0]->dead && changedelay <= 0) {
+ changedelay = 1;
+ targetlevel = whichlevel;
+ }
+ alldead = true;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
+ alldead = false;
+ break;
+ }
+ }
+
+
+ if (alldead && !Person::players[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 && !Person::players[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 (Person::players[0]->dead)
+ targetlevel = whichlevel;
+ if (loading == 2 && !campaign) {
+ flash();
+
+ fireSound(firestartsound);
+
+ if (!Person::players[0]->dead && targetlevel != whichlevel)
+ startbonustotal = bonustotal;
+ if (Person::players[0]->dead)
+ Loadlevel(whichlevel);
+ else
+ Loadlevel(targetlevel);
+
+ fireSound();
+
+ loading = 3;
+ }
+ if (loading == 2 && targetlevel == whichlevel) {
+ flash();
+ loadtime = 0;
+
+ fireSound(firestartsound);
+
+ Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+
+ fireSound();
+
+ loading = 3;
+ }
+ if (changedelay <= -999 &&
+ whichlevel != -2 &&
+ !loading &&
+ (Person::players[0]->dead ||
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
+ (killhotspot)))
+ loading = 1;
+ if ((Person::players[0]->dead ||
+ (alldead && maptype == mapkilleveryone) ||
+ (winhotspot) ||
+ (windialogue) ||
+ (killhotspot)) &&
+ changedelay <= 0) {
+ if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
+ winfreeze = true;
+ changedelay = -999;
+ }
+ if (Person::players[0]->dead)
+ loading = 1;
+ }
+ }
+
+ 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 (!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);
+
+ stealthloading = 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[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
+ target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+ else
+ target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+ target.y += .1;
+ if (Person::players[0]->skeleton.free) {
+ for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
+ target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
+ }
+ target.y += .1;
+ }
+ if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
+ cameraspeed = 20;
+ if (findLengthfast(&Person::players[0]->velocity) > 400) {
+ cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
+ }
+ if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
+ target.y += 1.4;
+ coltarget = target - cameraloc;
+ if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
+ cameraloc = target;
+ else {
+ Normalise(&coltarget);
+ if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
+ cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
+ 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[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+ int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[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[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+ int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[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.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
+ cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
+ }
+ }
+ /*
+ //what did autocam do?
+ if(Person::players[0]->skeleton.free!=2&&autocam){
+ cameraspeed=20;
+ if(findLengthfast(&Person::players[0]->velocity)>400){
+ cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
+ }
+ if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[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(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
+ 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[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for(int j=0;jwhichpatchx][Person::players[0]->whichpatchz];j++){
+ int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[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[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+ for(int j=0;jwhichpatchx][Person::players[0]->whichpatchz];j++){
+ int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[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.y .8)
+ camerashake = .8;
+ //if(woozy>10)woozy=10;
+ //woozy+=multiplier;
+ woozy += multiplier;
+ if (Person::players[0]->dead)
+ camerashake = 0;
+ if (Person::players[0]->dead)
+ woozy = 0;
+ camerashake -= multiplier * 2;
+ blackout -= multiplier * 2;
+ //if(Person::players[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;
+ }
+ }
+}
+