X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=9afacced235878340de42e6afb33737a163ae2db;hb=f38eb24f446b94d592d97b24b315bb44bed7b12c;hp=a47edc9d765065e911bae8ee0b04ca6262d07d65;hpb=75f57e08723a98ddbd4383be19c228f031c18b53;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index a47edc9..9afacce 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1,24 +1,26 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) 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 @@ -27,31 +29,40 @@ 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 "ConsoleCmds.h" +#include "Dialog.h" +#include "Utils/Folders.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; @@ -61,9 +72,6 @@ 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 camerashake; extern float woozy; extern float blackout; @@ -79,37 +87,20 @@ 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 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 immediate; -extern bool velocityblur; -extern float tintr,tintg,tintb; extern bool skyboxtexture; extern float skyboxr; extern float skyboxg; @@ -140,8 +131,6 @@ 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]; @@ -149,7 +138,6 @@ extern float hotspotsize[40]; extern char hotspottext[40][256]; extern int currenthotspot; -extern int kBitsPerPixel; extern int hostile; extern bool stillloading; @@ -157,7644 +145,7112 @@ extern bool winfreeze; extern bool campaign; -extern float oldgamespeed; - -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" -}; +extern void toggleFullscreen(); -static const char *wolfskin[] = { -":Data:Textures:Wolf.jpg", -":Data:Textures:Darkwolf.jpg", -":Data:Textures:Snowwolf.jpg" +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; + } }; -#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; -STATIC_ASSERT (rabbittype == 0 && wolftype == 1) - -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)); -} +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; + +const char *rabbitskin[] = { + "Textures/Fur3.jpg", + "Textures/Fur.jpg", + "Textures/Fur2.jpg", + "Textures/Lynx.jpg", + "Textures/Otter.jpg", + "Textures/Opal.jpg", + "Textures/Sable.jpg", + "Textures/Chocolate.jpg", + "Textures/BW2.jpg", + "Textures/WB2.jpg" +}; -static const char *cmd_names[] = { -#define DECLARE_COMMAND(cmd) #cmd " ", -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND +const char *wolfskin[] = { + "Textures/Wolf.jpg", + "Textures/DarkWolf.jpg", + "Textures/SnowWolf.jpg" }; -typedef void (*console_handler)(Game *game, const char *args); +const char **creatureskin[] = {rabbitskin, wolfskin}; -#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args); -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND +#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; +STATIC_ASSERT (rabbittype == 0 && wolftype == 1) -static console_handler cmd_handlers[] = { -#define DECLARE_COMMAND(cmd) ch_##cmd, -#include "ConsoleCmds.h" -#undef DECLARE_COMMAND -}; +// utility functions -static void ch_quit(Game *game, const char *args) +// TODO: this is slightly incorrect +inline float roughDirection(XYZ vec) { - game->tryquit = 1; + Normalise(&vec); + float angle = -asin(-vec.x) * 180 / M_PI; + if (vec.z < 0) + angle = 180 - angle; + return angle; } - -static void ch_map(Game *game, const char *args) +inline float roughDirectionTo(XYZ start, XYZ end) { - game->Loadlevel(args); - game->whichlevel = -2; - campaign = 0; + return roughDirection(end - start); } - -static void ch_save(Game *game, const char *args) +inline float pitchOf(XYZ vec) { - 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;jnumpathpoints); - 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, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius); - - fclose(tfile); + Normalise(&vec); + return -asin(vec.y) * 180 / M_PI; } - -static void ch_cellar(Game *game, const char *args) +inline float pitchTo(XYZ start, XYZ end) { - game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); + return pitchOf(end - start); } - -static void ch_tint(Game *game, const char *args) +inline float sq(float n) { - sscanf(args, "%f%f%f", &tintr, &tintg, &tintb); + return n * n; } - -static void ch_tintr(Game *game, const char *args) +inline float stepTowardf(float from, float to, float by) { - tintr = atof(args); + if (fabs(from - to) < by) + return to; + else if (from > to) + return from - by; + else + return from + by; } -static void ch_tintg(Game *game, const char *args) +void Game::playdialoguescenesound() { - tintg = atof(args); + XYZ temppos; + temppos = Person::players[Dialog::currentScene().participantfocus]->coords; + temppos = temppos - viewer; + Normalise(&temppos); + temppos += viewer; + + int sound = -1; + switch (Dialog::currentScene().sound) { + 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_tintb(Game *game, const char *args) +// ================================================================ + +int Game::findClosestPlayer() { - tintb = atof(args); + 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; } -static void ch_speed(Game *game, const char *args) +static int findClosestObject() { - player[0].speedmult = atof(args); + 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; } -static void ch_strength(Game *game, const char *args) +static void cmd_dispatch(const string cmd) { - player[0].power = atof(args); + 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); } -static void ch_power(Game *game, const char *args) +/********************> Tick() <*****/ +extern bool save_screenshot(const char * fname); +void Screenshot (void) { - player[0].power = atof(args); + 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_screenshot(filename); } -static void ch_size(Game *game, const char *args) +void Game::SetUpLighting() { - player[0].scale = atof(args) * .2; + 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; } -static int find_closest() +int findPathDist(int start, int end) { - int closest = 0; - float closestdist = std::numeric_limits::max(); - - 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 smallestcount, count, connected; + int last, last2, last3, last4; + int closest; + + smallestcount = 1000; + for (int i = 0; i < 50; i++) { + count = 0; + last = start; + last2 = -1; + last3 = -1; + last4 = -1; + while (last != end && count < 30) { + closest = -1; + for (int j = 0; j < numpathpoints; j++) { + if (j != last && j != last2 && j != last3 && j != last4) { + connected = 0; + if (numpathpointconnect[j]) + for (int k = 0; k < numpathpointconnect[j]; k++) { + if (pathpointconnect[j][k] == last)connected = 1; + } + if (!connected) + if (numpathpointconnect[last]) + for (int k = 0; k < numpathpointconnect[last]; k++) { + if (pathpointconnect[last][k] == j)connected = 1; + } + if (connected) + if (closest == -1 || Random() % 2 == 0) { + closest = j; + } + } + } + last4 = last3; + last3 = last2; + last2 = last; + last = closest; + count++; + } + if (count < smallestcount) + smallestcount = count; } - } - return closest; + return smallestcount; } -static void ch_sizenear(Game *game, const char *args) +int Game::checkcollide(XYZ startpoint, XYZ endpoint) { - int closest = find_closest(); + static XYZ colpoint, colviewer, coltarget; + static float minx, minz, maxx, maxz, miny, maxy; + + minx = min(startpoint.x, endpoint.x) - 1; + miny = min(startpoint.y, endpoint.y) - 1; + minz = min(startpoint.z, endpoint.z) - 1; + maxx = max(startpoint.x, endpoint.x) + 1; + maxy = max(startpoint.y, endpoint.y) + 1; + maxz = max(startpoint.z, endpoint.z) + 1; + + for (int i = 0; i < objects.numobjects; i++) { + if ( objects.position[i].x > 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 (closest) - player[closest].scale = atof(args) * .2; + return -1; } -static void set_proportion(int pnum, const char *args) +int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what) { - float headprop,bodyprop,armprop,legprop; - - sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop); - - if(player[pnum].creature==wolftype){ - player[pnum].proportionhead=1.1*headprop; - player[pnum].proportionbody=1.1*bodyprop; - player[pnum].proportionarms=1.1*armprop; - player[pnum].proportionlegs=1.1*legprop; - } else if(player[pnum].creature==rabbittype){ - player[pnum].proportionhead=1.2*headprop; - player[pnum].proportionbody=1.05*bodyprop; - player[pnum].proportionarms=1.00*armprop; - player[pnum].proportionlegs=1.1*legprop; - player[pnum].proportionlegs.y=1.05*legprop; - } -} + static XYZ colpoint, colviewer, coltarget; + static float minx, minz, maxx, maxz, miny, maxy; + static int i; //FIXME: see below + + minx = min(startpoint.x, endpoint.x) - 1; + miny = min(startpoint.y, endpoint.y) - 1; + minz = min(startpoint.z, endpoint.z) - 1; + maxx = max(startpoint.x, endpoint.x) + 1; + maxy = max(startpoint.y, endpoint.y) + 1; + maxz = max(startpoint.z, endpoint.z) + 1; + + if (what != 1000) { + if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius && + objects.position[what].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; + } + } + } -static void ch_proportion(Game *game, const char *args) -{ - set_proportion(0, args); -} + if (what == 1000) + if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) + return 1000; -static void ch_proportionnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_proportion(closest, args); + return -1; } -static void set_protection(int pnum, const char *args) +void Setenvironment(int which) { - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); + LOGFUNC; - player[pnum].protectionhead = head; - player[pnum].protectionhigh = high; - player[pnum].protectionlow = low; -} + LOG(" Setting environment..."); -static void ch_protection(Game *game, const char *args) -{ - set_protection(0, args); -} + float temptexdetail; + environment = which; -static void ch_protectionnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_protection(closest, args); -} + pause_sound(stream_snowtheme); + pause_sound(stream_grasstheme); + pause_sound(stream_deserttheme); + pause_sound(stream_wind); + pause_sound(stream_desertambient); -static void set_armor(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].armorhead = head; - player[pnum].armorhigh = high; - player[pnum].armorlow = low; -} + if (environment == snowyenvironment) { + windvector = 0; + windvector.z = 3; + if (ambientsound) + emit_stream_np(stream_wind); -static void ch_armor(Game *game, const char *args) -{ - set_armor(0, args); -} + objects.treetextureptr.load("Textures/SnowTree.png", 0); + objects.bushtextureptr.load("Textures/BushSnow.png", 0); + objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1); + objects.boxtextureptr.load("Textures/SnowBox.jpg", 1); -static void ch_armornear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_armor(closest, args); -} + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; -static void ch_protectionreset(Game *game, const char *args) -{ - set_protection(0, "1 1 1"); - set_armor(0, "1 1 1"); -} + terraintexture.load("Textures/Snow.jpg", 1); + terraintexture2.load("Textures/Rock.jpg", 1); -static void set_metal(int pnum, const char *args) -{ - float head, high, low; - sscanf(args, "%f%f%f", &head, &high, &low); - player[pnum].metalhead = head; - player[pnum].metalhigh = high; - player[pnum].metallow = low; -} + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( "Textures/Skybox(snow)/Front.jpg", + "Textures/Skybox(snow)/Left.jpg", + "Textures/Skybox(snow)/Back.jpg", + "Textures/Skybox(snow)/Right.jpg", + "Textures/Skybox(snow)/Up.jpg", + "Textures/Skybox(snow)/Down.jpg"); -static void ch_metal(Game *game, const char *args) -{ - set_metal(0, args); -} -static void set_noclothes(int pnum, Game *game, 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); -} -static void ch_noclothes(Game *game, const char *args) -{ - set_noclothes(0, game, args); -} -static void ch_noclothesnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_noclothes(closest, game, args); -} + texdetail = temptexdetail; + } else if (environment == desertenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load("Textures/DesertTree.png", 0); + objects.bushtextureptr.load("Textures/BushDesert.png", 0); + objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1); + objects.boxtextureptr.load("Textures/DesertBox.jpg", 1); -static void set_clothes(int pnum, Game *game, 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++; -} + if (ambientsound) + emit_stream_np(stream_desertambient); -static void ch_clothes(Game *game, const char *args) -{ - set_clothes(0, game, args); -} + footstepsound = footstepsn1; + footstepsound2 = footstepsn2; + footstepsound3 = footstepsn1; + footstepsound4 = footstepsn2; -static void ch_clothesnear(Game *game, const char *args) -{ - int closest = find_closest(); - if (closest) - set_clothes(closest, game, args); -} + terraintexture.load("Textures/Sand.jpg", 1); + terraintexture2.load("Textures/SandSlope.jpg", 1); -static void ch_belt(Game *game, const char *args) -{ - player[0].skeleton.clothes = !player[0].skeleton.clothes; -} + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( "Textures/Skybox(sand)/Front.jpg", + "Textures/Skybox(sand)/Left.jpg", + "Textures/Skybox(sand)/Back.jpg", + "Textures/Skybox(sand)/Right.jpg", + "Textures/Skybox(sand)/Up.jpg", + "Textures/Skybox(sand)/Down.jpg"); -static void ch_cellophane(Game *game, 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; - } -} -static void ch_funnybunny(Game *game, 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"); -} -static void ch_wolfie(Game *game, 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"); -} -static void ch_wolfieisgod(Game *game, const char *args) -{ - ch_wolfie(game, args); -} + texdetail = temptexdetail; + } else if (environment == grassyenvironment) { + windvector = 0; + windvector.z = 2; + objects.treetextureptr.load("Textures/Tree.png", 0); + objects.bushtextureptr.load("Textures/Bush.png", 0); + objects.rocktextureptr.load("Textures/Boulder.jpg", 1); + objects.boxtextureptr.load("Textures/GrassBox.jpg", 1); -static void ch_wolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + if (ambientsound) + emit_stream_np(stream_wind, 100.); -static void ch_snowwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + footstepsound = footstepgr1; + footstepsound2 = footstepgr2; + footstepsound3 = footstepst1; + footstepsound4 = footstepst2; -static void ch_darkwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + terraintexture.load("Textures/GrassDirt.jpg", 1); + terraintexture2.load("Textures/MossRock.jpg", 1); -static void ch_lizardwolf(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} -static void ch_white(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} + temptexdetail = texdetail; + if (texdetail > 1) + texdetail = 4; + skybox->load( "Textures/Skybox(grass)/Front.jpg", + "Textures/Skybox(grass)/Left.jpg", + "Textures/Skybox(grass)/Back.jpg", + "Textures/Skybox(grass)/Right.jpg", + "Textures/Skybox(grass)/Up.jpg", + "Textures/Skybox(grass)/Down.jpg"); -static void ch_brown(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} -static void ch_black(Game *game, const char *args) -{ - game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1, - &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize); -} -static void ch_sizemin(Game *game, 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; -} + texdetail = temptexdetail; + } + temptexdetail = texdetail; + texdetail = 1; + terrain.load("Textures/HeightMap.png"); -static void ch_tutorial(Game *game, const char *args) -{ - tutoriallevel = atoi(args); + texdetail = temptexdetail; } -static void ch_hostile(Game *game, const char *args) +void LoadCampaign() { - hostile = atoi(args); -} + if (!accountactive) + return; + ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt")); + 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(); -static void ch_indemo(Game *game, const char *args) -{ - game->indemo=1; - hotspot[numhotspots]=player[0].coords; - hotspotsize[numhotspots]=0; - hotspottype[numhotspots]=-111; - strcpy(hotspottext[numhotspots],"mapname"); - numhotspots++; -} + ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png")); + if (test.good()) { + Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0); + } else { + Mainmenuitems[7].load("Textures/World.png", 0); + } -static void ch_notindemo(Game *game, const char *args) -{ - game->indemo=0; - numhotspots--; + if (accountactive->getCampaignChoicesMade() == 0) { + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + } } -static void ch_type(Game *game, const char *args) +vector ListCampaigns() { - int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]); - for (i = 0; i < n; i++) - if (stripfx(args, editortypenames[i])) { - editoractive = i; - break; - } + errno = 0; + DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str()); + struct dirent *campaign = NULL; + if (!campaigns) { + perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str()); + 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; } -static void ch_path(Game *game, const char *args) +void Game::Loadlevel(int which) { - int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]); - for (i = 0; i < n; i++) - if (stripfx(args, pathtypenames[i])) { - editorpathtype = i; - break; - } + 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"); } -static void ch_hs(Game *game, const char *args) +void Game::Loadlevel(const std::string& name) { - hotspot[numhotspots]=player[0].coords; + int indemo; // FIXME this should be removed + int templength; + float lamefloat; + + LOGFUNC; + + LOG(std::string("Loading level...") + name); + + if (!gameon) + visibleloading = 1; + if (stealthloading) + visibleloading = 0; + if (!stillloading) + loadtime = 0; + gamestarted = 1; + + numenvsounds = 0; + + if (tutoriallevel != -1) + tutoriallevel = 0; + else + tutoriallevel = 1; + + if (tutoriallevel == 1) + tutorialstage = 0; + if (tutorialstage == 0) { + tutorialstagetime = 0; + tutorialmaxtime = 1; + } + pause_sound(whooshsound); + pause_sound(stream_firesound); + + int mapvers; + FILE *tfile; + errno = 0; + tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" ); + + pause_sound(stream_firesound); + scoreadded = 0; + windialogue = false; + hostiletime = 0; + won = 0; + + animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral); + + Dialog::dialogs.clear(); + + Dialog::indialogue = -1; + cameramode = 0; + + damagedealt = 0; + damagetaken = 0; + + if (accountactive) + difficulty = accountactive->getDifficulty(); + + numhotspots = 0; + currenthotspot = -1; + bonustime = 1; + + skyboxtexture = 1; + skyboxr = 1; + skyboxg = 1; + skyboxb = 1; + + freeze = 0; + winfreeze = 0; + + for (int i = 0; i < 100; i++) + bonusnum[i] = 0; + + numfalls = 0; + numflipfail = 0; + numseen = 0; + numstaffattack = 0; + numswordattack = 0; + numknifeattack = 0; + numunarmedattack = 0; + numescaped = 0; + numflipped = 0; + numwallflipped = 0; + numthrowkill = 0; + numafterkill = 0; + numreversals = 0; + numattacks = 0; + maxalarmed = 0; + numresponded = 0; + + bonustotal = startbonustotal; + bonus = 0; + gameon = 1; + changedelay = 0; + if (console) { + emit_sound_np(consolesuccesssound); + freeze = 0; + console = false; + } - float size; - int type, shift; - sscanf(args, "%f%d %n", &size, &type, &shift); + 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(); + } - hotspotsize[numhotspots] = size; - hotspottype[numhotspots] = type; + weapons.clear(); + Person::players.resize(1); + + 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; + } + /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */ + if (stealthloading) { + funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons); + } else { + 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 (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; + } - strcpy(hotspottext[numhotspots], args + shift); - strcat(hotspottext[numhotspots], "\n"); + Person::players[0]->lastattack = -1; + Person::players[0]->lastattack2 = -1; + Person::players[0]->lastattack3 = -1; - numhotspots++; -} + //dialogues + if (mapvers >= 8) { + Dialog::loadDialogs(tfile); + } -static void ch_dialogue(Game *game, 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'; + 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]); } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[numdialogues][i]; - } - for(i=0;i= 7) { + funpackf(tfile, "Bi", &numhotspots); + for (int i = 0; i < numhotspots; i++) { + funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z); + funpackf(tfile, "Bi", &templength); + if (templength) + for (int l = 0; 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; + for (int i = 0; i < objects.numobjects; i++) { + tempdist = distsq(&objects.center, &objects.position[i]); + if (tempdist > maxdistance) { + maxdistance = tempdist; + } + } + objects.radius = fast_sqrt(maxdistance); + } - numdialogues++; -} + if (visibleloading) + LoadingScreen(); -static void ch_fixdialogue(Game *game, 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'; + int numplayers; + funpackf(tfile, "Bi", &numplayers); + if (numplayers > maxplayers) { + cout << "Warning: this level contains more players than allowed" << endl; + } + for (int i = 1; i < numplayers; i++) { + unsigned j = 1; + try { + Person::players.push_back(shared_ptr(new Person(tfile, mapvers, j))); + j++; + } catch (InvalidPersonException e) { + } + } + if (visibleloading) + LoadingScreen(); + + 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(); } - ipstream.ignore(256,':'); - ipstream >> dialogueboxsound[whichdi][i]; - } - ipstream.close(); -} + fclose(tfile); + + for (unsigned i = 0; i < Person::players.size(); i++) { + if (visibleloading) + LoadingScreen(); + if (i == 0) { + Person::players[i]->burnt = 0; + Person::players[i]->bled = 0; + Person::players[i]->onfire = 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 *)"Skeleton/BasicFigure", + (char *)"Skeleton/BasicFigureLow", + (char *)"Skeleton/RabbitBelt", + (char *)"Models/Body.solid", + (char *)"Models/Body2.solid", + (char *)"Models/Body3.solid", + (char *)"Models/Body4.solid", + (char *)"Models/Body5.solid", + (char *)"Models/Body6.solid", + (char *)"Models/Body7.solid", + (char *)"Models/BodyLow.solid", + (char *)"Models/Belt.solid", 0); + } else { + Person::players[i]->skeleton.Load( + (char *)"Skeleton/BasicFigureWolf", + (char *)"Skeleton/BasicFigureWolfLow", + (char *)"Skeleton/RabbitBelt", + (char *)"Models/Wolf.solid", + (char *)"Models/Wolf2.solid", + (char *)"Models/Wolf3.solid", + (char *)"Models/Wolf4.solid", + (char *)"Models/Wolf5.solid", + (char *)"Models/Wolf6.solid", + (char *)"Models/Wolf7.solid", + (char *)"Models/WolfLow.solid", + (char *)"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); + + Person::players[i]->addClothes(); + + if (i == 0) { + 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; + + if (i == 0) { + 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]->updatedelay = 0; + Person::players[i]->normalsupdatedelay = 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; + if (Person::players[i]->creature == wolftype) { + Person::players[i]->scale = .23; + Person::players[i]->damagetolerance = 300; + } else { + Person::players[i]->damagetolerance = 200; + } + } + + + 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); + + if (i == 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; + } + } -static void ch_fixtype(Game *game, const char *args) -{ - int dlg; - sscanf(args, "%d", &dlg); - dialoguetype[0] = dlg; -} + Person::players[0]->aitype = playercontrolled; + + 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; + } -static void ch_fixrotation(Game *game, const char *args) -{ - participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation; -} + cameraloc = Person::players[0]->coords; + cameraloc.y += 5; + yaw = Person::players[0]->yaw; -static void ch_ddialogue(Game *game, const char *args) -{ - if (numdialogues) - numdialogues--; -} + hawkcoords = Person::players[0]->coords; + hawkcoords.y += 30; -static void ch_dhs(Game *game, const char *args) -{ - if (numhotspots) - numhotspots--; -} + if (visibleloading) + LoadingScreen(); -static void ch_immobile(Game *game, const char *args) -{ - player[0].immobile = 1; -} + LOG("Starting background music..."); -static void ch_allimmobile(Game *game, const char *args) -{ - for (int i = 1; i < numplayers; i++) - player[i].immobile = 1; -} + 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; -static void ch_mobile(Game *game, const char *args) -{ - player[0].immobile = 0; -} + if (!firstload) + firstload = 1; -static void ch_default(Game *game, 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; + leveltime = 0; + visibleloading = 0; } -static void ch_play(Game *game, const char *args) +void doTutorial() { - int dlg, i; - sscanf(args, "%d", &dlg); - whichdialogue = dlg; - - if (whichdialogue >= numdialogues) - return; - - for(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; + 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; + } -static void ch_mapkilleveryone(Game *game, const char *args) -{ - maptype = mapkilleveryone; -} + //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; + } + } -static void ch_mapkillmost(Game *game, const char *args) -{ - maptype = mapkillmost; + if (tutorialstage < 14 || tutorialstage >= 50) { + Person::players[1]->coords.y = 300; + Person::players[1]->velocity = 0; + } } -static void ch_mapkillsomeone(Game *game, const char *args) +void doDebugKeys() { - maptype = mapkillsomeone; + 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 = !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); + } + + Person::players[closest]->addClothes(); + } + + 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 *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0); + Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &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 *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1); + Person::players[closest]->skeleton.drawmodel.textureptr.load("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)) { + Person::players[0]->RagDoll(0); + + 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 = !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)) { + if (objects.numobjects < max_objects - 1) { + XYZ scenecoords; + scenecoords.x = Person::players[0]->coords.x; + scenecoords.z = Person::players[0]->coords.z; + scenecoords.y = Person::players[0]->coords.y - 3; + if (editortype == bushtype) + scenecoords.y = Person::players[0]->coords.y - .5; + if (editortype == firetype) + scenecoords.y = Person::players[0]->coords.y - .5; + //objects.MakeObject(abs(Random()%3),scenecoords,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, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize); + if (editortype == treetrunktype) + objects.MakeObject(treeleavestype, scenecoords, 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 *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1); + + int k = abs(Random() % 2) + 1; + if (k == 0) { + Person::players.back()->skeleton.drawmodel.textureptr.load("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("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("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("Textures/Belt.png", 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; + 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]; + } + Person::players.back()->addClothes(); + + 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()->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); + } + } + } } -static void ch_mapgosomewhere(Game *game, const char *args) +void doJumpReversals() { - maptype = mapgosomewhere; + 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; + } + } + } + } } -static void ch_viewdistance(Game *game, const char *args) +void doAerialAcrobatics() { - viewdistance = atof(args)*100; + 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); + } + + Person::players[k]->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) { + addEnvSound(Person::players[k]->coords); + } + } + } + } + } + } + + if (tempcollide) + 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 = 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; + } } -static void ch_fadestart(Game *game, const char *args) +void doAttacks() { - fadestart = atof(args); -} + 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(); + } + } -static void ch_slomo(Game *game, const char *args) -{ - slomospeed = atof(args); - slomo = !slomo; - slomodelay = 1000; + if (!hostile || Dialog::inDialog()) + Person::players[0]->attackkeydown = 0; + + for (unsigned k = 0; k < Person::players.size(); k++) { + if (Dialog::inDialog()) + 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]->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; + } + } + } + } + } + } } -static void ch_slofreq(Game *game, const char *args) +void doPlayerCollisions() { - slomofreq = atof(args); + 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(); + } + } + } } -static void ch_skytint(Game *game, const char *args) +void doAI(unsigned i) { - sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb); - - skyboxlightr=skyboxr; - skyboxlightg=skyboxg; - skyboxlightb=skyboxb; - - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); + static bool connected; + if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) { + 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); + } + } } -static void ch_skylight(Game *game, const char *args) -{ - sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb); - game->SetUpLighting(); - terrain.DoShadows(); - objects.DoShadows(); -} - -static void ch_skybox(Game *game, const char *args) +void updateSettingsMenu() { - skyboxtexture = !skyboxtexture; - - game->SetUpLighting(); - - terrain.DoShadows(); - objects.DoShadows(); + 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); } -static void cmd_dispatch(Game *game, const char *cmd) +void updateStereoConfigMenu() { - 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); + 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); } -/********************> Tick() <*****/ -extern bool save_image(const char * fname); -void Screenshot (void) +void updateControlsMenu() { - 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); + 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::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; */ -} - -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].zgetName(), 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; + } } -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> resolutions; -void Game::Setenvironment(int which) +void MenuTick() { - LOGFUNC; - - LOG(" Setting environment..."); - - float temptexdetail; - environment=which; - - pause_sound(stream_music1snow); - pause_sound(stream_music1grass); - pause_sound(stream_music1desert); - pause_sound(stream_wind); - pause_sound(stream_desertambient); - - - 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); - - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; - - LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0); - - LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0); - - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); - - - + //menu buttons + selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight); - 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; - } - 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); + // 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(); + } - footstepsound = footstepsn1; - footstepsound2 = footstepsn2; - footstepsound3 = footstepsn1; - footstepsound4 = footstepsn2; + 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; + } + } - LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0); + OPENAL_SetFrequency(channels[stream_menutheme]); - LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0); + if (entername) { + inputText(displaytext[0], &displayselected); + if (!waiting) { // the input as finished + if (!displaytext[0].empty()) { // with enter + accountactive = Account::add(string(displaytext[0])); - //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1); + mainmenu = 8; + flash(); + fireSound(firestartsound); - 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"); + displaytext[0].clear(); + displayselected = 0; + } + entername = 0; + LoadMenu(); + } + displayblinkdelay -= multiplier; + if (displayblinkdelay <= 0) { + displayblinkdelay = .3; + displayblink = !displayblink; + } + } + if (entername) { + Menu::setText(0, displaytext[0], 20, 400, -1, -1); + Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1); + } - 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); + if (oldmainmenu != mainmenu) + LoadMenu(); + oldmainmenu = mainmenu; - if(ambientsound) - emit_stream_np(stream_wind, 100.); +} - footstepsound = footstepgr1; - footstepsound2 = footstepgr2; - footstepsound3 = footstepst1; - footstepsound4 = footstepst2; +void Game::Tick() +{ + static XYZ facing, flatfacing; + static int target; - LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0); + for (int i = 0; i < 15; i++) { + displaytime[i] += multiplier; + } - LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0); + Input::Tick(); - //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1); + 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); + } - 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"); + 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.); + } - texdetail=temptexdetail; - } - temptexdetail=texdetail; - texdetail=1; - terrain.load(":Data:Textures:heightmap.png"); + /* + 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); + 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); + 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; + } + } + } - texdetail=temptexdetail; -} + 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 = !freeze; + if (freeze) { + OPENAL_SetFrequency(OPENAL_ALL); + } + } + + if (Input::isKeyPressed(consolekey) && debugmode) { + console = !console; + if (console) { + OPENAL_SetFrequency(OPENAL_ALL); + } 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 = !consoleblink; + } + } + + static int oldwinfreeze; + if (winfreeze && !oldwinfreeze) { + OPENAL_SetFrequency(OPENAL_ALL); + 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 (Dialog::inDialog()) + talkdelay = 1; + talkdelay -= multiplier; + + if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) { + for (int i = 0; i < Dialog::dialogs.size(); i++) { + Dialog::dialogs[i].tick(i); + } + } + + 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++) { + 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 (!Dialog::inDialog()) { + 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 (Dialog::inDialog()) { + cameramode = 1; + if (Dialog::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) { + Dialog::currentScene().participantfocus = whichend; + Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords; + Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw; + } + if (whichend == -1) { + Dialog::currentScene().participantfocus = -1; + } + /* FIXME: potentially accessing -1 in Person::players! */ + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + } + Dialog::currentScene().camera = viewer; + Dialog::currentScene().camerayaw = yaw; + Dialog::currentScene().camerapitch = pitch; + Dialog::indialogue++; + if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); + } + } + + for (unsigned j = 0; j < Person::players.size(); j++) { + Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[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; + Dialog::currentScene().participantfacing[whichend] = facing; + } + if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + } + } + if (!Dialog::directing) { + pause_sound(whooshsound); + viewer = Dialog::currentScene().camera; + viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1); + yaw = Dialog::currentScene().camerayaw; + pitch = Dialog::currentScene().camerapitch; + if (Dialog::dialoguetime > 0.5) { + if (Input::isKeyPressed(attackkey)) { + Dialog::indialogue++; + if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) { + if (Dialog::currentScene().sound != 0) { + playdialoguescenesound(); + if (Dialog::currentScene().sound == -5) { + hotspot[numhotspots] = Person::players[0]->coords; + hotspotsize[numhotspots] = 10; + hotspottype[numhotspots] = -1; + + numhotspots++; + } + if (Dialog::currentScene().sound == -6) { + hostile = 1; + } + + if (Person::players[Dialog::currentScene().participantfocus]->dead) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + } + } + } + } + } + if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) { + Dialog::indialogue = -1; + Dialog::directing = false; + cameramode = 0; + if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) { + hostile = 1; + } + if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) { + windialogue = true; + } + if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 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; + + + Dialog::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 && !Dialog::inDialog()) { + //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 && !Dialog::inDialog()) { + 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 (Dialog::inDialog()) { + Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]); + Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[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 (Dialog::inDialog()) { + 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]->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]->takeWeapon(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]->takeWeapon(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.); + + 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; + } + Person::players[i]->takeWeapon(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; + 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]].thrown(aim * 50, false); + 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; + XYZ tempVelocity = Person::players[i]->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false); + 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 (Dialog::inDialog()) { + 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(leftfoot, 1); + Person::players[i]->FootLand(rightfoot, 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]; + } + } + OPENAL_SetFrequency(OPENAL_ALL, slomo); + + 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); + + 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; + } + } -void Game::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); - Loadlevel(buf); - } - else - Loadlevel("mapsave"); + if (Input::isKeyPressed(SDL_SCANCODE_F1)) + Screenshot(); } -void Game::Loadlevel(const char *name){ - int i,j,k,l,m; - static int oldlevel; - int templength; - float lamefloat; - int lameint; - static const char *pfx = ":Data:Maps:"; - char *buf; - - float headprop,legprop,armprop,bodyprop; - - LOGFUNC; - - LOG(std::string("Loading level...") + name); - - if(!gameon)visibleloading=1; - - if(stealthloading)visibleloading=0; - - if(!stillloading)loadtime=0; - gamestarted=1; - - numenvsounds=0; - //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 - buf = (char*) alloca(strlen(pfx) + strlen(name) + 1); - sprintf(buf, "%s%s", pfx, name); - const char *FixedFN = ConvertFileName(buf); - - 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;i 90) + pitch = 90; + if (pitch < -70) + pitch = -70; + } } -void Game::Tick() +void Game::TickOnceAfter() { - 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; - } - } - } - else 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; - } - } - else 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; - } - } - } - - else 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(); - whichchoice=selected-7-accountactive->getCampaignChoicesMade(); - visibleloading=1; - stillloading=1; - Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]); - //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; - } - } - else if(mainmenu==10){ - endgame=2; - if(Input::Button()&&!oldbutton&&selected==3){ - fireSound(); - - flash(); - - mainmenu=5; - } - } - - else 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; - } - } - } - } - else 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(); - - } - } - else 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;iaitype == 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; + } -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; - } + 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) { + 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); + } + } + if (camerashake > .8) + camerashake = .8; + woozy += multiplier; + if (Person::players[0]->dead) + camerashake = 0; + if (Person::players[0]->dead) + woozy = 0; + camerashake -= multiplier * 2; + blackout -= multiplier * 2; + if (camerashake < 0) + camerashake = 0; + if (blackout < 0) + blackout = 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 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); - - Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]); - - 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; - } - } -}