2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
20 // Enable full math definitions
21 #define _USE_MATH_DEFINES
25 #include <sys/types.h>
37 #include "openal_wrapper.h"
40 #include "Animation.h"
50 // Added more evilness needed for MSVC
52 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
53 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
57 extern float multiplier;
59 extern int environment;
60 extern Terrain terrain;
61 extern float screenwidth, screenheight;
64 extern float texdetail;
65 extern Objects objects;
67 extern float slomodelay;
68 extern bool floatjump;
71 extern float camerashake;
73 extern float blackout;
74 extern bool cellophane;
75 extern bool musictoggle;
76 extern int difficulty;
77 extern int bloodtoggle;
78 extern bool invertmouse;
80 extern float precipdelay;
81 extern XYZ viewerfacing;
82 extern bool ambientsound;
83 extern bool mousejump;
84 extern float viewdistance;
86 extern bool keyboardfrozen;
87 extern bool loadingstuff;
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
102 extern float tintr, tintg, tintb;
103 extern bool skyboxtexture;
104 extern float skyboxr;
105 extern float skyboxg;
106 extern float skyboxb;
107 extern float skyboxlightr;
108 extern float skyboxlightg;
109 extern float skyboxlightb;
110 extern float fadestart;
111 extern float slomospeed;
112 extern float slomofreq;
113 extern int tutoriallevel;
114 extern float smoketex;
115 extern float tutorialstagetime;
116 extern int tutorialstage;
117 extern float tutorialmaxtime;
118 extern float tutorialsuccess;
119 extern bool againbonus;
120 extern bool reversaltrain;
121 extern bool canattack;
122 extern bool cananger;
123 extern float damagedealt;
125 extern int editoractive;
126 extern int editorpathtype;
127 extern TGAImageRec texture;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
149 extern void toggleFullscreen();
152 void Loadlevel(int which);
153 void Loadlevel(const char *name);
165 std::string description;
168 0 = Immediately load next level at the end of this one.
169 1 = Go back to the world map.
170 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
172 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
173 std::vector<int> nextlevel;
175 CampaignLevel() : width(10) {
181 return 30 + 120 + location.x * 400 / 512;
184 return 30 + 30 + (512 - location.y) * 400 / 512;
187 return getStartX() + width;
190 return getStartY() + width;
194 center.x = getStartX() + width / 2;
195 center.y = getStartY() + width / 2;
201 istream& operator<< (istream& is) {
208 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
209 description.replace(pos, 1, 1, ' ');
216 for (int j = 0; j < numnext; j++) {
219 nextlevel.push_back(next - 1);
227 friend istream& operator>> (istream& is, CampaignLevel& cl) {
235 vector<CampaignLevel> campaignlevels;
238 bool winhotspot = false;
239 bool windialogue = false;
242 float cameradist = 0;
243 bool oldattackkey = 0;
245 float musicvolume[4] = {};
246 float oldmusicvolume[4] = {};
247 int musicselected = 0;
251 static const char *rabbitskin[] = {
252 ":Data:Textures:Fur3.jpg",
253 ":Data:Textures:Fur.jpg",
254 ":Data:Textures:Fur2.jpg",
255 ":Data:Textures:Lynx.jpg",
256 ":Data:Textures:Otter.jpg",
257 ":Data:Textures:Opal.jpg",
258 ":Data:Textures:Sable.jpg",
259 ":Data:Textures:Chocolate.jpg",
260 ":Data:Textures:BW2.jpg",
261 ":Data:Textures:WB2.jpg"
264 static const char *wolfskin[] = {
265 ":Data:Textures:Wolf.jpg",
266 ":Data:Textures:Darkwolf.jpg",
267 ":Data:Textures:Snowwolf.jpg"
270 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
271 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
273 static const char **creatureskin[] = {rabbitskin, wolfskin};
275 /* Return true if PFX is a prefix of STR (case-insensitive). */
276 static bool stripfx(const char *str, const char *pfx)
278 return !strncasecmp(str, pfx, strlen(pfx));
281 static const char *cmd_names[] = {
282 #define DECLARE_COMMAND(cmd) #cmd,
283 #include "ConsoleCmds.h"
284 #undef DECLARE_COMMAND
287 typedef void (*console_handler)(const char *args);
289 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
293 static console_handler cmd_handlers[] = {
294 #define DECLARE_COMMAND(cmd) ch_##cmd,
295 #include "ConsoleCmds.h"
296 #undef DECLARE_COMMAND
303 // TODO: this is slightly incorrect
304 inline float roughDirection(XYZ vec)
307 float angle = -asin(-vec.x) * 180 / M_PI;
312 inline float roughDirectionTo(XYZ start, XYZ end)
314 return roughDirection(end - start);
316 inline float pitchOf(XYZ vec)
319 return -asin(vec.y) * 180 / M_PI;
321 inline float pitchTo(XYZ start, XYZ end)
323 return pitchOf(end - start);
325 inline float sq(float n)
329 inline float stepTowardf(float from, float to, float by)
331 if (fabs(from - to) < by)
339 void playdialogueboxsound()
342 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
343 temppos = temppos - viewer;
348 switch (dialogueboxsound[whichdialogue][indialogue]) {
353 sound = consolefailsound;
356 sound = consolesuccesssound;
359 sound = firestartsound;
362 sound = fireendsound;
365 sound = rabbitchitter;
368 sound = rabbitchitter2;
371 sound = rabbitpainsound;
374 sound = rabbitpain1sound;
377 sound = rabbitattacksound;
380 sound = rabbitattack2sound;
383 sound = rabbitattack3sound;
386 sound = rabbitattack4sound;
410 sound = barkgrowlsound;
416 emit_sound_at(sound, temppos);
419 // ================================================================
421 bool AddClothes(const char *fileName, GLubyte *array)
425 unsigned char fileNamep[256];
426 CopyCStringToPascal(fileName, fileNamep);
428 opened = upload_image( fileNamep , 1);
433 if (tintr > 1) tintr = 1;
434 if (tintg > 1) tintg = 1;
435 if (tintb > 1) tintb = 1;
437 if (tintr < 0) tintr = 0;
438 if (tintg < 0) tintg = 0;
439 if (tintb < 0) tintb = 0;
441 int bytesPerPixel = texture.bpp / 8;
445 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
446 if (bytesPerPixel == 3)
448 else if ((i + 1) % 4 == 0)
449 alphanum = texture.data[i];
451 if ((i + 1) % 4 || bytesPerPixel == 3) {
453 texture.data[i] *= tintr;
455 texture.data[i] *= tintg;
457 texture.data[i] *= tintb;
458 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
469 static void ch_quit(const char *args)
474 static void ch_map(const char *args)
481 static void ch_save(const char *args)
484 snprintf(buf, 63, ":Data:Maps:%s", args);
489 tfile = fopen( ConvertFileName(buf), "wb" );
490 fpackf(tfile, "Bi", mapvers);
491 fpackf(tfile, "Bi", maptype);
492 fpackf(tfile, "Bi", hostile);
493 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
494 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
495 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
496 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
497 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
498 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
499 for (int j = 0; j < Person::players[0]->num_weapons; j++)
500 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
502 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
503 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
504 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
505 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
507 fpackf(tfile, "Bi", Person::players[0]->numclothes);
509 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
511 fpackf(tfile, "Bi", numdialogues);
513 for (int k = 0; k < numdialogues; k++) {
514 fpackf(tfile, "Bi", numdialogueboxes[k]);
515 fpackf(tfile, "Bi", dialoguetype[k]);
516 for (int l = 0; l < 10; l++) {
517 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
518 fpackf(tfile, "Bf", participantyaw[k][l]);
520 for (int l = 0; l < numdialogueboxes[k]; l++) {
521 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
522 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
523 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
524 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
525 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
527 int templength = strlen(dialoguetext[k][l]);
528 fpackf(tfile, "Bi", (templength));
529 for (int m = 0; m < templength; m++) {
530 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
531 if (dialoguetext[k][l][m] == '\0')
535 templength = strlen(dialoguename[k][l]);
536 fpackf(tfile, "Bi", templength);
537 for (int m = 0; m < templength; m++) {
538 fpackf(tfile, "Bb", dialoguename[k][l][m]);
539 if (dialoguename[k][l][m] == '\0')
543 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
544 fpackf(tfile, "Bi", participantfocus[k][l]);
545 fpackf(tfile, "Bi", participantaction[k][l]);
547 for (int m = 0; m < 10; m++)
548 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
550 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
554 for (int k = 0; k < Person::players[0]->numclothes; k++) {
555 int templength = strlen(Person::players[0]->clothes[k]);
556 fpackf(tfile, "Bi", templength);
557 for (int l = 0; l < templength; l++)
558 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
559 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
562 fpackf(tfile, "Bi", environment);
564 fpackf(tfile, "Bi", objects.numobjects);
566 for (int k = 0; k < objects.numobjects; k++)
567 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
568 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
570 fpackf(tfile, "Bi", numhotspots);
571 for (int i = 0; i < numhotspots; i++) {
572 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
573 int templength = strlen(hotspottext[i]);
574 fpackf(tfile, "Bi", templength);
575 for (int l = 0; l < templength; l++)
576 fpackf(tfile, "Bb", hotspottext[i][l]);
579 fpackf(tfile, "Bi", Person::players.size());
580 if (Person::players.size() > maxplayers) {
581 cout << "Warning: this level contains more players than allowed" << endl;
583 for (unsigned j = 1; j < Person::players.size(); j++) {
584 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
585 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
586 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
587 if (Person::players[j]->num_weapons < 5)
588 for (int k = 0; k < Person::players[j]->num_weapons; k++)
589 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
590 if (Person::players[j]->numwaypoints < 30) {
591 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
592 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
593 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
594 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
595 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
596 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
598 fpackf(tfile, "Bi", Person::players[j]->waypoint);
600 Person::players[j]->numwaypoints = 0;
601 Person::players[j]->waypoint = 0;
602 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
605 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
606 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
607 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
608 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
610 float headprop, bodyprop, armprop, legprop;
611 if (Person::players[j]->creature == wolftype) {
612 headprop = Person::players[j]->proportionhead.x / 1.1;
613 bodyprop = Person::players[j]->proportionbody.x / 1.1;
614 armprop = Person::players[j]->proportionarms.x / 1.1;
615 legprop = Person::players[j]->proportionlegs.x / 1.1;
616 } else if (Person::players[j]->creature == rabbittype) {
617 headprop = Person::players[j]->proportionhead.x / 1.2;
618 bodyprop = Person::players[j]->proportionbody.x / 1.05;
619 armprop = Person::players[j]->proportionarms.x / 1.00;
620 legprop = Person::players[j]->proportionlegs.x / 1.1;
623 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
625 fpackf(tfile, "Bi", Person::players[j]->numclothes);
626 if (Person::players[j]->numclothes)
627 for (int k = 0; k < Person::players[j]->numclothes; k++) {
629 templength = strlen(Person::players[j]->clothes[k]);
630 fpackf(tfile, "Bi", templength);
631 for (int l = 0; l < templength; l++)
632 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
633 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
637 fpackf(tfile, "Bi", numpathpoints);
638 for (int j = 0; j < numpathpoints; j++) {
639 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
640 for (int k = 0; k < numpathpointconnect[j]; k++)
641 fpackf(tfile, "Bi", pathpointconnect[j][k]);
644 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
649 static void ch_cellar(const char *args)
651 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
654 static void ch_tint(const char *args)
656 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
659 static void ch_tintr(const char *args)
664 static void ch_tintg(const char *args)
669 static void ch_tintb(const char *args)
674 static void ch_speed(const char *args)
676 Person::players[0]->speedmult = atof(args);
679 static void ch_strength(const char *args)
681 Person::players[0]->power = atof(args);
684 static void ch_power(const char *args)
686 Person::players[0]->power = atof(args);
689 static void ch_size(const char *args)
691 Person::players[0]->scale = atof(args) * .2;
694 static int findClosestPlayer()
697 float closestdist = std::numeric_limits<float>::max();
699 for (unsigned i = 1; i < Person::players.size(); i++) {
700 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
701 if (distance < closestdist) {
702 closestdist = distance;
709 static int findClosestObject()
712 float closestdist = std::numeric_limits<float>::max();
714 for (int i = 0; i < objects.numobjects; i++) {
715 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
716 if (distance < closestdist) {
717 closestdist = distance;
724 static void ch_sizenear(const char *args)
726 int closest = findClosestPlayer();
728 Person::players[closest]->scale = atof(args) * .2;
731 static void set_proportion(int pnum, const char *args)
733 float headprop, bodyprop, armprop, legprop;
735 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
737 if (Person::players[pnum]->creature == wolftype) {
738 Person::players[pnum]->proportionhead = 1.1 * headprop;
739 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
740 Person::players[pnum]->proportionarms = 1.1 * armprop;
741 Person::players[pnum]->proportionlegs = 1.1 * legprop;
742 } else if (Person::players[pnum]->creature == rabbittype) {
743 Person::players[pnum]->proportionhead = 1.2 * headprop;
744 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
745 Person::players[pnum]->proportionarms = 1.00 * armprop;
746 Person::players[pnum]->proportionlegs = 1.1 * legprop;
747 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
751 static void ch_proportion(const char *args)
753 set_proportion(0, args);
756 static void ch_proportionnear(const char *args)
758 int closest = findClosestPlayer();
760 set_proportion(closest, args);
763 static void set_protection(int pnum, const char *args)
765 float head, high, low;
766 sscanf(args, "%f%f%f", &head, &high, &low);
768 Person::players[pnum]->protectionhead = head;
769 Person::players[pnum]->protectionhigh = high;
770 Person::players[pnum]->protectionlow = low;
773 static void ch_protection(const char *args)
775 set_protection(0, args);
778 static void ch_protectionnear(const char *args)
780 int closest = findClosestPlayer();
782 set_protection(closest, args);
785 static void set_armor(int pnum, const char *args)
787 float head, high, low;
788 sscanf(args, "%f%f%f", &head, &high, &low);
790 Person::players[pnum]->armorhead = head;
791 Person::players[pnum]->armorhigh = high;
792 Person::players[pnum]->armorlow = low;
795 static void ch_armor(const char *args)
800 static void ch_armornear(const char *args)
802 int closest = findClosestPlayer();
804 set_armor(closest, args);
807 static void ch_protectionreset(const char *args)
809 set_protection(0, "1 1 1");
810 set_armor(0, "1 1 1");
813 static void set_metal(int pnum, const char *args)
815 float head, high, low;
816 sscanf(args, "%f%f%f", &head, &high, &low);
818 Person::players[pnum]->metalhead = head;
819 Person::players[pnum]->metalhigh = high;
820 Person::players[pnum]->metallow = low;
823 static void ch_metal(const char *args)
828 static void set_noclothes(int pnum, const char *args)
830 Person::players[pnum]->numclothes = 0;
831 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
832 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
833 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
836 static void ch_noclothes(const char *args)
838 set_noclothes(0, args);
841 static void ch_noclothesnear(const char *args)
843 int closest = findClosestPlayer();
845 set_noclothes(closest, args);
849 static void set_clothes(int pnum, const char *args)
852 snprintf(buf, 63, ":Data:Textures:%s.png", args);
854 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
857 Person::players[pnum]->DoMipmaps();
858 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
859 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
860 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
861 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
862 Person::players[pnum]->numclothes++;
865 static void ch_clothes(const char *args)
867 set_clothes(0, args);
870 static void ch_clothesnear(const char *args)
872 int closest = findClosestPlayer();
874 set_clothes(closest, args);
877 static void ch_belt(const char *args)
879 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
883 static void ch_cellophane(const char *args)
885 cellophane = !cellophane;
886 float mul = (cellophane ? 0 : 1);
888 for (auto player : Person::players) {
889 player->proportionhead.z = player->proportionhead.x * mul;
890 player->proportionbody.z = player->proportionbody.x * mul;
891 player->proportionarms.z = player->proportionarms.x * mul;
892 player->proportionlegs.z = player->proportionlegs.x * mul;
896 static void ch_funnybunny(const char *args)
898 Person::players[0]->skeleton.id = 0;
899 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
900 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
901 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
902 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
903 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
904 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
905 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
906 Person::players[0]->creature = rabbittype;
907 Person::players[0]->scale = .2;
908 Person::players[0]->headless = 0;
909 Person::players[0]->damagetolerance = 200;
910 set_proportion(0, "1 1 1 1");
913 static void ch_wolfie(const char *args)
915 Person::players[0]->skeleton.id = 0;
916 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
917 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
918 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
919 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
920 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
921 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
922 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
923 Person::players[0]->creature = wolftype;
924 Person::players[0]->damagetolerance = 300;
925 set_proportion(0, "1 1 1 1");
928 static void ch_wolfieisgod(const char *args)
933 static void ch_wolf(const char *args)
935 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 static void ch_snowwolf(const char *args)
940 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 static void ch_darkwolf(const char *args)
945 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 static void ch_lizardwolf(const char *args)
950 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 static void ch_white(const char *args)
955 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 static void ch_brown(const char *args)
960 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 static void ch_black(const char *args)
965 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
968 static void ch_sizemin(const char *args)
970 for (unsigned i = 1; i < Person::players.size(); i++)
971 if (Person::players[i]->scale < 0.8 * 0.2)
972 Person::players[i]->scale = 0.8 * 0.2;
975 static void ch_tutorial(const char *args)
977 tutoriallevel = atoi(args);
980 static void ch_hostile(const char *args)
982 hostile = atoi(args);
985 static void ch_indemo(const char *args)
988 hotspot[numhotspots] = Person::players[0]->coords;
989 hotspotsize[numhotspots] = 0;
990 hotspottype[numhotspots] = -111;
991 strcpy(hotspottext[numhotspots], "mapname");
995 static void ch_notindemo(const char *args)
1001 static void ch_type(const char *args)
1003 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1004 for (int i = 0; i < n; i++)
1005 if (stripfx(args, editortypenames[i])) {
1011 static void ch_path(const char *args)
1013 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1014 for (int i = 0; i < n; i++)
1015 if (stripfx(args, pathtypenames[i])) {
1021 static void ch_hs(const char *args)
1023 hotspot[numhotspots] = Person::players[0]->coords;
1027 sscanf(args, "%f%d %n", &size, &type, &shift);
1029 hotspotsize[numhotspots] = size;
1030 hotspottype[numhotspots] = type;
1032 strcpy(hotspottext[numhotspots], args + shift);
1033 strcat(hotspottext[numhotspots], "\n");
1038 static void ch_dialogue(const char *args)
1041 char buf1[32], buf2[64];
1043 sscanf(args, "%d %31s", &dlg, buf1);
1044 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1046 dialoguetype[numdialogues] = dlg;
1048 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1049 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1051 ifstream ipstream(ConvertFileName(buf2));
1052 ipstream.ignore(256, ':');
1053 ipstream >> numdialogueboxes[numdialogues];
1054 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1055 ipstream.ignore(256, ':');
1056 ipstream.ignore(256, ':');
1057 ipstream.ignore(256, ' ');
1058 ipstream >> dialogueboxlocation[numdialogues][i];
1059 ipstream.ignore(256, ':');
1060 ipstream >> dialogueboxcolor[numdialogues][i][0];
1061 ipstream >> dialogueboxcolor[numdialogues][i][1];
1062 ipstream >> dialogueboxcolor[numdialogues][i][2];
1063 ipstream.ignore(256, ':');
1064 ipstream.getline(dialoguename[numdialogues][i], 64);
1065 ipstream.ignore(256, ':');
1066 ipstream.ignore(256, ' ');
1067 ipstream.getline(dialoguetext[numdialogues][i], 128);
1068 for (int j = 0; j < 128; j++) {
1069 if (dialoguetext[numdialogues][i][j] == '\\')
1070 dialoguetext[numdialogues][i][j] = '\n';
1072 ipstream.ignore(256, ':');
1073 ipstream >> dialogueboxsound[numdialogues][i];
1076 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1077 for (unsigned j = 0; j < Person::players.size(); j++) {
1078 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1085 whichdialogue = numdialogues;
1090 static void ch_fixdialogue(const char *args)
1092 char buf1[32], buf2[64];
1095 sscanf(args, "%d %31s", &whichdi, buf1);
1096 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1098 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1099 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1101 ifstream ipstream(ConvertFileName(buf2));
1102 ipstream.ignore(256, ':');
1103 ipstream >> numdialogueboxes[whichdi];
1104 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1105 ipstream.ignore(256, ':');
1106 ipstream.ignore(256, ':');
1107 ipstream.ignore(256, ' ');
1108 ipstream >> dialogueboxlocation[whichdi][i];
1109 ipstream.ignore(256, ':');
1110 ipstream >> dialogueboxcolor[whichdi][i][0];
1111 ipstream >> dialogueboxcolor[whichdi][i][1];
1112 ipstream >> dialogueboxcolor[whichdi][i][2];
1113 ipstream.ignore(256, ':');
1114 ipstream.getline(dialoguename[whichdi][i], 64);
1115 ipstream.ignore(256, ':');
1116 ipstream.ignore(256, ' ');
1117 ipstream.getline(dialoguetext[whichdi][i], 128);
1118 for (int j = 0; j < 128; j++) {
1119 if (dialoguetext[whichdi][i][j] == '\\')
1120 dialoguetext[whichdi][i][j] = '\n';
1122 ipstream.ignore(256, ':');
1123 ipstream >> dialogueboxsound[whichdi][i];
1129 static void ch_fixtype(const char *args)
1132 sscanf(args, "%d", &dlg);
1133 dialoguetype[0] = dlg;
1136 static void ch_fixrotation(const char *args)
1138 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1141 static void ch_ddialogue(const char *args)
1147 static void ch_dhs(const char *args)
1153 static void ch_immobile(const char *args)
1155 Person::players[0]->immobile = 1;
1158 static void ch_allimmobile(const char *args)
1160 for (unsigned i = 1; i < Person::players.size(); i++)
1161 Person::players[i]->immobile = 1;
1164 static void ch_mobile(const char *args)
1166 Person::players[0]->immobile = 0;
1169 static void ch_default(const char *args)
1171 Person::players[0]->armorhead = 1;
1172 Person::players[0]->armorhigh = 1;
1173 Person::players[0]->armorlow = 1;
1174 Person::players[0]->protectionhead = 1;
1175 Person::players[0]->protectionhigh = 1;
1176 Person::players[0]->protectionlow = 1;
1177 Person::players[0]->metalhead = 1;
1178 Person::players[0]->metalhigh = 1;
1179 Person::players[0]->metallow = 1;
1180 Person::players[0]->power = 1;
1181 Person::players[0]->speedmult = 1;
1182 Person::players[0]->scale = 1;
1184 if (Person::players[0]->creature == wolftype) {
1185 Person::players[0]->proportionhead = 1.1;
1186 Person::players[0]->proportionbody = 1.1;
1187 Person::players[0]->proportionarms = 1.1;
1188 Person::players[0]->proportionlegs = 1.1;
1189 } else if (Person::players[0]->creature == rabbittype) {
1190 Person::players[0]->proportionhead = 1.2;
1191 Person::players[0]->proportionbody = 1.05;
1192 Person::players[0]->proportionarms = 1.00;
1193 Person::players[0]->proportionlegs = 1.1;
1194 Person::players[0]->proportionlegs.y = 1.05;
1197 Person::players[0]->numclothes = 0;
1198 Person::players[0]->skeleton.drawmodel.textureptr.load(
1199 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1200 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1202 editoractive = typeactive;
1203 Person::players[0]->immobile = 0;
1206 static void ch_play(const char *args)
1209 sscanf(args, "%d", &dlg);
1210 whichdialogue = dlg;
1212 if (whichdialogue >= numdialogues)
1215 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1216 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1217 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1218 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1219 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1220 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1221 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1227 playdialogueboxsound();
1230 static void ch_mapkilleveryone(const char *args)
1232 maptype = mapkilleveryone;
1235 static void ch_mapkillmost(const char *args)
1237 maptype = mapkillmost;
1240 static void ch_mapkillsomeone(const char *args)
1242 maptype = mapkillsomeone;
1245 static void ch_mapgosomewhere(const char *args)
1247 maptype = mapgosomewhere;
1250 static void ch_viewdistance(const char *args)
1252 viewdistance = atof(args) * 100;
1255 static void ch_fadestart(const char *args)
1257 fadestart = atof(args);
1260 static void ch_slomo(const char *args)
1262 slomospeed = atof(args);
1267 static void ch_slofreq(const char *args)
1269 slomofreq = atof(args);
1272 static void ch_skytint(const char *args)
1274 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1276 skyboxlightr = skyboxr;
1277 skyboxlightg = skyboxg;
1278 skyboxlightb = skyboxb;
1282 terrain.DoShadows();
1283 objects.DoShadows();
1286 static void ch_skylight(const char *args)
1288 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1292 terrain.DoShadows();
1293 objects.DoShadows();
1296 static void ch_skybox(const char *args)
1298 skyboxtexture = !skyboxtexture;
1302 terrain.DoShadows();
1303 objects.DoShadows();
1306 static void cmd_dispatch(const string cmd)
1308 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1310 for (i = 0; i < n_cmds; i++)
1311 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1312 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1313 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1316 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1319 /********************> Tick() <*****/
1320 extern bool save_image(const char * fname);
1321 void Screenshot (void)
1323 char filename[1024];
1324 time_t t = time(NULL);
1325 struct tm *tme = localtime(&t);
1326 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
1327 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1330 mkdir("Screenshots");
1333 save_image(filename);
1336 void Game::SetUpLighting()
1338 if (environment == snowyenvironment)
1339 light.setColors(.65, .65, .7, .4, .4, .44);
1340 if (environment == desertenvironment)
1341 light.setColors(.95, .95, .95, .4, .35, .3);
1342 if (environment == grassyenvironment)
1343 light.setColors(.95, .95, 1, .4, .4, .44);
1345 light.setColors(1, 1, 1, .4, .4, .4);
1347 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1348 light.color[0] *= (skyboxlightr + average) / 2;
1349 light.color[1] *= (skyboxlightg + average) / 2;
1350 light.color[2] *= (skyboxlightb + average) / 2;
1351 light.ambient[0] *= (skyboxlightr + average) / 2;
1352 light.ambient[1] *= (skyboxlightg + average) / 2;
1353 light.ambient[2] *= (skyboxlightb + average) / 2;
1356 int findPathDist(int start, int end)
1358 int smallestcount, count, connected;
1359 int last, last2, last3, last4;
1362 smallestcount = 1000;
1363 for (int i = 0; i < 50; i++) {
1369 while (last != end && count < 30) {
1371 for (int j = 0; j < numpathpoints; j++) {
1372 if (j != last && j != last2 && j != last3 && j != last4) {
1374 if (numpathpointconnect[j])
1375 for (int k = 0; k < numpathpointconnect[j]; k++) {
1376 if (pathpointconnect[j][k] == last)connected = 1;
1379 if (numpathpointconnect[last])
1380 for (int k = 0; k < numpathpointconnect[last]; k++) {
1381 if (pathpointconnect[last][k] == j)connected = 1;
1384 if (closest == -1 || Random() % 2 == 0) {
1395 if (count < smallestcount)
1396 smallestcount = count;
1398 return smallestcount;
1401 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1403 static XYZ colpoint, colviewer, coltarget;
1404 static float minx, minz, maxx, maxz, miny, maxy;
1406 minx = min(startpoint.x, endpoint.x) - 1;
1407 miny = min(startpoint.y, endpoint.y) - 1;
1408 minz = min(startpoint.z, endpoint.z) - 1;
1409 maxx = max(startpoint.x, endpoint.x) + 1;
1410 maxy = max(startpoint.y, endpoint.y) + 1;
1411 maxz = max(startpoint.z, endpoint.z) + 1;
1413 for (int i = 0; i < objects.numobjects; i++) {
1414 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1415 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1416 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1417 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1418 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1419 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1420 if ( objects.type[i] != treeleavestype &&
1421 objects.type[i] != bushtype &&
1422 objects.type[i] != firetype) {
1423 colviewer = startpoint;
1424 coltarget = endpoint;
1425 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1431 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1436 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1438 static XYZ colpoint, colviewer, coltarget;
1439 static float minx, minz, maxx, maxz, miny, maxy;
1440 static int i; //FIXME: see below
1442 minx = min(startpoint.x, endpoint.x) - 1;
1443 miny = min(startpoint.y, endpoint.y) - 1;
1444 minz = min(startpoint.z, endpoint.z) - 1;
1445 maxx = max(startpoint.x, endpoint.x) + 1;
1446 maxy = max(startpoint.y, endpoint.y) + 1;
1447 maxz = max(startpoint.z, endpoint.z) + 1;
1450 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1451 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1452 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1453 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1454 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1455 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1456 if ( objects.type[what] != treeleavestype &&
1457 objects.type[what] != bushtype &&
1458 objects.type[what] != firetype) {
1459 colviewer = startpoint;
1460 coltarget = endpoint;
1462 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1469 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1475 void Setenvironment(int which)
1479 LOG(" Setting environment...");
1481 float temptexdetail;
1482 environment = which;
1484 pause_sound(stream_snowtheme);
1485 pause_sound(stream_grasstheme);
1486 pause_sound(stream_deserttheme);
1487 pause_sound(stream_wind);
1488 pause_sound(stream_desertambient);
1491 if (environment == snowyenvironment) {
1495 emit_stream_np(stream_wind);
1497 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1498 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1499 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1500 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1502 footstepsound = footstepsn1;
1503 footstepsound2 = footstepsn2;
1504 footstepsound3 = footstepst1;
1505 footstepsound4 = footstepst2;
1507 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1508 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1510 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1515 temptexdetail = texdetail;
1518 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1519 ":Data:Textures:Skybox(snow):Left.jpg",
1520 ":Data:Textures:Skybox(snow):Back.jpg",
1521 ":Data:Textures:Skybox(snow):Right.jpg",
1522 ":Data:Textures:Skybox(snow):Up.jpg",
1523 ":Data:Textures:Skybox(snow):Down.jpg");
1528 texdetail = temptexdetail;
1529 } else if (environment == desertenvironment) {
1532 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1533 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1534 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1535 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1539 emit_stream_np(stream_desertambient);
1541 footstepsound = footstepsn1;
1542 footstepsound2 = footstepsn2;
1543 footstepsound3 = footstepsn1;
1544 footstepsound4 = footstepsn2;
1546 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1547 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1549 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1553 temptexdetail = texdetail;
1556 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1557 ":Data:Textures:Skybox(sand):Left.jpg",
1558 ":Data:Textures:Skybox(sand):Back.jpg",
1559 ":Data:Textures:Skybox(sand):Right.jpg",
1560 ":Data:Textures:Skybox(sand):Up.jpg",
1561 ":Data:Textures:Skybox(sand):Down.jpg");
1566 texdetail = temptexdetail;
1567 } else if (environment == grassyenvironment) {
1570 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1571 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1572 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1573 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1576 emit_stream_np(stream_wind, 100.);
1578 footstepsound = footstepgr1;
1579 footstepsound2 = footstepgr2;
1580 footstepsound3 = footstepst1;
1581 footstepsound4 = footstepst2;
1583 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1584 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1586 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1590 temptexdetail = texdetail;
1593 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1594 ":Data:Textures:Skybox(grass):Left.jpg",
1595 ":Data:Textures:Skybox(grass):Back.jpg",
1596 ":Data:Textures:Skybox(grass):Right.jpg",
1597 ":Data:Textures:Skybox(grass):Up.jpg",
1598 ":Data:Textures:Skybox(grass):Down.jpg");
1602 texdetail = temptexdetail;
1604 temptexdetail = texdetail;
1606 terrain.load(":Data:Textures:heightmap.png");
1608 texdetail = temptexdetail;
1615 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1616 if (!ipstream.good()) {
1617 if (accountactive->getCurrentCampaign() == "main") {
1618 cerr << "Could not found main campaign!" << endl;
1621 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1622 accountactive->setCurrentCampaign("main");
1623 return LoadCampaign();
1625 ipstream.ignore(256, ':');
1627 ipstream >> numlevels;
1628 campaignlevels.clear();
1629 for (int i = 0; i < numlevels; i++) {
1632 campaignlevels.push_back(cl);
1636 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1638 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1640 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1643 if (accountactive->getCampaignChoicesMade() == 0) {
1644 accountactive->setCampaignScore(0);
1645 accountactive->resetFasttime();
1649 vector<string> ListCampaigns()
1651 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1652 struct dirent *campaign = NULL;
1654 perror("Problem while loading campaigns");
1655 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1658 vector<string> campaignNames;
1659 while ((campaign = readdir(campaigns)) != NULL) {
1660 string name(campaign->d_name);
1661 if (name.length() < 5)
1663 if (!name.compare(name.length() - 4, 4, ".txt")) {
1664 campaignNames.push_back(name.substr(0, name.length() - 4));
1667 closedir(campaigns);
1668 return campaignNames;
1671 void Loadlevel(int which)
1678 Loadlevel("tutorial");
1679 } else if (which >= 0 && which <= 15) {
1681 snprintf(buf, 32, "map%d", which + 1); // challenges
1684 Loadlevel("mapsave");
1687 void Loadlevel(const char *name)
1691 static const char *pfx = ":Data:Maps:";
1694 float headprop, legprop, armprop, bodyprop;
1698 LOG(std::string("Loading level...") + name);
1710 if (tutoriallevel != -1)
1715 if (tutoriallevel == 1)
1717 if (tutorialstage == 0) {
1718 tutorialstagetime = 0;
1719 tutorialmaxtime = 1;
1722 pause_sound(whooshsound);
1723 pause_sound(stream_firesound);
1725 // Change the map filename into something that is os specific
1726 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1727 sprintf(buf, "%s%s", pfx, name);
1728 const char *FixedFN = ConvertFileName(buf);
1732 //~ char* buff=getcwd(NULL,0);
1733 //~ cout << buff << " " << FixedFN << endl;
1735 tfile = fopen( FixedFN, "rb" );
1737 pause_sound(stream_firesound);
1739 windialogue = false;
1743 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1747 for (int i = 0; i < 20; i++)
1748 dialoguegonethrough[i] = 0;
1757 difficulty = accountactive->getDifficulty();
1760 currenthotspot = -1;
1771 for (int i = 0; i < 100; i++)
1780 numunarmedattack = 0;
1791 bonustotal = startbonustotal;
1796 emit_sound_np(consolesuccesssound);
1801 if (!stealthloading) {
1802 terrain.numdecals = 0;
1803 Sprite::deleteSprites();
1804 for (int i = 0; i < objects.numobjects; i++)
1805 objects.model[i].numdecals = 0;
1807 int j = objects.numobjects;
1808 for (int i = 0; i < j; i++) {
1809 objects.DeleteObject(0);
1814 for (int i = 0; i < subdivision; i++)
1815 for (int j = 0; j < subdivision; j++)
1816 terrain.patchobjectnum[i][j] = 0;
1823 funpackf(tfile, "Bi", &mapvers);
1825 funpackf(tfile, "Bi", &indemo);
1829 funpackf(tfile, "Bi", &maptype);
1831 maptype = mapkilleveryone;
1833 funpackf(tfile, "Bi", &hostile);
1837 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1843 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1851 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1853 skyboxlightr = skyboxr;
1854 skyboxlightg = skyboxg;
1855 skyboxlightb = skyboxb;
1857 if (!stealthloading)
1858 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);
1860 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1861 Person::players[0]->originalcoords = Person::players[0]->coords;
1862 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1863 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1864 Person::players[0]->weaponids[j] = weapons.size();
1866 funpackf(tfile, "Bi", &type);
1867 weapons.push_back(Weapon(type, 0));
1873 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1874 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1875 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1876 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1878 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1881 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1883 Person::players[0]->whichskin = 0;
1884 Person::players[0]->creature = rabbittype;
1887 Person::players[0]->lastattack = -1;
1888 Person::players[0]->lastattack2 = -1;
1889 Person::players[0]->lastattack3 = -1;
1893 funpackf(tfile, "Bi", &numdialogues);
1894 for (int k = 0; k < numdialogues; k++) {
1895 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1896 funpackf(tfile, "Bi", &dialoguetype[k]);
1897 for (int l = 0; l < 10; l++) {
1898 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1899 funpackf(tfile, "Bf", &participantyaw[k][l]);
1901 for (int l = 0; l < numdialogueboxes[k]; l++) {
1902 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1903 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1904 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1905 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1906 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1908 funpackf(tfile, "Bi", &templength);
1909 if (templength > 128 || templength <= 0)
1912 for (m = 0; m < templength; m++) {
1913 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1914 if (dialoguetext[k][l][m] == '\0')
1917 dialoguetext[k][l][m] = 0;
1919 funpackf(tfile, "Bi", &templength);
1920 if (templength > 64 || templength <= 0)
1922 for (m = 0; m < templength; m++) {
1923 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1924 if (dialoguename[k][l][m] == '\0')
1927 dialoguename[k][l][m] = 0;
1928 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1929 funpackf(tfile, "Bi", &participantfocus[k][l]);
1930 funpackf(tfile, "Bi", &participantaction[k][l]);
1932 for (m = 0; m < 10; m++)
1933 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1935 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1941 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1942 funpackf(tfile, "Bi", &templength);
1943 for (int l = 0; l < templength; l++)
1944 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1945 Person::players[0]->clothes[k][templength] = '\0';
1946 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1949 funpackf(tfile, "Bi", &environment);
1951 funpackf(tfile, "Bi", &objects.numobjects);
1952 for (int i = 0; i < objects.numobjects; i++) {
1953 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
1954 if (objects.type[i] == treeleavestype)
1955 objects.scale[i] = objects.scale[i - 1];
1959 funpackf(tfile, "Bi", &numhotspots);
1960 for (int i = 0; i < numhotspots; i++) {
1961 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1962 funpackf(tfile, "Bi", &templength);
1964 for (int l = 0; l < templength; l++)
1965 funpackf(tfile, "Bb", &hotspottext[i][l]);
1966 hotspottext[i][templength] = '\0';
1967 if (hotspottype[i] == -111)
1976 if (!stealthloading) {
1978 for (int i = 0; i < objects.numobjects; i++)
1979 objects.center += objects.position[i];
1980 objects.center /= objects.numobjects;
1986 float maxdistance = 0;
1988 //~ int whichclosest;
1989 for (int i = 0; i < objects.numobjects; i++) {
1990 tempdist = distsq(&objects.center, &objects.position[i]);
1991 if (tempdist > maxdistance) {
1993 maxdistance = tempdist;
1996 objects.radius = fast_sqrt(maxdistance);
2003 funpackf(tfile, "Bi", &numplayers);
2004 int howmanyremoved = 0;
2005 bool removeanother = 0;
2006 if (numplayers > maxplayers) {
2007 cout << "Warning: this level contains more players than allowed" << endl;
2009 if (numplayers > 1) {
2010 for (int i = 1; i < numplayers; i++) {
2011 Person::players.push_back(shared_ptr<Person>(new Person()));
2016 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
2018 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2020 Person::players[i - howmanyremoved]->howactive = typeactive;
2022 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2024 Person::players[i - howmanyremoved]->scale = -1;
2026 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2028 Person::players[i - howmanyremoved]->immobile = 0;
2030 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2032 Person::players[i - howmanyremoved]->yaw = 0;
2033 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2034 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2038 if (!removeanother) {
2039 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2040 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2041 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2043 funpackf(tfile, "Bi", &type);
2044 weapons.push_back(Weapon(type, i));
2047 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2048 //Person::players[i-howmanyremoved]->numwaypoints=10;
2049 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2050 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2051 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2052 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2054 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2056 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2059 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2060 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2061 Person::players[i - howmanyremoved]->waypoint = 0;
2063 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2064 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2065 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2066 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2069 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2076 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2077 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2078 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2079 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2080 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2083 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2084 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2085 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2086 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2087 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2088 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2091 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2092 if (Person::players[i - howmanyremoved]->numclothes) {
2093 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2095 funpackf(tfile, "Bi", &templength);
2096 for (int l = 0; l < templength; l++)
2097 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2098 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2099 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2108 numplayers -= howmanyremoved;
2109 Person::players.resize(numplayers);
2111 funpackf(tfile, "Bi", &numpathpoints);
2112 if (numpathpoints > 30 || numpathpoints < 0)
2114 for (int j = 0; j < numpathpoints; j++) {
2115 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2116 for (int k = 0; k < numpathpointconnect[j]; k++) {
2117 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2123 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2126 if (environment != oldenvironment)
2127 Setenvironment(environment);
2128 oldenvironment = environment;
2130 if (!stealthloading) {
2131 int j = objects.numobjects;
2132 objects.numobjects = 0;
2133 for (int i = 0; i < j; i++) {
2134 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2139 terrain.DoShadows();
2142 objects.DoShadows();
2149 for (unsigned i = 0; i < Person::players.size(); i++) {
2152 Person::players[i]->burnt = 0;
2153 Person::players[i]->bled = 0;
2154 Person::players[i]->onfire = 0;
2155 if (i == 0 || Person::players[i]->scale < 0)
2156 Person::players[i]->scale = .2;
2157 Person::players[i]->skeleton.free = 0;
2158 Person::players[i]->skeleton.id = i;
2159 if (i == 0 && mapvers < 9)
2160 Person::players[i]->creature = rabbittype;
2161 if (Person::players[i]->creature != wolftype) {
2162 Person::players[i]->skeleton.Load(
2163 (char *)":Data:Skeleton:Basic Figure",
2164 (char *)":Data:Skeleton:Basic Figurelow",
2165 (char *)":Data:Skeleton:Rabbitbelt",
2166 (char *)":Data:Models:Body.solid",
2167 (char *)":Data:Models:Body2.solid",
2168 (char *)":Data:Models:Body3.solid",
2169 (char *)":Data:Models:Body4.solid",
2170 (char *)":Data:Models:Body5.solid",
2171 (char *)":Data:Models:Body6.solid",
2172 (char *)":Data:Models:Body7.solid",
2173 (char *)":Data:Models:Bodylow.solid",
2174 (char *)":Data:Models:Belt.solid", 0);
2176 if (Person::players[i]->creature != wolftype) {
2177 Person::players[i]->skeleton.Load(
2178 (char *)":Data:Skeleton:Basic Figure",
2179 (char *)":Data:Skeleton:Basic Figurelow",
2180 (char *)":Data:Skeleton:Rabbitbelt",
2181 (char *)":Data:Models:Body.solid",
2182 (char *)":Data:Models:Body2.solid",
2183 (char *)":Data:Models:Body3.solid",
2184 (char *)":Data:Models:Body4.solid",
2185 (char *)":Data:Models:Body5.solid",
2186 (char *)":Data:Models:Body6.solid",
2187 (char *)":Data:Models:Body7.solid",
2188 (char *)":Data:Models:Bodylow.solid",
2189 (char *)":Data:Models:Belt.solid", 1);
2190 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2192 if (Person::players[i]->creature == wolftype) {
2193 Person::players[i]->skeleton.Load(
2194 (char *)":Data:Skeleton:Basic Figure Wolf",
2195 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2196 (char *)":Data:Skeleton:Rabbitbelt",
2197 (char *)":Data:Models:Wolf.solid",
2198 (char *)":Data:Models:Wolf2.solid",
2199 (char *)":Data:Models:Wolf3.solid",
2200 (char *)":Data:Models:Wolf4.solid",
2201 (char *)":Data:Models:Wolf5.solid",
2202 (char *)":Data:Models:Wolf6.solid",
2203 (char *)":Data:Models:Wolf7.solid",
2204 (char *)":Data:Models:Wolflow.solid",
2205 (char *)":Data:Models:Belt.solid", 0);
2209 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);
2211 if (Person::players[i]->numclothes) {
2212 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2213 tintr = Person::players[i]->clothestintr[j];
2214 tintg = Person::players[i]->clothestintg[j];
2215 tintb = Person::players[i]->clothestintb[j];
2216 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2218 Person::players[i]->DoMipmaps();
2221 Person::players[i]->animCurrent = bounceidleanim;
2222 Person::players[i]->animTarget = bounceidleanim;
2223 Person::players[i]->frameCurrent = 0;
2224 Person::players[i]->frameTarget = 1;
2225 Person::players[i]->target = 0;
2226 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2227 if (difficulty == 0)
2228 Person::players[i]->speed -= .2;
2229 if (difficulty == 1)
2230 Person::players[i]->speed -= .1;
2232 Person::players[i]->velocity = 0;
2233 Person::players[i]->oldcoords = Person::players[i]->coords;
2234 Person::players[i]->realoldcoords = Person::players[i]->coords;
2236 Person::players[i]->id = i;
2237 Person::players[i]->skeleton.id = i;
2238 Person::players[i]->updatedelay = 0;
2239 Person::players[i]->normalsupdatedelay = 0;
2241 Person::players[i]->aitype = passivetype;
2242 Person::players[i]->madskills = 0;
2245 Person::players[i]->proportionhead = 1.2;
2246 Person::players[i]->proportionbody = 1.05;
2247 Person::players[i]->proportionarms = 1.00;
2248 Person::players[i]->proportionlegs = 1.1;
2249 Person::players[i]->proportionlegs.y = 1.05;
2251 Person::players[i]->headless = 0;
2252 Person::players[i]->currentoffset = 0;
2253 Person::players[i]->targetoffset = 0;
2255 Person::players[i]->damagetolerance = 200;
2257 if (Person::players[i]->creature == wolftype) {
2258 if (i == 0 || Person::players[i]->scale < 0)
2259 Person::players[i]->scale = .23;
2260 Person::players[i]->damagetolerance = 300;
2266 Person::players[i]->proportionhead.z = 0;
2267 Person::players[i]->proportionbody.z = 0;
2268 Person::players[i]->proportionarms.z = 0;
2269 Person::players[i]->proportionlegs.z = 0;
2272 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2274 Person::players[i]->headmorphness = 0;
2275 Person::players[i]->targetheadmorphness = 1;
2276 Person::players[i]->headmorphstart = 0;
2277 Person::players[i]->headmorphend = 0;
2279 Person::players[i]->pausetime = 0;
2281 Person::players[i]->dead = 0;
2282 Person::players[i]->jumppower = 5;
2283 Person::players[i]->damage = 0;
2284 Person::players[i]->permanentdamage = 0;
2285 Person::players[i]->superpermanentdamage = 0;
2287 Person::players[i]->forwardkeydown = 0;
2288 Person::players[i]->leftkeydown = 0;
2289 Person::players[i]->backkeydown = 0;
2290 Person::players[i]->rightkeydown = 0;
2291 Person::players[i]->jumpkeydown = 0;
2292 Person::players[i]->crouchkeydown = 0;
2293 Person::players[i]->throwkeydown = 0;
2295 Person::players[i]->collided = -10;
2296 Person::players[i]->loaded = 1;
2297 Person::players[i]->bloodloss = 0;
2298 Person::players[i]->weaponactive = -1;
2299 Person::players[i]->weaponstuck = -1;
2300 Person::players[i]->bleeding = 0;
2301 Person::players[i]->deathbleeding = 0;
2302 Person::players[i]->stunned = 0;
2303 Person::players[i]->hasvictim = 0;
2304 Person::players[i]->wentforweapon = 0;
2307 Person::players[0]->aitype = playercontrolled;
2308 Person::players[0]->weaponactive = -1;
2310 if (difficulty == 1) {
2311 Person::players[0]->power = 1 / .9;
2312 Person::players[0]->damagetolerance = 250;
2313 } else if (difficulty == 0) {
2314 Person::players[0]->power = 1 / .8;
2315 Person::players[0]->damagetolerance = 300;
2316 Person::players[0]->armorhead *= 1.5;
2317 Person::players[0]->armorhigh *= 1.5;
2318 Person::players[0]->armorlow *= 1.5;
2321 cameraloc = Person::players[0]->coords;
2323 yaw = Person::players[0]->yaw;
2325 hawkcoords = Person::players[0]->coords;
2331 LOG("Starting background music...");
2333 OPENAL_StopSound(OPENAL_ALL);
2335 if (environment == snowyenvironment) {
2336 emit_stream_np(stream_wind);
2337 } else if (environment == desertenvironment) {
2338 emit_stream_np(stream_desertambient);
2339 } else if (environment == grassyenvironment) {
2340 emit_stream_np(stream_wind, 100.);
2343 oldmusicvolume[0] = 0;
2344 oldmusicvolume[1] = 0;
2345 oldmusicvolume[2] = 0;
2346 oldmusicvolume[3] = 0;
2360 if (tutorialstagetime > tutorialmaxtime) {
2362 tutorialsuccess = 0;
2363 if (tutorialstage <= 1) {
2368 switch (tutorialstage) {
2370 tutorialmaxtime = 5;
2373 tutorialmaxtime = 2;
2376 tutorialmaxtime = 600;
2379 tutorialmaxtime = 1000;
2382 tutorialmaxtime = 600;
2385 tutorialmaxtime = 600;
2388 tutorialmaxtime = 600;
2391 tutorialmaxtime = 600;
2394 tutorialmaxtime = 600;
2397 tutorialmaxtime = 2;
2400 tutorialmaxtime = 1000;
2403 tutorialmaxtime = 1000;
2406 tutorialmaxtime = 2;
2409 tutorialmaxtime = 3;
2420 Person::players[1]->coords = (temp + temp2) / 2;
2422 emit_sound_at(fireendsound, Person::players[1]->coords);
2424 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2425 if (Random() % 2 == 0) {
2426 if (!Person::players[1]->skeleton.free)
2427 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2428 if (Person::players[1]->skeleton.free)
2429 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2430 if (!Person::players[1]->skeleton.free)
2431 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;
2432 if (Person::players[1]->skeleton.free)
2433 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2434 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2440 tutorialmaxtime = 500;
2443 tutorialmaxtime = 500;
2446 tutorialmaxtime = 500;
2449 tutorialmaxtime = 500;
2453 //tutorialmaxtime=500;
2456 tutorialmaxtime = 500;
2459 tutorialmaxtime = 500;
2460 if (bonus == cannon) {
2467 tutorialmaxtime = 500;
2470 tutorialmaxtime = 500;
2473 tutorialmaxtime = 500;
2476 tutorialmaxtime = 500;
2479 tutorialmaxtime = 2;
2482 tutorialmaxtime = 4;
2485 Person::players[1]->aitype = attacktypecutoff;
2488 tutorialmaxtime = 400;
2491 tutorialmaxtime = 400;
2492 Person::players[0]->escapednum = 0;
2495 tutorialmaxtime = 4;
2498 Person::players[1]->aitype = passivetype;
2501 tutorialmaxtime = 13;
2504 tutorialmaxtime = 8;
2507 tutorialmaxtime = 400;
2510 Person::players[1]->aitype = attacktypecutoff;
2513 tutorialmaxtime = 400;
2516 tutorialmaxtime = 400;
2519 tutorialmaxtime = 2;
2522 Person::players[1]->aitype = passivetype;
2527 tutorialmaxtime = 50;
2530 Person::players[1]->aitype = attacktypecutoff;
2533 tutorialmaxtime = 4;
2536 Person::players[1]->aitype = passivetype;
2548 Weapon w(knife, -1);
2549 w.position = (temp + temp2) / 2;
2550 w.tippoint = (temp + temp2) / 2;
2553 w.tipvelocity = 0.1;
2560 weapons.push_back(w);
2564 tutorialmaxtime = 300;
2567 tutorialmaxtime = 300;
2570 tutorialmaxtime = 8;
2573 tutorialmaxtime = 300;
2576 weapons[0].owner = 1;
2577 Person::players[0]->weaponactive = -1;
2578 Person::players[0]->num_weapons = 0;
2579 Person::players[1]->weaponactive = 0;
2580 Person::players[1]->num_weapons = 1;
2581 Person::players[1]->weaponids[0] = 0;
2585 Person::players[1]->aitype = attacktypecutoff;
2587 tutorialmaxtime = 300;
2590 weapons[0].owner = 1;
2591 Person::players[0]->weaponactive = -1;
2592 Person::players[0]->num_weapons = 0;
2593 Person::players[1]->weaponactive = 0;
2594 Person::players[1]->num_weapons = 1;
2595 Person::players[1]->weaponids[0] = 0;
2597 tutorialmaxtime = 300;
2600 weapons[0].owner = 1;
2601 Person::players[0]->weaponactive = -1;
2602 Person::players[0]->num_weapons = 0;
2603 Person::players[1]->weaponactive = 0;
2604 Person::players[1]->num_weapons = 1;
2605 Person::players[1]->weaponids[0] = 0;
2607 weapons[0].setType(sword);
2609 tutorialmaxtime = 300;
2612 tutorialmaxtime = 10;
2623 Weapon w(sword, -1);
2624 w.position = (temp + temp2) / 2;
2625 w.tippoint = (temp + temp2) / 2;
2628 w.tipvelocity = 0.1;
2635 weapons.push_back(w);
2637 weapons[0].owner = 1;
2638 weapons[1].owner = 0;
2639 Person::players[0]->weaponactive = 0;
2640 Person::players[0]->num_weapons = 1;
2641 Person::players[0]->weaponids[0] = 1;
2642 Person::players[1]->weaponactive = 0;
2643 Person::players[1]->num_weapons = 1;
2644 Person::players[1]->weaponids[0] = 0;
2651 Person::players[1]->aitype = passivetype;
2653 tutorialmaxtime = 15;
2655 weapons[0].owner = 1;
2656 weapons[1].owner = 0;
2657 Person::players[0]->weaponactive = 0;
2658 Person::players[0]->num_weapons = 1;
2659 Person::players[0]->weaponids[0] = 1;
2660 Person::players[1]->weaponactive = 0;
2661 Person::players[1]->num_weapons = 1;
2662 Person::players[1]->weaponids[0] = 0;
2664 if (Person::players[0]->weaponactive != -1)
2665 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2667 weapons[0].setType(staff);
2672 Person::players[1]->aitype = passivetype;
2674 tutorialmaxtime = 200;
2676 weapons[1].position = 1000;
2677 weapons[1].tippoint = 1000;
2679 weapons[0].setType(knife);
2681 weapons[0].owner = 0;
2682 Person::players[1]->weaponactive = -1;
2683 Person::players[1]->num_weapons = 0;
2684 Person::players[0]->weaponactive = 0;
2685 Person::players[0]->num_weapons = 1;
2686 Person::players[0]->weaponids[0] = 0;
2690 tutorialmaxtime = 8;
2693 emit_sound_at(fireendsound, Person::players[1]->coords);
2695 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2696 if (Random() % 2 == 0) {
2697 if (!Person::players[1]->skeleton.free)
2698 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2699 if (Person::players[1]->skeleton.free)
2700 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2701 if (!Person::players[1]->skeleton.free)
2702 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;
2703 if (Person::players[1]->skeleton.free)
2704 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2705 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2709 Person::players[1]->num_weapons = 0;
2710 Person::players[1]->weaponstuck = -1;
2711 Person::players[1]->weaponactive = -1;
2717 tutorialmaxtime = 80000;
2722 if (tutorialstage <= 51)
2723 tutorialstagetime = 0;
2727 if (tutorialstagetime < tutorialmaxtime - 3) {
2728 switch (tutorialstage) {
2730 if (deltah || deltav)
2731 tutorialsuccess += multiplier;
2734 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2735 tutorialsuccess += multiplier;
2738 if (Person::players[0]->jumpkeydown)
2739 tutorialsuccess = 1;
2742 if (Person::players[0]->isCrouch())
2743 tutorialsuccess = 1;
2746 if (Person::players[0]->animTarget == rollanim)
2747 tutorialsuccess = 1;
2750 if (Person::players[0]->animTarget == sneakanim)
2751 tutorialsuccess += multiplier;
2754 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2755 tutorialsuccess += multiplier;
2758 if (Person::players[0]->isWallJump())
2759 tutorialsuccess = 1;
2762 if (Person::players[0]->animTarget == flipanim)
2763 tutorialsuccess = 1;
2766 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2767 tutorialsuccess = 1;
2770 if (Person::players[0]->animTarget == winduppunchanim)
2771 tutorialsuccess = 1;
2774 if (Person::players[0]->animTarget == spinkickanim)
2775 tutorialsuccess = 1;
2778 if (Person::players[0]->animTarget == sweepanim)
2779 tutorialsuccess = 1;
2782 if (Person::players[0]->animTarget == dropkickanim)
2783 tutorialsuccess = 1;
2786 if (Person::players[0]->animTarget == rabbitkickanim)
2787 tutorialsuccess = 1;
2790 if (bonus == cannon)
2791 tutorialsuccess = 1;
2794 if (bonus == spinecrusher)
2795 tutorialsuccess = 1;
2798 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2799 tutorialsuccess = 1;
2802 if (Person::players[0]->animTarget == rabbittacklinganim)
2803 tutorialsuccess = 1;
2806 if (Person::players[0]->animTarget == backhandspringanim)
2807 tutorialsuccess = 1;
2810 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2811 tutorialsuccess = 1;
2814 if (Person::players[0]->escapednum == 2) {
2815 tutorialsuccess = 1;
2818 Person::players[1]->aitype = passivetype;
2822 if (animation[Person::players[0]->animTarget].attack == reversal)
2823 tutorialsuccess = 1;
2826 if (animation[Person::players[0]->animTarget].attack == reversal)
2827 tutorialsuccess = 1;
2830 if (animation[Person::players[0]->animTarget].attack == reversal) {
2831 tutorialsuccess = 1;
2834 Person::players[1]->aitype = passivetype;
2838 if (Person::players[0]->num_weapons > 0)
2839 tutorialsuccess = 1;
2842 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2843 tutorialsuccess = 1;
2846 if (Person::players[0]->animTarget == knifeslashstartanim)
2847 tutorialsuccess = 1;
2850 if (animation[Person::players[0]->animTarget].attack == reversal)
2851 tutorialsuccess = 1;
2854 if (animation[Person::players[0]->animTarget].attack == reversal)
2855 tutorialsuccess = 1;
2858 if (animation[Person::players[0]->animTarget].attack == reversal)
2859 tutorialsuccess = 1;
2862 if (Person::players[1]->weaponstuck != -1)
2863 tutorialsuccess = 1;
2868 if (tutorialsuccess >= 1)
2869 tutorialstagetime = tutorialmaxtime - 3;
2872 if (tutorialstagetime == tutorialmaxtime - 3) {
2873 emit_sound_np(consolesuccesssound);
2876 if (tutorialsuccess >= 1) {
2877 if (tutorialstage == 34 || tutorialstage == 35)
2878 tutorialstagetime = tutorialmaxtime - 1;
2882 if (tutorialstage < 14 || tutorialstage >= 50) {
2883 Person::players[1]->coords.y = 300;
2884 Person::players[1]->velocity = 0;
2890 float headprop, bodyprop, armprop, legprop;
2892 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2893 Person::players[0]->damagetolerance = 200000;
2894 Person::players[0]->damage = 0;
2895 Person::players[0]->burnt = 0;
2896 Person::players[0]->permanentdamage = 0;
2897 Person::players[0]->superpermanentdamage = 0;
2900 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2902 if (environment > 2)
2904 Setenvironment(environment);
2907 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2908 cameramode = 1 - cameramode;
2911 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2912 if (Person::players[0]->num_weapons > 0) {
2913 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2914 weapons[Person::players[0]->weaponids[0]].setType(staff);
2915 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2916 weapons[Person::players[0]->weaponids[0]].setType(knife);
2918 weapons[Person::players[0]->weaponids[0]].setType(sword);
2922 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2923 int closest = findClosestPlayer();
2925 if (Person::players[closest]->num_weapons) {
2926 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2927 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2928 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2929 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2931 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2933 if (!Person::players[closest]->num_weapons) {
2934 Person::players[closest]->weaponids[0] = weapons.size();
2936 weapons.push_back(Weapon(knife, closest));
2938 Person::players[closest]->num_weapons = 1;
2943 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2944 int closest = findClosestPlayer();
2946 Person::players[closest]->yaw += multiplier * 50;
2947 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2952 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2953 int closest = findClosestPlayer();
2954 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2958 Person::players[closest]->whichskin++;
2959 if (Person::players[closest]->whichskin > 9)
2960 Person::players[closest]->whichskin = 0;
2961 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2962 Person::players[closest]->whichskin = 0;
2964 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2965 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2968 if (Person::players[closest]->numclothes) {
2969 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2970 tintr = Person::players[closest]->clothestintr[i];
2971 tintg = Person::players[closest]->clothestintg[i];
2972 tintb = Person::players[closest]->clothestintb[i];
2973 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2975 Person::players[closest]->DoMipmaps();
2979 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2980 int closest = findClosestPlayer();
2982 if (Person::players[closest]->creature == wolftype) {
2983 headprop = Person::players[closest]->proportionhead.x / 1.1;
2984 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2985 armprop = Person::players[closest]->proportionarms.x / 1.1;
2986 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2989 if (Person::players[closest]->creature == rabbittype) {
2990 headprop = Person::players[closest]->proportionhead.x / 1.2;
2991 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2992 armprop = Person::players[closest]->proportionarms.x / 1.00;
2993 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2997 if (Person::players[closest]->creature == rabbittype) {
2998 Person::players[closest]->skeleton.id = closest;
2999 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
3000 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
3001 Person::players[closest]->whichskin = 0;
3002 Person::players[closest]->creature = wolftype;
3004 Person::players[closest]->proportionhead = 1.1;
3005 Person::players[closest]->proportionbody = 1.1;
3006 Person::players[closest]->proportionarms = 1.1;
3007 Person::players[closest]->proportionlegs = 1.1;
3008 Person::players[closest]->proportionlegs.y = 1.1;
3009 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3011 Person::players[closest]->damagetolerance = 300;
3013 Person::players[closest]->skeleton.id = closest;
3014 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3015 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3016 Person::players[closest]->whichskin = 0;
3017 Person::players[closest]->creature = rabbittype;
3019 Person::players[closest]->proportionhead = 1.2;
3020 Person::players[closest]->proportionbody = 1.05;
3021 Person::players[closest]->proportionarms = 1.00;
3022 Person::players[closest]->proportionlegs = 1.1;
3023 Person::players[closest]->proportionlegs.y = 1.05;
3024 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3026 Person::players[closest]->damagetolerance = 200;
3029 if (Person::players[closest]->creature == wolftype) {
3030 Person::players[closest]->proportionhead = 1.1 * headprop;
3031 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3032 Person::players[closest]->proportionarms = 1.1 * armprop;
3033 Person::players[closest]->proportionlegs = 1.1 * legprop;
3036 if (Person::players[closest]->creature == rabbittype) {
3037 Person::players[closest]->proportionhead = 1.2 * headprop;
3038 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3039 Person::players[closest]->proportionarms = 1.00 * armprop;
3040 Person::players[closest]->proportionlegs = 1.1 * legprop;
3041 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3047 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3053 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3055 float closestdist = std::numeric_limits<float>::max();
3057 for (unsigned i = 1; i < Person::players.size(); i++) {
3058 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3059 if (!Person::players[i]->headless)
3060 if (distance < closestdist) {
3061 closestdist = distance;
3066 XYZ flatfacing2, flatvelocity2;
3068 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3069 blah = Person::players[closest]->coords;
3070 XYZ headspurtdirection;
3071 //int i = Person::players[closest]->skeleton.jointlabels[head];
3072 Joint& headjoint = Person::players[closest]->joint(head);
3073 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3074 if (!Person::players[closest]->skeleton.free)
3075 flatvelocity2 = Person::players[closest]->velocity;
3076 if (Person::players[closest]->skeleton.free)
3077 flatvelocity2 = headjoint.velocity;
3078 if (!Person::players[closest]->skeleton.free)
3079 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;
3080 if (Person::players[closest]->skeleton.free)
3081 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3082 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3083 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3084 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3085 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3086 Normalise(&headspurtdirection);
3087 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3088 flatvelocity2 += headspurtdirection * 8;
3089 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3091 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3093 emit_sound_at(splattersound, blah);
3094 emit_sound_at(breaksound2, blah, 100.);
3096 if (Person::players[closest]->skeleton.free == 2)
3097 Person::players[closest]->skeleton.free = 0;
3098 Person::players[closest]->RagDoll(0);
3099 Person::players[closest]->dead = 2;
3100 Person::players[closest]->headless = 1;
3101 Person::players[closest]->DoBloodBig(3, 165);
3107 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3108 int closest = findClosestPlayer();
3109 XYZ flatfacing2, flatvelocity2;
3111 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3112 blah = Person::players[closest]->coords;
3113 emit_sound_at(splattersound, blah);
3114 emit_sound_at(breaksound2, blah);
3116 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3117 if (!Person::players[closest]->skeleton.free)
3118 flatvelocity2 = Person::players[closest]->velocity;
3119 if (Person::players[closest]->skeleton.free)
3120 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3121 if (!Person::players[closest]->skeleton.free)
3122 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;
3123 if (Person::players[closest]->skeleton.free)
3124 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3125 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3126 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3127 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3128 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3129 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3130 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3133 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3134 if (!Person::players[closest]->skeleton.free)
3135 flatvelocity2 = Person::players[closest]->velocity;
3136 if (Person::players[closest]->skeleton.free)
3137 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3138 if (!Person::players[closest]->skeleton.free)
3139 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;
3140 if (Person::players[closest]->skeleton.free)
3141 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3142 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3143 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3144 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3145 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3146 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3149 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3150 if (!Person::players[closest]->skeleton.free)
3151 flatvelocity2 = Person::players[closest]->velocity;
3152 if (Person::players[closest]->skeleton.free)
3153 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3154 if (!Person::players[closest]->skeleton.free)
3155 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;
3156 if (Person::players[closest]->skeleton.free)
3157 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3158 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3159 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3160 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3161 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3162 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3165 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3166 if (!Person::players[closest]->skeleton.free)
3167 flatvelocity2 = Person::players[closest]->velocity;
3168 if (Person::players[closest]->skeleton.free)
3169 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3170 if (!Person::players[closest]->skeleton.free)
3171 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;
3172 if (Person::players[closest]->skeleton.free)
3173 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3174 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3175 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3176 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3177 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3178 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3182 for (unsigned j = 0; j < Person::players.size(); j++) {
3183 if (int(j) != closest) {
3184 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3185 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3186 if (Person::players[j]->skeleton.free == 2)
3187 Person::players[j]->skeleton.free = 1;
3188 Person::players[j]->skeleton.longdead = 0;
3189 Person::players[j]->RagDoll(0);
3190 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3191 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3192 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3193 flatvelocity2 = temppos - Person::players[closest]->coords;
3194 Normalise(&flatvelocity2);
3195 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3202 Person::players[closest]->DoDamage(10000);
3203 Person::players[closest]->RagDoll(0);
3204 Person::players[closest]->dead = 2;
3205 Person::players[closest]->coords = 20;
3206 Person::players[closest]->skeleton.free = 2;
3213 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3214 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3215 if (Person::players[0]->onfire) {
3216 Person::players[0]->CatchFire();
3218 if (!Person::players[0]->onfire) {
3219 emit_sound_at(fireendsound, Person::players[0]->coords);
3220 pause_sound(stream_firesound);
3224 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3225 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3226 Person::players[0]->RagDoll(0);
3227 //Person::players[0]->spurt=1;
3228 //Person::players[0]->DoDamage(1000);
3230 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3233 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3234 for (int i = 0; i < objects.numobjects; i++) {
3235 if (objects.type[i] == treeleavestype) {
3236 objects.scale[i] *= .9;
3241 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3242 editorenabled = 1 - editorenabled;
3243 if (editorenabled) {
3244 Person::players[0]->damagetolerance = 100000;
3246 Person::players[0]->damagetolerance = 200;
3248 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3249 Person::players[0]->permanentdamage = 0;
3250 Person::players[0]->superpermanentdamage = 0;
3251 Person::players[0]->bloodloss = 0;
3252 Person::players[0]->deathbleeding = 0;
3256 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3258 if (targetlevel > numchallengelevels - 1)
3264 if (editorenabled) {
3265 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3266 int closest = findClosestPlayer();
3268 Person::players.erase(Person::players.begin()+closest);
3272 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3273 int closest = findClosestObject();
3275 objects.position[closest].y -= 500;
3278 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3280 //if(drawmode>2)drawmode=0;
3281 if (objects.numobjects < max_objects - 1) {
3283 boxcoords.x = Person::players[0]->coords.x;
3284 boxcoords.z = Person::players[0]->coords.z;
3285 boxcoords.y = Person::players[0]->coords.y - 3;
3286 if (editortype == bushtype)
3287 boxcoords.y = Person::players[0]->coords.y - .5;
3288 if (editortype == firetype)
3289 boxcoords.y = Person::players[0]->coords.y - .5;
3290 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3291 float temprotat, temprotat2;
3292 temprotat = editoryaw;
3293 temprotat2 = editorpitch;
3294 if (temprotat < 0 || editortype == bushtype)
3295 temprotat = Random() % 360;
3297 temprotat2 = Random() % 360;
3299 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3300 if (editortype == treetrunktype)
3301 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3305 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3306 Person::players.push_back(shared_ptr<Person>(new Person()));
3308 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3309 Person::players.back()->creature = rabbittype;
3310 Person::players.back()->howactive = editoractive;
3311 Person::players.back()->skeleton.id = Person::players.size()-1;
3312 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3314 int k = abs(Random() % 2) + 1;
3316 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3317 Person::players.back()->whichskin = 0;
3318 } else if (k == 1) {
3319 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3320 Person::players.back()->whichskin = 1;
3322 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3323 Person::players.back()->whichskin = 2;
3326 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3327 Person::players.back()->power = 1;
3328 Person::players.back()->speedmult = 1;
3329 Person::players.back()->animCurrent = bounceidleanim;
3330 Person::players.back()->animTarget = bounceidleanim;
3331 Person::players.back()->frameCurrent = 0;
3332 Person::players.back()->frameTarget = 1;
3333 Person::players.back()->target = 0;
3334 Person::players.back()->bled = 0;
3335 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3337 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3338 Person::players.back()->yaw = Person::players[0]->yaw;
3340 Person::players.back()->velocity = 0;
3341 Person::players.back()->coords = Person::players[0]->coords;
3342 Person::players.back()->oldcoords = Person::players.back()->coords;
3343 Person::players.back()->realoldcoords = Person::players.back()->coords;
3345 Person::players.back()->id = Person::players.size()-1;
3346 Person::players.back()->updatedelay = 0;
3347 Person::players.back()->normalsupdatedelay = 0;
3349 Person::players.back()->aitype = passivetype;
3351 if (Person::players[0]->creature == wolftype) {
3352 headprop = Person::players[0]->proportionhead.x / 1.1;
3353 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3354 armprop = Person::players[0]->proportionarms.x / 1.1;
3355 legprop = Person::players[0]->proportionlegs.x / 1.1;
3358 if (Person::players[0]->creature == rabbittype) {
3359 headprop = Person::players[0]->proportionhead.x / 1.2;
3360 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3361 armprop = Person::players[0]->proportionarms.x / 1.00;
3362 legprop = Person::players[0]->proportionlegs.x / 1.1;
3365 if (Person::players.back()->creature == wolftype) {
3366 Person::players.back()->proportionhead = 1.1 * headprop;
3367 Person::players.back()->proportionbody = 1.1 * bodyprop;
3368 Person::players.back()->proportionarms = 1.1 * armprop;
3369 Person::players.back()->proportionlegs = 1.1 * legprop;
3372 if (Person::players.back()->creature == rabbittype) {
3373 Person::players.back()->proportionhead = 1.2 * headprop;
3374 Person::players.back()->proportionbody = 1.05 * bodyprop;
3375 Person::players.back()->proportionarms = 1.00 * armprop;
3376 Person::players.back()->proportionlegs = 1.1 * legprop;
3377 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3380 Person::players.back()->headless = 0;
3381 Person::players.back()->onfire = 0;
3384 Person::players.back()->proportionhead.z = 0;
3385 Person::players.back()->proportionbody.z = 0;
3386 Person::players.back()->proportionarms.z = 0;
3387 Person::players.back()->proportionlegs.z = 0;
3390 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3392 Person::players.back()->damagetolerance = 200;
3394 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3395 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3396 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3397 Person::players.back()->armorhead = Person::players[0]->armorhead;
3398 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3399 Person::players.back()->armorlow = Person::players[0]->armorlow;
3400 Person::players.back()->metalhead = Person::players[0]->metalhead;
3401 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3402 Person::players.back()->metallow = Person::players[0]->metallow;
3404 Person::players.back()->immobile = Person::players[0]->immobile;
3406 Person::players.back()->numclothes = Person::players[0]->numclothes;
3407 if (Person::players.back()->numclothes)
3408 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3409 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3410 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3411 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3412 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3413 tintr = Person::players.back()->clothestintr[i];
3414 tintg = Person::players.back()->clothestintg[i];
3415 tintb = Person::players.back()->clothestintb[i];
3416 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3418 if (Person::players.back()->numclothes) {
3419 Person::players.back()->DoMipmaps();
3422 Person::players.back()->power = Person::players[0]->power;
3423 Person::players.back()->speedmult = Person::players[0]->speedmult;
3425 Person::players.back()->damage = 0;
3426 Person::players.back()->permanentdamage = 0;
3427 Person::players.back()->superpermanentdamage = 0;
3428 Person::players.back()->deathbleeding = 0;
3429 Person::players.back()->bleeding = 0;
3430 Person::players.back()->numwaypoints = 0;
3431 Person::players.back()->waypoint = 0;
3432 Person::players.back()->jumppath = 0;
3433 Person::players.back()->weaponstuck = -1;
3434 Person::players.back()->weaponactive = -1;
3435 Person::players.back()->num_weapons = 0;
3436 Person::players.back()->bloodloss = 0;
3437 Person::players.back()->dead = 0;
3439 Person::players.back()->loaded = 1;
3442 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3443 if (Person::players.back()->numwaypoints < 90) {
3444 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3445 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3446 Person::players.back()->numwaypoints++;
3450 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3451 if (numpathpoints < 30) {
3452 bool connected, alreadyconnected;
3454 if (numpathpoints > 1)
3455 for (int i = 0; i < numpathpoints; i++) {
3456 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3457 alreadyconnected = 0;
3458 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3459 if (pathpointconnect[pathpointselected][j] == i)
3460 alreadyconnected = 1;
3462 if (!alreadyconnected) {
3463 numpathpointconnect[pathpointselected]++;
3465 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3471 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3472 numpathpointconnect[numpathpoints - 1] = 0;
3473 if (numpathpoints > 1 && pathpointselected != -1) {
3474 numpathpointconnect[pathpointselected]++;
3475 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3477 pathpointselected = numpathpoints - 1;
3482 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3483 pathpointselected++;
3484 if (pathpointselected >= numpathpoints)
3485 pathpointselected = -1;
3487 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3488 pathpointselected--;
3489 if (pathpointselected <= -2)
3490 pathpointselected = numpathpoints - 1;
3492 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3493 if (pathpointselected != -1) {
3495 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3496 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3497 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3498 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3500 for (int i = 0; i < numpathpoints; i++) {
3501 for (int j = 0; j < numpathpointconnect[i]; j++) {
3502 if (pathpointconnect[i][j] == pathpointselected) {
3503 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3504 numpathpointconnect[i]--;
3506 if (pathpointconnect[i][j] == numpathpoints) {
3507 pathpointconnect[i][j] = pathpointselected;
3511 pathpointselected = numpathpoints - 1;
3515 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3517 if (editortype == treeleavestype || editortype == 10)
3520 editortype = firetype;
3523 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3525 if (editortype == treeleavestype || editortype == 10)
3527 if (editortype > firetype)
3531 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3532 editoryaw -= multiplier * 100;
3533 if (editoryaw < -.01)
3537 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3538 editoryaw += multiplier * 100;
3541 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3542 editorsize += multiplier;
3545 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3546 editorsize -= multiplier;
3547 if (editorsize < .1)
3552 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3553 mapradius -= multiplier * 10;
3556 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3557 mapradius += multiplier * 10;
3559 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3560 editorpitch += multiplier * 100;
3563 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3564 editorpitch -= multiplier * 100;
3565 if (editorpitch < -.01)
3568 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3569 int closest = findClosestObject();
3571 objects.DeleteObject(closest);
3577 void doJumpReversals()
3579 for (unsigned k = 0; k < Person::players.size(); k++)
3580 for (unsigned i = k; i < Person::players.size(); i++) {
3583 if ( Person::players[k]->skeleton.free == 0 &&
3584 Person::players[i]->skeleton.oldfree == 0 &&
3585 (Person::players[i]->animTarget == jumpupanim ||
3586 Person::players[k]->animTarget == jumpupanim) &&
3587 (Person::players[i]->aitype == playercontrolled ||
3588 Person::players[k]->aitype == playercontrolled) &&
3589 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
3590 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
3591 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3592 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3593 //TODO: refactor two huge similar ifs
3594 if (Person::players[i]->animTarget == jumpupanim &&
3595 Person::players[k]->animTarget != getupfrombackanim &&
3596 Person::players[k]->animTarget != getupfromfrontanim &&
3597 animation[Person::players[k]->animTarget].height == middleheight &&
3598 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3599 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
3600 Person::players[k]->aitype != playercontrolled)) {
3601 Person::players[i]->victim = Person::players[k];
3602 Person::players[i]->velocity = 0;
3603 Person::players[i]->animCurrent = jumpreversedanim;
3604 Person::players[i]->animTarget = jumpreversedanim;
3605 Person::players[i]->frameCurrent = 0;
3606 Person::players[i]->frameTarget = 1;
3607 Person::players[i]->targettilt2 = 0;
3608 Person::players[k]->victim = Person::players[i];
3609 Person::players[k]->velocity = 0;
3610 Person::players[k]->animCurrent = jumpreversalanim;
3611 Person::players[k]->animTarget = jumpreversalanim;
3612 Person::players[k]->frameCurrent = 0;
3613 Person::players[k]->frameTarget = 1;
3614 Person::players[k]->targettilt2 = 0;
3615 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3616 Person::players[i]->animCurrent = rabbitkickreversedanim;
3617 Person::players[i]->animTarget = rabbitkickreversedanim;
3618 Person::players[i]->frameCurrent = 1;
3619 Person::players[i]->frameTarget = 2;
3620 Person::players[k]->animCurrent = rabbitkickreversalanim;
3621 Person::players[k]->animTarget = rabbitkickreversalanim;
3622 Person::players[k]->frameCurrent = 1;
3623 Person::players[k]->frameTarget = 2;
3625 Person::players[i]->target = 0;
3626 Person::players[k]->oldcoords = Person::players[k]->coords;
3627 Person::players[i]->coords = Person::players[k]->coords;
3628 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3629 Person::players[k]->yaw = Person::players[i]->targetyaw;
3630 if (Person::players[k]->aitype == attacktypecutoff)
3631 Person::players[k]->stunned = .5;
3633 if (Person::players[k]->animTarget == jumpupanim &&
3634 Person::players[i]->animTarget != getupfrombackanim &&
3635 Person::players[i]->animTarget != getupfromfrontanim &&
3636 animation[Person::players[i]->animTarget].height == middleheight &&
3637 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3638 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3639 Person::players[i]->aitype != playercontrolled)) {
3640 Person::players[k]->victim = Person::players[i];
3641 Person::players[k]->velocity = 0;
3642 Person::players[k]->animCurrent = jumpreversedanim;
3643 Person::players[k]->animTarget = jumpreversedanim;
3644 Person::players[k]->frameCurrent = 0;
3645 Person::players[k]->frameTarget = 1;
3646 Person::players[k]->targettilt2 = 0;
3647 Person::players[i]->victim = Person::players[k];
3648 Person::players[i]->velocity = 0;
3649 Person::players[i]->animCurrent = jumpreversalanim;
3650 Person::players[i]->animTarget = jumpreversalanim;
3651 Person::players[i]->frameCurrent = 0;
3652 Person::players[i]->frameTarget = 1;
3653 Person::players[i]->targettilt2 = 0;
3654 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3655 Person::players[k]->animTarget = rabbitkickreversedanim;
3656 Person::players[k]->animCurrent = rabbitkickreversedanim;
3657 Person::players[i]->animCurrent = rabbitkickreversalanim;
3658 Person::players[i]->animTarget = rabbitkickreversalanim;
3659 Person::players[k]->frameCurrent = 1;
3660 Person::players[k]->frameTarget = 2;
3661 Person::players[i]->frameCurrent = 1;
3662 Person::players[i]->frameTarget = 2;
3664 Person::players[k]->target = 0;
3665 Person::players[i]->oldcoords = Person::players[i]->coords;
3666 Person::players[k]->coords = Person::players[i]->coords;
3667 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3668 Person::players[i]->yaw = Person::players[k]->targetyaw;
3669 if (Person::players[i]->aitype == attacktypecutoff)
3670 Person::players[i]->stunned = .5;
3677 void doAerialAcrobatics()
3679 static XYZ facing, flatfacing;
3680 for (unsigned k = 0; k < Person::players.size(); k++) {
3681 Person::players[k]->turnspeed = 500;
3683 if ((Person::players[k]->isRun() &&
3684 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3685 Person::players[k]->targetyaw != wolfrunninganim) ||
3686 Person::players[k]->frameTarget == 4)) ||
3687 Person::players[k]->animTarget == removeknifeanim ||
3688 Person::players[k]->animTarget == crouchremoveknifeanim ||
3689 Person::players[k]->animTarget == flipanim ||
3690 Person::players[k]->animTarget == fightsidestep ||
3691 Person::players[k]->animTarget == walkanim) {
3692 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3696 if (Person::players[k]->isStop() ||
3697 Person::players[k]->isLanding() ||
3698 Person::players[k]->animTarget == staggerbackhighanim ||
3699 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3700 Person::players[k]->animTarget == staggerbackhardanim ||
3701 Person::players[k]->animTarget == backhandspringanim ||
3702 Person::players[k]->animTarget == dodgebackanim ||
3703 Person::players[k]->animTarget == rollanim ||
3704 (animation[Person::players[k]->animTarget].attack &&
3705 Person::players[k]->animTarget != rabbitkickanim &&
3706 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3707 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3708 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3711 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3712 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3715 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3716 Person::players[k]->DoStuff();
3717 if (Person::players[k]->immobile && k != 0)
3718 Person::players[k]->coords = Person::players[k]->realoldcoords;
3720 //if player's position has changed (?)
3721 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3722 !Person::players[k]->skeleton.free &&
3723 Person::players[k]->animTarget != climbanim &&
3724 Person::players[k]->animTarget != hanganim) {
3725 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3727 bool tempcollide = 0;
3729 if (Person::players[k]->collide < -.3)
3730 Person::players[k]->collide = -.3;
3731 if (Person::players[k]->collide > 1)
3732 Person::players[k]->collide = 1;
3733 Person::players[k]->collide -= multiplier * 30;
3736 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3738 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3739 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3740 if (objects.type[i] != rocktype ||
3741 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3742 objects.position[i].y > Person::players[k]->coords.y) {
3743 lowpoint = Person::players[k]->coords;
3744 if (Person::players[k]->animTarget != jumpupanim &&
3745 Person::players[k]->animTarget != jumpdownanim &&
3746 !Person::players[k]->isFlip())
3750 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3751 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3752 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3753 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3754 flatfacing = lowpoint - Person::players[k]->coords;
3755 Person::players[k]->coords = lowpoint;
3756 Person::players[k]->coords.y -= 1.3;
3757 Person::players[k]->collide = 1;
3760 //TODO: refactor four similar blocks
3761 if (Person::players[k]->aitype == playercontrolled &&
3762 (Person::players[k]->animTarget == jumpupanim ||
3763 Person::players[k]->animTarget == jumpdownanim ||
3764 Person::players[k]->isFlip()) &&
3765 !Person::players[k]->jumptogglekeydown &&
3766 Person::players[k]->jumpkeydown) {
3767 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3768 XYZ tempcoords1 = lowpoint;
3769 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3770 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3771 Person::players[k]->setAnimation(walljumpleftanim);
3772 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3774 pause_sound(whooshsound);
3776 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3777 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3778 if (lowpointtarget.z < 0)
3779 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3780 Person::players[k]->targetyaw = Person::players[k]->yaw;
3781 Person::players[k]->lowyaw = Person::players[k]->yaw;
3785 lowpoint = tempcoords1;
3786 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3787 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3788 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3789 Person::players[k]->setAnimation(walljumprightanim);
3790 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3792 pause_sound(whooshsound);
3794 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3795 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3796 if (lowpointtarget.z < 0)
3797 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3798 Person::players[k]->targetyaw = Person::players[k]->yaw;
3799 Person::players[k]->lowyaw = Person::players[k]->yaw;
3803 lowpoint = tempcoords1;
3804 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3805 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3806 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3807 Person::players[k]->setAnimation(walljumpbackanim);
3808 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3810 pause_sound(whooshsound);
3812 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3813 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3814 if (lowpointtarget.z < 0)
3815 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3816 Person::players[k]->targetyaw = Person::players[k]->yaw;
3817 Person::players[k]->lowyaw = Person::players[k]->yaw;
3821 lowpoint = tempcoords1;
3822 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3823 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3824 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3825 Person::players[k]->setAnimation(walljumpfrontanim);
3826 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3828 pause_sound(whooshsound);
3830 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3831 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3832 if (lowpointtarget.z < 0)
3833 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3834 Person::players[k]->yaw += 180;
3835 Person::players[k]->targetyaw = Person::players[k]->yaw;
3836 Person::players[k]->lowyaw = Person::players[k]->yaw;
3845 } else if (objects.type[i] == rocktype) {
3846 lowpoint2 = Person::players[k]->coords;
3847 lowpoint = Person::players[k]->coords;
3849 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3850 Person::players[k]->coords = colpoint;
3851 Person::players[k]->collide = 1;
3854 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3855 //flipped into a rock
3856 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3857 Person::players[k]->RagDoll(0);
3859 if (Person::players[k]->animTarget == jumpupanim) {
3860 Person::players[k]->jumppower = -4;
3861 Person::players[k]->animTarget = Person::players[k]->getIdle();
3863 Person::players[k]->target = 0;
3864 Person::players[k]->frameTarget = 0;
3865 Person::players[k]->onterrain = 1;
3867 if (Person::players[k]->id == 0) {
3868 pause_sound(whooshsound);
3869 OPENAL_SetVolume(channels[whooshsound], 0);
3873 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3874 if (Person::players[k]->isFlip())
3875 Person::players[k]->jumppower = -4;
3876 Person::players[k]->animTarget = Person::players[k]->getLanding();
3877 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3879 envsound[numenvsounds] = Person::players[k]->coords;
3880 envsoundvol[numenvsounds] = 16;
3881 envsoundlife[numenvsounds] = .4;
3891 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3892 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3893 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3894 lowpoint = Person::players[k]->coords;
3896 if (objects.type[i] != rocktype)
3897 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3898 if (Person::players[k]->animTarget != jumpupanim &&
3899 Person::players[k]->animTarget != jumpdownanim &&
3900 Person::players[k]->onterrain)
3901 Person::players[k]->avoidcollided = 1;
3902 Person::players[k]->coords = lowpoint;
3903 Person::players[k]->coords.y -= 1.35;
3904 Person::players[k]->collide = 1;
3906 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3907 (Person::players[k]->animCurrent != climbanim &&
3908 Person::players[k]->animCurrent != hanganim &&
3909 !Person::players[k]->isWallJump() ||
3910 Person::players[k]->animTarget == jumpupanim ||
3911 Person::players[k]->animTarget == jumpdownanim)) {
3912 lowpoint = Person::players[k]->coords;
3913 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3914 lowpoint = Person::players[k]->coords;
3918 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3919 lowpointtarget = lowpoint + facing * 1.4;
3920 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3921 if (whichhit != -1) {
3922 lowpoint = Person::players[k]->coords;
3924 lowpointtarget = lowpoint + facing * 1.4;
3925 lowpoint2 = lowpoint;
3926 lowpointtarget2 = lowpointtarget;
3927 lowpoint3 = lowpoint;
3928 lowpointtarget3 = lowpointtarget;
3929 lowpoint4 = lowpoint;
3930 lowpointtarget4 = lowpointtarget;
3931 lowpoint5 = lowpoint;
3932 lowpointtarget5 = lowpointtarget;
3933 lowpoint6 = lowpoint;
3934 lowpointtarget6 = lowpointtarget;
3935 lowpoint7 = lowpoint;
3936 lowpointtarget7 = lowpoint;
3938 lowpointtarget2.x += .1;
3940 lowpointtarget3.z += .1;
3942 lowpointtarget4.x -= .1;
3944 lowpointtarget5.z -= .1;
3945 lowpoint6.y += 45 / 13;
3946 lowpointtarget6.y += 45 / 13;
3947 lowpointtarget6 += facing * .6;
3948 lowpointtarget7.y += 90 / 13;
3949 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3950 if (objects.friction[i] > .5)
3951 if (whichhit != -1) {
3952 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3953 Person::players[k]->collided = 1;
3954 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3955 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3956 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3957 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3958 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3959 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3960 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3961 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3962 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3963 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3964 for (int j = 0; j < 45; j++) {
3965 lowpoint = Person::players[k]->coords;
3966 lowpoint.y += (float)j / 13;
3967 lowpointtarget = lowpoint + facing * 1.4;
3968 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3969 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3970 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3972 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3973 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3974 lowpoint = Person::players[k]->coords;
3975 lowpoint.y += (float)j / 13;
3976 lowpointtarget = lowpoint + facing * 1.3;
3977 flatfacing = Person::players[k]->coords;
3978 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3979 Person::players[k]->coords.y = lowpointtarget.y - .07;
3980 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3982 if (j > 10 || !Person::players[k]->isRun()) {
3983 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3985 pause_sound(whooshsound);
3987 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3989 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3990 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3991 if (lowpointtarget.z < 0)
3992 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3993 Person::players[k]->targetyaw = Person::players[k]->yaw;
3994 Person::players[k]->lowyaw = Person::players[k]->yaw;
3996 //Person::players[k]->velocity=lowpointtarget*.03;
3997 Person::players[k]->velocity = 0;
4000 if (Person::players[k]->animTarget == jumpupanim) {
4001 Person::players[k]->animTarget = climbanim;
4002 Person::players[k]->jumppower = 0;
4003 Person::players[k]->jumpclimb = 1;
4005 Person::players[k]->transspeed = 6;
4006 Person::players[k]->target = 0;
4007 Person::players[k]->frameTarget = 1;
4010 Person::players[k]->setAnimation(hanganim);
4011 Person::players[k]->jumppower = 0;
4023 if (Person::players[k]->collide <= 0) {
4025 if (!Person::players[k]->onterrain &&
4026 Person::players[k]->animTarget != jumpupanim &&
4027 Person::players[k]->animTarget != jumpdownanim &&
4028 Person::players[k]->animTarget != climbanim &&
4029 Person::players[k]->animTarget != hanganim &&
4030 !Person::players[k]->isWallJump() &&
4031 !Person::players[k]->isFlip()) {
4032 if (Person::players[k]->animCurrent != climbanim &&
4033 Person::players[k]->animCurrent != tempanim &&
4034 Person::players[k]->animTarget != backhandspringanim &&
4035 (Person::players[k]->animTarget != rollanim ||
4036 Person::players[k]->frameTarget < 2 ||
4037 Person::players[k]->frameTarget > 6)) {
4038 //stagger off ledge (?)
4039 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4040 Person::players[k]->RagDoll(0);
4041 Person::players[k]->setAnimation(jumpdownanim);
4044 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4047 Person::players[k]->velocity.y += gravity;
4051 Person::players[k]->realoldcoords = Person::players[k]->coords;
4057 static XYZ relative;
4058 static int randattack;
4059 static bool playerrealattackkeydown = 0;
4061 if (!Input::isKeyDown(attackkey))
4064 Person::players[0]->attackkeydown = 0;
4066 playerrealattackkeydown = 0;
4068 playerrealattackkeydown = Input::isKeyDown(attackkey);
4069 if ((Person::players[0]->parriedrecently <= 0 ||
4070 Person::players[0]->weaponactive == -1) &&
4073 Person::players[0]->lastattack != swordslashanim &&
4074 Person::players[0]->lastattack != knifeslashstartanim &&
4075 Person::players[0]->lastattack != staffhitanim &&
4076 Person::players[0]->lastattack != staffspinhitanim)))
4077 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4078 if (Input::isKeyDown(attackkey) &&
4080 !Person::players[0]->backkeydown) {
4081 for (unsigned k = 0; k < Person::players.size(); k++) {
4082 if ((Person::players[k]->animTarget == swordslashanim ||
4083 Person::players[k]->animTarget == staffhitanim ||
4084 Person::players[k]->animTarget == staffspinhitanim) &&
4085 Person::players[0]->animCurrent != dodgebackanim &&
4086 !Person::players[k]->skeleton.free)
4087 Person::players[k]->Reverse();
4091 if (!hostile || indialogue != -1)
4092 Person::players[0]->attackkeydown = 0;
4094 for (unsigned k = 0; k < Person::players.size(); k++) {
4095 if (indialogue != -1)
4096 Person::players[k]->attackkeydown = 0;
4097 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4098 if (Person::players[k]->aitype != playercontrolled)
4099 Person::players[k]->victim = Person::players[0];
4100 //attack key pressed
4101 if (Person::players[k]->attackkeydown) {
4103 if (Person::players[k]->backkeydown &&
4104 Person::players[k]->animTarget != backhandspringanim &&
4105 (Person::players[k]->isIdle() ||
4106 Person::players[k]->isStop() ||
4107 Person::players[k]->isRun() ||
4108 Person::players[k]->animTarget == walkanim)) {
4109 if (Person::players[k]->jumppower <= 1) {
4110 Person::players[k]->jumppower -= 2;
4112 for (unsigned i = 0; i < Person::players.size(); i++) {
4115 if (Person::players[i]->animTarget == swordslashanim ||
4116 Person::players[i]->animTarget == knifeslashstartanim ||
4117 Person::players[i]->animTarget == staffhitanim ||
4118 Person::players[i]->animTarget == staffspinhitanim)
4119 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4120 Person::players[k]->setAnimation(dodgebackanim);
4121 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4122 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4125 if (Person::players[k]->animTarget != dodgebackanim) {
4128 Person::players[k]->setAnimation(backhandspringanim);
4129 Person::players[k]->targetyaw = -yaw + 180;
4130 if (Person::players[k]->leftkeydown)
4131 Person::players[k]->targetyaw -= 45;
4132 if (Person::players[k]->rightkeydown)
4133 Person::players[k]->targetyaw += 45;
4134 Person::players[k]->yaw = Person::players[k]->targetyaw;
4135 Person::players[k]->jumppower -= 2;
4140 if (!animation[Person::players[k]->animTarget].attack &&
4141 !Person::players[k]->backkeydown &&
4142 (Person::players[k]->isIdle() ||
4143 Person::players[k]->isRun() ||
4144 Person::players[k]->animTarget == walkanim ||
4145 Person::players[k]->animTarget == sneakanim ||
4146 Person::players[k]->isCrouch())) {
4147 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4148 //normal attacks (?)
4149 Person::players[k]->hasvictim = 0;
4150 if (Person::players.size() > 1)
4151 for (unsigned i = 0; i < Person::players.size(); i++) {
4152 if (i == k || !(k == 0 || i == 0))
4154 if (!Person::players[k]->hasvictim)
4155 if (animation[Person::players[k]->animTarget].attack != reversal) {
4157 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4158 if (distance < 4.5 &&
4159 !Person::players[i]->skeleton.free &&
4160 Person::players[i]->howactive < typedead1 &&
4161 Person::players[i]->animTarget != jumpreversedanim &&
4162 Person::players[i]->animTarget != rabbitkickreversedanim &&
4163 Person::players[i]->animTarget != rabbitkickanim &&
4164 Person::players[k]->animTarget != rabbitkickanim &&
4165 Person::players[i]->animTarget != getupfrombackanim &&
4166 (Person::players[i]->animTarget != staggerbackhighanim &&
4167 (Person::players[i]->animTarget != staggerbackhardanim ||
4168 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4169 Person::players[i]->animTarget != jumpdownanim &&
4170 Person::players[i]->animTarget != jumpupanim &&
4171 Person::players[i]->animTarget != getupfromfrontanim) {
4172 Person::players[k]->victim = Person::players[i];
4173 Person::players[k]->hasvictim = 1;
4174 if (Person::players[k]->aitype == playercontrolled) { //human player
4176 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4177 Person::players[k]->crouchkeydown &&
4178 animation[Person::players[i]->animTarget].height != lowheight)
4179 Person::players[k]->animTarget = sweepanim;
4181 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4182 animation[Person::players[i]->animTarget].height != lowheight &&
4183 !Person::players[k]->forwardkeydown &&
4184 !Person::players[k]->leftkeydown &&
4185 !Person::players[k]->rightkeydown &&
4186 !Person::players[k]->crouchkeydown &&
4189 Person::players[k]->animTarget = winduppunchanim;
4191 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4192 animation[Person::players[i]->animTarget].height != lowheight &&
4193 !Person::players[k]->forwardkeydown &&
4194 !Person::players[k]->leftkeydown &&
4195 !Person::players[k]->rightkeydown &&
4196 !Person::players[k]->crouchkeydown &&
4198 Person::players[k]->animTarget = upunchanim;
4200 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4201 Person::players[i]->staggerdelay > 0 &&
4202 attackweapon == knife &&
4203 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4204 Person::players[k]->animTarget = knifefollowanim;
4206 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4207 animation[Person::players[i]->animTarget].height != lowheight &&
4208 !Person::players[k]->forwardkeydown &&
4209 !Person::players[k]->leftkeydown &&
4210 !Person::players[k]->rightkeydown &&
4211 !Person::players[k]->crouchkeydown &&
4212 attackweapon == knife &&
4213 Person::players[k]->weaponmissdelay <= 0)
4214 Person::players[k]->animTarget = knifeslashstartanim;
4216 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4217 animation[Person::players[i]->animTarget].height != lowheight &&
4218 !Person::players[k]->crouchkeydown &&
4219 attackweapon == sword &&
4220 Person::players[k]->weaponmissdelay <= 0)
4221 Person::players[k]->animTarget = swordslashanim;
4223 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4224 animation[Person::players[i]->animTarget].height != lowheight &&
4225 !Person::players[k]->crouchkeydown &&
4226 attackweapon == staff &&
4227 Person::players[k]->weaponmissdelay <= 0 &&
4228 !Person::players[k]->leftkeydown &&
4229 !Person::players[k]->rightkeydown &&
4230 !Person::players[k]->forwardkeydown)
4231 Person::players[k]->animTarget = staffhitanim;
4233 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4234 animation[Person::players[i]->animTarget].height != lowheight &&
4235 !Person::players[k]->crouchkeydown &&
4236 attackweapon == staff &&
4237 Person::players[k]->weaponmissdelay <= 0)
4238 Person::players[k]->animTarget = staffspinhitanim;
4240 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4241 animation[Person::players[i]->animTarget].height != lowheight)
4242 Person::players[k]->animTarget = spinkickanim;
4244 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4245 animation[Person::players[i]->animTarget].height == lowheight &&
4246 animation[Person::players[k]->animTarget].attack != normalattack)
4247 Person::players[k]->animTarget = lowkickanim;
4248 } else { //AI player
4249 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4250 randattack = abs(Random() % 5);
4251 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4253 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4254 Person::players[k]->animTarget = sweepanim;
4256 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4258 Person::players[k]->animTarget = upunchanim;
4260 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4261 Person::players[k]->animTarget = spinkickanim;
4263 else if (animation[Person::players[i]->animTarget].height == lowheight)
4264 Person::players[k]->animTarget = lowkickanim;
4268 if ((tutoriallevel != 1 || !attackweapon) &&
4269 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4271 animation[Person::players[i]->animTarget].height != lowheight)
4272 Person::players[k]->animTarget = sweepanim;
4274 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4275 attackweapon == knife &&
4276 Person::players[k]->weaponmissdelay <= 0)
4277 Person::players[k]->animTarget = knifeslashstartanim;
4279 else if (!(Person::players[0]->victim == Person::players[i] &&
4280 Person::players[0]->hasvictim &&
4281 Person::players[0]->animTarget == swordslashanim) &&
4282 attackweapon == sword &&
4283 Person::players[k]->weaponmissdelay <= 0)
4284 Person::players[k]->animTarget = swordslashanim;
4286 else if (!(Person::players[0]->victim == Person::players[i] &&
4287 Person::players[0]->hasvictim &&
4288 Person::players[0]->animTarget == swordslashanim) &&
4289 attackweapon == staff &&
4290 Person::players[k]->weaponmissdelay <= 0 &&
4292 Person::players[k]->animTarget = staffhitanim;
4294 else if (!(Person::players[0]->victim == Person::players[i] &&
4295 Person::players[0]->hasvictim &&
4296 Person::players[0]->animTarget == swordslashanim) &&
4297 attackweapon == staff &&
4298 Person::players[k]->weaponmissdelay <= 0 &&
4300 Person::players[k]->animTarget = staffspinhitanim;
4302 else if ((tutoriallevel != 1 || !attackweapon) &&
4303 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4305 animation[Person::players[i]->animTarget].height != lowheight)
4306 Person::players[k]->animTarget = spinkickanim;
4308 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4309 animation[Person::players[i]->animTarget].height == lowheight &&
4310 animation[Person::players[k]->animTarget].attack != normalattack)
4311 Person::players[k]->animTarget = lowkickanim;
4315 //upunch becomes wolfslap
4316 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4317 Person::players[k]->animTarget = wolfslapanim;
4320 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4321 Person::players[i]->howactive < typedead1 &&
4322 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4323 !Person::players[i]->skeleton.free &&
4324 Person::players[i]->animTarget != getupfrombackanim &&
4325 Person::players[i]->animTarget != getupfromfrontanim &&
4326 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4327 Person::players[i]->surprised > 0 ||
4328 Person::players[i]->aitype == passivetype ||
4329 attackweapon && Person::players[i]->stunned > 0) &&
4330 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4332 if (!attackweapon) {
4333 Person::players[k]->animCurrent = sneakattackanim;
4334 Person::players[k]->animTarget = sneakattackanim;
4335 Person::players[i]->animCurrent = sneakattackedanim;
4336 Person::players[i]->animTarget = sneakattackedanim;
4337 Person::players[k]->oldcoords = Person::players[k]->coords;
4338 Person::players[k]->coords = Person::players[i]->coords;
4341 if (attackweapon == knife) {
4342 Person::players[k]->animCurrent = knifesneakattackanim;
4343 Person::players[k]->animTarget = knifesneakattackanim;
4344 Person::players[i]->animCurrent = knifesneakattackedanim;
4345 Person::players[i]->animTarget = knifesneakattackedanim;
4346 Person::players[i]->oldcoords = Person::players[i]->coords;
4347 Person::players[i]->coords = Person::players[k]->coords;
4350 if (attackweapon == sword) {
4351 Person::players[k]->animCurrent = swordsneakattackanim;
4352 Person::players[k]->animTarget = swordsneakattackanim;
4353 Person::players[i]->animCurrent = swordsneakattackedanim;
4354 Person::players[i]->animTarget = swordsneakattackedanim;
4355 Person::players[i]->oldcoords = Person::players[i]->coords;
4356 Person::players[i]->coords = Person::players[k]->coords;
4358 if (attackweapon != staff) {
4359 Person::players[k]->victim = Person::players[i];
4360 Person::players[k]->hasvictim = 1;
4361 Person::players[i]->targettilt2 = 0;
4362 Person::players[i]->frameTarget = 1;
4363 Person::players[i]->frameCurrent = 0;
4364 Person::players[i]->target = 0;
4365 Person::players[i]->velocity = 0;
4366 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4367 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4368 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4369 Person::players[k]->target = Person::players[i]->target;
4370 Person::players[k]->velocity = 0;
4371 Person::players[k]->targetyaw = Person::players[i]->yaw;
4372 Person::players[k]->yaw = Person::players[i]->yaw;
4373 Person::players[i]->targetyaw = Person::players[i]->yaw;
4376 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4377 Person::players[k]->victim == Person::players[i] &&
4378 (!Person::players[i]->skeleton.free)) {
4380 Person::players[k]->frameTarget = 0;
4381 Person::players[k]->target = 0;
4383 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4384 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4385 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4386 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4387 Person::players[k]->lastattack = Person::players[k]->animTarget;
4389 if (Person::players[k]->animTarget == knifefollowanim &&
4390 Person::players[k]->victim == Person::players[i]) {
4392 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4393 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4394 Person::players[k]->victim = Person::players[i];
4395 Person::players[k]->hasvictim = 1;
4396 Person::players[i]->animTarget = knifefollowedanim;
4397 Person::players[i]->animCurrent = knifefollowedanim;
4398 Person::players[i]->targettilt2 = 0;
4399 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4400 Person::players[i]->frameTarget = 1;
4401 Person::players[i]->frameCurrent = 0;
4402 Person::players[i]->target = 0;
4403 Person::players[i]->velocity = 0;
4404 Person::players[k]->animCurrent = knifefollowanim;
4405 Person::players[k]->animTarget = knifefollowanim;
4406 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4407 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4408 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4409 Person::players[k]->target = Person::players[i]->target;
4410 Person::players[k]->velocity = 0;
4411 Person::players[k]->oldcoords = Person::players[k]->coords;
4412 Person::players[i]->coords = Person::players[k]->coords;
4413 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4414 Person::players[i]->yaw = Person::players[k]->targetyaw;
4415 Person::players[k]->yaw = Person::players[k]->targetyaw;
4416 Person::players[i]->yaw = Person::players[k]->targetyaw;
4420 const bool hasstaff = attackweapon == staff;
4421 if (k == 0 && Person::players.size() > 1)
4422 for (unsigned i = 0; i < Person::players.size(); i++) {
4425 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4426 animation[Person::players[k]->animTarget].attack == neutral) {
4427 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4428 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4429 if (Person::players[i]->skeleton.free)
4430 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4431 (Person::players[i]->dead ||
4432 Person::players[i]->skeleton.longdead > 1000 ||
4433 Person::players[k]->isRun() ||
4436 (Person::players[i]->skeleton.longdead > 2000 ||
4437 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4438 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4439 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4440 Person::players[k]->victim = Person::players[i];
4441 Person::players[k]->hasvictim = 1;
4442 if (attackweapon && tutoriallevel != 1) {
4444 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4445 Person::players[k]->animTarget = crouchstabanim;
4447 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4448 Person::players[k]->animTarget = swordgroundstabanim;
4450 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4451 Person::players[k]->animTarget = staffgroundsmashanim;
4453 if (distance < 2.5 &&
4454 Person::players[k]->crouchkeydown &&
4455 Person::players[k]->animTarget != crouchstabanim &&
4457 Person::players[i]->dead &&
4458 Person::players[i]->skeleton.free &&
4459 Person::players[i]->skeleton.longdead > 1000) {
4460 Person::players[k]->animTarget = killanim;
4461 //TODO: refactor this out, what does it do?
4462 for (int j = 0; j < terrain.numdecals; j++) {
4463 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4464 terrain.decalalivetime[j] < 2)
4465 terrain.DeleteDecal(j);
4467 for (int l = 0; l < objects.numobjects; l++) {
4468 if (objects.model[l].type == decalstype)
4469 for (int j = 0; j < objects.model[l].numdecals; j++) {
4470 if ((objects.model[l].decaltype[j] == blooddecal ||
4471 objects.model[l].decaltype[j] == blooddecalslow) &&
4472 objects.model[l].decalalivetime[j] < 2)
4473 objects.model[l].DeleteDecal(j);
4477 if (!Person::players[i]->dead || musictype != 2)
4478 if (distance < 3.5 &&
4479 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4480 Person::players[k]->staggerdelay <= 0 &&
4481 (Person::players[i]->dead ||
4482 Person::players[i]->skeleton.longdead < 300 &&
4483 Person::players[k]->lastattack != spinkickanim &&
4484 Person::players[i]->skeleton.free) &&
4485 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4486 Person::players[k]->animTarget = dropkickanim;
4487 for (int j = 0; j < terrain.numdecals; j++) {
4488 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4489 terrain.decalalivetime[j] < 2) {
4490 terrain.DeleteDecal(j);
4493 for (int l = 0; l < objects.numobjects; l++) {
4494 if (objects.model[l].type == decalstype)
4495 for (int j = 0; j < objects.model[l].numdecals; j++) {
4496 if ((objects.model[l].decaltype[j] == blooddecal ||
4497 objects.model[l].decaltype[j] == blooddecalslow) &&
4498 objects.model[l].decalalivetime[j] < 2) {
4499 objects.model[l].DeleteDecal(j);
4505 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4506 Person::players[k]->victim == Person::players[i] &&
4507 (!Person::players[i]->skeleton.free ||
4508 Person::players[k]->animTarget == killanim ||
4509 Person::players[k]->animTarget == crouchstabanim ||
4510 Person::players[k]->animTarget == swordgroundstabanim ||
4511 Person::players[k]->animTarget == staffgroundsmashanim ||
4512 Person::players[k]->animTarget == dropkickanim)) {
4514 Person::players[k]->frameTarget = 0;
4515 Person::players[k]->target = 0;
4517 XYZ targetpoint = Person::players[i]->coords;
4518 if (Person::players[k]->animTarget == crouchstabanim ||
4519 Person::players[k]->animTarget == swordgroundstabanim ||
4520 Person::players[k]->animTarget == staffgroundsmashanim) {
4521 targetpoint += (Person::players[i]->jointPos(abdomen) +
4522 Person::players[i]->jointPos(neck)) / 2 *
4523 Person::players[i]->scale;
4525 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4526 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4528 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4529 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4532 if (Person::players[k]->animTarget == staffgroundsmashanim)
4533 Person::players[k]->targettilt2 += 10;
4535 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4536 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4537 Person::players[k]->lastattack = Person::players[k]->animTarget;
4539 if (Person::players[k]->animTarget == swordgroundstabanim) {
4540 Person::players[k]->targetyaw += 30;
4545 if (!Person::players[k]->hasvictim) {
4547 for (unsigned i = 0; i < Person::players.size(); i++) {
4548 if (i == k || !(i == 0 || k == 0))
4550 if (!Person::players[i]->skeleton.free) {
4551 if (Person::players[k]->hasvictim) {
4552 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4553 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4554 Person::players[k]->victim = Person::players[i];
4556 Person::players[k]->victim = Person::players[i];
4557 Person::players[k]->hasvictim = 1;
4562 if (Person::players[k]->aitype == playercontrolled)
4564 if (Person::players[k]->attackkeydown &&
4565 Person::players[k]->isRun() &&
4566 Person::players[k]->wasRun() &&
4567 ((Person::players[k]->hasvictim &&
4568 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4569 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4570 !Person::players[k]->victim->skeleton.free &&
4571 Person::players[k]->victim->animTarget != getupfrombackanim &&
4572 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4573 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4574 Person::players[k]->aitype != playercontrolled && //wat???
4575 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4576 Person::players[k]->rabbitkickenabled) ||
4577 Person::players[k]->jumpkeydown)) {
4579 Person::players[k]->setAnimation(rabbitkickanim);
4582 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4584 switch (attackweapon) {
4605 void doPlayerCollisions()
4607 static XYZ rotatetarget;
4608 static float collisionradius;
4609 if (Person::players.size() > 1)
4610 for (unsigned k = 0; k < Person::players.size(); k++)
4611 for (unsigned i = k + 1; i < Person::players.size(); i++) {
4612 //neither player is part of a reversal
4613 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4614 animation[Person::players[i]->animTarget].attack != reversal &&
4615 animation[Person::players[k]->animTarget].attack != reversed &&
4616 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4617 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4618 animation[Person::players[i]->animCurrent].attack != reversal &&
4619 animation[Person::players[k]->animCurrent].attack != reversed &&
4620 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4621 //neither is sleeping
4622 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4623 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4624 //in same patch, neither is climbing
4625 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4626 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4627 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4628 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4629 Person::players[i]->animTarget != climbanim &&
4630 Person::players[i]->animTarget != hanganim &&
4631 Person::players[k]->animTarget != climbanim &&
4632 Person::players[k]->animTarget != hanganim)
4633 //players are close (bounding box test)
4634 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4635 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4636 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4637 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4638 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4639 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4640 //spread fire from player to player
4641 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4642 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4643 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4644 if (!Person::players[i]->onfire)
4645 Person::players[i]->CatchFire();
4646 if (!Person::players[k]->onfire)
4647 Person::players[k]->CatchFire();
4651 XYZ tempcoords1 = Person::players[i]->coords;
4652 XYZ tempcoords2 = Person::players[k]->coords;
4653 if (!Person::players[i]->skeleton.oldfree)
4654 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4655 if (!Person::players[k]->skeleton.oldfree)
4656 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4657 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4658 if (Person::players[0]->hasvictim)
4659 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4660 collisionradius = 3;
4661 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4662 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4663 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4664 //jump down on a dead body
4665 if (k == 0 || i == 0) {
4667 if (Person::players[0]->animTarget == jumpdownanim &&
4668 !Person::players[0]->skeleton.oldfree &&
4669 !Person::players[0]->skeleton.free &&
4670 Person::players[l]->skeleton.oldfree &&
4671 Person::players[l]->skeleton.free &&
4672 Person::players[l]->dead &&
4673 Person::players[0]->lastcollide <= 0 &&
4674 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4675 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4676 Person::players[0]->coords.y = Person::players[l]->coords.y;
4677 Person::players[l]->velocity = Person::players[0]->velocity;
4678 Person::players[l]->skeleton.free = 0;
4679 Person::players[l]->yaw = 0;
4680 Person::players[l]->RagDoll(0);
4681 Person::players[l]->DoDamage(20);
4683 Person::players[l]->skeleton.longdead = 0;
4684 Person::players[0]->lastcollide = 1;
4688 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4689 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4690 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4691 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4692 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4693 Person::players[i]->skeleton.free) &&
4694 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4695 Person::players[k]->skeleton.free))
4696 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4697 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4698 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4700 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4701 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4702 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4703 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4704 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4706 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4707 (k != 0 || Person::players[k]->skeleton.free) ||
4708 (animation[Person::players[i]->animTarget].height == highheight &&
4709 animation[Person::players[k]->animTarget].height == highheight)) {
4710 if (tutoriallevel != 1) {
4711 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4714 Person::players[i]->RagDoll(0);
4715 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4716 award_bonus(0, aimbonus);
4718 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4719 Person::players[k]->RagDoll(0);
4720 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4721 award_bonus(0, aimbonus); // Huh, again?
4723 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4725 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4726 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4728 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4729 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4734 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4735 animation[Person::players[i]->animTarget].attack == normalattack) &&
4736 (animation[Person::players[k]->animTarget].attack == neutral ||
4737 animation[Person::players[k]->animTarget].attack == normalattack)) {
4739 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4740 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4741 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4742 Normalise(&rotatetarget);
4743 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4744 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4745 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4746 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4747 if (Person::players[k]->howactive == typeactive || hostile)
4748 if (Person::players[k]->isIdle()) {
4749 if (Person::players[k]->howactive < typesleeping)
4750 Person::players[k]->setAnimation(Person::players[k]->getStop());
4751 else if (Person::players[k]->howactive == typesleeping)
4752 Person::players[k]->setAnimation(getupfromfrontanim);
4754 Person::players[k]->howactive = typeactive;
4756 if (Person::players[i]->howactive == typeactive || hostile)
4757 if (Person::players[i]->isIdle()) {
4758 if (Person::players[i]->howactive < typesleeping)
4759 Person::players[i]->setAnimation(Person::players[k]->getStop());
4761 Person::players[i]->setAnimation(getupfromfrontanim);
4763 Person::players[i]->howactive = typeactive;
4766 //jump down on player
4768 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4769 !Person::players[i]->isCrouch() &&
4770 Person::players[i]->animTarget != rollanim &&
4771 !Person::players[k]->skeleton.oldfree && !
4772 Person::players[k]->skeleton.free &&
4773 Person::players[k]->lastcollide <= 0 &&
4774 Person::players[k]->velocity.y < -10) {
4775 Person::players[i]->velocity = Person::players[k]->velocity;
4776 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4777 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4778 Person::players[i]->DoDamage(20);
4779 Person::players[i]->RagDoll(0);
4780 Person::players[k]->lastcollide = 1;
4781 award_bonus(k, AboveBonus);
4783 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4784 !Person::players[k]->isCrouch() &&
4785 Person::players[k]->animTarget != rollanim &&
4786 !Person::players[i]->skeleton.oldfree &&
4787 !Person::players[i]->skeleton.free &&
4788 Person::players[i]->lastcollide <= 0 &&
4789 Person::players[i]->velocity.y < -10) {
4790 Person::players[k]->velocity = Person::players[i]->velocity;
4791 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4792 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4793 Person::players[k]->DoDamage(20);
4794 Person::players[k]->RagDoll(0);
4795 Person::players[i]->lastcollide = 1;
4796 award_bonus(i, AboveBonus);
4802 Person::players[i]->CheckKick();
4803 Person::players[k]->CheckKick();
4809 void doAI(unsigned i)
4811 static bool connected;
4812 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4813 Person::players[i]->jumpclimb = 0;
4814 //disable movement in editor
4816 Person::players[i]->stunned = 1;
4818 Person::players[i]->pause = 0;
4819 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4820 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4821 !Person::players[0]->onterrain)
4822 Person::players[i]->pause = 1;
4825 if (Person::players[i]->aitype == pathfindtype) {
4826 if (Person::players[i]->finalpathfindpoint == -1) {
4827 float closestdistance;
4832 closestdistance = -1;
4833 for (int j = 0; j < numpathpoints; j++)
4834 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4835 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4837 Person::players[i]->finaltarget = pathpoint[j];
4839 Person::players[i]->finalpathfindpoint = closest;
4840 for (int j = 0; j < numpathpoints; j++)
4841 for (int k = 0; k < numpathpointconnect[j]; k++) {
4842 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4843 if (sq(tempdist) < closestdistance)
4844 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4845 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4846 closestdistance = sq(tempdist);
4848 Person::players[i]->finaltarget = colpoint;
4851 Person::players[i]->finalpathfindpoint = closest;
4854 if (Person::players[i]->targetpathfindpoint == -1) {
4855 float closestdistance;
4860 closestdistance = -1;
4861 if (Person::players[i]->lastpathfindpoint == -1) {
4862 for (int j = 0; j < numpathpoints; j++) {
4863 if (j != Person::players[i]->lastpathfindpoint)
4864 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4865 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4869 Person::players[i]->targetpathfindpoint = closest;
4870 for (int j = 0; j < numpathpoints; j++)
4871 if (j != Person::players[i]->lastpathfindpoint)
4872 for (int k = 0; k < numpathpointconnect[j]; k++) {
4873 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4874 if (sq(tempdist) < closestdistance) {
4875 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4876 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4877 closestdistance = sq(tempdist);
4882 Person::players[i]->targetpathfindpoint = closest;
4884 for (int j = 0; j < numpathpoints; j++)
4885 if (j != Person::players[i]->lastpathfindpoint &&
4886 j != Person::players[i]->lastpathfindpoint2 &&
4887 j != Person::players[i]->lastpathfindpoint3 &&
4888 j != Person::players[i]->lastpathfindpoint4) {
4890 if (numpathpointconnect[j])
4891 for (int k = 0; k < numpathpointconnect[j]; k++)
4892 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4895 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4896 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4897 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4900 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4901 if (closest == -1 || tempdist < closestdistance) {
4902 closestdistance = tempdist;
4907 Person::players[i]->targetpathfindpoint = closest;
4910 Person::players[i]->losupdatedelay -= multiplier;
4912 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4913 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4915 //reached target point
4916 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4917 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4918 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4919 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4920 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4921 if (Person::players[i]->lastpathfindpoint2 == -1)
4922 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4923 if (Person::players[i]->lastpathfindpoint3 == -1)
4924 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4925 if (Person::players[i]->lastpathfindpoint4 == -1)
4926 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4927 Person::players[i]->targetpathfindpoint = -1;
4929 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4930 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4931 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4932 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4933 Person::players[i]->aitype = passivetype;
4936 Person::players[i]->forwardkeydown = 1;
4937 Person::players[i]->leftkeydown = 0;
4938 Person::players[i]->backkeydown = 0;
4939 Person::players[i]->rightkeydown = 0;
4940 Person::players[i]->crouchkeydown = 0;
4941 Person::players[i]->attackkeydown = 0;
4942 Person::players[i]->throwkeydown = 0;
4944 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4945 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4947 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4948 Person::players[i]->jumpkeydown = 0;
4949 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4950 Person::players[i]->jumpkeydown = 1;
4952 if ((tutoriallevel != 1 || cananger) &&
4954 !Person::players[0]->dead &&
4955 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4956 Person::players[i]->occluded < 25) {
4957 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4958 animation[Person::players[0]->animTarget].height != lowheight &&
4960 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4961 Person::players[i]->aitype = attacktypecutoff;
4962 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4963 animation[Person::players[0]->animTarget].height == highheight &&
4965 Person::players[i]->aitype = attacktypecutoff;
4967 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4968 Person::players[i]->losupdatedelay = .2;
4969 for (unsigned j = 0; j < Person::players.size(); j++)
4970 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4971 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4972 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4973 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4974 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4975 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4976 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4977 *Person::players[i]->scale + Person::players[i]->coords,
4978 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4979 *Person::players[j]->scale + Person::players[j]->coords) ||
4980 (Person::players[j]->animTarget == hanganim &&
4981 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4982 Person::players[i]->aitype = searchtype;
4983 Person::players[i]->lastchecktime = 12;
4984 Person::players[i]->lastseen = Person::players[j]->coords;
4985 Person::players[i]->lastseentime = 12;
4989 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4990 if (Person::players[i]->creature != wolftype) {
4991 Person::players[i]->stunned = .6;
4992 Person::players[i]->surprised = .6;
4996 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4997 Person::players[i]->howactive = typeactive;
4999 if (Person::players[i]->aitype == passivetype) {
5000 Person::players[i]->aiupdatedelay -= multiplier;
5001 Person::players[i]->losupdatedelay -= multiplier;
5002 Person::players[i]->lastseentime += multiplier;
5003 Person::players[i]->pausetime -= multiplier;
5004 if (Person::players[i]->lastseentime > 1)
5005 Person::players[i]->lastseentime = 1;
5007 if (Person::players[i]->aiupdatedelay < 0) {
5008 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5009 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5010 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5011 Person::players[i]->aiupdatedelay = .05;
5013 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5014 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5015 Person::players[i]->pausetime = 4;
5016 Person::players[i]->waypoint++;
5017 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5018 Person::players[i]->waypoint = 0;
5023 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5024 Person::players[i]->forwardkeydown = 1;
5026 Person::players[i]->forwardkeydown = 0;
5027 Person::players[i]->leftkeydown = 0;
5028 Person::players[i]->backkeydown = 0;
5029 Person::players[i]->rightkeydown = 0;
5030 Person::players[i]->crouchkeydown = 0;
5031 Person::players[i]->attackkeydown = 0;
5032 Person::players[i]->throwkeydown = 0;
5034 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5035 if (!Person::players[i]->avoidsomething)
5036 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5038 XYZ leftpos, rightpos;
5039 float leftdist, rightdist;
5040 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5041 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5042 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5043 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5044 if (leftdist < rightdist)
5045 Person::players[i]->targetyaw += 90;
5047 Person::players[i]->targetyaw -= 90;
5051 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5052 Person::players[i]->jumpkeydown = 0;
5053 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5054 Person::players[i]->jumpkeydown = 1;
5058 if (!editorenabled) {
5059 if (Person::players[i]->howactive <= typesleeping)
5060 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5061 for (int j = 0; j < numenvsounds; j++) {
5062 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5063 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5064 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5065 Person::players[i]->aitype = attacktypecutoff;
5068 if (Person::players[i]->aitype != passivetype) {
5069 if (Person::players[i]->howactive == typesleeping)
5070 Person::players[i]->setAnimation(getupfromfrontanim);
5071 Person::players[i]->howactive = typeactive;
5075 if (Person::players[i]->howactive < typesleeping &&
5076 ((tutoriallevel != 1 || cananger) && hostile) &&
5077 !Person::players[0]->dead &&
5078 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5079 Person::players[i]->occluded < 25) {
5080 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5081 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5082 Person::players[i]->aitype = attacktypecutoff;
5083 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5084 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5085 Person::players[i]->aitype = attacktypecutoff;
5088 if (Person::players[i]->creature == wolftype) {
5090 for (unsigned j = 0; j < Person::players.size(); j++) {
5091 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5092 float smelldistance = 50;
5093 if (j == 0 && Person::players[j]->num_weapons > 0) {
5094 if (weapons[Person::players[j]->weaponids[0]].bloody)
5095 smelldistance = 100;
5096 if (Person::players[j]->num_weapons == 2)
5097 if (weapons[Person::players[j]->weaponids[1]].bloody)
5098 smelldistance = 100;
5101 smelldistance = 100;
5102 windsmell = windvector;
5103 Normalise(&windsmell);
5104 windsmell = windsmell * 2 + Person::players[j]->coords;
5105 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5106 Person::players[i]->aitype = attacktypecutoff;
5111 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5112 Person::players[i]->losupdatedelay = .2;
5113 for (unsigned j = 0; j < Person::players.size(); j++) {
5114 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5115 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5116 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5117 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5118 if ((-1 == checkcollide(
5119 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5120 Person::players[i]->scale + Person::players[i]->coords,
5121 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5122 Person::players[j]->scale + Person::players[j]->coords) &&
5123 !Person::players[j]->isWallJump()) ||
5124 (Person::players[j]->animTarget == hanganim &&
5125 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5126 Person::players[i]->lastseentime -= .2;
5127 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5128 Person::players[i]->lastseentime -= .4;
5130 Person::players[i]->lastseentime -= .6;
5132 if (Person::players[i]->lastseentime <= 0) {
5133 Person::players[i]->aitype = searchtype;
5134 Person::players[i]->lastchecktime = 12;
5135 Person::players[i]->lastseen = Person::players[j]->coords;
5136 Person::players[i]->lastseentime = 12;
5143 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5144 if (Person::players[i]->creature != wolftype) {
5145 Person::players[i]->stunned = .6;
5146 Person::players[i]->surprised = .6;
5148 if (Person::players[i]->creature == wolftype) {
5149 Person::players[i]->stunned = .47;
5150 Person::players[i]->surprised = .47;
5158 if (Person::players[i]->aitype == searchtype) {
5159 Person::players[i]->aiupdatedelay -= multiplier;
5160 Person::players[i]->losupdatedelay -= multiplier;
5161 if (!Person::players[i]->pause)
5162 Person::players[i]->lastseentime -= multiplier;
5163 Person::players[i]->lastchecktime -= multiplier;
5165 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5166 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5167 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5169 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5171 j = checkcollide(test2, test, Person::players[i]->laststanding);
5173 j = checkcollide(test2, test);
5175 Person::players[i]->velocity = 0;
5176 Person::players[i]->setAnimation(Person::players[i]->getStop());
5177 Person::players[i]->targetyaw += 180;
5178 Person::players[i]->stunned = .5;
5179 //Person::players[i]->aitype=passivetype;
5180 Person::players[i]->aitype = pathfindtype;
5181 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5182 Person::players[i]->finalpathfindpoint = -1;
5183 Person::players[i]->targetpathfindpoint = -1;
5184 Person::players[i]->lastpathfindpoint = -1;
5185 Person::players[i]->lastpathfindpoint2 = -1;
5186 Person::players[i]->lastpathfindpoint3 = -1;
5187 Person::players[i]->lastpathfindpoint4 = -1;
5189 Person::players[i]->laststanding = j;
5192 //check out last seen location
5193 if (Person::players[i]->aiupdatedelay < 0) {
5194 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5195 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5196 Person::players[i]->aiupdatedelay = .05;
5197 Person::players[i]->forwardkeydown = 1;
5199 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5200 Person::players[i]->forwardkeydown = 0;
5201 Person::players[i]->aiupdatedelay = 1;
5202 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5203 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5204 Person::players[i]->lastchecktime = 3;
5207 Person::players[i]->leftkeydown = 0;
5208 Person::players[i]->backkeydown = 0;
5209 Person::players[i]->rightkeydown = 0;
5210 Person::players[i]->crouchkeydown = 0;
5211 Person::players[i]->attackkeydown = 0;
5212 Person::players[i]->throwkeydown = 0;
5214 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5215 if (!Person::players[i]->avoidsomething)
5216 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5218 XYZ leftpos, rightpos;
5219 float leftdist, rightdist;
5220 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5221 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5222 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5223 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5224 if (leftdist < rightdist)
5225 Person::players[i]->targetyaw += 90;
5227 Person::players[i]->targetyaw -= 90;
5231 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5232 Person::players[i]->jumpkeydown = 0;
5233 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5234 Person::players[i]->jumpkeydown = 1;
5236 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5237 for (int k = 0; k < numenvsounds; k++) {
5238 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5239 Person::players[i]->aitype = attacktypecutoff;
5243 if (!Person::players[0]->dead &&
5244 Person::players[i]->losupdatedelay < 0 &&
5246 Person::players[i]->occluded < 2 &&
5247 ((tutoriallevel != 1 || cananger) && hostile)) {
5248 Person::players[i]->losupdatedelay = .2;
5249 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5250 Person::players[i]->aitype = attacktypecutoff;
5251 Person::players[i]->lastseentime = 1;
5253 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5254 //TODO: factor out canSeePlayer()
5255 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5256 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5258 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5259 Person::players[i]->scale + Person::players[i]->coords,
5260 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5261 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5262 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5263 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5264 /* //TODO: changed j to 0 on a whim, make sure this is correct
5265 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5266 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5268 Person::players[i]->aitype = attacktypecutoff;
5269 Person::players[i]->lastseentime = 1;
5273 if (Person::players[i]->lastseentime < 0) {
5274 //Person::players[i]->aitype=passivetype;
5276 Person::players[i]->aitype = pathfindtype;
5277 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5278 Person::players[i]->finalpathfindpoint = -1;
5279 Person::players[i]->targetpathfindpoint = -1;
5280 Person::players[i]->lastpathfindpoint = -1;
5281 Person::players[i]->lastpathfindpoint2 = -1;
5282 Person::players[i]->lastpathfindpoint3 = -1;
5283 Person::players[i]->lastpathfindpoint4 = -1;
5287 if (Person::players[i]->aitype != gethelptype)
5288 Person::players[i]->runninghowlong = 0;
5290 //get help from buddies
5291 if (Person::players[i]->aitype == gethelptype) {
5292 Person::players[i]->runninghowlong += multiplier;
5293 Person::players[i]->aiupdatedelay -= multiplier;
5295 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5296 Person::players[i]->aiupdatedelay = .2;
5299 //TODO: factor out closest search somehow
5300 if (!Person::players[i]->ally) {
5302 float closestdist = -1;
5303 for (unsigned k = 0; k < Person::players.size(); k++) {
5304 if (k != i && k != 0 && !Person::players[k]->dead &&
5305 Person::players[k]->howactive < typedead1 &&
5306 !Person::players[k]->skeleton.free &&
5307 Person::players[k]->aitype == passivetype) {
5308 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5309 if (closestdist == -1 || distance < closestdist) {
5310 closestdist = distance;
5317 Person::players[i]->ally = closest;
5319 Person::players[i]->ally = 0;
5320 Person::players[i]->lastseen = Person::players[0]->coords;
5321 Person::players[i]->lastseentime = 12;
5325 Person::players[i]->lastchecktime = 12;
5327 XYZ facing = Person::players[i]->coords;
5328 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5329 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5330 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5331 if (-1 != checkcollide(facing, flatfacing))
5332 Person::players[i]->lastseentime -= .1;
5334 //no available ally, run back to player
5335 if (Person::players[i]->ally <= 0 ||
5336 Person::players[Person::players[i]->ally]->skeleton.free ||
5337 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5338 Person::players[i]->lastseentime <= 0) {
5339 Person::players[i]->aitype = searchtype;
5340 Person::players[i]->lastseentime = 12;
5344 if (Person::players[i]->ally > 0) {
5345 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5346 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5347 Person::players[i]->aiupdatedelay = .05;
5348 Person::players[i]->forwardkeydown = 1;
5350 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5351 Person::players[i]->aitype = searchtype;
5352 Person::players[i]->lastseentime = 12;
5353 Person::players[Person::players[i]->ally]->aitype = searchtype;
5354 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5355 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5356 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5357 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5361 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5362 if (!Person::players[i]->avoidsomething)
5363 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5365 XYZ leftpos, rightpos;
5366 float leftdist, rightdist;
5367 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5368 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5369 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5370 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5371 if (leftdist < rightdist)
5372 Person::players[i]->targetyaw += 90;
5374 Person::players[i]->targetyaw -= 90;
5379 Person::players[i]->leftkeydown = 0;
5380 Person::players[i]->backkeydown = 0;
5381 Person::players[i]->rightkeydown = 0;
5382 Person::players[i]->crouchkeydown = 0;
5383 Person::players[i]->attackkeydown = 0;
5385 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5386 Person::players[i]->jumpkeydown = 0;
5387 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5388 Person::players[i]->jumpkeydown = 1;
5391 //retreiving a weapon on the ground
5392 if (Person::players[i]->aitype == getweapontype) {
5393 Person::players[i]->aiupdatedelay -= multiplier;
5394 Person::players[i]->lastchecktime -= multiplier;
5396 if (Person::players[i]->aiupdatedelay < 0) {
5397 Person::players[i]->aiupdatedelay = .2;
5400 if (Person::players[i]->ally < 0) {
5402 float closestdist = -1;
5403 for (unsigned k = 0; k < weapons.size(); k++)
5404 if (weapons[k].owner == -1) {
5405 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5406 if (closestdist == -1 || distance < closestdist) {
5407 closestdist = distance;
5413 Person::players[i]->ally = closest;
5415 Person::players[i]->ally = -1;
5418 Person::players[i]->lastseentime = 12;
5420 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5421 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5422 Person::players[i]->aitype = attacktypecutoff;
5423 Person::players[i]->lastseentime = 1;
5425 if (!Person::players[0]->dead)
5426 if (Person::players[i]->ally >= 0) {
5427 if (weapons[Person::players[i]->ally].owner != -1 ||
5428 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5429 Person::players[i]->aitype = attacktypecutoff;
5430 Person::players[i]->lastseentime = 1;
5432 //TODO: factor these out as moveToward()
5433 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5434 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5435 Person::players[i]->aiupdatedelay = .05;
5436 Person::players[i]->forwardkeydown = 1;
5439 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5440 if (!Person::players[i]->avoidsomething)
5441 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5443 XYZ leftpos, rightpos;
5444 float leftdist, rightdist;
5445 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5446 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5447 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5448 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5449 if (leftdist < rightdist)
5450 Person::players[i]->targetyaw += 90;
5452 Person::players[i]->targetyaw -= 90;
5457 Person::players[i]->leftkeydown = 0;
5458 Person::players[i]->backkeydown = 0;
5459 Person::players[i]->rightkeydown = 0;
5460 Person::players[i]->attackkeydown = 0;
5461 Person::players[i]->throwkeydown = 1;
5462 Person::players[i]->crouchkeydown = 0;
5463 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5464 Person::players[i]->animTarget != removeknifeanim)
5465 Person::players[i]->throwtogglekeydown = 0;
5466 Person::players[i]->drawkeydown = 0;
5468 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5469 Person::players[i]->jumpkeydown = 0;
5470 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5471 Person::players[i]->jumpkeydown = 1;
5474 if (Person::players[i]->aitype == attacktypecutoff) {
5475 Person::players[i]->aiupdatedelay -= multiplier;
5476 //dodge or reverse rabbit kicks, knife throws, flips
5477 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5478 if ((Person::players[0]->animTarget == rabbitkickanim ||
5479 Person::players[0]->animTarget == knifethrowanim ||
5480 (Person::players[0]->isFlip() &&
5481 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5482 !Person::players[0]->skeleton.free &&
5483 (Person::players[i]->aiupdatedelay < .1)) {
5484 Person::players[i]->attackkeydown = 0;
5485 if (Person::players[i]->isIdle())
5486 Person::players[i]->crouchkeydown = 1;
5487 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5488 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5489 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5490 if (abs(Random() % 2) == 0)
5491 Person::players[i]->setAnimation(backhandspringanim);
5493 Person::players[i]->setAnimation(rollanim);
5494 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5495 Person::players[i]->wentforweapon = 0;
5497 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5498 Person::players[i]->setAnimation(flipanim);
5501 Person::players[i]->forwardkeydown = 0;
5502 Person::players[i]->aiupdatedelay = .02;
5504 //get confused by flips
5505 if (Person::players[0]->isFlip() &&
5506 !Person::players[0]->skeleton.free &&
5507 Person::players[0]->animTarget != walljumprightkickanim &&
5508 Person::players[0]->animTarget != walljumpleftkickanim) {
5509 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5510 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5511 Person::players[i]->stunned = 1;
5513 //go for weapon on the ground
5514 if (Person::players[i]->wentforweapon < 3)
5515 for (unsigned k = 0; k < weapons.size(); k++)
5516 if (Person::players[i]->creature != wolftype)
5517 if (Person::players[i]->num_weapons == 0 &&
5518 weapons[k].owner == -1 &&
5519 weapons[i].velocity.x == 0 &&
5520 weapons[i].velocity.z == 0 &&
5521 weapons[i].velocity.y == 0) {
5522 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5523 Person::players[i]->wentforweapon++;
5524 Person::players[i]->lastchecktime = 6;
5525 Person::players[i]->aitype = getweapontype;
5526 Person::players[i]->ally = -1;
5529 //dodge/reverse walljump kicks
5530 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5531 if (animation[Person::players[i]->animTarget].height != highheight)
5532 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5533 ((Person::players[0]->animTarget == walljumprightkickanim ||
5534 Person::players[0]->animTarget == walljumpleftkickanim) &&
5535 ((Person::players[i]->aiupdatedelay < .15 &&
5537 (Person::players[i]->aiupdatedelay < .08 &&
5538 difficulty != 2)))) {
5539 Person::players[i]->crouchkeydown = 1;
5541 //walked off a ledge (?)
5542 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5543 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5544 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5546 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5548 j = checkcollide(test2, test, Person::players[i]->laststanding);
5550 j = checkcollide(test2, test);
5552 Person::players[i]->velocity = 0;
5553 Person::players[i]->setAnimation(Person::players[i]->getStop());
5554 Person::players[i]->targetyaw += 180;
5555 Person::players[i]->stunned = .5;
5556 Person::players[i]->aitype = pathfindtype;
5557 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5558 Person::players[i]->finalpathfindpoint = -1;
5559 Person::players[i]->targetpathfindpoint = -1;
5560 Person::players[i]->lastpathfindpoint = -1;
5561 Person::players[i]->lastpathfindpoint2 = -1;
5562 Person::players[i]->lastpathfindpoint3 = -1;
5563 Person::players[i]->lastpathfindpoint4 = -1;
5565 Person::players[i]->laststanding = j;
5567 //lose sight of player in the air (?)
5568 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5569 animation[Person::players[0]->animTarget].height != highheight &&
5570 !Person::players[0]->onterrain) {
5571 Person::players[i]->aitype = pathfindtype;
5572 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5573 Person::players[i]->finalpathfindpoint = -1;
5574 Person::players[i]->targetpathfindpoint = -1;
5575 Person::players[i]->lastpathfindpoint = -1;
5576 Person::players[i]->lastpathfindpoint2 = -1;
5577 Person::players[i]->lastpathfindpoint3 = -1;
5578 Person::players[i]->lastpathfindpoint4 = -1;
5580 //it's time to think (?)
5581 if (Person::players[i]->aiupdatedelay < 0 &&
5582 !animation[Person::players[i]->animTarget].attack &&
5583 Person::players[i]->animTarget != staggerbackhighanim &&
5584 Person::players[i]->animTarget != staggerbackhardanim &&
5585 Person::players[i]->animTarget != backhandspringanim &&
5586 Person::players[i]->animTarget != dodgebackanim) {
5588 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5589 Person::players[i]->drawkeydown = Random() % 2;
5591 Person::players[i]->drawkeydown = 0;
5592 Person::players[i]->rabbitkickenabled = Random() % 2;
5594 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5595 XYZ targetpoint = Person::players[0]->coords;
5596 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5597 distsq(&rotatetarget, &Person::players[i]->coords))
5598 targetpoint += Person::players[0]->velocity *
5599 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5600 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5601 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5602 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5604 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5605 Person::players[i]->forwardkeydown = 1;
5606 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5607 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5608 Person::players[0]->weaponactive != -1)
5609 Person::players[i]->forwardkeydown = 1;
5610 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5611 Person::players[i]->forwardkeydown = 1;
5613 Person::players[i]->forwardkeydown = 0;
5614 //chill out around the corpse
5615 if (Person::players[0]->dead) {
5616 Person::players[i]->forwardkeydown = 0;
5617 if (Random() % 10 == 0)
5618 Person::players[i]->forwardkeydown = 1;
5619 if (Random() % 100 == 0) {
5620 Person::players[i]->aitype = pathfindtype;
5621 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5622 Person::players[i]->finalpathfindpoint = -1;
5623 Person::players[i]->targetpathfindpoint = -1;
5624 Person::players[i]->lastpathfindpoint = -1;
5625 Person::players[i]->lastpathfindpoint2 = -1;
5626 Person::players[i]->lastpathfindpoint3 = -1;
5627 Person::players[i]->lastpathfindpoint4 = -1;
5630 Person::players[i]->leftkeydown = 0;
5631 Person::players[i]->backkeydown = 0;
5632 Person::players[i]->rightkeydown = 0;
5633 Person::players[i]->crouchkeydown = 0;
5634 Person::players[i]->throwkeydown = 0;
5636 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5637 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5639 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5640 Person::players[i]->attackkeydown = 1;
5642 Person::players[i]->attackkeydown = 0;
5643 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5644 Person::players[i]->attackkeydown = 0;
5647 if (Person::players[i]->aitype != playercontrolled &&
5648 (Person::players[i]->isIdle() ||
5649 Person::players[i]->isCrouch() ||
5650 Person::players[i]->isRun())) {
5652 for (unsigned j = 0; j < Person::players.size(); j++)
5653 if (j != i && !Person::players[j]->skeleton.free &&
5654 Person::players[j]->hasvictim &&
5655 (tutoriallevel == 1 && reversaltrain ||
5656 Random() % 2 == 0 && difficulty == 2 ||
5657 Random() % 4 == 0 && difficulty == 1 ||
5658 Random() % 8 == 0 && difficulty == 0 ||
5659 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5660 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5661 (Random() % 2 == 0 || difficulty == 2) ||
5662 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5663 Person::players[j]->weaponactive != -1 ||
5664 Person::players[j]->animTarget == swordslashanim &&
5665 Person::players[i]->weaponactive != -1 ||
5666 Person::players[j]->animTarget == staffhitanim ||
5667 Person::players[j]->animTarget == staffspinhitanim))
5668 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5669 Person::players[j]->victim == Person::players[i] &&
5670 (Person::players[j]->animTarget == sweepanim ||
5671 Person::players[j]->animTarget == spinkickanim ||
5672 Person::players[j]->animTarget == staffhitanim ||
5673 Person::players[j]->animTarget == staffspinhitanim ||
5674 Person::players[j]->animTarget == winduppunchanim ||
5675 Person::players[j]->animTarget == upunchanim ||
5676 Person::players[j]->animTarget == wolfslapanim ||
5677 Person::players[j]->animTarget == knifeslashstartanim ||
5678 Person::players[j]->animTarget == swordslashanim &&
5679 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5680 Person::players[i]->weaponactive != -1))) {
5687 Person::players[target]->Reverse();
5690 if (Person::players[i]->collided < 1)
5691 Person::players[i]->jumpkeydown = 0;
5692 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5693 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5694 Person::players[i]->onterrain &&
5695 Person::players[i]->creature == rabbittype)
5696 Person::players[i]->jumpkeydown = 1;
5697 //TODO: why are we controlling the human?
5698 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5699 Person::players[0]->jumpkeydown = 0;
5700 if (Person::players[0]->animTarget == jumpdownanim &&
5701 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5702 Person::players[i]->crouchkeydown = 1;
5703 if (Person::players[i]->jumpkeydown)
5704 Person::players[i]->attackkeydown = 0;
5706 if (tutoriallevel == 1)
5708 Person::players[i]->attackkeydown = 0;
5711 XYZ facing = Person::players[i]->coords;
5712 XYZ flatfacing = Person::players[0]->coords;
5713 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5714 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5715 if (Person::players[i]->occluded >= 2)
5716 if (-1 != checkcollide(facing, flatfacing)) {
5717 if (!Person::players[i]->pause)
5718 Person::players[i]->lastseentime -= .2;
5719 if (Person::players[i]->lastseentime <= 0 &&
5720 (Person::players[i]->creature != wolftype ||
5721 Person::players[i]->weaponstuck == -1)) {
5722 Person::players[i]->aitype = searchtype;
5723 Person::players[i]->lastchecktime = 12;
5724 Person::players[i]->lastseen = Person::players[0]->coords;
5725 Person::players[i]->lastseentime = 12;
5728 Person::players[i]->lastseentime = 1;
5731 if (animation[Person::players[0]->animTarget].height == highheight &&
5732 (Person::players[i]->aitype == attacktypecutoff ||
5733 Person::players[i]->aitype == searchtype))
5734 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5735 XYZ test = Person::players[0]->coords;
5737 if (-1 == checkcollide(Person::players[0]->coords, test))
5738 Person::players[i]->stunned = 1;
5741 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5742 Person::players[i]->stunned > 0 ||
5743 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5744 if (Person::players[i]->pause)
5745 Person::players[i]->lastseentime = 1;
5746 Person::players[i]->targetyaw = Person::players[i]->yaw;
5747 Person::players[i]->forwardkeydown = 0;
5748 Person::players[i]->leftkeydown = 0;
5749 Person::players[i]->backkeydown = 0;
5750 Person::players[i]->rightkeydown = 0;
5751 Person::players[i]->jumpkeydown = 0;
5752 Person::players[i]->attackkeydown = 0;
5753 Person::players[i]->crouchkeydown = 0;
5754 Person::players[i]->throwkeydown = 0;
5762 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5763 facing = flatfacing;
5765 if (Person::players[i]->aitype == attacktypecutoff) {
5766 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5767 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5768 } else if (Person::players[i]->howactive >= typesleeping) {
5769 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5770 Person::players[i]->targetheadpitch = 0;
5772 if (Person::players[i]->interestdelay <= 0) {
5773 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5774 Person::players[i]->headtarget = Person::players[i]->coords;
5775 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5776 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5777 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5778 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5780 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5781 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5788 void updateSettingsMenu()
5791 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5792 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5794 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5795 Menu::setText(0, sbuf);
5796 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
5797 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5798 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5799 if (newdetail == 2) Menu::setText(1, "Detail: High");
5800 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5801 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5802 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5803 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5804 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5805 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5806 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5807 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5808 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5809 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5810 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5811 Menu::setText(10, sbuf);
5812 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5813 Menu::setText(11, sbuf);
5814 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5815 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5816 sprintf (sbuf, "Back");
5818 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5819 Menu::setText(8, sbuf);
5822 void updateStereoConfigMenu()
5825 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5826 Menu::setText(0, sbuf);
5827 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5828 Menu::setText(1, sbuf);
5829 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5830 Menu::setText(2, sbuf);
5833 void updateControlsMenu()
5835 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5836 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5837 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5838 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5839 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5840 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5841 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5842 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5843 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5845 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5849 Values of mainmenu :
5851 2 Menu pause (resume/end game)
5853 4 Controls configuration menu
5854 5 Main game menu (choose level or challenge)
5855 6 Deleting user menu
5856 7 User managment menu (select/add)
5857 8 Choose difficulty menu
5858 9 Challenge level selection menu
5859 10 End of the campaign congratulation (is that really a menu?)
5860 11 Same that 9 ??? => unused
5861 18 stereo configuration
5864 void Game::LoadMenu()
5870 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5871 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5872 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5873 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5876 Menu::addButton( 0, "", 10 + 20, 440);
5877 Menu::addButton(14, "", 10 + 400, 440);
5878 Menu::addButton( 1, "", 10 + 60, 405);
5879 Menu::addButton( 2, "", 10 + 70, 370);
5880 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5881 Menu::addButton( 4, "", 10 , 335);
5882 Menu::addButton( 5, "", 10 + 60, 300);
5883 Menu::addButton( 6, "", 10 + 70, 265);
5884 Menu::addButton( 9, "", 10 , 230);
5885 Menu::addButton(10, "", 20 , 195);
5886 Menu::addButton(11, "", 10 + 60, 160);
5887 Menu::addButton(13, "", 30 , 125);
5888 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5889 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5890 Menu::addButton(8, "Back", 10, 10);
5891 updateSettingsMenu();
5894 Menu::addButton(0, "", 10 , 400);
5895 Menu::addButton(1, "", 10 + 40, 360);
5896 Menu::addButton(2, "", 10 + 40, 320);
5897 Menu::addButton(3, "", 10 + 30, 280);
5898 Menu::addButton(4, "", 10 + 20, 240);
5899 Menu::addButton(5, "", 10 + 40, 200);
5900 Menu::addButton(6, "", 10 + 40, 160);
5901 Menu::addButton(7, "", 10 + 30, 120);
5902 Menu::addButton(8, "", 10 + 20, 80);
5904 Menu::addButton(9, "", 10 + 10, 40);
5905 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5906 updateControlsMenu();
5910 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5911 Menu::addButton(1, "Tutorial", 5, 300);
5912 Menu::addButton(2, "Challenge", 5, 240);
5913 Menu::addButton(3, "Delete User", 400, 10);
5914 Menu::addButton(4, "Main Menu", 5, 10);
5915 Menu::addButton(5, "Change User", 5, 180);
5916 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5919 //with (2,-5) offset from old code
5920 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5922 int numlevels = accountactive->getCampaignChoicesMade();
5923 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5924 for (int i = 0; i < numlevels; i++) {
5925 XYZ midpoint = campaignlevels[i].getCenter();
5926 float itemsize = campaignlevels[i].getWidth();
5927 const bool active = i >= accountactive->getCampaignChoicesMade();
5932 XYZ start = campaignlevels[i - 1].getCenter();
5933 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);
5935 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5936 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5939 Menu::addMapLabel(-2, campaignlevels[i].description,
5940 campaignlevels[i].getStartX() + 10,
5941 campaignlevels[i].getStartY() - 4);
5947 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5948 Menu::addButton(1, "Yes", 10, 360);
5949 Menu::addButton(2, "No", 10, 320);
5952 if (Account::getNbAccounts() < 8)
5953 Menu::addButton(0, "New User", 10, 400);
5955 Menu::addLabel(0, "No More Users", 10, 400);
5956 Menu::addLabel(-2, "", 20, 400);
5957 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5958 for (int i = 0; i < Account::getNbAccounts(); i++)
5959 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5962 Menu::addButton(0, "Easier", 10, 400);
5963 Menu::addButton(1, "Difficult", 10, 360);
5964 Menu::addButton(2, "Insane", 10, 320);
5967 for (int i = 0; i < numchallengelevels; i++) {
5970 sprintf (temp, "Level %d", i + 1);
5971 for (int j = strlen(temp); j < 17; j++)
5974 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5975 for (int j = strlen(temp); j < (32 - 17); j++)
5978 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5979 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5982 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5985 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5988 Menu::addButton(-1, " High Score Best Time", 10, 440);
5989 Menu::addButton(numchallengelevels, "Back", 10, 10);
5992 Menu::addLabel(0, "Congratulations!", 220, 330);
5993 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5994 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5995 Menu::addButton(3, "Back", 10, 10);
5997 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5998 Menu::addLabel(4, sbuf, 190, 200);
5999 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
6000 Menu::addLabel(5, sbuf, 190, 180);
6004 Menu::addButton(0, "", 70, 400);
6005 Menu::addButton(1, "", 10, 360);
6006 Menu::addButton(2, "", 40, 320);
6007 Menu::addButton(3, "Back", 10, 10);
6008 updateStereoConfigMenu();
6013 extern set<pair<int,int>> resolutions;
6018 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6020 // some specific case where we do something even if the left mouse button is not pressed.
6021 if ((mainmenu == 5) && (endgame == 2)) {
6022 accountactive->endGame();
6027 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6028 stereoseparation -= 0.001;
6029 updateStereoConfigMenu();
6032 static int oldmainmenu = mainmenu;
6034 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6035 set<pair<int,int>>::iterator newscreenresolution;
6041 if (gameon) { //resume
6043 pause_sound(stream_menutheme);
6044 resume_stream(leveltheme);
6046 fireSound(firestartsound);
6048 mainmenu = (accountactive ? 5 : 7);
6060 if (newscreenwidth > 3000)
6061 newscreenwidth = screenwidth;
6062 if (newscreenwidth < 0)
6063 newscreenwidth = screenwidth;
6064 if (newscreenheight > 3000)
6065 newscreenheight = screenheight;
6066 if (newscreenheight < 0)
6067 newscreenheight = screenheight;
6072 if (gameon) { //end game
6077 pause_sound(stream_menutheme);
6086 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
6087 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
6088 newscreenresolution++;
6089 if (newscreenresolution == resolutions.end()) {
6090 /* It was the last one (or not found), go back to the beginning */
6091 newscreenresolution = resolutions.begin();
6093 newscreenwidth = newscreenresolution->first;
6094 newscreenheight = newscreenresolution->second;
6103 if (bloodtoggle > 2)
6112 ismotionblur = !ismotionblur;
6118 musictoggle = !musictoggle;
6120 emit_stream_np(stream_menutheme);
6122 pause_sound(leveltheme);
6123 pause_sound(stream_fighttheme);
6124 pause_sound(stream_menutheme);
6126 for (int i = 0; i < 4; i++) {
6127 oldmusicvolume[i] = 0;
6141 mainmenu = gameon ? 2 : 1;
6144 invertmouse = !invertmouse;
6147 usermousesensitivity += .2;
6148 if (usermousesensitivity > 2)
6149 usermousesensitivity = .2;
6153 if (volume > 1.0001f)
6155 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6159 newstereomode = stereomode;
6164 showdamagebar = !showdamagebar;
6170 updateSettingsMenu();
6175 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6176 keyselect = selected;
6177 if (keyselect != -1)
6179 if (selected == (debugmode ? 10 : 9)) {
6184 updateControlsMenu();
6189 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6190 startbonustotal = 0;
6199 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6200 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6203 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6207 pause_sound(stream_menutheme);
6211 startbonustotal = 0;
6224 pause_sound(stream_menutheme);
6233 mainmenu = (gameon ? 2 : 1);
6239 vector<string> campaigns = ListCampaigns();
6240 vector<string>::iterator c;
6241 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6242 if (!campaigns.empty())
6243 accountactive->setCurrentCampaign(campaigns.front());
6246 if (c == campaigns.end())
6247 c = campaigns.begin();
6248 accountactive->setCurrentCampaign(*c);
6256 if (selected == 1) {
6258 accountactive = Account::destroy(accountactive);
6260 } else if (selected == 2) {
6267 if (selected == 0 && Account::getNbAccounts() < 8) {
6269 } else if (selected < Account::getNbAccounts() + 1) {
6272 accountactive = Account::get(selected - 1);
6273 } else if (selected == Account::getNbAccounts() + 1) {
6279 displaytext[0].clear();
6280 displayselected = 0;
6288 accountactive->setDifficulty(selected);
6292 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6296 startbonustotal = 0;
6300 targetlevel = selected;
6305 Loadlevel(selected);
6310 pause_sound(stream_menutheme);
6312 if (selected == numchallengelevels) {
6319 if (selected == 3) {
6327 stereoseparation += 0.001;
6330 if (selected == 0) {
6331 newstereomode = (StereoMode)(newstereomode + 1);
6332 while (!CanInitStereo(newstereomode)) {
6333 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6334 newstereomode = (StereoMode)(newstereomode + 1);
6335 if (newstereomode >= stereoCount)
6336 newstereomode = stereoNone;
6338 } else if (selected == 2) {
6339 stereoreverse = !stereoreverse;
6340 } else if (selected == 3) {
6344 stereomode = newstereomode;
6345 InitStereo(stereomode);
6348 updateStereoConfigMenu();
6353 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6355 if (mainmenu == 3) {
6360 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6363 inputText(displaytext[0], &displayselected);
6364 if (!waiting) { // the input as finished
6365 if (!displaytext[0].empty()) { // with enter
6366 accountactive = Account::add(string(displaytext[0]));
6372 fireSound(firestartsound);
6374 displaytext[0].clear();
6376 displayselected = 0;
6382 displayblinkdelay -= multiplier;
6383 if (displayblinkdelay <= 0) {
6384 displayblinkdelay = .3;
6385 displayblink = 1 - displayblink;
6390 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6391 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6394 if (oldmainmenu != mainmenu)
6396 oldmainmenu = mainmenu;
6402 static XYZ facing, flatfacing;
6405 for (int i = 0; i < 15; i++) {
6406 displaytime[i] += multiplier;
6409 keyboardfrozen = false;
6412 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6413 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6414 stereoreverse = true;
6416 stereoreverse = false;
6419 printf("Stereo reversed\n");
6421 printf("Stereo unreversed\n");
6424 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6425 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6426 stereoseparation -= 0.001;
6428 stereoseparation -= 0.010;
6429 printf("Stereo decreased increased to %f\n", stereoseparation);
6432 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6433 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6434 stereoseparation += 0.001;
6436 stereoseparation += 0.010;
6437 printf("Stereo separation increased to %f\n", stereoseparation);
6441 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6442 if (tutorialstage != 51)
6443 tutorialstagetime = tutorialmaxtime;
6444 emit_sound_np(consolefailsound, 128.);
6448 Values of mainmenu :
6450 2 Menu pause (resume/end game)
6452 4 Controls configuration menu
6453 5 Main game menu (choose level or challenge)
6454 6 Deleting user menu
6455 7 User managment menu (select/add)
6456 8 Choose difficulty menu
6457 9 Challenge level selection menu
6458 10 End of the campaign congratulation (is that really a menu?)
6459 11 Same that 9 ??? => unused
6460 18 stereo configuration
6465 if (mainmenu && endgame == 1)
6467 //go to level select after completing a campaign level
6468 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6475 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6476 emit_stream_np(stream_menutheme);
6477 pause_sound(leveltheme);
6481 //escape key pressed
6482 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6483 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6485 if (mainmenu == 0 && !winfreeze)
6486 mainmenu = 2; //pause
6487 else if (mainmenu == 1 || mainmenu == 2) {
6488 mainmenu = 0; //unpause
6491 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6492 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6493 emit_stream_np(stream_menutheme);
6494 pause_sound(leveltheme);
6496 //on resume, play level music
6498 pause_sound(stream_menutheme);
6499 resume_stream(leveltheme);
6501 //finished with settings menu
6502 if (mainmenu == 3) {
6506 if (mainmenu >= 3 && mainmenu != 8) {
6514 mainmenu = gameon ? 2 : 1;
6536 hostiletime += multiplier;
6540 leveltime += multiplier;
6543 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6544 freeze = 1 - freeze;
6546 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6550 if (Input::isKeyPressed(consolekey) && debugmode) {
6553 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6562 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6563 inputText(consoletext[0], &consoleselected);
6565 if (!consoletext[0].empty()) {
6566 cmd_dispatch(consoletext[0]);
6567 for (int k = 14; k >= 1; k--) {
6568 consoletext[k] = consoletext[k - 1];
6570 consoletext[0].clear();
6571 consoleselected = 0;
6575 consoleblinkdelay -= multiplier;
6576 if (consoleblinkdelay <= 0) {
6577 consoleblinkdelay = .3;
6578 consoleblink = 1 - consoleblink;
6584 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6586 if (mainmenu == 3) {
6591 static int oldwinfreeze;
6592 if (winfreeze && !oldwinfreeze) {
6593 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6594 emit_sound_np(consolesuccesssound);
6597 oldwinfreeze = winfreeze;
6601 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6604 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6608 } else if (winfreeze) {
6616 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6619 static float talkdelay = 0;
6621 if (indialogue != -1)
6623 talkdelay -= multiplier;
6625 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6626 for (int i = 0; i < numdialogues; i++) {
6627 unsigned realdialoguetype;
6629 /* FIXME - Seems like modulo done with ifs */
6630 if (dialoguetype[i] > 49) {
6631 realdialoguetype = dialoguetype[i] - 50;
6633 } else if (dialoguetype[i] > 39) {
6634 realdialoguetype = dialoguetype[i] - 40;
6636 } else if (dialoguetype[i] > 29) {
6637 realdialoguetype = dialoguetype[i] - 30;
6639 } else if (dialoguetype[i] > 19) {
6640 realdialoguetype = dialoguetype[i] - 20;
6642 } else if (dialoguetype[i] > 9) {
6643 realdialoguetype = dialoguetype[i] - 10;
6646 realdialoguetype = dialoguetype[i];
6649 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6650 realdialoguetype < Person::players.size() &&
6651 realdialoguetype > 0 &&
6652 (dialoguegonethrough[i] == 0 || !special) &&
6653 (special || Input::isKeyPressed(attackkey))) {
6654 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6655 Person::players[realdialoguetype]->howactive >= typedead1 ||
6656 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6658 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6659 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6660 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6661 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6662 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6663 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6664 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6669 dialoguegonethrough[i]++;
6670 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6671 playdialogueboxsound();
6677 windvar += multiplier;
6678 smoketex += multiplier;
6679 tutorialstagetime += multiplier;
6682 static float hotspotvisual[40];
6686 for (int i = 0; i < numhotspots; i++)
6687 hotspotvisual[i] -= multiplier / 320;
6689 for (int i = 0; i < numhotspots; i++) {
6690 //if(hotspottype[i]<=10)
6691 while (hotspotvisual[i] < 0) {
6693 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6694 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6695 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6696 hotspotsprite += hotspot[i];
6697 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6698 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6702 for (int i = 0; i < numhotspots; i++) {
6703 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6704 hotspot[i] = Person::players[hotspottype[i]]->coords;
6710 if (tutoriallevel) {
6715 if (tutoriallevel != 1) {
6716 if (bonustime == 0 &&
6717 bonus != solidhit &&
6718 bonus != spinecrusher &&
6719 bonus != tracheotomy &&
6720 bonus != backstab &&
6722 emit_sound_np(consolesuccesssound);
6724 } else if (bonustime == 0) {
6725 emit_sound_np(fireendsound);
6727 if (bonustime == 0) {
6728 if (bonus != solidhit &&
6729 bonus != twoxcombo &&
6730 bonus != threexcombo &&
6731 bonus != fourxcombo &&
6735 bonusnum[bonus] += 0.15;
6738 bonusvalue /= bonusnum[bonus];
6739 bonustotal += bonusvalue;
6741 bonustime += multiplier;
6744 if (environment == snowyenvironment) {
6745 precipdelay -= multiplier;
6746 while (precipdelay < 0) {
6750 XYZ footvel, footpoint;
6753 footpoint = viewer + viewerfacing * 6;
6754 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6755 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6756 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6757 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6762 doAerialAcrobatics();
6765 static XYZ oldviewer;
6768 if (indialogue == -1) {
6769 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6770 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6771 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6772 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6773 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6774 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6775 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6776 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6778 Person::players[0]->forwardkeydown = 0;
6779 Person::players[0]->leftkeydown = 0;
6780 Person::players[0]->backkeydown = 0;
6781 Person::players[0]->rightkeydown = 0;
6782 Person::players[0]->jumpkeydown = 0;
6783 Person::players[0]->crouchkeydown = 0;
6784 Person::players[0]->drawkeydown = 0;
6785 Person::players[0]->throwkeydown = 0;
6788 if (!Person::players[0]->jumpkeydown)
6789 Person::players[0]->jumpclimb = 0;
6792 if (indialogue != -1) {
6798 facing = DoRotation(facing, -pitch, 0, 0);
6799 facing = DoRotation(facing, 0, 0 - yaw, 0);
6804 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6806 if (Input::isKeyDown(forwardkey))
6807 viewer += facing * multiplier * 4;
6808 if (Input::isKeyDown(backkey))
6809 viewer -= facing * multiplier * 4;
6810 if (Input::isKeyDown(leftkey))
6811 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6812 if (Input::isKeyDown(rightkey))
6813 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6814 if (Input::isKeyDown(jumpkey))
6815 viewer.y += multiplier * 4;
6816 if (Input::isKeyDown(crouchkey))
6817 viewer.y -= multiplier * 4;
6818 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6819 Input::isKeyPressed(SDL_SCANCODE_2) ||
6820 Input::isKeyPressed(SDL_SCANCODE_3) ||
6821 Input::isKeyPressed(SDL_SCANCODE_4) ||
6822 Input::isKeyPressed(SDL_SCANCODE_5) ||
6823 Input::isKeyPressed(SDL_SCANCODE_6) ||
6824 Input::isKeyPressed(SDL_SCANCODE_7) ||
6825 Input::isKeyPressed(SDL_SCANCODE_8) ||
6826 Input::isKeyPressed(SDL_SCANCODE_9) ||
6827 Input::isKeyPressed(SDL_SCANCODE_0) ||
6828 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6830 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6831 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6832 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6833 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6834 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6835 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6836 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6837 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6838 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6839 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6840 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6842 if (whichend != -1) {
6843 participantfocus[whichdialogue][indialogue] = whichend;
6844 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6845 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6847 if (whichend == -1) {
6848 participantfocus[whichdialogue][indialogue] = -1;
6850 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6855 dialoguecamera[whichdialogue][indialogue] = viewer;
6856 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6857 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6859 if (indialogue < numdialogueboxes[whichdialogue]) {
6860 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6861 playdialogueboxsound();
6865 for (unsigned j = 0; j < Person::players.size(); j++) {
6866 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6869 //TODO: should these be KeyDown or KeyPressed?
6870 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6871 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6872 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6873 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6874 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6875 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6876 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6877 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6878 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6879 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6881 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6882 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6883 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6884 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6885 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6886 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6887 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6888 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6889 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6890 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6891 participantfacing[whichdialogue][indialogue][whichend] = facing;
6893 if (indialogue >= numdialogueboxes[whichdialogue]) {
6900 pause_sound(whooshsound);
6901 viewer = dialoguecamera[whichdialogue][indialogue];
6902 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6903 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6904 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6905 if (dialoguetime > 0.5)
6906 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6907 Input::isKeyPressed(SDL_SCANCODE_2) ||
6908 Input::isKeyPressed(SDL_SCANCODE_3) ||
6909 Input::isKeyPressed(SDL_SCANCODE_4) ||
6910 Input::isKeyPressed(SDL_SCANCODE_5) ||
6911 Input::isKeyPressed(SDL_SCANCODE_6) ||
6912 Input::isKeyPressed(SDL_SCANCODE_7) ||
6913 Input::isKeyPressed(SDL_SCANCODE_8) ||
6914 Input::isKeyPressed(SDL_SCANCODE_9) ||
6915 Input::isKeyPressed(SDL_SCANCODE_0) ||
6916 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6917 Input::isKeyPressed(attackkey)) {
6919 if (indialogue < numdialogueboxes[whichdialogue]) {
6920 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6921 playdialogueboxsound();
6922 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6923 hotspot[numhotspots] = Person::players[0]->coords;
6924 hotspotsize[numhotspots] = 10;
6925 hotspottype[numhotspots] = -1;
6929 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6933 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6941 if (indialogue >= numdialogueboxes[whichdialogue]) {
6945 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6948 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6951 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6953 for (unsigned i = 1; i < Person::players.size(); i++) {
6954 Person::players[i]->aitype = attacktypecutoff;
6961 if (!Person::players[0]->jumpkeydown) {
6962 Person::players[0]->jumptogglekeydown = 0;
6964 if (Person::players[0]->jumpkeydown &&
6965 Person::players[0]->animTarget != jumpupanim &&
6966 Person::players[0]->animTarget != jumpdownanim &&
6967 !Person::players[0]->isFlip())
6968 Person::players[0]->jumptogglekeydown = 1;
6971 dialoguetime += multiplier;
6972 hawkyaw += multiplier * 25;
6974 realhawkcoords.x = 25;
6975 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6976 hawkcalldelay -= multiplier / 2;
6978 if (hawkcalldelay <= 0) {
6979 emit_sound_at(hawksound, realhawkcoords);
6981 hawkcalldelay = 16 + abs(Random() % 8);
6988 doPlayerCollisions();
6992 for (unsigned k = 0; k < Person::players.size(); k++)
6993 if (k != 0 && Person::players[k]->immobile)
6994 Person::players[k]->coords = Person::players[k]->realoldcoords;
6996 for (unsigned k = 0; k < Person::players.size(); k++) {
6997 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6998 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6999 Person::players[k]->DoDamage(1000);
7005 static bool respawnkeydown;
7006 if (!editorenabled &&
7007 (whichlevel != -2 &&
7008 (Input::isKeyDown(SDL_SCANCODE_Z) &&
7009 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
7011 (Input::isKeyDown(jumpkey) &&
7014 Person::players[0]->dead))) {
7015 targetlevel = whichlevel;
7019 if (!Input::isKeyDown(jumpkey))
7021 if (Input::isKeyDown(jumpkey))
7027 static bool movekey;
7030 for (unsigned i = 0; i < Person::players.size(); i++) {
7031 static float oldtargetyaw;
7032 if (!Person::players[i]->skeleton.free) {
7033 oldtargetyaw = Person::players[i]->targetyaw;
7034 if (i == 0 && indialogue == -1) {
7035 //TODO: refactor repetitive code
7036 if (!animation[Person::players[0]->animTarget].attack &&
7037 Person::players[0]->animTarget != staggerbackhighanim &&
7038 Person::players[0]->animTarget != staggerbackhardanim &&
7039 Person::players[0]->animTarget != crouchremoveknifeanim &&
7040 Person::players[0]->animTarget != removeknifeanim &&
7041 Person::players[0]->animTarget != backhandspringanim &&
7042 Person::players[0]->animTarget != dodgebackanim &&
7043 Person::players[0]->animTarget != walljumprightkickanim &&
7044 Person::players[0]->animTarget != walljumpleftkickanim) {
7046 Person::players[0]->targetyaw = 0;
7048 Person::players[0]->targetyaw = -yaw + 180;
7054 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7056 facing = flatfacing;
7058 facing = DoRotation(facing, -pitch, 0, 0);
7059 facing = DoRotation(facing, 0, 0 - yaw, 0);
7062 Person::players[0]->lookyaw = -yaw;
7064 Person::players[i]->targetheadyaw = yaw;
7065 Person::players[i]->targetheadpitch = pitch;
7067 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7068 if (!animation[Person::players[i]->animTarget].attack &&
7069 Person::players[i]->animTarget != staggerbackhighanim &&
7070 Person::players[i]->animTarget != staggerbackhardanim &&
7071 Person::players[i]->animTarget != crouchremoveknifeanim &&
7072 Person::players[i]->animTarget != removeknifeanim &&
7073 Person::players[i]->animTarget != backhandspringanim &&
7074 Person::players[i]->animTarget != dodgebackanim &&
7075 Person::players[i]->animTarget != walljumprightkickanim &&
7076 Person::players[i]->animTarget != walljumpleftkickanim) {
7077 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7083 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7085 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7086 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7088 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7089 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7091 if (indialogue != -1) {
7092 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7093 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7099 Person::players[i]->avoidsomething = 0;
7101 //avoid flaming things
7102 for (int j = 0; j < objects.numobjects; j++)
7103 if (objects.onfire[j])
7104 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7105 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7106 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7107 Person::players[i]->collided = 0;
7108 Person::players[i]->avoidcollided = 1;
7109 if (Person::players[i]->avoidsomething == 0 ||
7110 distsq(&Person::players[i]->coords, &objects.position[j]) <
7111 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7112 Person::players[i]->avoidwhere = objects.position[j];
7113 Person::players[i]->avoidsomething = 1;
7117 //avoid flaming players
7118 for (unsigned j = 0; j < Person::players.size(); j++)
7119 if (Person::players[j]->onfire)
7120 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7121 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7122 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7123 Person::players[i]->collided = 0;
7124 Person::players[i]->avoidcollided = 1;
7125 if (Person::players[i]->avoidsomething == 0 ||
7126 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7127 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7128 Person::players[i]->avoidwhere = Person::players[j]->coords;
7129 Person::players[i]->avoidsomething = 1;
7133 if (Person::players[i]->collided > .8)
7134 Person::players[i]->avoidcollided = 0;
7138 if (animation[Person::players[i]->animTarget].attack == reversed) {
7139 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7140 Person::players[i]->forwardkeydown = 0;
7141 Person::players[i]->leftkeydown = 0;
7142 Person::players[i]->backkeydown = 0;
7143 Person::players[i]->rightkeydown = 0;
7144 Person::players[i]->jumpkeydown = 0;
7145 Person::players[i]->attackkeydown = 0;
7146 //Person::players[i]->crouchkeydown=0;
7147 Person::players[i]->throwkeydown = 0;
7150 if (indialogue != -1) {
7151 Person::players[i]->forwardkeydown = 0;
7152 Person::players[i]->leftkeydown = 0;
7153 Person::players[i]->backkeydown = 0;
7154 Person::players[i]->rightkeydown = 0;
7155 Person::players[i]->jumpkeydown = 0;
7156 Person::players[i]->crouchkeydown = 0;
7157 Person::players[i]->drawkeydown = 0;
7158 Person::players[i]->throwkeydown = 0;
7161 if (Person::players[i]->collided < -.3)
7162 Person::players[i]->collided = -.3;
7163 if (Person::players[i]->collided > 1)
7164 Person::players[i]->collided = 1;
7165 Person::players[i]->collided -= multiplier * 4;
7166 Person::players[i]->whichdirectiondelay -= multiplier;
7167 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7168 Person::players[i]->avoidcollided = -.3;
7169 Person::players[i]->whichdirection = abs(Random() % 2);
7170 Person::players[i]->whichdirectiondelay = .4;
7172 if (Person::players[i]->avoidcollided > 1)
7173 Person::players[i]->avoidcollided = 1;
7174 Person::players[i]->avoidcollided -= multiplier / 4;
7175 if (!Person::players[i]->skeleton.free) {
7176 Person::players[i]->stunned -= multiplier;
7177 Person::players[i]->surprised -= multiplier;
7179 if (i != 0 && Person::players[i]->surprised <= 0 &&
7180 Person::players[i]->aitype == attacktypecutoff &&
7181 !Person::players[i]->dead &&
7182 !Person::players[i]->skeleton.free &&
7183 animation[Person::players[i]->animTarget].attack == neutral)
7186 if (!Person::players[i]->throwkeydown)
7187 Person::players[i]->throwtogglekeydown = 0;
7190 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7191 if (Person::players[i]->weaponactive == -1 &&
7192 Person::players[i]->num_weapons < 2 &&
7193 (Person::players[i]->isIdle() ||
7194 Person::players[i]->isCrouch() ||
7195 Person::players[i]->animTarget == sneakanim ||
7196 Person::players[i]->animTarget == rollanim ||
7197 Person::players[i]->animTarget == backhandspringanim ||
7198 Person::players[i]->isFlip() ||
7199 Person::players[i]->isFlip() ||
7200 Person::players[i]->aitype != playercontrolled)) {
7201 for (unsigned j = 0; j < weapons.size(); j++) {
7202 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7203 Person::players[i]->aitype == playercontrolled) &&
7204 weapons[j].owner == -1 &&
7205 Person::players[i]->weaponactive == -1)
7206 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7207 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7208 if (Person::players[i]->isCrouch() ||
7209 Person::players[i]->animTarget == sneakanim ||
7210 Person::players[i]->isRun() ||
7211 Person::players[i]->isIdle() ||
7212 Person::players[i]->aitype != playercontrolled) {
7213 Person::players[i]->throwtogglekeydown = 1;
7214 Person::players[i]->setAnimation(crouchremoveknifeanim);
7215 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7216 Person::players[i]->hasvictim = 0;
7218 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7219 Person::players[i]->throwtogglekeydown = 1;
7220 Person::players[i]->hasvictim = 0;
7222 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7223 Person::players[i]->aitype == playercontrolled) &&
7224 weapons[j].owner == -1 ||
7225 Person::players[i]->victim &&
7226 weapons[j].owner == int(Person::players[i]->victim->id))
7227 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7228 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7229 if (weapons[j].getType() != staff)
7230 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7232 Person::players[i]->weaponactive = 0;
7233 weapons[j].owner = Person::players[i]->id;
7234 if (Person::players[i]->num_weapons > 0)
7235 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7236 Person::players[i]->num_weapons++;
7237 Person::players[i]->weaponids[0] = j;
7240 } else if ((Person::players[i]->isIdle() ||
7241 Person::players[i]->isFlip() ||
7242 Person::players[i]->aitype != playercontrolled) &&
7243 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7244 Person::players[i]->coords.y < weapons[j].position.y) {
7245 if (!Person::players[i]->isFlip()) {
7246 Person::players[i]->throwtogglekeydown = 1;
7247 Person::players[i]->setAnimation(removeknifeanim);
7248 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7250 if (Person::players[i]->isFlip()) {
7251 Person::players[i]->throwtogglekeydown = 1;
7252 Person::players[i]->hasvictim = 0;
7254 for (unsigned k = 0; k < weapons.size(); k++) {
7255 if (Person::players[i]->weaponactive == -1)
7256 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7257 Person::players[i]->aitype == playercontrolled) &&
7258 weapons[k].owner == -1 ||
7259 Person::players[i]->victim &&
7260 weapons[k].owner == int(Person::players[i]->victim->id))
7261 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7262 Person::players[i]->weaponactive == -1) {
7263 if (weapons[k].getType() != staff)
7264 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7266 Person::players[i]->weaponactive = 0;
7267 weapons[k].owner = Person::players[i]->id;
7268 if (Person::players[i]->num_weapons > 0)
7269 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7270 Person::players[i]->num_weapons++;
7271 Person::players[i]->weaponids[0] = k;
7278 if (Person::players[i]->isCrouch() ||
7279 Person::players[i]->animTarget == sneakanim ||
7280 Person::players[i]->isRun() ||
7281 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7282 Person::players[i]->animTarget == backhandspringanim) {
7283 if (Person::players.size() > 1)
7284 for (unsigned j = 0; j < Person::players.size(); j++) {
7285 if (Person::players[i]->weaponactive == -1)
7287 if (Person::players[j]->num_weapons &&
7288 Person::players[j]->skeleton.free &&
7289 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7290 (((Person::players[j]->skeleton.forward.y < 0 &&
7291 Person::players[j]->weaponstuckwhere == 0) ||
7292 (Person::players[j]->skeleton.forward.y > 0 &&
7293 Person::players[j]->weaponstuckwhere == 1)) ||
7294 Person::players[j]->weaponstuck == -1 ||
7295 Person::players[j]->num_weapons > 1)) {
7296 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7297 Person::players[i]->throwtogglekeydown = 1;
7298 Person::players[i]->victim = Person::players[j];
7299 Person::players[i]->hasvictim = 1;
7300 Person::players[i]->setAnimation(crouchremoveknifeanim);
7301 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7303 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7304 Person::players[i]->throwtogglekeydown = 1;
7305 Person::players[i]->victim = Person::players[j];
7306 Person::players[i]->hasvictim = 1;
7307 int k = Person::players[j]->weaponids[0];
7308 if (Person::players[i]->hasvictim) {
7311 if (Person::players[i]->victim->weaponstuck != -1) {
7312 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7317 if (weapons[k].getType() != staff)
7318 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7321 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7323 Person::players[i]->weaponactive = 0;
7324 if (weapons[k].owner != -1) {
7325 if (Person::players[i]->victim->num_weapons == 1)
7326 Person::players[i]->victim->num_weapons = 0;
7328 Person::players[i]->victim->num_weapons = 1;
7330 Person::players[i]->victim->skeleton.longdead = 0;
7331 Person::players[i]->victim->skeleton.free = 1;
7332 Person::players[i]->victim->skeleton.broken = 0;
7334 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7335 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7336 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7342 Normalise(&relative);
7343 XYZ footvel, footpoint;
7345 footpoint = weapons[k].position;
7346 if (Person::players[i]->victim->weaponstuck != -1) {
7347 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7349 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7350 weapons[k].bloody = 2;
7351 weapons[k].blooddrip = 5;
7352 Person::players[i]->victim->weaponstuck = -1;
7353 Person::players[i]->victim->bloodloss += 2000;
7354 Person::players[i]->victim->DoDamage(2000);
7357 if (Person::players[i]->victim->num_weapons > 0) {
7358 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7359 Person::players[i]->victim->weaponstuck = 0;
7360 if (Person::players[i]->victim->weaponids[0] == k)
7361 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7364 Person::players[i]->victim->weaponactive = -1;
7366 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7367 Person::players[i]->victim->jointVel(neck) += relative * 6;
7368 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7369 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7371 weapons[k].owner = i;
7372 if (Person::players[i]->num_weapons > 0) {
7373 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7375 Person::players[i]->num_weapons++;
7376 Person::players[i]->weaponids[0] = k;
7383 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7384 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7385 if (Person::players[i]->isIdle() ||
7386 Person::players[i]->isRun() ||
7387 Person::players[i]->isCrouch() ||
7388 Person::players[i]->animTarget == sneakanim ||
7389 Person::players[i]->isFlip())
7390 if (Person::players.size() > 1)
7391 for (unsigned j = 0; j < Person::players.size(); j++) {
7393 if (tutoriallevel != 1 || tutorialstage == 49)
7395 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7396 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7397 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7398 !Person::players[j]->skeleton.free &&
7399 -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)) {
7400 if (!Person::players[i]->isFlip()) {
7401 Person::players[i]->throwtogglekeydown = 1;
7402 Person::players[i]->victim = Person::players[j];
7403 Person::players[i]->setAnimation(knifethrowanim);
7404 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7405 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7407 if (Person::players[i]->isFlip()) {
7408 if (Person::players[i]->weaponactive != -1) {
7409 Person::players[i]->throwtogglekeydown = 1;
7410 Person::players[i]->victim = Person::players[j];
7412 weapons[Person::players[i]->weaponids[0]].owner = -1;
7413 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);
7416 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7418 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7419 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7420 weapons[Person::players[i]->weaponids[0]].missed = 0;
7421 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7422 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7423 weapons[Person::players[i]->weaponids[0]].physics = 0;
7424 Person::players[i]->num_weapons--;
7425 if (Person::players[i]->num_weapons) {
7426 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7428 Person::players[i]->weaponactive = -1;
7435 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7436 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7437 Person::players[i]->throwtogglekeydown = 1;
7438 weapons[Person::players[i]->weaponids[0]].owner = -1;
7439 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7440 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7441 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7442 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7443 weapons[Person::players[i]->weaponids[0]].missed = 1;
7444 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7445 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7446 weapons[Person::players[i]->weaponids[0]].physics = 1;
7447 Person::players[i]->num_weapons--;
7448 if (Person::players[i]->num_weapons) {
7449 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7450 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7451 Person::players[i]->weaponstuck = 0;
7454 Person::players[i]->weaponactive = -1;
7455 for (unsigned j = 0; j < Person::players.size(); j++) {
7456 Person::players[j]->wentforweapon = 0;
7464 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7465 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7466 (Person::players[i]->num_weapons == 2) &&
7467 (Person::players[i]->weaponactive == -1) &&
7468 Person::players[i]->isIdle() ||
7469 Person::players[0]->dead &&
7470 (Person::players[i]->weaponactive != -1) &&
7473 if (Person::players[i]->weaponactive != -1)
7474 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7476 if (isgood && Person::players[i]->creature != wolftype) {
7477 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7478 Person::players[i]->setAnimation(drawrightanim);
7479 Person::players[i]->drawtogglekeydown = 1;
7481 if ((Person::players[i]->isIdle() ||
7482 (Person::players[i]->aitype != playercontrolled &&
7483 Person::players[0]->weaponactive != -1 &&
7484 Person::players[i]->isRun())) &&
7485 Person::players[i]->num_weapons &&
7486 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7487 Person::players[i]->setAnimation(drawleftanim);
7488 Person::players[i]->drawtogglekeydown = 1;
7490 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7491 Person::players[i]->setAnimation(crouchdrawrightanim);
7492 Person::players[i]->drawtogglekeydown = 1;
7499 if (Person::players[i]->weaponactive != -1) {
7500 if (Person::players[i]->isCrouch() &&
7501 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7503 Person::players[i]->onterrain &&
7504 Person::players[i]->num_weapons &&
7505 Person::players[i]->attackkeydown &&
7506 musictype != stream_fighttheme) {
7507 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7508 Person::players[i]->setAnimation(crouchstabanim);
7509 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7510 Person::players[i]->setAnimation(swordgroundstabanim);
7511 Person::players[i]->hasvictim = 0;
7515 if (!Person::players[i]->drawkeydown)
7516 Person::players[i]->drawtogglekeydown = 0;
7521 absflatfacing.z = -1;
7523 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7525 absflatfacing = flatfacing;
7527 if (indialogue != -1) {
7528 Person::players[i]->forwardkeydown = 0;
7529 Person::players[i]->leftkeydown = 0;
7530 Person::players[i]->backkeydown = 0;
7531 Person::players[i]->rightkeydown = 0;
7532 Person::players[i]->jumpkeydown = 0;
7533 Person::players[i]->crouchkeydown = 0;
7534 Person::players[i]->drawkeydown = 0;
7535 Person::players[i]->throwkeydown = 0;
7539 if (!animation[Person::players[i]->animTarget].attack &&
7540 Person::players[i]->animTarget != staggerbackhighanim &&
7541 Person::players[i]->animTarget != staggerbackhardanim &&
7542 Person::players[i]->animTarget != backhandspringanim &&
7543 Person::players[i]->animTarget != dodgebackanim) {
7544 if (!Person::players[i]->forwardkeydown)
7545 Person::players[i]->forwardstogglekeydown = 0;
7546 if (Person::players[i]->crouchkeydown) {
7550 Person::players[i]->superruntoggle = 1;
7551 if (Person::players.size() > 1)
7552 for (unsigned j = 0; j < Person::players.size(); j++)
7553 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7554 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7555 Person::players[i]->superruntoggle = 0;
7558 if (Person::players.size() > 1)
7559 for (unsigned j = 0; j < Person::players.size(); j++) {
7560 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7561 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7562 Person::players[j]->victim == Person::players[i] &&
7563 (Person::players[j]->animTarget == sweepanim ||
7564 Person::players[j]->animTarget == upunchanim ||
7565 Person::players[j]->animTarget == wolfslapanim ||
7566 ((Person::players[j]->animTarget == swordslashanim ||
7567 Person::players[j]->animTarget == knifeslashstartanim ||
7568 Person::players[j]->animTarget == staffhitanim ||
7569 Person::players[j]->animTarget == staffspinhitanim) &&
7570 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7579 Person::players[target]->Reverse();
7580 Person::players[i]->lowreversaldelay = .5;
7582 if (Person::players[i]->isIdle()) {
7583 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7584 Person::players[i]->transspeed = 10;
7586 if (Person::players[i]->isRun() ||
7587 (Person::players[i]->isStop() &&
7588 (Person::players[i]->leftkeydown ||
7589 Person::players[i]->rightkeydown ||
7590 Person::players[i]->forwardkeydown ||
7591 Person::players[i]->backkeydown))) {
7592 Person::players[i]->setAnimation(rollanim);
7593 Person::players[i]->transspeed = 20;
7596 if (!Person::players[i]->crouchkeydown) {
7598 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7599 Person::players[i]->superruntoggle = 0;
7601 if (Person::players[i]->isCrouch()) {
7602 if (Person::players.size() > 1)
7603 for (unsigned j = 0; j < Person::players.size(); j++) {
7605 !Person::players[j]->skeleton.free &&
7606 Person::players[j]->victim &&
7607 Person::players[i]->highreversaldelay <= 0) {
7608 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7609 Person::players[j]->victim == Person::players[i] &&
7610 (Person::players[j]->animTarget == spinkickanim) &&
7611 Person::players[i]->isCrouch()) {
7620 Person::players[target]->Reverse();
7621 Person::players[i]->highreversaldelay = .5;
7623 if (Person::players[i]->isCrouch()) {
7624 if (!Person::players[i]->wasCrouch()) {
7625 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7626 Person::players[i]->frameCurrent = 0;
7628 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7629 Person::players[i]->transspeed = 10;
7632 if (Person::players[i]->animTarget == sneakanim) {
7633 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7634 Person::players[i]->transspeed = 10;
7637 if (Person::players[i]->forwardkeydown) {
7638 if (Person::players[i]->isIdle() ||
7639 (Person::players[i]->isStop() &&
7640 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7641 (Person::players[i]->isLanding() &&
7642 Person::players[i]->frameTarget > 0 &&
7643 !Person::players[i]->jumpkeydown) ||
7644 (Person::players[i]->isLandhard() &&
7645 Person::players[i]->frameTarget > 0 &&
7646 !Person::players[i]->jumpkeydown &&
7647 Person::players[i]->crouchkeydown)) {
7648 if (Person::players[i]->aitype == passivetype)
7649 Person::players[i]->setAnimation(walkanim);
7651 Person::players[i]->setAnimation(Person::players[i]->getRun());
7653 if (Person::players[i]->isCrouch()) {
7654 Person::players[i]->animTarget = sneakanim;
7655 if (Person::players[i]->wasCrouch())
7656 Person::players[i]->target = 0;
7657 Person::players[i]->frameTarget = 0;
7659 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7660 Person::players[i]->setAnimation(climbanim);
7661 Person::players[i]->frameTarget = 1;
7662 Person::players[i]->jumpclimb = 1;
7664 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7665 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7667 Person::players[i]->forwardstogglekeydown = 1;
7670 if (Person::players[i]->rightkeydown) {
7671 if (Person::players[i]->isIdle() ||
7672 (Person::players[i]->isStop() &&
7673 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7674 (Person::players[i]->isLanding() &&
7675 Person::players[i]->frameTarget > 0 &&
7676 !Person::players[i]->jumpkeydown) ||
7677 (Person::players[i]->isLandhard() &&
7678 Person::players[i]->frameTarget > 0 &&
7679 !Person::players[i]->jumpkeydown &&
7680 Person::players[i]->crouchkeydown)) {
7681 Person::players[i]->setAnimation(Person::players[i]->getRun());
7683 if (Person::players[i]->isCrouch()) {
7684 Person::players[i]->animTarget = sneakanim;
7685 if (Person::players[i]->wasCrouch())
7686 Person::players[i]->target = 0;
7687 Person::players[i]->frameTarget = 0;
7689 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7690 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7692 Person::players[i]->targetyaw -= 90;
7693 if (Person::players[i]->forwardkeydown)
7694 Person::players[i]->targetyaw += 45;
7695 if (Person::players[i]->backkeydown)
7696 Person::players[i]->targetyaw -= 45;
7699 if ( Person::players[i]->leftkeydown) {
7700 if (Person::players[i]->isIdle() ||
7701 (Person::players[i]->isStop() &&
7702 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7703 (Person::players[i]->isLanding() &&
7704 Person::players[i]->frameTarget > 0 &&
7705 !Person::players[i]->jumpkeydown) ||
7706 (Person::players[i]->isLandhard() &&
7707 Person::players[i]->frameTarget > 0 &&
7708 !Person::players[i]->jumpkeydown &&
7709 Person::players[i]->crouchkeydown)) {
7710 Person::players[i]->setAnimation(Person::players[i]->getRun());
7712 if (Person::players[i]->isCrouch()) {
7713 Person::players[i]->animTarget = sneakanim;
7714 if (Person::players[i]->wasCrouch())
7715 Person::players[i]->target = 0;
7716 Person::players[i]->frameTarget = 0;
7718 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7719 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7721 Person::players[i]->targetyaw += 90;
7722 if (Person::players[i]->forwardkeydown)
7723 Person::players[i]->targetyaw -= 45;
7724 if (Person::players[i]->backkeydown)
7725 Person::players[i]->targetyaw += 45;
7728 if (Person::players[i]->backkeydown) {
7729 if (Person::players[i]->isIdle() ||
7730 (Person::players[i]->isStop() &&
7731 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7732 (Person::players[i]->isLanding() &&
7733 Person::players[i]->frameTarget > 0 &&
7734 !Person::players[i]->jumpkeydown) ||
7735 (Person::players[i]->isLandhard() &&
7736 Person::players[i]->frameTarget > 0 &&
7737 !Person::players[i]->jumpkeydown &&
7738 Person::players[i]->crouchkeydown)) {
7739 Person::players[i]->setAnimation(Person::players[i]->getRun());
7741 if (Person::players[i]->isCrouch()) {
7742 Person::players[i]->animTarget = sneakanim;
7743 if (Person::players[i]->wasCrouch())
7744 Person::players[i]->target = 0;
7745 Person::players[i]->frameTarget = 0;
7747 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7748 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7750 if (Person::players[i]->animTarget == hanganim) {
7751 Person::players[i]->animCurrent = jumpdownanim;
7752 Person::players[i]->animTarget = jumpdownanim;
7753 Person::players[i]->target = 0;
7754 Person::players[i]->frameCurrent = 0;
7755 Person::players[i]->frameTarget = 1;
7756 Person::players[i]->velocity = 0;
7757 Person::players[i]->velocity.y += gravity;
7758 Person::players[i]->coords.y -= 1.4;
7759 Person::players[i]->grabdelay = 1;
7761 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7762 Person::players[i]->targetyaw += 180;
7765 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7766 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7767 Person::players[i]->isRun() ||
7768 Person::players[i]->animTarget == walkanim ||
7769 Person::players[i]->isCrouch() ||
7770 Person::players[i]->animTarget == sneakanim) &&
7771 Person::players[i]->jumppower > 1) &&
7772 ((Person::players[i]->animTarget != rabbitrunninganim &&
7773 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7774 Person::players[i]->jumpstart = 0;
7775 Person::players[i]->setAnimation(jumpupanim);
7776 Person::players[i]->yaw = Person::players[i]->targetyaw;
7777 Person::players[i]->transspeed = 20;
7778 Person::players[i]->FootLand(0, 1);
7779 Person::players[i]->FootLand(1, 1);
7783 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7786 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7788 Person::players[i]->velocity = 0;
7792 if (Person::players.size() > 1)
7793 for (unsigned j = 0; j < Person::players.size(); j++) {
7794 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7795 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7796 (Person::players[j]->victim == Person::players[i]) &&
7797 (Person::players[j]->animTarget == sweepanim)) {
7806 Person::players[i]->velocity.y = 1;
7808 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7809 Person::players[i]->velocity.y = 7;
7810 Person::players[i]->crouchtogglekeydown = 1;
7811 } else Person::players[i]->velocity.y = 5;
7813 if (mousejump && i == 0 && debugmode) {
7814 if (!Person::players[i]->isLanding())
7815 Person::players[i]->tempdeltav = deltav;
7816 if (Person::players[i]->tempdeltav < 0)
7817 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7820 Person::players[i]->coords.y += .2;
7821 Person::players[i]->jumppower -= 1;
7824 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7826 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7828 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7829 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7830 Person::players[i]->frameTarget = 2;
7831 Person::players[i]->landhard = 0;
7832 Person::players[i]->jumpstart = 1;
7833 Person::players[i]->tempdeltav = deltav;
7835 if (Person::players[i]->animTarget == jumpupanim &&
7839 Person::players[i]->aitype != playercontrolled)) {
7840 if (Person::players[i]->jumppower > multiplier * 6) {
7841 Person::players[i]->velocity.y += multiplier * 6;
7842 Person::players[i]->jumppower -= multiplier * 6;
7844 if (Person::players[i]->jumppower <= multiplier * 6) {
7845 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7846 Person::players[i]->jumppower = 0;
7849 if (((floatjump || editorenabled) && debugmode) && i == 0)
7850 Person::players[i]->velocity.y += multiplier * 30;
7854 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7855 Person::players[i]->setAnimation(Person::players[i]->getStop());
7856 if (Person::players[i]->animTarget == sneakanim) {
7857 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7858 if (Person::players[i]->animCurrent == sneakanim)
7859 Person::players[i]->target = 0;
7860 Person::players[i]->frameTarget = 0;
7863 if (Person::players[i]->animTarget == walkanim &&
7864 (Person::players[i]->aitype == attacktypecutoff ||
7865 Person::players[i]->aitype == searchtype ||
7866 (Person::players[i]->aitype == passivetype &&
7867 Person::players[i]->numwaypoints <= 1)))
7868 Person::players[i]->setAnimation(Person::players[i]->getStop());
7869 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7870 Person::players[i]->setAnimation(Person::players[i]->getStop());
7873 if (Person::players[i]->animTarget == rollanim)
7874 Person::players[i]->targetyaw = oldtargetyaw;
7878 for (unsigned k = 0; k < Person::players.size(); k++) {
7879 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7880 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7881 Person::players[k]->yaw -= 360;
7883 Person::players[k]->yaw += 360;
7886 //stop to turn in right direction
7887 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7888 Person::players[k]->setAnimation(Person::players[k]->getStop());
7890 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7891 Person::players[k]->targettilt = 0;
7893 if (Person::players[k]->animTarget != jumpupanim &&
7894 Person::players[k]->animTarget != backhandspringanim &&
7895 Person::players[k]->animTarget != jumpdownanim &&
7896 !Person::players[k]->isFlip()) {
7897 Person::players[k]->targettilt = 0;
7898 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7899 Person::players[k]->jumppower = 0;
7900 Person::players[k]->jumppower += multiplier * 7;
7901 if (Person::players[k]->isCrouch())
7902 Person::players[k]->jumppower += multiplier * 7;
7903 if (Person::players[k]->jumppower > 5)
7904 Person::players[k]->jumppower = 5;
7907 if (Person::players[k]->isRun())
7908 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7910 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7911 Person::players[k]->grabdelay -= multiplier;
7915 for (unsigned k = 0; k < Person::players.size(); k++) {
7916 Person::players[k]->DoAnimations();
7917 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7918 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7924 for (int j = numenvsounds - 1; j >= 0; j--) {
7925 envsoundlife[j] -= multiplier;
7926 if (envsoundlife[j] < 0) {
7928 envsoundlife[j] = envsoundlife[numenvsounds];
7929 envsound[j] = envsound[numenvsounds];
7933 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7935 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7937 if (tutoriallevel == 1) {
7954 if (tutorialstage >= 51)
7955 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7956 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7957 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7959 emit_stream_np(stream_menutheme);
7968 if (tutorialstage < 51)
7969 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7970 emit_sound_at(fireendsound, Person::players[0]->coords);
7972 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7976 if (tutorialstage >= 14 && tutorialstage < 50)
7977 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7978 emit_sound_at(fireendsound, Person::players[1]->coords);
7980 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7981 if (Random() % 2 == 0) {
7982 if (!Person::players[1]->skeleton.free)
7983 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7984 if (Person::players[1]->skeleton.free)
7985 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7986 if (!Person::players[1]->skeleton.free)
7987 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;
7988 if (Person::players[1]->skeleton.free)
7989 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7990 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7994 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7995 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7996 Person::players[1]->skeleton.joints[i].velocity = 0;
7997 if (Random() % 2 == 0) {
7998 if (!Person::players[1]->skeleton.free)
7999 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8000 if (Person::players[1]->skeleton.free)
8001 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8002 if (!Person::players[1]->skeleton.free)
8003 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;
8004 if (Person::players[1]->skeleton.free)
8005 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8006 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8014 static float gLoc[3];
8018 static float vel[3];
8019 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8020 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8021 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8023 //Set orientation with forward and up vectors
8024 static XYZ upvector;
8028 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8029 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8034 facing = DoRotation(facing, -pitch, 0, 0);
8035 facing = DoRotation(facing, 0, 0 - yaw, 0);
8038 static float ori[6];
8042 ori[3] = -upvector.x;
8043 ori[4] = upvector.y;
8044 ori[5] = -upvector.z;
8046 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8053 if (Input::isKeyPressed(SDL_SCANCODE_F1))
8057 void Game::TickOnce()
8060 yaw += multiplier * 5;
8061 else if (directing || indialogue == -1) {
8064 pitch += deltav * .7;
8066 pitch -= deltav * .7;
8074 void Game::TickOnceAfter()
8076 static XYZ colviewer;
8077 static XYZ coltarget;
8081 static float changedelay;
8082 static bool alldead;
8083 static float unseendelay;
8084 static float cameraspeed;
8087 static int oldmusictype = musictype;
8089 if (environment == snowyenvironment)
8090 leveltheme = stream_snowtheme;
8091 if (environment == grassyenvironment)
8092 leveltheme = stream_grasstheme;
8093 if (environment == desertenvironment)
8094 leveltheme = stream_deserttheme;
8098 musictype = leveltheme;
8099 for (unsigned i = 0; i < Person::players.size(); i++) {
8100 if ((Person::players[i]->aitype == attacktypecutoff ||
8101 Person::players[i]->aitype == getweapontype ||
8102 Person::players[i]->aitype == gethelptype ||
8103 Person::players[i]->aitype == searchtype) &&
8104 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8105 (Person::players[i]->animTarget != sneakattackedanim &&
8106 Person::players[i]->animTarget != knifesneakattackedanim &&
8107 Person::players[i]->animTarget != swordsneakattackedanim)) {
8108 musictype = stream_fighttheme;
8112 if (Person::players[0]->dead)
8113 musictype = stream_menutheme;
8116 if (musictype == stream_fighttheme)
8119 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8120 unseendelay -= multiplier;
8121 if (unseendelay > 0)
8122 musictype = stream_fighttheme;
8127 musictype = stream_menutheme;
8128 musicvolume[2] = 512;
8135 if (musictype != oldmusictype && musictype == stream_fighttheme)
8136 emit_sound_np(alarmsound);
8137 musicselected = musictype;
8139 if (musicselected == leveltheme)
8140 musicvolume[0] += multiplier * 450;
8142 musicvolume[0] -= multiplier * 450;
8143 if (musicselected == stream_fighttheme)
8144 musicvolume[1] += multiplier * 450;
8146 musicvolume[1] -= multiplier * 450;
8147 if (musicselected == stream_menutheme)
8148 musicvolume[2] += multiplier * 450;
8150 musicvolume[2] -= multiplier * 450;
8152 for (int i = 0; i < 3; i++) {
8153 if (musicvolume[i] < 0)
8155 if (musicvolume[i] > 512)
8156 musicvolume[i] = 512;
8159 if (musicvolume[2] > 128 && !loading && !mainmenu)
8160 musicvolume[2] = 128;
8163 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8164 emit_stream_np(leveltheme, musicvolume[0]);
8165 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8166 emit_stream_np(stream_fighttheme, musicvolume[1]);
8167 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8168 emit_stream_np(stream_menutheme, musicvolume[2]);
8169 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8170 pause_sound(leveltheme);
8171 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8172 pause_sound(stream_fighttheme);
8173 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8174 pause_sound(stream_menutheme);
8176 if (musicvolume[0] != oldmusicvolume[0])
8177 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8178 if (musicvolume[1] != oldmusicvolume[1])
8179 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8180 if (musicvolume[2] != oldmusicvolume[2])
8181 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8183 for (int i = 0; i < 3; i++)
8184 oldmusicvolume[i] = musicvolume[i];
8186 pause_sound(leveltheme);
8187 pause_sound(stream_fighttheme);
8188 pause_sound(stream_menutheme);
8190 for (int i = 0; i < 4; i++) {
8191 oldmusicvolume[i] = 0;
8197 for (int i = 0; i < numhotspots; i++) {
8198 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8199 if (Person::players[hotspottype[i] - 10]->dead == 0)
8201 else if (killhotspot == 2)
8205 if (killhotspot == 2)
8210 for (int i = 0; i < numhotspots; i++)
8211 if (hotspottype[i] == -1)
8212 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8216 for (unsigned i = 1; i < Person::players.size(); i++)
8217 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8219 if (numalarmed > maxalarmed)
8220 maxalarmed = numalarmed;
8222 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8223 if (Person::players[0]->dead && changedelay <= 0) {
8225 targetlevel = whichlevel;
8228 for (unsigned i = 1; i < Person::players.size(); i++) {
8229 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8236 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8238 targetlevel = whichlevel + 1;
8239 if (targetlevel > numchallengelevels - 1)
8242 if (winhotspot || windialogue) {
8244 targetlevel = whichlevel + 1;
8245 if (targetlevel > numchallengelevels - 1)
8252 targetlevel = whichlevel + 1;
8253 if (targetlevel > numchallengelevels - 1)
8257 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8258 //high scores, awards, win
8260 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8263 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8271 if (leveltime < 1) {
8279 if (!editorenabled && gameon && !mainmenu) {
8280 if (changedelay != -999)
8281 changedelay -= multiplier / 7;
8282 if (Person::players[0]->dead)
8283 targetlevel = whichlevel;
8284 if (loading == 2 && !campaign) {
8287 fireSound(firestartsound);
8289 if (!Person::players[0]->dead && targetlevel != whichlevel)
8290 startbonustotal = bonustotal;
8291 if (Person::players[0]->dead)
8292 Loadlevel(whichlevel);
8294 Loadlevel(targetlevel);
8300 if (loading == 2 && targetlevel == whichlevel) {
8304 fireSound(firestartsound);
8306 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8312 if (changedelay <= -999 &&
8315 (Person::players[0]->dead ||
8316 (alldead && maptype == mapkilleveryone) ||
8320 if ((Person::players[0]->dead ||
8321 (alldead && maptype == mapkilleveryone) ||
8326 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8330 if (Person::players[0]->dead)
8336 // campaignchoosenext determines what to do when the level is complete:
8337 // 0 = load next level
8338 // 1 = go back to level select screen
8339 // 2 = stealthload next level
8340 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8341 if (campaignlevels[actuallevel].nextlevel.empty())
8343 } else if (mainmenu == 0 && winfreeze) {
8344 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8346 if (!stealthloading) {
8347 fireSound(firestartsound);
8352 startbonustotal = 0;
8362 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8365 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8369 pause_sound(stream_menutheme);
8380 oldmusictype = musictype;
8386 facing = DoRotation(facing, -pitch, 0, 0);
8387 facing = DoRotation(facing, 0, 0 - yaw, 0);
8388 viewerfacing = facing;
8391 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8392 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;
8394 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;
8396 if (Person::players[0]->skeleton.free) {
8397 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8398 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8399 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8403 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8405 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8406 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8408 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8410 coltarget = target - cameraloc;
8411 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8414 Normalise(&coltarget);
8415 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8416 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8418 cameraloc = cameraloc + coltarget * multiplier * 8;
8422 cameradist += multiplier * 5;
8423 if (cameradist > 2.3)
8425 viewer = cameraloc - facing * cameradist;
8427 coltarget = cameraloc;
8428 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8429 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8430 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8431 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8433 coltarget = cameraloc;
8434 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8437 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8438 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8439 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8441 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8445 cameradist = findDistance(&viewer, &target);
8446 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8447 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8448 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8452 //what did autocam do?
8453 if(Person::players[0]->skeleton.free!=2&&autocam){
8455 if(findLengthfast(&Person::players[0]->velocity)>400){
8456 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8458 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8459 cameradist+=multiplier*5;
8460 if(cameradist>3.3)cameradist=3.3;
8461 coltarget=target-cameraloc;
8462 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8463 else if(findLengthfast(&coltarget)>1)
8465 Normalise(&coltarget);
8466 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;
8467 else cameraloc=cameraloc+coltarget*multiplier*8;
8469 if(editorenabled)cameraloc=target;
8472 coltarget=cameraloc;
8473 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8474 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8475 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8476 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8478 coltarget=cameraloc;
8479 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8481 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8482 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8483 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8485 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8489 cameradist=findDistance(&viewer,&target);
8490 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8491 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8492 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8496 if (camerashake > .8)
8498 //if(woozy>10)woozy=10;
8499 //woozy+=multiplier;
8500 woozy += multiplier;
8501 if (Person::players[0]->dead)
8503 if (Person::players[0]->dead)
8505 camerashake -= multiplier * 2;
8506 blackout -= multiplier * 2;
8507 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8508 if (camerashake < 0)
8512 //if(woozy<0)woozy=0;
8514 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8515 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8516 viewer.z += (float)(Random() % 100) * .0005 * camerashake;