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
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program 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.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include <sys/types.h>
34 #include "openal_wrapper.h"
37 #include "Animation.h"
46 // Added more evilness needed for MSVC
48 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
49 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
53 extern float multiplier;
55 extern int environment;
56 extern Terrain terrain;
57 extern float screenwidth, screenheight;
60 extern float texdetail;
61 extern Objects objects;
63 extern float slomodelay;
64 extern bool floatjump;
67 extern float camerashake;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
82 extern bool keyboardfrozen;
83 extern bool loadingstuff;
84 extern XYZ windvector;
85 extern bool debugmode;
86 static int leveltheme;
88 extern int oldmainmenu;
89 extern bool visibleloading;
90 extern XYZ envsound[30];
91 extern float envsoundvol[30];
92 extern int numenvsounds;
93 extern float envsoundlife[30];
94 extern float usermousesensitivity;
95 extern bool ismotionblur;
96 extern bool showdamagebar; // (des)activate the damage bar
98 extern float tintr, tintg, tintb;
99 extern bool skyboxtexture;
100 extern float skyboxr;
101 extern float skyboxg;
102 extern float skyboxb;
103 extern float skyboxlightr;
104 extern float skyboxlightg;
105 extern float skyboxlightb;
106 extern float fadestart;
107 extern float slomospeed;
108 extern float slomofreq;
109 extern int tutoriallevel;
110 extern float smoketex;
111 extern float tutorialstagetime;
112 extern int tutorialstage;
113 extern float tutorialmaxtime;
114 extern float tutorialsuccess;
115 extern bool againbonus;
116 extern bool reversaltrain;
117 extern bool canattack;
118 extern bool cananger;
119 extern float damagedealt;
121 extern int editoractive;
122 extern int editorpathtype;
123 extern TGAImageRec texture;
125 extern float hostiletime;
127 extern bool gamestarted;
129 extern int numhotspots;
130 extern int killhotspot;
131 extern XYZ hotspot[40];
132 extern int hotspottype[40];
133 extern float hotspotsize[40];
134 extern char hotspottext[40][256];
135 extern int currenthotspot;
139 extern bool stillloading;
140 extern bool winfreeze;
142 extern bool campaign;
146 void Loadlevel(int which);
147 void Loadlevel(const char *name);
160 std::string description;
163 0 = Immediately load next level at the end of this one.
164 1 = Go back to the world map.
165 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
167 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
168 std::vector<int> nextlevel;
170 CampaignLevel() : width(10) {
176 return 30 + 120 + location.x * 400 / 512;
179 return 30 + 30 + (512 - location.y) * 400 / 512;
182 return getStartX() + width;
185 return getStartY() + width;
189 center.x = getStartX() + width / 2;
190 center.y = getStartY() + width / 2;
196 istream& operator<< (istream& is) {
203 for (unsigned pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
204 description.replace(pos, 1, 1, ' ');
211 for (int j = 0; j < numnext; j++) {
214 nextlevel.push_back(next - 1);
222 friend istream& operator>> (istream& is, CampaignLevel& cl) {
230 vector<CampaignLevel> campaignlevels;
233 bool winhotspot = false;
234 bool windialogue = false;
237 float cameradist = 0;
238 bool oldattackkey = 0;
240 float musicvolume[4] = {};
241 float oldmusicvolume[4] = {};
242 int musicselected = 0;
246 static const char *rabbitskin[] = {
247 ":Data:Textures:Fur3.jpg",
248 ":Data:Textures:Fur.jpg",
249 ":Data:Textures:Fur2.jpg",
250 ":Data:Textures:Lynx.jpg",
251 ":Data:Textures:Otter.jpg",
252 ":Data:Textures:Opal.jpg",
253 ":Data:Textures:Sable.jpg",
254 ":Data:Textures:Chocolate.jpg",
255 ":Data:Textures:BW2.jpg",
256 ":Data:Textures:WB2.jpg"
259 static const char *wolfskin[] = {
260 ":Data:Textures:Wolf.jpg",
261 ":Data:Textures:Darkwolf.jpg",
262 ":Data:Textures:Snowwolf.jpg"
265 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
266 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 static const char **creatureskin[] = {rabbitskin, wolfskin};
270 /* Return true if PFX is a prefix of STR (case-insensitive). */
271 static bool stripfx(const char *str, const char *pfx)
273 return !strncasecmp(str, pfx, strlen(pfx));
276 static const char *cmd_names[] = {
277 #define DECLARE_COMMAND(cmd) #cmd,
278 #include "ConsoleCmds.h"
279 #undef DECLARE_COMMAND
282 typedef void (*console_handler)(const char *args);
284 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
285 #include "ConsoleCmds.h"
286 #undef DECLARE_COMMAND
288 static console_handler cmd_handlers[] = {
289 #define DECLARE_COMMAND(cmd) ch_##cmd,
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
298 // TODO: this is slightly incorrect
299 inline float roughDirection(XYZ vec)
302 float angle = -asin(-vec.x) * 180 / M_PI;
307 inline float roughDirectionTo(XYZ start, XYZ end)
309 return roughDirection(end - start);
311 inline float pitchOf(XYZ vec)
314 return -asin(vec.y) * 180 / M_PI;
316 inline float pitchTo(XYZ start, XYZ end)
318 return pitchOf(end - start);
320 inline float sq(float n)
324 inline float stepTowardf(float from, float to, float by)
326 if (fabs(from - to) < by)
334 void playdialogueboxsound()
337 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
338 temppos = temppos - viewer;
343 switch (dialogueboxsound[whichdialogue][indialogue]) {
348 sound = consolefailsound;
351 sound = consolesuccesssound;
354 sound = firestartsound;
357 sound = fireendsound;
360 sound = rabbitchitter;
363 sound = rabbitchitter2;
366 sound = rabbitpainsound;
369 sound = rabbitpain1sound;
372 sound = rabbitattacksound;
375 sound = rabbitattack2sound;
378 sound = rabbitattack3sound;
381 sound = rabbitattack4sound;
405 sound = barkgrowlsound;
411 emit_sound_at(sound, temppos);
414 // ================================================================
416 bool AddClothes(const char *fileName, GLubyte *array)
420 unsigned char fileNamep[256];
421 CopyCStringToPascal(fileName, fileNamep);
423 opened = upload_image( fileNamep , 1);
428 if (tintr > 1) tintr = 1;
429 if (tintg > 1) tintg = 1;
430 if (tintb > 1) tintb = 1;
432 if (tintr < 0) tintr = 0;
433 if (tintg < 0) tintg = 0;
434 if (tintb < 0) tintb = 0;
436 int bytesPerPixel = texture.bpp / 8;
440 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
441 if (bytesPerPixel == 3)
443 else if ((i + 1) % 4 == 0)
444 alphanum = texture.data[i];
446 if ((i + 1) % 4 || bytesPerPixel == 3) {
448 texture.data[i] *= tintr;
450 texture.data[i] *= tintg;
452 texture.data[i] *= tintb;
453 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
464 static void ch_quit(const char *args)
469 static void ch_map(const char *args)
476 static void ch_save(const char *args)
479 snprintf(buf, 63, ":Data:Maps:%s", args);
484 tfile = fopen( ConvertFileName(buf), "wb" );
485 fpackf(tfile, "Bi", mapvers);
486 fpackf(tfile, "Bi", maptype);
487 fpackf(tfile, "Bi", hostile);
488 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
489 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
490 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
491 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
492 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
493 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
494 for (int j = 0; j < Person::players[0]->num_weapons; j++)
495 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
497 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
498 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
499 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
500 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
502 fpackf(tfile, "Bi", Person::players[0]->numclothes);
504 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
506 fpackf(tfile, "Bi", numdialogues);
508 for (int k = 0; k < numdialogues; k++) {
509 fpackf(tfile, "Bi", numdialogueboxes[k]);
510 fpackf(tfile, "Bi", dialoguetype[k]);
511 for (int l = 0; l < 10; l++) {
512 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
513 fpackf(tfile, "Bf", participantyaw[k][l]);
515 for (int l = 0; l < numdialogueboxes[k]; l++) {
516 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
517 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
518 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
519 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
520 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
522 int templength = strlen(dialoguetext[k][l]);
523 fpackf(tfile, "Bi", (templength));
524 for (int m = 0; m < templength; m++) {
525 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
526 if (dialoguetext[k][l][m] == '\0')
530 templength = strlen(dialoguename[k][l]);
531 fpackf(tfile, "Bi", templength);
532 for (int m = 0; m < templength; m++) {
533 fpackf(tfile, "Bb", dialoguename[k][l][m]);
534 if (dialoguename[k][l][m] == '\0')
538 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
539 fpackf(tfile, "Bi", participantfocus[k][l]);
540 fpackf(tfile, "Bi", participantaction[k][l]);
542 for (int m = 0; m < 10; m++)
543 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
545 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
549 for (int k = 0; k < Person::players[0]->numclothes; k++) {
550 int templength = strlen(Person::players[0]->clothes[k]);
551 fpackf(tfile, "Bi", templength);
552 for (int l = 0; l < templength; l++)
553 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
554 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
557 fpackf(tfile, "Bi", environment);
559 fpackf(tfile, "Bi", objects.numobjects);
561 for (int k = 0; k < objects.numobjects; k++)
562 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
563 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
565 fpackf(tfile, "Bi", numhotspots);
566 for (int i = 0; i < numhotspots; i++) {
567 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
568 int templength = strlen(hotspottext[i]);
569 fpackf(tfile, "Bi", templength);
570 for (int l = 0; l < templength; l++)
571 fpackf(tfile, "Bb", hotspottext[i][l]);
574 fpackf(tfile, "Bi", numplayers);
575 if (numplayers < maxplayers)
576 for (int j = 1; j < numplayers; j++) {
577 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
578 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
579 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
580 if (Person::players[j]->num_weapons < 5)
581 for (int k = 0; k < Person::players[j]->num_weapons; k++)
582 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
583 if (Person::players[j]->numwaypoints < 30) {
584 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
585 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
586 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
587 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
588 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
589 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
591 fpackf(tfile, "Bi", Person::players[j]->waypoint);
593 Person::players[j]->numwaypoints = 0;
594 Person::players[j]->waypoint = 0;
595 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
598 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
599 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
600 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
601 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
603 float headprop, bodyprop, armprop, legprop;
604 if (Person::players[j]->creature == wolftype) {
605 headprop = Person::players[j]->proportionhead.x / 1.1;
606 bodyprop = Person::players[j]->proportionbody.x / 1.1;
607 armprop = Person::players[j]->proportionarms.x / 1.1;
608 legprop = Person::players[j]->proportionlegs.x / 1.1;
609 } else if (Person::players[j]->creature == rabbittype) {
610 headprop = Person::players[j]->proportionhead.x / 1.2;
611 bodyprop = Person::players[j]->proportionbody.x / 1.05;
612 armprop = Person::players[j]->proportionarms.x / 1.00;
613 legprop = Person::players[j]->proportionlegs.x / 1.1;
616 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
618 fpackf(tfile, "Bi", Person::players[j]->numclothes);
619 if (Person::players[j]->numclothes)
620 for (int k = 0; k < Person::players[j]->numclothes; k++) {
622 templength = strlen(Person::players[j]->clothes[k]);
623 fpackf(tfile, "Bi", templength);
624 for (int l = 0; l < templength; l++)
625 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
626 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
630 fpackf(tfile, "Bi", numpathpoints);
631 for (int j = 0; j < numpathpoints; j++) {
632 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
633 for (int k = 0; k < numpathpointconnect[j]; k++)
634 fpackf(tfile, "Bi", pathpointconnect[j][k]);
637 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
642 static void ch_cellar(const char *args)
644 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
647 static void ch_tint(const char *args)
649 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
652 static void ch_tintr(const char *args)
657 static void ch_tintg(const char *args)
662 static void ch_tintb(const char *args)
667 static void ch_speed(const char *args)
669 Person::players[0]->speedmult = atof(args);
672 static void ch_strength(const char *args)
674 Person::players[0]->power = atof(args);
677 static void ch_power(const char *args)
679 Person::players[0]->power = atof(args);
682 static void ch_size(const char *args)
684 Person::players[0]->scale = atof(args) * .2;
687 static int findClosestPlayer()
690 float closestdist = std::numeric_limits<float>::max();
692 for (int i = 1; i < numplayers; i++) {
693 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
694 if (distance < closestdist) {
695 closestdist = distance;
702 static int findClosestObject()
705 float closestdist = std::numeric_limits<float>::max();
707 for (int i = 0; i < objects.numobjects; i++) {
708 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
709 if (distance < closestdist) {
710 closestdist = distance;
717 static void ch_sizenear(const char *args)
719 int closest = findClosestPlayer();
721 Person::players[closest]->scale = atof(args) * .2;
724 static void set_proportion(int pnum, const char *args)
726 float headprop, bodyprop, armprop, legprop;
728 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
730 if (Person::players[pnum]->creature == wolftype) {
731 Person::players[pnum]->proportionhead = 1.1 * headprop;
732 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
733 Person::players[pnum]->proportionarms = 1.1 * armprop;
734 Person::players[pnum]->proportionlegs = 1.1 * legprop;
735 } else if (Person::players[pnum]->creature == rabbittype) {
736 Person::players[pnum]->proportionhead = 1.2 * headprop;
737 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
738 Person::players[pnum]->proportionarms = 1.00 * armprop;
739 Person::players[pnum]->proportionlegs = 1.1 * legprop;
740 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
744 static void ch_proportion(const char *args)
746 set_proportion(0, args);
749 static void ch_proportionnear(const char *args)
751 int closest = findClosestPlayer();
753 set_proportion(closest, args);
756 static void set_protection(int pnum, const char *args)
758 float head, high, low;
759 sscanf(args, "%f%f%f", &head, &high, &low);
761 Person::players[pnum]->protectionhead = head;
762 Person::players[pnum]->protectionhigh = high;
763 Person::players[pnum]->protectionlow = low;
766 static void ch_protection(const char *args)
768 set_protection(0, args);
771 static void ch_protectionnear(const char *args)
773 int closest = findClosestPlayer();
775 set_protection(closest, args);
778 static void set_armor(int pnum, const char *args)
780 float head, high, low;
781 sscanf(args, "%f%f%f", &head, &high, &low);
783 Person::players[pnum]->armorhead = head;
784 Person::players[pnum]->armorhigh = high;
785 Person::players[pnum]->armorlow = low;
788 static void ch_armor(const char *args)
793 static void ch_armornear(const char *args)
795 int closest = findClosestPlayer();
797 set_armor(closest, args);
800 static void ch_protectionreset(const char *args)
802 set_protection(0, "1 1 1");
803 set_armor(0, "1 1 1");
806 static void set_metal(int pnum, const char *args)
808 float head, high, low;
809 sscanf(args, "%f%f%f", &head, &high, &low);
811 Person::players[pnum]->metalhead = head;
812 Person::players[pnum]->metalhigh = high;
813 Person::players[pnum]->metallow = low;
816 static void ch_metal(const char *args)
821 static void set_noclothes(int pnum, const char *args)
823 Person::players[pnum]->numclothes = 0;
824 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
825 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
826 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
829 static void ch_noclothes(const char *args)
831 set_noclothes(0, args);
834 static void ch_noclothesnear(const char *args)
836 int closest = findClosestPlayer();
838 set_noclothes(closest, args);
842 static void set_clothes(int pnum, const char *args)
845 snprintf(buf, 63, ":Data:Textures:%s.png", args);
847 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
850 Person::players[pnum]->DoMipmaps();
851 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
852 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
853 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
854 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
855 Person::players[pnum]->numclothes++;
858 static void ch_clothes(const char *args)
860 set_clothes(0, args);
863 static void ch_clothesnear(const char *args)
865 int closest = findClosestPlayer();
867 set_clothes(closest, args);
870 static void ch_belt(const char *args)
872 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
876 static void ch_cellophane(const char *args)
878 cellophane = !cellophane;
879 float mul = cellophane ? 0 : 1;
881 for (int i = 0; i < numplayers; i++) {
882 Person::players[i]->proportionhead.z = Person::players[i]->proportionhead.x * mul;
883 Person::players[i]->proportionbody.z = Person::players[i]->proportionbody.x * mul;
884 Person::players[i]->proportionarms.z = Person::players[i]->proportionarms.x * mul;
885 Person::players[i]->proportionlegs.z = Person::players[i]->proportionlegs.x * mul;
889 static void ch_funnybunny(const char *args)
891 Person::players[0]->skeleton.id = 0;
892 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
893 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
894 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
895 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
896 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
897 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
898 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
899 Person::players[0]->creature = rabbittype;
900 Person::players[0]->scale = .2;
901 Person::players[0]->headless = 0;
902 Person::players[0]->damagetolerance = 200;
903 set_proportion(0, "1 1 1 1");
906 static void ch_wolfie(const char *args)
908 Person::players[0]->skeleton.id = 0;
909 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
910 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
911 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
912 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
913 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
914 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
915 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
916 Person::players[0]->creature = wolftype;
917 Person::players[0]->damagetolerance = 300;
918 set_proportion(0, "1 1 1 1");
921 static void ch_wolfieisgod(const char *args)
926 static void ch_wolf(const char *args)
928 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
931 static void ch_snowwolf(const char *args)
933 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
936 static void ch_darkwolf(const char *args)
938 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
941 static void ch_lizardwolf(const char *args)
943 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
946 static void ch_white(const char *args)
948 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
951 static void ch_brown(const char *args)
953 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
956 static void ch_black(const char *args)
958 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
961 static void ch_sizemin(const char *args)
963 for (int i = 1; i < numplayers; i++)
964 if (Person::players[i]->scale < 0.8 * 0.2)
965 Person::players[i]->scale = 0.8 * 0.2;
968 static void ch_tutorial(const char *args)
970 tutoriallevel = atoi(args);
973 static void ch_hostile(const char *args)
975 hostile = atoi(args);
978 static void ch_indemo(const char *args)
981 hotspot[numhotspots] = Person::players[0]->coords;
982 hotspotsize[numhotspots] = 0;
983 hotspottype[numhotspots] = -111;
984 strcpy(hotspottext[numhotspots], "mapname");
988 static void ch_notindemo(const char *args)
994 static void ch_type(const char *args)
996 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
997 for (int i = 0; i < n; i++)
998 if (stripfx(args, editortypenames[i])) {
1004 static void ch_path(const char *args)
1006 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1007 for (int i = 0; i < n; i++)
1008 if (stripfx(args, pathtypenames[i])) {
1014 static void ch_hs(const char *args)
1016 hotspot[numhotspots] = Person::players[0]->coords;
1020 sscanf(args, "%f%d %n", &size, &type, &shift);
1022 hotspotsize[numhotspots] = size;
1023 hotspottype[numhotspots] = type;
1025 strcpy(hotspottext[numhotspots], args + shift);
1026 strcat(hotspottext[numhotspots], "\n");
1031 static void ch_dialogue(const char *args)
1034 char buf1[32], buf2[64];
1036 sscanf(args, "%d %31s", &dlg, buf1);
1037 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1039 dialoguetype[numdialogues] = dlg;
1041 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1042 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1044 ifstream ipstream(ConvertFileName(buf2));
1045 ipstream.ignore(256, ':');
1046 ipstream >> numdialogueboxes[numdialogues];
1047 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1048 ipstream.ignore(256, ':');
1049 ipstream.ignore(256, ':');
1050 ipstream.ignore(256, ' ');
1051 ipstream >> dialogueboxlocation[numdialogues][i];
1052 ipstream.ignore(256, ':');
1053 ipstream >> dialogueboxcolor[numdialogues][i][0];
1054 ipstream >> dialogueboxcolor[numdialogues][i][1];
1055 ipstream >> dialogueboxcolor[numdialogues][i][2];
1056 ipstream.ignore(256, ':');
1057 ipstream.getline(dialoguename[numdialogues][i], 64);
1058 ipstream.ignore(256, ':');
1059 ipstream.ignore(256, ' ');
1060 ipstream.getline(dialoguetext[numdialogues][i], 128);
1061 for (int j = 0; j < 128; j++) {
1062 if (dialoguetext[numdialogues][i][j] == '\\')
1063 dialoguetext[numdialogues][i][j] = '\n';
1065 ipstream.ignore(256, ':');
1066 ipstream >> dialogueboxsound[numdialogues][i];
1069 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1070 for (int j = 0; j < numplayers; j++) {
1071 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1078 whichdialogue = numdialogues;
1083 static void ch_fixdialogue(const char *args)
1085 char buf1[32], buf2[64];
1088 sscanf(args, "%d %31s", &whichdi, buf1);
1089 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1091 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1092 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1094 ifstream ipstream(ConvertFileName(buf2));
1095 ipstream.ignore(256, ':');
1096 ipstream >> numdialogueboxes[whichdi];
1097 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1098 ipstream.ignore(256, ':');
1099 ipstream.ignore(256, ':');
1100 ipstream.ignore(256, ' ');
1101 ipstream >> dialogueboxlocation[whichdi][i];
1102 ipstream.ignore(256, ':');
1103 ipstream >> dialogueboxcolor[whichdi][i][0];
1104 ipstream >> dialogueboxcolor[whichdi][i][1];
1105 ipstream >> dialogueboxcolor[whichdi][i][2];
1106 ipstream.ignore(256, ':');
1107 ipstream.getline(dialoguename[whichdi][i], 64);
1108 ipstream.ignore(256, ':');
1109 ipstream.ignore(256, ' ');
1110 ipstream.getline(dialoguetext[whichdi][i], 128);
1111 for (int j = 0; j < 128; j++) {
1112 if (dialoguetext[whichdi][i][j] == '\\')
1113 dialoguetext[whichdi][i][j] = '\n';
1115 ipstream.ignore(256, ':');
1116 ipstream >> dialogueboxsound[whichdi][i];
1122 static void ch_fixtype(const char *args)
1125 sscanf(args, "%d", &dlg);
1126 dialoguetype[0] = dlg;
1129 static void ch_fixrotation(const char *args)
1131 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1134 static void ch_ddialogue(const char *args)
1140 static void ch_dhs(const char *args)
1146 static void ch_immobile(const char *args)
1148 Person::players[0]->immobile = 1;
1151 static void ch_allimmobile(const char *args)
1153 for (int i = 1; i < numplayers; i++)
1154 Person::players[i]->immobile = 1;
1157 static void ch_mobile(const char *args)
1159 Person::players[0]->immobile = 0;
1162 static void ch_default(const char *args)
1164 Person::players[0]->armorhead = 1;
1165 Person::players[0]->armorhigh = 1;
1166 Person::players[0]->armorlow = 1;
1167 Person::players[0]->protectionhead = 1;
1168 Person::players[0]->protectionhigh = 1;
1169 Person::players[0]->protectionlow = 1;
1170 Person::players[0]->metalhead = 1;
1171 Person::players[0]->metalhigh = 1;
1172 Person::players[0]->metallow = 1;
1173 Person::players[0]->power = 1;
1174 Person::players[0]->speedmult = 1;
1175 Person::players[0]->scale = 1;
1177 if (Person::players[0]->creature == wolftype) {
1178 Person::players[0]->proportionhead = 1.1;
1179 Person::players[0]->proportionbody = 1.1;
1180 Person::players[0]->proportionarms = 1.1;
1181 Person::players[0]->proportionlegs = 1.1;
1182 } else if (Person::players[0]->creature == rabbittype) {
1183 Person::players[0]->proportionhead = 1.2;
1184 Person::players[0]->proportionbody = 1.05;
1185 Person::players[0]->proportionarms = 1.00;
1186 Person::players[0]->proportionlegs = 1.1;
1187 Person::players[0]->proportionlegs.y = 1.05;
1190 Person::players[0]->numclothes = 0;
1191 Person::players[0]->skeleton.drawmodel.textureptr.load(
1192 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1193 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1195 editoractive = typeactive;
1196 Person::players[0]->immobile = 0;
1199 static void ch_play(const char *args)
1202 sscanf(args, "%d", &dlg);
1203 whichdialogue = dlg;
1205 if (whichdialogue >= numdialogues)
1208 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1209 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1210 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1211 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1212 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1213 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1214 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1220 playdialogueboxsound();
1223 static void ch_mapkilleveryone(const char *args)
1225 maptype = mapkilleveryone;
1228 static void ch_mapkillmost(const char *args)
1230 maptype = mapkillmost;
1233 static void ch_mapkillsomeone(const char *args)
1235 maptype = mapkillsomeone;
1238 static void ch_mapgosomewhere(const char *args)
1240 maptype = mapgosomewhere;
1243 static void ch_viewdistance(const char *args)
1245 viewdistance = atof(args) * 100;
1248 static void ch_fadestart(const char *args)
1250 fadestart = atof(args);
1253 static void ch_slomo(const char *args)
1255 slomospeed = atof(args);
1260 static void ch_slofreq(const char *args)
1262 slomofreq = atof(args);
1265 static void ch_skytint(const char *args)
1267 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1269 skyboxlightr = skyboxr;
1270 skyboxlightg = skyboxg;
1271 skyboxlightb = skyboxb;
1275 terrain.DoShadows();
1276 objects.DoShadows();
1279 static void ch_skylight(const char *args)
1281 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1285 terrain.DoShadows();
1286 objects.DoShadows();
1289 static void ch_skybox(const char *args)
1291 skyboxtexture = !skyboxtexture;
1295 terrain.DoShadows();
1296 objects.DoShadows();
1299 static void cmd_dispatch(const string cmd)
1301 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1303 for (i = 0; i < n_cmds; i++)
1304 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1305 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1306 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1309 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1312 /********************> Tick() <*****/
1313 extern bool save_image(const char * fname);
1314 void Screenshot (void)
1317 time_t t = time(NULL);
1318 struct tm *tme = localtime(&t);
1319 sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1322 mkdir("Screenshots");
1324 mkdir("Screenshots", S_IRWXU);
1330 void Game::SetUpLighting()
1332 if (environment == snowyenvironment)
1333 light.setColors(.65, .65, .7, .4, .4, .44);
1334 if (environment == desertenvironment)
1335 light.setColors(.95, .95, .95, .4, .35, .3);
1336 if (environment == grassyenvironment)
1337 light.setColors(.95, .95, 1, .4, .4, .44);
1339 light.setColors(1, 1, 1, .4, .4, .4);
1341 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1342 light.color[0] *= (skyboxlightr + average) / 2;
1343 light.color[1] *= (skyboxlightg + average) / 2;
1344 light.color[2] *= (skyboxlightb + average) / 2;
1345 light.ambient[0] *= (skyboxlightr + average) / 2;
1346 light.ambient[1] *= (skyboxlightg + average) / 2;
1347 light.ambient[2] *= (skyboxlightb + average) / 2;
1350 int findPathDist(int start, int end)
1352 int smallestcount, count, connected;
1353 int last, last2, last3, last4;
1356 smallestcount = 1000;
1357 for (int i = 0; i < 50; i++) {
1363 while (last != end && count < 30) {
1365 for (int j = 0; j < numpathpoints; j++) {
1366 if (j != last && j != last2 && j != last3 && j != last4) {
1368 if (numpathpointconnect[j])
1369 for (int k = 0; k < numpathpointconnect[j]; k++) {
1370 if (pathpointconnect[j][k] == last)connected = 1;
1373 if (numpathpointconnect[last])
1374 for (int k = 0; k < numpathpointconnect[last]; k++) {
1375 if (pathpointconnect[last][k] == j)connected = 1;
1378 if (closest == -1 || Random() % 2 == 0) {
1389 if (count < smallestcount)
1390 smallestcount = count;
1392 return smallestcount;
1395 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1397 static XYZ colpoint, colviewer, coltarget;
1398 static float minx, minz, maxx, maxz, miny, maxy;
1400 minx = min(startpoint.x, endpoint.x) - 1;
1401 miny = min(startpoint.y, endpoint.y) - 1;
1402 minz = min(startpoint.z, endpoint.z) - 1;
1403 maxx = max(startpoint.x, endpoint.x) + 1;
1404 maxy = max(startpoint.y, endpoint.y) + 1;
1405 maxz = max(startpoint.z, endpoint.z) + 1;
1407 for (int i = 0; i < objects.numobjects; i++) {
1408 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1409 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1410 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1411 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1412 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1413 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1414 if ( objects.type[i] != treeleavestype &&
1415 objects.type[i] != bushtype &&
1416 objects.type[i] != firetype) {
1417 colviewer = startpoint;
1418 coltarget = endpoint;
1419 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1425 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1430 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1432 static XYZ colpoint, colviewer, coltarget;
1433 static float minx, minz, maxx, maxz, miny, maxy;
1434 static int i; //FIXME: see below
1436 minx = min(startpoint.x, endpoint.x) - 1;
1437 miny = min(startpoint.y, endpoint.y) - 1;
1438 minz = min(startpoint.z, endpoint.z) - 1;
1439 maxx = max(startpoint.x, endpoint.x) + 1;
1440 maxy = max(startpoint.y, endpoint.y) + 1;
1441 maxz = max(startpoint.z, endpoint.z) + 1;
1444 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1445 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1446 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1447 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1448 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1449 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1450 if ( objects.type[what] != treeleavestype &&
1451 objects.type[what] != bushtype &&
1452 objects.type[what] != firetype) {
1453 colviewer = startpoint;
1454 coltarget = endpoint;
1456 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1463 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1469 void Setenvironment(int which)
1473 LOG(" Setting environment...");
1475 float temptexdetail;
1476 environment = which;
1478 pause_sound(stream_snowtheme);
1479 pause_sound(stream_grasstheme);
1480 pause_sound(stream_deserttheme);
1481 pause_sound(stream_wind);
1482 pause_sound(stream_desertambient);
1485 if (environment == snowyenvironment) {
1489 emit_stream_np(stream_wind);
1491 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1492 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1493 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1494 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1496 footstepsound = footstepsn1;
1497 footstepsound2 = footstepsn2;
1498 footstepsound3 = footstepst1;
1499 footstepsound4 = footstepst2;
1501 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1502 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1504 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1509 temptexdetail = texdetail;
1512 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1513 ":Data:Textures:Skybox(snow):Left.jpg",
1514 ":Data:Textures:Skybox(snow):Back.jpg",
1515 ":Data:Textures:Skybox(snow):Right.jpg",
1516 ":Data:Textures:Skybox(snow):Up.jpg",
1517 ":Data:Textures:Skybox(snow):Down.jpg");
1522 texdetail = temptexdetail;
1523 } else if (environment == desertenvironment) {
1526 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1527 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1528 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1529 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1533 emit_stream_np(stream_desertambient);
1535 footstepsound = footstepsn1;
1536 footstepsound2 = footstepsn2;
1537 footstepsound3 = footstepsn1;
1538 footstepsound4 = footstepsn2;
1540 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1541 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1543 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1547 temptexdetail = texdetail;
1550 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1551 ":Data:Textures:Skybox(sand):Left.jpg",
1552 ":Data:Textures:Skybox(sand):Back.jpg",
1553 ":Data:Textures:Skybox(sand):Right.jpg",
1554 ":Data:Textures:Skybox(sand):Up.jpg",
1555 ":Data:Textures:Skybox(sand):Down.jpg");
1560 texdetail = temptexdetail;
1561 } else if (environment == grassyenvironment) {
1564 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1565 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1566 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1567 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1570 emit_stream_np(stream_wind, 100.);
1572 footstepsound = footstepgr1;
1573 footstepsound2 = footstepgr2;
1574 footstepsound3 = footstepst1;
1575 footstepsound4 = footstepst2;
1577 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1578 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1580 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1584 temptexdetail = texdetail;
1587 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1588 ":Data:Textures:Skybox(grass):Left.jpg",
1589 ":Data:Textures:Skybox(grass):Back.jpg",
1590 ":Data:Textures:Skybox(grass):Right.jpg",
1591 ":Data:Textures:Skybox(grass):Up.jpg",
1592 ":Data:Textures:Skybox(grass):Down.jpg");
1596 texdetail = temptexdetail;
1598 temptexdetail = texdetail;
1600 terrain.load(":Data:Textures:heightmap.png");
1602 texdetail = temptexdetail;
1609 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1610 ipstream.ignore(256, ':');
1612 ipstream >> numlevels;
1613 campaignlevels.clear();
1614 for (int i = 0; i < numlevels; i++) {
1617 campaignlevels.push_back(cl);
1621 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1623 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1625 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1628 if (accountactive->getCampaignChoicesMade() == 0) {
1629 accountactive->setCampaignScore(0);
1630 accountactive->resetFasttime();
1634 vector<string> ListCampaigns()
1636 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1637 struct dirent *campaign = NULL;
1639 perror("Problem while loading campaigns");
1640 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1643 vector<string> campaignNames;
1644 while ((campaign = readdir(campaigns)) != NULL) {
1645 string name(campaign->d_name);
1646 if (name.length() < 5)
1648 if (!name.compare(name.length() - 4, 4, ".txt")) {
1649 campaignNames.push_back(name.substr(0, name.length() - 4));
1652 closedir(campaigns);
1653 return campaignNames;
1656 void Loadlevel(int which)
1663 Loadlevel("tutorial");
1664 } else if (which >= 0 && which <= 15) {
1666 snprintf(buf, 32, "map%d", which + 1); // challenges
1669 Loadlevel("mapsave");
1672 void Loadlevel(const char *name)
1676 static const char *pfx = ":Data:Maps:";
1679 float headprop, legprop, armprop, bodyprop;
1683 LOG(std::string("Loading level...") + name);
1695 if (tutoriallevel != -1)
1700 if (tutoriallevel == 1)
1702 if (tutorialstage == 0) {
1703 tutorialstagetime = 0;
1704 tutorialmaxtime = 1;
1707 pause_sound(whooshsound);
1708 pause_sound(stream_firesound);
1710 // Change the map filename into something that is os specific
1711 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1712 sprintf(buf, "%s%s", pfx, name);
1713 const char *FixedFN = ConvertFileName(buf);
1717 //~ char* buff=getcwd(NULL,0);
1718 //~ cout << buff << " " << FixedFN << endl;
1720 tfile = fopen( FixedFN, "rb" );
1722 pause_sound(stream_firesound);
1724 windialogue = false;
1728 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1732 for (int i = 0; i < 20; i++)
1733 dialoguegonethrough[i] = 0;
1742 difficulty = accountactive->getDifficulty();
1745 currenthotspot = -1;
1756 for (int i = 0; i < 100; i++)
1765 numunarmedattack = 0;
1776 bonustotal = startbonustotal;
1781 emit_sound_np(consolesuccesssound);
1786 if (!stealthloading) {
1787 terrain.numdecals = 0;
1788 Sprite::deleteSprites();
1789 for (int i = 0; i < objects.numobjects; i++)
1790 objects.model[i].numdecals = 0;
1792 int j = objects.numobjects;
1793 for (int i = 0; i < j; i++) {
1794 objects.DeleteObject(0);
1799 for (int i = 0; i < subdivision; i++)
1800 for (int j = 0; j < subdivision; j++)
1801 terrain.patchobjectnum[i][j] = 0;
1808 funpackf(tfile, "Bi", &mapvers);
1810 funpackf(tfile, "Bi", &indemo);
1814 funpackf(tfile, "Bi", &maptype);
1816 maptype = mapkilleveryone;
1818 funpackf(tfile, "Bi", &hostile);
1822 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1828 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1836 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1838 skyboxlightr = skyboxr;
1839 skyboxlightg = skyboxg;
1840 skyboxlightb = skyboxb;
1842 if (!stealthloading)
1843 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);
1845 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1846 Person::players[0]->originalcoords = Person::players[0]->coords;
1847 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1848 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1849 Person::players[0]->weaponids[j] = weapons.size();
1851 funpackf(tfile, "Bi", &type);
1852 weapons.push_back(Weapon(type, 0));
1858 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1859 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1860 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1861 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1863 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1866 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1868 Person::players[0]->whichskin = 0;
1869 Person::players[0]->creature = rabbittype;
1872 Person::players[0]->lastattack = -1;
1873 Person::players[0]->lastattack2 = -1;
1874 Person::players[0]->lastattack3 = -1;
1878 funpackf(tfile, "Bi", &numdialogues);
1879 for (int k = 0; k < numdialogues; k++) {
1880 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1881 funpackf(tfile, "Bi", &dialoguetype[k]);
1882 for (int l = 0; l < 10; l++) {
1883 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1884 funpackf(tfile, "Bf", &participantyaw[k][l]);
1886 for (int l = 0; l < numdialogueboxes[k]; l++) {
1887 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1888 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1889 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1890 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1891 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1893 funpackf(tfile, "Bi", &templength);
1894 if (templength > 128 || templength <= 0)
1897 for (m = 0; m < templength; m++) {
1898 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1899 if (dialoguetext[k][l][m] == '\0')
1902 dialoguetext[k][l][m] = 0;
1904 funpackf(tfile, "Bi", &templength);
1905 if (templength > 64 || templength <= 0)
1907 for (m = 0; m < templength; m++) {
1908 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1909 if (dialoguename[k][l][m] == '\0')
1912 dialoguename[k][l][m] = 0;
1913 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1914 funpackf(tfile, "Bi", &participantfocus[k][l]);
1915 funpackf(tfile, "Bi", &participantaction[k][l]);
1917 for (m = 0; m < 10; m++)
1918 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1920 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1926 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1927 funpackf(tfile, "Bi", &templength);
1928 for (int l = 0; l < templength; l++)
1929 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1930 Person::players[0]->clothes[k][templength] = '\0';
1931 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1934 funpackf(tfile, "Bi", &environment);
1936 funpackf(tfile, "Bi", &objects.numobjects);
1937 for (int i = 0; i < objects.numobjects; i++) {
1938 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]);
1939 if (objects.type[i] == treeleavestype)
1940 objects.scale[i] = objects.scale[i - 1];
1944 funpackf(tfile, "Bi", &numhotspots);
1945 for (int i = 0; i < numhotspots; i++) {
1946 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1947 funpackf(tfile, "Bi", &templength);
1949 for (int l = 0; l < templength; l++)
1950 funpackf(tfile, "Bb", &hotspottext[i][l]);
1951 hotspottext[i][templength] = '\0';
1952 if (hotspottype[i] == -111)
1961 if (!stealthloading) {
1963 for (int i = 0; i < objects.numobjects; i++)
1964 objects.center += objects.position[i];
1965 objects.center /= objects.numobjects;
1971 float maxdistance = 0;
1973 //~ int whichclosest;
1974 for (int i = 0; i < objects.numobjects; i++) {
1975 tempdist = distsq(&objects.center, &objects.position[i]);
1976 if (tempdist > maxdistance) {
1978 maxdistance = tempdist;
1981 objects.radius = fast_sqrt(maxdistance);
1986 //mapcenter=objects.center;
1987 //mapradius=objects.radius;
1989 funpackf(tfile, "Bi", &numplayers);
1990 int howmanyremoved = 0;
1991 bool removeanother = 0;
1992 if (numplayers > 1 && numplayers < maxplayers) {
1993 for (int i = 1; i < numplayers; i++) {
1994 Person::players.push_back(shared_ptr<Person>(new Person()));
1999 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);
2001 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2003 Person::players[i - howmanyremoved]->howactive = typeactive;
2005 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2007 Person::players[i - howmanyremoved]->scale = -1;
2009 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2011 Person::players[i - howmanyremoved]->immobile = 0;
2013 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2015 Person::players[i - howmanyremoved]->yaw = 0;
2016 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2017 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2021 if (!removeanother) {
2022 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2023 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2024 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2026 funpackf(tfile, "Bi", &type);
2027 weapons.push_back(Weapon(type, i));
2030 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2031 //Person::players[i-howmanyremoved]->numwaypoints=10;
2032 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2033 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2034 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2035 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2037 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2039 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2042 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2043 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2044 Person::players[i - howmanyremoved]->waypoint = 0;
2046 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2047 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2048 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2049 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2052 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2059 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2060 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2061 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2062 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2063 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2066 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2067 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2068 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2069 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2070 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2071 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2074 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2075 if (Person::players[i - howmanyremoved]->numclothes) {
2076 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2078 funpackf(tfile, "Bi", &templength);
2079 for (int l = 0; l < templength; l++)
2080 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2081 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2082 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2091 numplayers -= howmanyremoved;
2092 funpackf(tfile, "Bi", &numpathpoints);
2093 if (numpathpoints > 30 || numpathpoints < 0)
2095 for (int j = 0; j < numpathpoints; j++) {
2096 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2097 for (int k = 0; k < numpathpointconnect[j]; k++) {
2098 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2104 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2107 if (environment != oldenvironment)
2108 Setenvironment(environment);
2109 oldenvironment = environment;
2111 if (!stealthloading) {
2112 int j = objects.numobjects;
2113 objects.numobjects = 0;
2114 for (int i = 0; i < j; i++) {
2115 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2120 terrain.DoShadows();
2123 objects.DoShadows();
2130 if (numplayers > maxplayers - 1)
2131 numplayers = maxplayers - 1;
2132 for (int i = 0; i < numplayers; i++) {
2135 Person::players[i]->burnt = 0;
2136 Person::players[i]->bled = 0;
2137 Person::players[i]->onfire = 0;
2138 if (i == 0 || Person::players[i]->scale < 0)
2139 Person::players[i]->scale = .2;
2140 Person::players[i]->skeleton.free = 0;
2141 Person::players[i]->skeleton.id = i;
2142 if (i == 0 && mapvers < 9)
2143 Person::players[i]->creature = rabbittype;
2144 if (Person::players[i]->creature != wolftype) {
2145 Person::players[i]->skeleton.Load(
2146 (char *)":Data:Skeleton:Basic Figure",
2147 (char *)":Data:Skeleton:Basic Figurelow",
2148 (char *)":Data:Skeleton:Rabbitbelt",
2149 (char *)":Data:Models:Body.solid",
2150 (char *)":Data:Models:Body2.solid",
2151 (char *)":Data:Models:Body3.solid",
2152 (char *)":Data:Models:Body4.solid",
2153 (char *)":Data:Models:Body5.solid",
2154 (char *)":Data:Models:Body6.solid",
2155 (char *)":Data:Models:Body7.solid",
2156 (char *)":Data:Models:Bodylow.solid",
2157 (char *)":Data:Models:Belt.solid", 0);
2159 if (Person::players[i]->creature != wolftype) {
2160 Person::players[i]->skeleton.Load(
2161 (char *)":Data:Skeleton:Basic Figure",
2162 (char *)":Data:Skeleton:Basic Figurelow",
2163 (char *)":Data:Skeleton:Rabbitbelt",
2164 (char *)":Data:Models:Body.solid",
2165 (char *)":Data:Models:Body2.solid",
2166 (char *)":Data:Models:Body3.solid",
2167 (char *)":Data:Models:Body4.solid",
2168 (char *)":Data:Models:Body5.solid",
2169 (char *)":Data:Models:Body6.solid",
2170 (char *)":Data:Models:Body7.solid",
2171 (char *)":Data:Models:Bodylow.solid",
2172 (char *)":Data:Models:Belt.solid", 1);
2173 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2175 if (Person::players[i]->creature == wolftype) {
2176 Person::players[i]->skeleton.Load(
2177 (char *)":Data:Skeleton:Basic Figure Wolf",
2178 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2179 (char *)":Data:Skeleton:Rabbitbelt",
2180 (char *)":Data:Models:Wolf.solid",
2181 (char *)":Data:Models:Wolf2.solid",
2182 (char *)":Data:Models:Wolf3.solid",
2183 (char *)":Data:Models:Wolf4.solid",
2184 (char *)":Data:Models:Wolf5.solid",
2185 (char *)":Data:Models:Wolf6.solid",
2186 (char *)":Data:Models:Wolf7.solid",
2187 (char *)":Data:Models:Wolflow.solid",
2188 (char *)":Data:Models:Belt.solid", 0);
2192 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);
2194 if (Person::players[i]->numclothes) {
2195 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2196 tintr = Person::players[i]->clothestintr[j];
2197 tintg = Person::players[i]->clothestintg[j];
2198 tintb = Person::players[i]->clothestintb[j];
2199 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2201 Person::players[i]->DoMipmaps();
2204 Person::players[i]->animCurrent = bounceidleanim;
2205 Person::players[i]->animTarget = bounceidleanim;
2206 Person::players[i]->frameCurrent = 0;
2207 Person::players[i]->frameTarget = 1;
2208 Person::players[i]->target = 0;
2209 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2210 if (difficulty == 0)
2211 Person::players[i]->speed -= .2;
2212 if (difficulty == 1)
2213 Person::players[i]->speed -= .1;
2215 Person::players[i]->velocity = 0;
2216 Person::players[i]->oldcoords = Person::players[i]->coords;
2217 Person::players[i]->realoldcoords = Person::players[i]->coords;
2219 Person::players[i]->id = i;
2220 Person::players[i]->skeleton.id = i;
2221 Person::players[i]->updatedelay = 0;
2222 Person::players[i]->normalsupdatedelay = 0;
2224 Person::players[i]->aitype = passivetype;
2225 Person::players[i]->madskills = 0;
2228 Person::players[i]->proportionhead = 1.2;
2229 Person::players[i]->proportionbody = 1.05;
2230 Person::players[i]->proportionarms = 1.00;
2231 Person::players[i]->proportionlegs = 1.1;
2232 Person::players[i]->proportionlegs.y = 1.05;
2234 Person::players[i]->headless = 0;
2235 Person::players[i]->currentoffset = 0;
2236 Person::players[i]->targetoffset = 0;
2238 Person::players[i]->damagetolerance = 200;
2240 if (Person::players[i]->creature == wolftype) {
2241 if (i == 0 || Person::players[i]->scale < 0)
2242 Person::players[i]->scale = .23;
2243 Person::players[i]->damagetolerance = 300;
2249 Person::players[i]->proportionhead.z = 0;
2250 Person::players[i]->proportionbody.z = 0;
2251 Person::players[i]->proportionarms.z = 0;
2252 Person::players[i]->proportionlegs.z = 0;
2255 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2257 Person::players[i]->headmorphness = 0;
2258 Person::players[i]->targetheadmorphness = 1;
2259 Person::players[i]->headmorphstart = 0;
2260 Person::players[i]->headmorphend = 0;
2262 Person::players[i]->pausetime = 0;
2264 Person::players[i]->dead = 0;
2265 Person::players[i]->jumppower = 5;
2266 Person::players[i]->damage = 0;
2267 Person::players[i]->permanentdamage = 0;
2268 Person::players[i]->superpermanentdamage = 0;
2270 Person::players[i]->forwardkeydown = 0;
2271 Person::players[i]->leftkeydown = 0;
2272 Person::players[i]->backkeydown = 0;
2273 Person::players[i]->rightkeydown = 0;
2274 Person::players[i]->jumpkeydown = 0;
2275 Person::players[i]->crouchkeydown = 0;
2276 Person::players[i]->throwkeydown = 0;
2278 Person::players[i]->collided = -10;
2279 Person::players[i]->loaded = 1;
2280 Person::players[i]->bloodloss = 0;
2281 Person::players[i]->weaponactive = -1;
2282 Person::players[i]->weaponstuck = -1;
2283 Person::players[i]->bleeding = 0;
2284 Person::players[i]->deathbleeding = 0;
2285 Person::players[i]->stunned = 0;
2286 Person::players[i]->hasvictim = 0;
2287 Person::players[i]->wentforweapon = 0;
2290 Person::players[0]->aitype = playercontrolled;
2291 Person::players[0]->weaponactive = -1;
2293 if (difficulty == 1)
2294 Person::players[0]->power = 1 / .9;
2296 if (difficulty == 0)
2297 Person::players[0]->power = 1 / .8;
2299 if (difficulty == 1)
2300 Person::players[0]->damagetolerance = 250;
2301 if (difficulty == 0)
2302 Person::players[0]->damagetolerance = 300;
2303 if (difficulty == 0)
2304 Person::players[0]->armorhead *= 1.5;
2305 if (difficulty == 0)
2306 Person::players[0]->armorhigh *= 1.5;
2307 if (difficulty == 0)
2308 Person::players[0]->armorlow *= 1.5;
2309 cameraloc = Person::players[0]->coords;
2311 yaw = Person::players[0]->yaw;
2313 hawkcoords = Person::players[0]->coords;
2319 LOG("Starting background music...");
2321 OPENAL_StopSound(OPENAL_ALL);
2322 if (environment == snowyenvironment) {
2324 emit_stream_np(stream_wind);
2325 } else if (environment == desertenvironment) {
2327 emit_stream_np(stream_desertambient);
2328 } else if (environment == grassyenvironment) {
2330 emit_stream_np(stream_wind, 100.);
2332 oldmusicvolume[0] = 0;
2333 oldmusicvolume[1] = 0;
2334 oldmusicvolume[2] = 0;
2335 oldmusicvolume[3] = 0;
2349 if (tutorialstagetime > tutorialmaxtime) {
2351 tutorialsuccess = 0;
2352 if (tutorialstage <= 1) {
2357 switch (tutorialstage) {
2359 tutorialmaxtime = 5;
2362 tutorialmaxtime = 2;
2365 tutorialmaxtime = 600;
2368 tutorialmaxtime = 1000;
2371 tutorialmaxtime = 600;
2374 tutorialmaxtime = 600;
2377 tutorialmaxtime = 600;
2380 tutorialmaxtime = 600;
2383 tutorialmaxtime = 600;
2386 tutorialmaxtime = 2;
2389 tutorialmaxtime = 1000;
2392 tutorialmaxtime = 1000;
2395 tutorialmaxtime = 2;
2398 tutorialmaxtime = 3;
2409 Person::players[1]->coords = (temp + temp2) / 2;
2411 emit_sound_at(fireendsound, Person::players[1]->coords);
2413 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2414 if (Random() % 2 == 0) {
2415 if (!Person::players[1]->skeleton.free)
2416 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2417 if (Person::players[1]->skeleton.free)
2418 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2419 if (!Person::players[1]->skeleton.free)
2420 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;
2421 if (Person::players[1]->skeleton.free)
2422 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2423 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2429 tutorialmaxtime = 500;
2432 tutorialmaxtime = 500;
2435 tutorialmaxtime = 500;
2438 tutorialmaxtime = 500;
2442 //tutorialmaxtime=500;
2445 tutorialmaxtime = 500;
2448 tutorialmaxtime = 500;
2449 if (bonus == cannon) {
2456 tutorialmaxtime = 500;
2459 tutorialmaxtime = 500;
2462 tutorialmaxtime = 500;
2465 tutorialmaxtime = 500;
2468 tutorialmaxtime = 2;
2471 tutorialmaxtime = 4;
2474 Person::players[1]->aitype = attacktypecutoff;
2477 tutorialmaxtime = 400;
2480 tutorialmaxtime = 400;
2481 Person::players[0]->escapednum = 0;
2484 tutorialmaxtime = 4;
2487 Person::players[1]->aitype = passivetype;
2490 tutorialmaxtime = 13;
2493 tutorialmaxtime = 8;
2496 tutorialmaxtime = 400;
2499 Person::players[1]->aitype = attacktypecutoff;
2502 tutorialmaxtime = 400;
2505 tutorialmaxtime = 400;
2508 tutorialmaxtime = 2;
2511 Person::players[1]->aitype = passivetype;
2516 tutorialmaxtime = 50;
2519 Person::players[1]->aitype = attacktypecutoff;
2522 tutorialmaxtime = 4;
2525 Person::players[1]->aitype = passivetype;
2537 Weapon w(knife, -1);
2538 w.position = (temp + temp2) / 2;
2539 w.tippoint = (temp + temp2) / 2;
2542 w.tipvelocity = 0.1;
2549 weapons.push_back(w);
2553 tutorialmaxtime = 300;
2556 tutorialmaxtime = 300;
2559 tutorialmaxtime = 8;
2562 tutorialmaxtime = 300;
2565 weapons[0].owner = 1;
2566 Person::players[0]->weaponactive = -1;
2567 Person::players[0]->num_weapons = 0;
2568 Person::players[1]->weaponactive = 0;
2569 Person::players[1]->num_weapons = 1;
2570 Person::players[1]->weaponids[0] = 0;
2574 Person::players[1]->aitype = attacktypecutoff;
2576 tutorialmaxtime = 300;
2579 weapons[0].owner = 1;
2580 Person::players[0]->weaponactive = -1;
2581 Person::players[0]->num_weapons = 0;
2582 Person::players[1]->weaponactive = 0;
2583 Person::players[1]->num_weapons = 1;
2584 Person::players[1]->weaponids[0] = 0;
2586 tutorialmaxtime = 300;
2589 weapons[0].owner = 1;
2590 Person::players[0]->weaponactive = -1;
2591 Person::players[0]->num_weapons = 0;
2592 Person::players[1]->weaponactive = 0;
2593 Person::players[1]->num_weapons = 1;
2594 Person::players[1]->weaponids[0] = 0;
2596 weapons[0].setType(sword);
2598 tutorialmaxtime = 300;
2601 tutorialmaxtime = 10;
2612 Weapon w(sword, -1);
2613 w.position = (temp + temp2) / 2;
2614 w.tippoint = (temp + temp2) / 2;
2617 w.tipvelocity = 0.1;
2624 weapons.push_back(w);
2626 weapons[0].owner = 1;
2627 weapons[1].owner = 0;
2628 Person::players[0]->weaponactive = 0;
2629 Person::players[0]->num_weapons = 1;
2630 Person::players[0]->weaponids[0] = 1;
2631 Person::players[1]->weaponactive = 0;
2632 Person::players[1]->num_weapons = 1;
2633 Person::players[1]->weaponids[0] = 0;
2640 Person::players[1]->aitype = passivetype;
2642 tutorialmaxtime = 15;
2644 weapons[0].owner = 1;
2645 weapons[1].owner = 0;
2646 Person::players[0]->weaponactive = 0;
2647 Person::players[0]->num_weapons = 1;
2648 Person::players[0]->weaponids[0] = 1;
2649 Person::players[1]->weaponactive = 0;
2650 Person::players[1]->num_weapons = 1;
2651 Person::players[1]->weaponids[0] = 0;
2653 if (Person::players[0]->weaponactive != -1)
2654 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2656 weapons[0].setType(staff);
2661 Person::players[1]->aitype = passivetype;
2663 tutorialmaxtime = 200;
2665 weapons[1].position = 1000;
2666 weapons[1].tippoint = 1000;
2668 weapons[0].setType(knife);
2670 weapons[0].owner = 0;
2671 Person::players[1]->weaponactive = -1;
2672 Person::players[1]->num_weapons = 0;
2673 Person::players[0]->weaponactive = 0;
2674 Person::players[0]->num_weapons = 1;
2675 Person::players[0]->weaponids[0] = 0;
2679 tutorialmaxtime = 8;
2682 emit_sound_at(fireendsound, Person::players[1]->coords);
2684 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2685 if (Random() % 2 == 0) {
2686 if (!Person::players[1]->skeleton.free)
2687 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2688 if (Person::players[1]->skeleton.free)
2689 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2690 if (!Person::players[1]->skeleton.free)
2691 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;
2692 if (Person::players[1]->skeleton.free)
2693 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2694 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2698 Person::players[1]->num_weapons = 0;
2699 Person::players[1]->weaponstuck = -1;
2700 Person::players[1]->weaponactive = -1;
2706 tutorialmaxtime = 80000;
2711 if (tutorialstage <= 51)
2712 tutorialstagetime = 0;
2716 if (tutorialstagetime < tutorialmaxtime - 3) {
2717 switch (tutorialstage) {
2719 if (deltah || deltav)
2720 tutorialsuccess += multiplier;
2723 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2724 tutorialsuccess += multiplier;
2727 if (Person::players[0]->jumpkeydown)
2728 tutorialsuccess = 1;
2731 if (Person::players[0]->isCrouch())
2732 tutorialsuccess = 1;
2735 if (Person::players[0]->animTarget == rollanim)
2736 tutorialsuccess = 1;
2739 if (Person::players[0]->animTarget == sneakanim)
2740 tutorialsuccess += multiplier;
2743 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2744 tutorialsuccess += multiplier;
2747 if (Person::players[0]->isWallJump())
2748 tutorialsuccess = 1;
2751 if (Person::players[0]->animTarget == flipanim)
2752 tutorialsuccess = 1;
2755 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2756 tutorialsuccess = 1;
2759 if (Person::players[0]->animTarget == winduppunchanim)
2760 tutorialsuccess = 1;
2763 if (Person::players[0]->animTarget == spinkickanim)
2764 tutorialsuccess = 1;
2767 if (Person::players[0]->animTarget == sweepanim)
2768 tutorialsuccess = 1;
2771 if (Person::players[0]->animTarget == dropkickanim)
2772 tutorialsuccess = 1;
2775 if (Person::players[0]->animTarget == rabbitkickanim)
2776 tutorialsuccess = 1;
2779 if (bonus == cannon)
2780 tutorialsuccess = 1;
2783 if (bonus == spinecrusher)
2784 tutorialsuccess = 1;
2787 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2788 tutorialsuccess = 1;
2791 if (Person::players[0]->animTarget == rabbittacklinganim)
2792 tutorialsuccess = 1;
2795 if (Person::players[0]->animTarget == backhandspringanim)
2796 tutorialsuccess = 1;
2799 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2800 tutorialsuccess = 1;
2803 if (Person::players[0]->escapednum == 2) {
2804 tutorialsuccess = 1;
2807 Person::players[1]->aitype = passivetype;
2811 if (animation[Person::players[0]->animTarget].attack == reversal)
2812 tutorialsuccess = 1;
2815 if (animation[Person::players[0]->animTarget].attack == reversal)
2816 tutorialsuccess = 1;
2819 if (animation[Person::players[0]->animTarget].attack == reversal) {
2820 tutorialsuccess = 1;
2823 Person::players[1]->aitype = passivetype;
2827 if (Person::players[0]->num_weapons > 0)
2828 tutorialsuccess = 1;
2831 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2832 tutorialsuccess = 1;
2835 if (Person::players[0]->animTarget == knifeslashstartanim)
2836 tutorialsuccess = 1;
2839 if (animation[Person::players[0]->animTarget].attack == reversal)
2840 tutorialsuccess = 1;
2843 if (animation[Person::players[0]->animTarget].attack == reversal)
2844 tutorialsuccess = 1;
2847 if (animation[Person::players[0]->animTarget].attack == reversal)
2848 tutorialsuccess = 1;
2851 if (Person::players[1]->weaponstuck != -1)
2852 tutorialsuccess = 1;
2857 if (tutorialsuccess >= 1)
2858 tutorialstagetime = tutorialmaxtime - 3;
2861 if (tutorialstagetime == tutorialmaxtime - 3) {
2862 emit_sound_np(consolesuccesssound);
2865 if (tutorialsuccess >= 1) {
2866 if (tutorialstage == 34 || tutorialstage == 35)
2867 tutorialstagetime = tutorialmaxtime - 1;
2871 if (tutorialstage < 14 || tutorialstage >= 50) {
2872 Person::players[1]->coords.y = 300;
2873 Person::players[1]->velocity = 0;
2879 float headprop, bodyprop, armprop, legprop;
2881 if (Input::isKeyPressed(SDLK_h)) {
2882 Person::players[0]->damagetolerance = 200000;
2883 Person::players[0]->damage = 0;
2884 Person::players[0]->burnt = 0;
2885 Person::players[0]->permanentdamage = 0;
2886 Person::players[0]->superpermanentdamage = 0;
2889 if (Input::isKeyPressed(SDLK_j)) {
2891 if (environment > 2)
2893 Setenvironment(environment);
2896 if (Input::isKeyPressed(SDLK_c)) {
2897 cameramode = 1 - cameramode;
2900 if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) {
2901 if (Person::players[0]->num_weapons > 0) {
2902 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2903 weapons[Person::players[0]->weaponids[0]].setType(staff);
2904 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2905 weapons[Person::players[0]->weaponids[0]].setType(knife);
2907 weapons[Person::players[0]->weaponids[0]].setType(sword);
2911 if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) {
2912 int closest = findClosestPlayer();
2914 if (Person::players[closest]->num_weapons) {
2915 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2916 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2917 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2918 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2920 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2922 if (!Person::players[closest]->num_weapons) {
2923 Person::players[closest]->weaponids[0] = weapons.size();
2925 weapons.push_back(Weapon(knife, closest));
2927 Person::players[closest]->num_weapons = 1;
2932 if (Input::isKeyDown(SDLK_u)) {
2933 int closest = findClosestPlayer();
2935 Person::players[closest]->yaw += multiplier * 50;
2936 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2941 if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) {
2942 int closest = findClosestPlayer();
2943 if (Input::isKeyDown(SDLK_LCTRL))
2947 Person::players[closest]->whichskin++;
2948 if (Person::players[closest]->whichskin > 9)
2949 Person::players[closest]->whichskin = 0;
2950 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2951 Person::players[closest]->whichskin = 0;
2953 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2954 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2957 if (Person::players[closest]->numclothes) {
2958 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2959 tintr = Person::players[closest]->clothestintr[i];
2960 tintg = Person::players[closest]->clothestintg[i];
2961 tintb = Person::players[closest]->clothestintb[i];
2962 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2964 Person::players[closest]->DoMipmaps();
2968 if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) {
2969 int closest = findClosestPlayer();
2971 if (Person::players[closest]->creature == wolftype) {
2972 headprop = Person::players[closest]->proportionhead.x / 1.1;
2973 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2974 armprop = Person::players[closest]->proportionarms.x / 1.1;
2975 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2978 if (Person::players[closest]->creature == rabbittype) {
2979 headprop = Person::players[closest]->proportionhead.x / 1.2;
2980 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2981 armprop = Person::players[closest]->proportionarms.x / 1.00;
2982 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2986 if (Person::players[closest]->creature == rabbittype) {
2987 Person::players[closest]->skeleton.id = closest;
2988 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);
2989 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2990 Person::players[closest]->whichskin = 0;
2991 Person::players[closest]->creature = wolftype;
2993 Person::players[closest]->proportionhead = 1.1;
2994 Person::players[closest]->proportionbody = 1.1;
2995 Person::players[closest]->proportionarms = 1.1;
2996 Person::players[closest]->proportionlegs = 1.1;
2997 Person::players[closest]->proportionlegs.y = 1.1;
2998 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3000 Person::players[closest]->damagetolerance = 300;
3002 Person::players[closest]->skeleton.id = closest;
3003 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);
3004 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3005 Person::players[closest]->whichskin = 0;
3006 Person::players[closest]->creature = rabbittype;
3008 Person::players[closest]->proportionhead = 1.2;
3009 Person::players[closest]->proportionbody = 1.05;
3010 Person::players[closest]->proportionarms = 1.00;
3011 Person::players[closest]->proportionlegs = 1.1;
3012 Person::players[closest]->proportionlegs.y = 1.05;
3013 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3015 Person::players[closest]->damagetolerance = 200;
3018 if (Person::players[closest]->creature == wolftype) {
3019 Person::players[closest]->proportionhead = 1.1 * headprop;
3020 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3021 Person::players[closest]->proportionarms = 1.1 * armprop;
3022 Person::players[closest]->proportionlegs = 1.1 * legprop;
3025 if (Person::players[closest]->creature == rabbittype) {
3026 Person::players[closest]->proportionhead = 1.2 * headprop;
3027 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3028 Person::players[closest]->proportionarms = 1.00 * armprop;
3029 Person::players[closest]->proportionlegs = 1.1 * legprop;
3030 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3036 if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) {
3042 if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) {
3044 float closestdist = std::numeric_limits<float>::max();
3046 for (int i = 1; i < numplayers; i++) {
3047 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3048 if (!Person::players[i]->headless)
3049 if (distance < closestdist) {
3050 closestdist = distance;
3055 XYZ flatfacing2, flatvelocity2;
3057 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3058 blah = Person::players[closest]->coords;
3059 XYZ headspurtdirection;
3060 //int i = Person::players[closest]->skeleton.jointlabels[head];
3061 Joint& headjoint = Person::players[closest]->joint(head);
3062 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3063 if (!Person::players[closest]->skeleton.free)
3064 flatvelocity2 = Person::players[closest]->velocity;
3065 if (Person::players[closest]->skeleton.free)
3066 flatvelocity2 = headjoint.velocity;
3067 if (!Person::players[closest]->skeleton.free)
3068 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;
3069 if (Person::players[closest]->skeleton.free)
3070 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3071 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3072 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3073 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3074 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3075 Normalise(&headspurtdirection);
3076 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3077 flatvelocity2 += headspurtdirection * 8;
3078 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3080 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3082 emit_sound_at(splattersound, blah);
3083 emit_sound_at(breaksound2, blah, 100.);
3085 if (Person::players[closest]->skeleton.free == 2)
3086 Person::players[closest]->skeleton.free = 0;
3087 Person::players[closest]->RagDoll(0);
3088 Person::players[closest]->dead = 2;
3089 Person::players[closest]->headless = 1;
3090 Person::players[closest]->DoBloodBig(3, 165);
3096 if (((Input::isKeyPressed(SDLK_i) && Input::isKeyDown(SDLK_LSHIFT)))) {
3097 int closest = findClosestPlayer();
3098 XYZ flatfacing2, flatvelocity2;
3100 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3101 blah = Person::players[closest]->coords;
3102 emit_sound_at(splattersound, blah);
3103 emit_sound_at(breaksound2, blah);
3105 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3106 if (!Person::players[closest]->skeleton.free)
3107 flatvelocity2 = Person::players[closest]->velocity;
3108 if (Person::players[closest]->skeleton.free)
3109 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3110 if (!Person::players[closest]->skeleton.free)
3111 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;
3112 if (Person::players[closest]->skeleton.free)
3113 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3114 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3115 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3116 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3117 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3118 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3119 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3122 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3123 if (!Person::players[closest]->skeleton.free)
3124 flatvelocity2 = Person::players[closest]->velocity;
3125 if (Person::players[closest]->skeleton.free)
3126 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3127 if (!Person::players[closest]->skeleton.free)
3128 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;
3129 if (Person::players[closest]->skeleton.free)
3130 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3131 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3132 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3133 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3134 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3135 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3138 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3139 if (!Person::players[closest]->skeleton.free)
3140 flatvelocity2 = Person::players[closest]->velocity;
3141 if (Person::players[closest]->skeleton.free)
3142 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3143 if (!Person::players[closest]->skeleton.free)
3144 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;
3145 if (Person::players[closest]->skeleton.free)
3146 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3147 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3148 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3149 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3150 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3151 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3154 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3155 if (!Person::players[closest]->skeleton.free)
3156 flatvelocity2 = Person::players[closest]->velocity;
3157 if (Person::players[closest]->skeleton.free)
3158 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3159 if (!Person::players[closest]->skeleton.free)
3160 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;
3161 if (Person::players[closest]->skeleton.free)
3162 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3163 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3164 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3165 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3166 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3167 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3171 for (int j = 0; j < numplayers; j++) {
3173 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3174 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3175 if (Person::players[j]->skeleton.free == 2)
3176 Person::players[j]->skeleton.free = 1;
3177 Person::players[j]->skeleton.longdead = 0;
3178 Person::players[j]->RagDoll(0);
3179 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3180 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3181 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3182 flatvelocity2 = temppos - Person::players[closest]->coords;
3183 Normalise(&flatvelocity2);
3184 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3191 Person::players[closest]->DoDamage(10000);
3192 Person::players[closest]->RagDoll(0);
3193 Person::players[closest]->dead = 2;
3194 Person::players[closest]->coords = 20;
3195 Person::players[closest]->skeleton.free = 2;
3202 if (Input::isKeyPressed(SDLK_f)) {
3203 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3204 if (Person::players[0]->onfire) {
3205 Person::players[0]->CatchFire();
3207 if (!Person::players[0]->onfire) {
3208 emit_sound_at(fireendsound, Person::players[0]->coords);
3209 pause_sound(stream_firesound);
3213 if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) {
3214 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3215 Person::players[0]->RagDoll(0);
3216 //Person::players[0]->spurt=1;
3217 //Person::players[0]->DoDamage(1000);
3219 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3222 if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) {
3223 for (int i = 0; i < objects.numobjects; i++) {
3224 if (objects.type[i] == treeleavestype) {
3225 objects.scale[i] *= .9;
3230 if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3231 editorenabled = 1 - editorenabled;
3232 if (editorenabled) {
3233 Person::players[0]->damagetolerance = 100000;
3235 Person::players[0]->damagetolerance = 200;
3237 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3238 Person::players[0]->permanentdamage = 0;
3239 Person::players[0]->superpermanentdamage = 0;
3240 Person::players[0]->bloodloss = 0;
3241 Person::players[0]->deathbleeding = 0;
3245 if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) {
3247 if (targetlevel > numchallengelevels - 1)
3253 if (editorenabled) {
3254 if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) {
3255 int closest = findClosestPlayer();
3257 //player[closest]=player[numplayers-1];
3258 //Person::players[closest]->skeleton=Person::players[numplayers-1]->skeleton;
3263 if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) {
3264 int closest = findClosestObject();
3266 objects.position[closest].y -= 500;
3269 if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3271 //if(drawmode>2)drawmode=0;
3272 if (objects.numobjects < max_objects - 1) {
3274 boxcoords.x = Person::players[0]->coords.x;
3275 boxcoords.z = Person::players[0]->coords.z;
3276 boxcoords.y = Person::players[0]->coords.y - 3;
3277 if (editortype == bushtype)
3278 boxcoords.y = Person::players[0]->coords.y - .5;
3279 if (editortype == firetype)
3280 boxcoords.y = Person::players[0]->coords.y - .5;
3281 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3282 float temprotat, temprotat2;
3283 temprotat = editoryaw;
3284 temprotat2 = editorpitch;
3285 if (temprotat < 0 || editortype == bushtype)
3286 temprotat = Random() % 360;
3288 temprotat2 = Random() % 360;
3290 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3291 if (editortype == treetrunktype)
3292 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3296 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3297 if (numplayers < maxplayers - 1) {
3298 Person::players[numplayers]->scale = .2 * 5 * Person::players[0]->scale;
3299 Person::players[numplayers]->creature = rabbittype;
3300 Person::players[numplayers]->howactive = editoractive;
3301 Person::players[numplayers]->skeleton.id = numplayers;
3302 Person::players[numplayers]->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);
3304 //texsize=512*512*3/texdetail/texdetail;
3305 //if(!Person::players[numplayers]->loaded)Person::players[numplayers]->skeleton.skinText = new GLubyte[texsize];
3306 //Person::players[numplayers]->skeleton.skinText.resize(texsize);
3308 int k = abs(Random() % 2) + 1;
3310 Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
3311 Person::players[numplayers]->whichskin = 0;
3312 } else if (k == 1) {
3313 Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
3314 Person::players[numplayers]->whichskin = 1;
3316 Person::players[numplayers]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players[numplayers]->skeleton.skinText[0], &Person::players[numplayers]->skeleton.skinsize);
3317 Person::players[numplayers]->whichskin = 2;
3320 Person::players[numplayers]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3321 Person::players[numplayers]->power = 1;
3322 Person::players[numplayers]->speedmult = 1;
3323 Person::players[numplayers]->animCurrent = bounceidleanim;
3324 Person::players[numplayers]->animTarget = bounceidleanim;
3325 Person::players[numplayers]->frameCurrent = 0;
3326 Person::players[numplayers]->frameTarget = 1;
3327 Person::players[numplayers]->target = 0;
3328 Person::players[numplayers]->bled = 0;
3329 Person::players[numplayers]->speed = 1 + (float)(Random() % 100) / 1000;
3331 Person::players[numplayers]->targetyaw = Person::players[0]->targetyaw;
3332 Person::players[numplayers]->yaw = Person::players[0]->yaw;
3334 Person::players[numplayers]->velocity = 0;
3335 Person::players[numplayers]->coords = Person::players[0]->coords;
3336 Person::players[numplayers]->oldcoords = Person::players[numplayers]->coords;
3337 Person::players[numplayers]->realoldcoords = Person::players[numplayers]->coords;
3339 Person::players[numplayers]->id = numplayers;
3340 Person::players[numplayers]->skeleton.id = numplayers;
3341 Person::players[numplayers]->updatedelay = 0;
3342 Person::players[numplayers]->normalsupdatedelay = 0;
3344 Person::players[numplayers]->aitype = passivetype;
3346 if (Person::players[0]->creature == wolftype) {
3347 headprop = Person::players[0]->proportionhead.x / 1.1;
3348 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3349 armprop = Person::players[0]->proportionarms.x / 1.1;
3350 legprop = Person::players[0]->proportionlegs.x / 1.1;
3353 if (Person::players[0]->creature == rabbittype) {
3354 headprop = Person::players[0]->proportionhead.x / 1.2;
3355 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3356 armprop = Person::players[0]->proportionarms.x / 1.00;
3357 legprop = Person::players[0]->proportionlegs.x / 1.1;
3360 if (Person::players[numplayers]->creature == wolftype) {
3361 Person::players[numplayers]->proportionhead = 1.1 * headprop;
3362 Person::players[numplayers]->proportionbody = 1.1 * bodyprop;
3363 Person::players[numplayers]->proportionarms = 1.1 * armprop;
3364 Person::players[numplayers]->proportionlegs = 1.1 * legprop;
3367 if (Person::players[numplayers]->creature == rabbittype) {
3368 Person::players[numplayers]->proportionhead = 1.2 * headprop;
3369 Person::players[numplayers]->proportionbody = 1.05 * bodyprop;
3370 Person::players[numplayers]->proportionarms = 1.00 * armprop;
3371 Person::players[numplayers]->proportionlegs = 1.1 * legprop;
3372 Person::players[numplayers]->proportionlegs.y = 1.05 * legprop;
3375 Person::players[numplayers]->headless = 0;
3376 Person::players[numplayers]->onfire = 0;
3379 Person::players[numplayers]->proportionhead.z = 0;
3380 Person::players[numplayers]->proportionbody.z = 0;
3381 Person::players[numplayers]->proportionarms.z = 0;
3382 Person::players[numplayers]->proportionlegs.z = 0;
3385 Person::players[numplayers]->tempanimation.Load((char *)"Tempanim", 0, 0);
3387 Person::players[numplayers]->damagetolerance = 200;
3389 Person::players[numplayers]->protectionhead = Person::players[0]->protectionhead;
3390 Person::players[numplayers]->protectionhigh = Person::players[0]->protectionhigh;
3391 Person::players[numplayers]->protectionlow = Person::players[0]->protectionlow;
3392 Person::players[numplayers]->armorhead = Person::players[0]->armorhead;
3393 Person::players[numplayers]->armorhigh = Person::players[0]->armorhigh;
3394 Person::players[numplayers]->armorlow = Person::players[0]->armorlow;
3395 Person::players[numplayers]->metalhead = Person::players[0]->metalhead;
3396 Person::players[numplayers]->metalhigh = Person::players[0]->metalhigh;
3397 Person::players[numplayers]->metallow = Person::players[0]->metallow;
3399 Person::players[numplayers]->immobile = Person::players[0]->immobile;
3401 Person::players[numplayers]->numclothes = Person::players[0]->numclothes;
3402 if (Person::players[numplayers]->numclothes)
3403 for (int i = 0; i < Person::players[numplayers]->numclothes; i++) {
3404 strcpy(Person::players[numplayers]->clothes[i], Person::players[0]->clothes[i]);
3405 Person::players[numplayers]->clothestintr[i] = Person::players[0]->clothestintr[i];
3406 Person::players[numplayers]->clothestintg[i] = Person::players[0]->clothestintg[i];
3407 Person::players[numplayers]->clothestintb[i] = Person::players[0]->clothestintb[i];
3408 tintr = Person::players[numplayers]->clothestintr[i];
3409 tintg = Person::players[numplayers]->clothestintg[i];
3410 tintb = Person::players[numplayers]->clothestintb[i];
3411 AddClothes((char *)Person::players[numplayers]->clothes[i], &Person::players[numplayers]->skeleton.skinText[0]);
3413 if (Person::players[numplayers]->numclothes) {
3414 Person::players[numplayers]->DoMipmaps();
3417 Person::players[numplayers]->power = Person::players[0]->power;
3418 Person::players[numplayers]->speedmult = Person::players[0]->speedmult;
3420 Person::players[numplayers]->damage = 0;
3421 Person::players[numplayers]->permanentdamage = 0;
3422 Person::players[numplayers]->superpermanentdamage = 0;
3423 Person::players[numplayers]->deathbleeding = 0;
3424 Person::players[numplayers]->bleeding = 0;
3425 Person::players[numplayers]->numwaypoints = 0;
3426 Person::players[numplayers]->waypoint = 0;
3427 Person::players[numplayers]->jumppath = 0;
3428 Person::players[numplayers]->weaponstuck = -1;
3429 Person::players[numplayers]->weaponactive = -1;
3430 Person::players[numplayers]->num_weapons = 0;
3431 Person::players[numplayers]->bloodloss = 0;
3432 Person::players[numplayers]->dead = 0;
3434 Person::players[numplayers]->loaded = 1;
3440 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) {
3441 if (Person::players[numplayers - 1]->numwaypoints < 90) {
3442 Person::players[numplayers - 1]->waypoints[Person::players[numplayers - 1]->numwaypoints] = Person::players[0]->coords;
3443 Person::players[numplayers - 1]->waypointtype[Person::players[numplayers - 1]->numwaypoints] = editorpathtype;
3444 Person::players[numplayers - 1]->numwaypoints++;
3448 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LCTRL)) {
3449 if (numpathpoints < 30) {
3450 bool connected, alreadyconnected;
3452 if (numpathpoints > 1)
3453 for (int i = 0; i < numpathpoints; i++) {
3454 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3455 alreadyconnected = 0;
3456 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3457 if (pathpointconnect[pathpointselected][j] == i)
3458 alreadyconnected = 1;
3460 if (!alreadyconnected) {
3461 numpathpointconnect[pathpointselected]++;
3463 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3469 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3470 numpathpointconnect[numpathpoints - 1] = 0;
3471 if (numpathpoints > 1 && pathpointselected != -1) {
3472 numpathpointconnect[pathpointselected]++;
3473 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3475 pathpointselected = numpathpoints - 1;
3480 if (Input::isKeyPressed(SDLK_PERIOD)) {
3481 pathpointselected++;
3482 if (pathpointselected >= numpathpoints)
3483 pathpointselected = -1;
3485 if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) {
3486 pathpointselected--;
3487 if (pathpointselected <= -2)
3488 pathpointselected = numpathpoints - 1;
3490 if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) {
3491 if (pathpointselected != -1) {
3493 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3494 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3495 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3496 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3498 for (int i = 0; i < numpathpoints; i++) {
3499 for (int j = 0; j < numpathpointconnect[i]; j++) {
3500 if (pathpointconnect[i][j] == pathpointselected) {
3501 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3502 numpathpointconnect[i]--;
3504 if (pathpointconnect[i][j] == numpathpoints) {
3505 pathpointconnect[i][j] = pathpointselected;
3509 pathpointselected = numpathpoints - 1;
3513 if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3515 if (editortype == treeleavestype || editortype == 10)
3518 editortype = firetype;
3521 if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3523 if (editortype == treeleavestype || editortype == 10)
3525 if (editortype > firetype)
3529 if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3530 editoryaw -= multiplier * 100;
3531 if (editoryaw < -.01)
3535 if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3536 editoryaw += multiplier * 100;
3539 if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) {
3540 editorsize += multiplier;
3543 if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) {
3544 editorsize -= multiplier;
3545 if (editorsize < .1)
3550 if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3551 mapradius -= multiplier * 10;
3554 if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3555 mapradius += multiplier * 10;
3557 if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) {
3558 editorpitch += multiplier * 100;
3561 if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) {
3562 editorpitch -= multiplier * 100;
3563 if (editorpitch < -.01)
3566 if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) {
3567 int closest = findClosestObject();
3569 objects.DeleteObject(closest);
3575 void doJumpReversals()
3577 for (int k = 0; k < numplayers; k++)
3578 for (int i = k; i < numplayers; i++) {
3581 if ( Person::players[k]->skeleton.free == 0 &&
3582 Person::players[i]->skeleton.oldfree == 0 &&
3583 (Person::players[i]->animTarget == jumpupanim ||
3584 Person::players[k]->animTarget == jumpupanim) &&
3585 (Person::players[i]->aitype == playercontrolled ||
3586 Person::players[k]->aitype == playercontrolled) &&
3587 (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3588 Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3589 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3590 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3591 //TODO: refactor two huge similar ifs
3592 if (Person::players[i]->animTarget == jumpupanim &&
3593 Person::players[k]->animTarget != getupfrombackanim &&
3594 Person::players[k]->animTarget != getupfromfrontanim &&
3595 animation[Person::players[k]->animTarget].height == middleheight &&
3596 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3597 (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3598 Person::players[k]->aitype != playercontrolled)) {
3599 Person::players[i]->victim = Person::players[k];
3600 Person::players[i]->velocity = 0;
3601 Person::players[i]->animCurrent = jumpreversedanim;
3602 Person::players[i]->animTarget = jumpreversedanim;
3603 Person::players[i]->frameCurrent = 0;
3604 Person::players[i]->frameTarget = 1;
3605 Person::players[i]->targettilt2 = 0;
3606 Person::players[k]->victim = Person::players[i];
3607 Person::players[k]->velocity = 0;
3608 Person::players[k]->animCurrent = jumpreversalanim;
3609 Person::players[k]->animTarget = jumpreversalanim;
3610 Person::players[k]->frameCurrent = 0;
3611 Person::players[k]->frameTarget = 1;
3612 Person::players[k]->targettilt2 = 0;
3613 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3614 Person::players[i]->animCurrent = rabbitkickreversedanim;
3615 Person::players[i]->animTarget = rabbitkickreversedanim;
3616 Person::players[i]->frameCurrent = 1;
3617 Person::players[i]->frameTarget = 2;
3618 Person::players[k]->animCurrent = rabbitkickreversalanim;
3619 Person::players[k]->animTarget = rabbitkickreversalanim;
3620 Person::players[k]->frameCurrent = 1;
3621 Person::players[k]->frameTarget = 2;
3623 Person::players[i]->target = 0;
3624 Person::players[k]->oldcoords = Person::players[k]->coords;
3625 Person::players[i]->coords = Person::players[k]->coords;
3626 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3627 Person::players[k]->yaw = Person::players[i]->targetyaw;
3628 if (Person::players[k]->aitype == attacktypecutoff)
3629 Person::players[k]->stunned = .5;
3631 if (Person::players[k]->animTarget == jumpupanim &&
3632 Person::players[i]->animTarget != getupfrombackanim &&
3633 Person::players[i]->animTarget != getupfromfrontanim &&
3634 animation[Person::players[i]->animTarget].height == middleheight &&
3635 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3636 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3637 Person::players[i]->aitype != playercontrolled)) {
3638 Person::players[k]->victim = Person::players[i];
3639 Person::players[k]->velocity = 0;
3640 Person::players[k]->animCurrent = jumpreversedanim;
3641 Person::players[k]->animTarget = jumpreversedanim;
3642 Person::players[k]->frameCurrent = 0;
3643 Person::players[k]->frameTarget = 1;
3644 Person::players[k]->targettilt2 = 0;
3645 Person::players[i]->victim = Person::players[k];
3646 Person::players[i]->velocity = 0;
3647 Person::players[i]->animCurrent = jumpreversalanim;
3648 Person::players[i]->animTarget = jumpreversalanim;
3649 Person::players[i]->frameCurrent = 0;
3650 Person::players[i]->frameTarget = 1;
3651 Person::players[i]->targettilt2 = 0;
3652 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3653 Person::players[k]->animTarget = rabbitkickreversedanim;
3654 Person::players[k]->animCurrent = rabbitkickreversedanim;
3655 Person::players[i]->animCurrent = rabbitkickreversalanim;
3656 Person::players[i]->animTarget = rabbitkickreversalanim;
3657 Person::players[k]->frameCurrent = 1;
3658 Person::players[k]->frameTarget = 2;
3659 Person::players[i]->frameCurrent = 1;
3660 Person::players[i]->frameTarget = 2;
3662 Person::players[k]->target = 0;
3663 Person::players[i]->oldcoords = Person::players[i]->coords;
3664 Person::players[k]->coords = Person::players[i]->coords;
3665 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3666 Person::players[i]->yaw = Person::players[k]->targetyaw;
3667 if (Person::players[i]->aitype == attacktypecutoff)
3668 Person::players[i]->stunned = .5;
3675 void doAerialAcrobatics()
3677 static XYZ facing, flatfacing;
3678 for (int k = 0; k < numplayers; k++) {
3679 Person::players[k]->turnspeed = 500;
3681 if ((Person::players[k]->isRun() &&
3682 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3683 Person::players[k]->targetyaw != wolfrunninganim) ||
3684 Person::players[k]->frameTarget == 4)) ||
3685 Person::players[k]->animTarget == removeknifeanim ||
3686 Person::players[k]->animTarget == crouchremoveknifeanim ||
3687 Person::players[k]->animTarget == flipanim ||
3688 Person::players[k]->animTarget == fightsidestep ||
3689 Person::players[k]->animTarget == walkanim) {
3690 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3694 if (Person::players[k]->isStop() ||
3695 Person::players[k]->isLanding() ||
3696 Person::players[k]->animTarget == staggerbackhighanim ||
3697 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3698 Person::players[k]->animTarget == staggerbackhardanim ||
3699 Person::players[k]->animTarget == backhandspringanim ||
3700 Person::players[k]->animTarget == dodgebackanim ||
3701 Person::players[k]->animTarget == rollanim ||
3702 (animation[Person::players[k]->animTarget].attack &&
3703 Person::players[k]->animTarget != rabbitkickanim &&
3704 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3705 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3706 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3709 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3710 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3713 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3714 Person::players[k]->DoStuff();
3715 if (Person::players[k]->immobile && k != 0)
3716 Person::players[k]->coords = Person::players[k]->realoldcoords;
3718 //if player's position has changed (?)
3719 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3720 !Person::players[k]->skeleton.free &&
3721 Person::players[k]->animTarget != climbanim &&
3722 Person::players[k]->animTarget != hanganim) {
3723 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3725 bool tempcollide = 0;
3727 if (Person::players[k]->collide < -.3)
3728 Person::players[k]->collide = -.3;
3729 if (Person::players[k]->collide > 1)
3730 Person::players[k]->collide = 1;
3731 Person::players[k]->collide -= multiplier * 30;
3734 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3736 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3737 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3738 if (objects.type[i] != rocktype ||
3739 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3740 objects.position[i].y > Person::players[k]->coords.y) {
3741 lowpoint = Person::players[k]->coords;
3742 if (Person::players[k]->animTarget != jumpupanim &&
3743 Person::players[k]->animTarget != jumpdownanim &&
3744 !Person::players[k]->isFlip())
3748 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3749 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3750 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3751 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3752 flatfacing = lowpoint - Person::players[k]->coords;
3753 Person::players[k]->coords = lowpoint;
3754 Person::players[k]->coords.y -= 1.3;
3755 Person::players[k]->collide = 1;
3758 //TODO: refactor four similar blocks
3759 if (Person::players[k]->aitype == playercontrolled &&
3760 (Person::players[k]->animTarget == jumpupanim ||
3761 Person::players[k]->animTarget == jumpdownanim ||
3762 Person::players[k]->isFlip()) &&
3763 !Person::players[k]->jumptogglekeydown &&
3764 Person::players[k]->jumpkeydown) {
3765 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3766 XYZ tempcoords1 = lowpoint;
3767 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3768 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3769 Person::players[k]->setAnimation(walljumpleftanim);
3770 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3772 pause_sound(whooshsound);
3774 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3775 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3776 if (lowpointtarget.z < 0)
3777 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3778 Person::players[k]->targetyaw = Person::players[k]->yaw;
3779 Person::players[k]->lowyaw = Person::players[k]->yaw;
3783 lowpoint = tempcoords1;
3784 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3785 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3786 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3787 Person::players[k]->setAnimation(walljumprightanim);
3788 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3790 pause_sound(whooshsound);
3792 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3793 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3794 if (lowpointtarget.z < 0)
3795 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3796 Person::players[k]->targetyaw = Person::players[k]->yaw;
3797 Person::players[k]->lowyaw = Person::players[k]->yaw;
3801 lowpoint = tempcoords1;
3802 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3803 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3804 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3805 Person::players[k]->setAnimation(walljumpbackanim);
3806 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3808 pause_sound(whooshsound);
3810 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3811 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3812 if (lowpointtarget.z < 0)
3813 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3814 Person::players[k]->targetyaw = Person::players[k]->yaw;
3815 Person::players[k]->lowyaw = Person::players[k]->yaw;
3819 lowpoint = tempcoords1;
3820 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3821 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3822 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3823 Person::players[k]->setAnimation(walljumpfrontanim);
3824 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3826 pause_sound(whooshsound);
3828 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3829 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3830 if (lowpointtarget.z < 0)
3831 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3832 Person::players[k]->yaw += 180;
3833 Person::players[k]->targetyaw = Person::players[k]->yaw;
3834 Person::players[k]->lowyaw = Person::players[k]->yaw;
3843 } else if (objects.type[i] == rocktype) {
3844 lowpoint2 = Person::players[k]->coords;
3845 lowpoint = Person::players[k]->coords;
3847 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3848 Person::players[k]->coords = colpoint;
3849 Person::players[k]->collide = 1;
3852 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3853 //flipped into a rock
3854 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3855 Person::players[k]->RagDoll(0);
3857 if (Person::players[k]->animTarget == jumpupanim) {
3858 Person::players[k]->jumppower = -4;
3859 Person::players[k]->animTarget = Person::players[k]->getIdle();
3861 Person::players[k]->target = 0;
3862 Person::players[k]->frameTarget = 0;
3863 Person::players[k]->onterrain = 1;
3865 if (Person::players[k]->id == 0) {
3866 pause_sound(whooshsound);
3867 OPENAL_SetVolume(channels[whooshsound], 0);
3871 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3872 if (Person::players[k]->isFlip())
3873 Person::players[k]->jumppower = -4;
3874 Person::players[k]->animTarget = Person::players[k]->getLanding();
3875 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3877 envsound[numenvsounds] = Person::players[k]->coords;
3878 envsoundvol[numenvsounds] = 16;
3879 envsoundlife[numenvsounds] = .4;
3889 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3890 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3891 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3892 lowpoint = Person::players[k]->coords;
3894 if (objects.type[i] != rocktype)
3895 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3896 if (Person::players[k]->animTarget != jumpupanim &&
3897 Person::players[k]->animTarget != jumpdownanim &&
3898 Person::players[k]->onterrain)
3899 Person::players[k]->avoidcollided = 1;
3900 Person::players[k]->coords = lowpoint;
3901 Person::players[k]->coords.y -= 1.35;
3902 Person::players[k]->collide = 1;
3904 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3905 (Person::players[k]->animCurrent != climbanim &&
3906 Person::players[k]->animCurrent != hanganim &&
3907 !Person::players[k]->isWallJump() ||
3908 Person::players[k]->animTarget == jumpupanim ||
3909 Person::players[k]->animTarget == jumpdownanim)) {
3910 lowpoint = Person::players[k]->coords;
3911 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3912 lowpoint = Person::players[k]->coords;
3916 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3917 lowpointtarget = lowpoint + facing * 1.4;
3918 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3919 if (whichhit != -1) {
3920 lowpoint = Person::players[k]->coords;
3922 lowpointtarget = lowpoint + facing * 1.4;
3923 lowpoint2 = lowpoint;
3924 lowpointtarget2 = lowpointtarget;
3925 lowpoint3 = lowpoint;
3926 lowpointtarget3 = lowpointtarget;
3927 lowpoint4 = lowpoint;
3928 lowpointtarget4 = lowpointtarget;
3929 lowpoint5 = lowpoint;
3930 lowpointtarget5 = lowpointtarget;
3931 lowpoint6 = lowpoint;
3932 lowpointtarget6 = lowpointtarget;
3933 lowpoint7 = lowpoint;
3934 lowpointtarget7 = lowpoint;
3936 lowpointtarget2.x += .1;
3938 lowpointtarget3.z += .1;
3940 lowpointtarget4.x -= .1;
3942 lowpointtarget5.z -= .1;
3943 lowpoint6.y += 45 / 13;
3944 lowpointtarget6.y += 45 / 13;
3945 lowpointtarget6 += facing * .6;
3946 lowpointtarget7.y += 90 / 13;
3947 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3948 if (objects.friction[i] > .5)
3949 if (whichhit != -1) {
3950 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3951 Person::players[k]->collided = 1;
3952 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3953 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3954 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3955 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3956 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3957 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3958 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3959 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3960 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3961 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3962 for (int j = 0; j < 45; j++) {
3963 lowpoint = Person::players[k]->coords;
3964 lowpoint.y += (float)j / 13;
3965 lowpointtarget = lowpoint + facing * 1.4;
3966 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3967 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3968 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3970 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3971 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3972 lowpoint = Person::players[k]->coords;
3973 lowpoint.y += (float)j / 13;
3974 lowpointtarget = lowpoint + facing * 1.3;
3975 flatfacing = Person::players[k]->coords;
3976 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3977 Person::players[k]->coords.y = lowpointtarget.y - .07;
3978 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3980 if (j > 10 || !Person::players[k]->isRun()) {
3981 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3983 pause_sound(whooshsound);
3985 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3987 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3988 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3989 if (lowpointtarget.z < 0)
3990 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3991 Person::players[k]->targetyaw = Person::players[k]->yaw;
3992 Person::players[k]->lowyaw = Person::players[k]->yaw;
3994 //Person::players[k]->velocity=lowpointtarget*.03;
3995 Person::players[k]->velocity = 0;
3998 if (Person::players[k]->animTarget == jumpupanim) {
3999 Person::players[k]->animTarget = climbanim;
4000 Person::players[k]->jumppower = 0;
4001 Person::players[k]->jumpclimb = 1;
4003 Person::players[k]->transspeed = 6;
4004 Person::players[k]->target = 0;
4005 Person::players[k]->frameTarget = 1;
4008 Person::players[k]->setAnimation(hanganim);
4009 Person::players[k]->jumppower = 0;
4021 if (Person::players[k]->collide <= 0) {
4023 if (!Person::players[k]->onterrain &&
4024 Person::players[k]->animTarget != jumpupanim &&
4025 Person::players[k]->animTarget != jumpdownanim &&
4026 Person::players[k]->animTarget != climbanim &&
4027 Person::players[k]->animTarget != hanganim &&
4028 !Person::players[k]->isWallJump() &&
4029 !Person::players[k]->isFlip()) {
4030 if (Person::players[k]->animCurrent != climbanim &&
4031 Person::players[k]->animCurrent != tempanim &&
4032 Person::players[k]->animTarget != backhandspringanim &&
4033 (Person::players[k]->animTarget != rollanim ||
4034 Person::players[k]->frameTarget < 2 ||
4035 Person::players[k]->frameTarget > 6)) {
4036 //stagger off ledge (?)
4037 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4038 Person::players[k]->RagDoll(0);
4039 Person::players[k]->setAnimation(jumpdownanim);
4042 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4045 Person::players[k]->velocity.y += gravity;
4049 Person::players[k]->realoldcoords = Person::players[k]->coords;
4055 static XYZ relative;
4056 static int randattack;
4057 static bool playerrealattackkeydown = 0;
4059 if (!Input::isKeyDown(attackkey))
4062 Person::players[0]->attackkeydown = 0;
4064 playerrealattackkeydown = 0;
4066 playerrealattackkeydown = Input::isKeyDown(attackkey);
4067 if ((Person::players[0]->parriedrecently <= 0 ||
4068 Person::players[0]->weaponactive == -1) &&
4071 Person::players[0]->lastattack != swordslashanim &&
4072 Person::players[0]->lastattack != knifeslashstartanim &&
4073 Person::players[0]->lastattack != staffhitanim &&
4074 Person::players[0]->lastattack != staffspinhitanim)))
4075 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4076 if (Input::isKeyDown(attackkey) &&
4078 !Person::players[0]->backkeydown) {
4079 for (int k = 0; k < numplayers; k++) {
4080 if ((Person::players[k]->animTarget == swordslashanim ||
4081 Person::players[k]->animTarget == staffhitanim ||
4082 Person::players[k]->animTarget == staffspinhitanim) &&
4083 Person::players[0]->animCurrent != dodgebackanim &&
4084 !Person::players[k]->skeleton.free)
4085 Person::players[k]->Reverse();
4089 if (!hostile || indialogue != -1)
4090 Person::players[0]->attackkeydown = 0;
4092 for (int k = 0; k < numplayers; k++) {
4093 if (indialogue != -1)
4094 Person::players[k]->attackkeydown = 0;
4095 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4096 if (Person::players[k]->aitype != playercontrolled)
4097 Person::players[k]->victim = Person::players[0];
4098 //attack key pressed
4099 if (Person::players[k]->attackkeydown) {
4101 if (Person::players[k]->backkeydown &&
4102 Person::players[k]->animTarget != backhandspringanim &&
4103 (Person::players[k]->isIdle() ||
4104 Person::players[k]->isStop() ||
4105 Person::players[k]->isRun() ||
4106 Person::players[k]->animTarget == walkanim)) {
4107 if (Person::players[k]->jumppower <= 1) {
4108 Person::players[k]->jumppower -= 2;
4110 for (int i = 0; i < numplayers; i++) {
4113 if (Person::players[i]->animTarget == swordslashanim ||
4114 Person::players[i]->animTarget == knifeslashstartanim ||
4115 Person::players[i]->animTarget == staffhitanim ||
4116 Person::players[i]->animTarget == staffspinhitanim)
4117 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4118 Person::players[k]->setAnimation(dodgebackanim);
4119 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4120 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4123 if (Person::players[k]->animTarget != dodgebackanim) {
4126 Person::players[k]->setAnimation(backhandspringanim);
4127 Person::players[k]->targetyaw = -yaw + 180;
4128 if (Person::players[k]->leftkeydown)
4129 Person::players[k]->targetyaw -= 45;
4130 if (Person::players[k]->rightkeydown)
4131 Person::players[k]->targetyaw += 45;
4132 Person::players[k]->yaw = Person::players[k]->targetyaw;
4133 Person::players[k]->jumppower -= 2;
4138 if (!animation[Person::players[k]->animTarget].attack &&
4139 !Person::players[k]->backkeydown &&
4140 (Person::players[k]->isIdle() ||
4141 Person::players[k]->isRun() ||
4142 Person::players[k]->animTarget == walkanim ||
4143 Person::players[k]->animTarget == sneakanim ||
4144 Person::players[k]->isCrouch())) {
4145 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4146 //normal attacks (?)
4147 Person::players[k]->hasvictim = 0;
4149 for (int i = 0; i < numplayers; i++) {
4150 if (i == k || !(k == 0 || i == 0))
4152 if (!Person::players[k]->hasvictim)
4153 if (animation[Person::players[k]->animTarget].attack != reversal) {
4155 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4156 if (distance < 4.5 &&
4157 !Person::players[i]->skeleton.free &&
4158 Person::players[i]->howactive < typedead1 &&
4159 Person::players[i]->animTarget != jumpreversedanim &&
4160 Person::players[i]->animTarget != rabbitkickreversedanim &&
4161 Person::players[i]->animTarget != rabbitkickanim &&
4162 Person::players[k]->animTarget != rabbitkickanim &&
4163 Person::players[i]->animTarget != getupfrombackanim &&
4164 (Person::players[i]->animTarget != staggerbackhighanim &&
4165 (Person::players[i]->animTarget != staggerbackhardanim ||
4166 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4167 Person::players[i]->animTarget != jumpdownanim &&
4168 Person::players[i]->animTarget != jumpupanim &&
4169 Person::players[i]->animTarget != getupfromfrontanim) {
4170 Person::players[k]->victim = Person::players[i];
4171 Person::players[k]->hasvictim = 1;
4172 if (Person::players[k]->aitype == playercontrolled) { //human player
4174 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4175 Person::players[k]->crouchkeydown &&
4176 animation[Person::players[i]->animTarget].height != lowheight)
4177 Person::players[k]->animTarget = sweepanim;
4179 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4180 animation[Person::players[i]->animTarget].height != lowheight &&
4181 !Person::players[k]->forwardkeydown &&
4182 !Person::players[k]->leftkeydown &&
4183 !Person::players[k]->rightkeydown &&
4184 !Person::players[k]->crouchkeydown &&
4187 Person::players[k]->animTarget = winduppunchanim;
4189 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4190 animation[Person::players[i]->animTarget].height != lowheight &&
4191 !Person::players[k]->forwardkeydown &&
4192 !Person::players[k]->leftkeydown &&
4193 !Person::players[k]->rightkeydown &&
4194 !Person::players[k]->crouchkeydown &&
4196 Person::players[k]->animTarget = upunchanim;
4198 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4199 Person::players[i]->staggerdelay > 0 &&
4200 attackweapon == knife &&
4201 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4202 Person::players[k]->animTarget = knifefollowanim;
4204 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4205 animation[Person::players[i]->animTarget].height != lowheight &&
4206 !Person::players[k]->forwardkeydown &&
4207 !Person::players[k]->leftkeydown &&
4208 !Person::players[k]->rightkeydown &&
4209 !Person::players[k]->crouchkeydown &&
4210 attackweapon == knife &&
4211 Person::players[k]->weaponmissdelay <= 0)
4212 Person::players[k]->animTarget = knifeslashstartanim;
4214 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4215 animation[Person::players[i]->animTarget].height != lowheight &&
4216 !Person::players[k]->crouchkeydown &&
4217 attackweapon == sword &&
4218 Person::players[k]->weaponmissdelay <= 0)
4219 Person::players[k]->animTarget = swordslashanim;
4221 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4222 animation[Person::players[i]->animTarget].height != lowheight &&
4223 !Person::players[k]->crouchkeydown &&
4224 attackweapon == staff &&
4225 Person::players[k]->weaponmissdelay <= 0 &&
4226 !Person::players[k]->leftkeydown &&
4227 !Person::players[k]->rightkeydown &&
4228 !Person::players[k]->forwardkeydown)
4229 Person::players[k]->animTarget = staffhitanim;
4231 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4232 animation[Person::players[i]->animTarget].height != lowheight &&
4233 !Person::players[k]->crouchkeydown &&
4234 attackweapon == staff &&
4235 Person::players[k]->weaponmissdelay <= 0)
4236 Person::players[k]->animTarget = staffspinhitanim;
4238 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4239 animation[Person::players[i]->animTarget].height != lowheight)
4240 Person::players[k]->animTarget = spinkickanim;
4242 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4243 animation[Person::players[i]->animTarget].height == lowheight &&
4244 animation[Person::players[k]->animTarget].attack != normalattack)
4245 Person::players[k]->animTarget = lowkickanim;
4246 } else { //AI player
4247 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4248 randattack = abs(Random() % 5);
4249 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4251 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4252 Person::players[k]->animTarget = sweepanim;
4254 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4256 Person::players[k]->animTarget = upunchanim;
4258 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4259 Person::players[k]->animTarget = spinkickanim;
4261 else if (animation[Person::players[i]->animTarget].height == lowheight)
4262 Person::players[k]->animTarget = lowkickanim;
4266 if ((tutoriallevel != 1 || !attackweapon) &&
4267 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4269 animation[Person::players[i]->animTarget].height != lowheight)
4270 Person::players[k]->animTarget = sweepanim;
4272 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4273 attackweapon == knife &&
4274 Person::players[k]->weaponmissdelay <= 0)
4275 Person::players[k]->animTarget = knifeslashstartanim;
4277 else if (!(Person::players[0]->victim == Person::players[i] &&
4278 Person::players[0]->hasvictim &&
4279 Person::players[0]->animTarget == swordslashanim) &&
4280 attackweapon == sword &&
4281 Person::players[k]->weaponmissdelay <= 0)
4282 Person::players[k]->animTarget = swordslashanim;
4284 else if (!(Person::players[0]->victim == Person::players[i] &&
4285 Person::players[0]->hasvictim &&
4286 Person::players[0]->animTarget == swordslashanim) &&
4287 attackweapon == staff &&
4288 Person::players[k]->weaponmissdelay <= 0 &&
4290 Person::players[k]->animTarget = staffhitanim;
4292 else if (!(Person::players[0]->victim == Person::players[i] &&
4293 Person::players[0]->hasvictim &&
4294 Person::players[0]->animTarget == swordslashanim) &&
4295 attackweapon == staff &&
4296 Person::players[k]->weaponmissdelay <= 0 &&
4298 Person::players[k]->animTarget = staffspinhitanim;
4300 else if ((tutoriallevel != 1 || !attackweapon) &&
4301 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4303 animation[Person::players[i]->animTarget].height != lowheight)
4304 Person::players[k]->animTarget = spinkickanim;
4306 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4307 animation[Person::players[i]->animTarget].height == lowheight &&
4308 animation[Person::players[k]->animTarget].attack != normalattack)
4309 Person::players[k]->animTarget = lowkickanim;
4313 //upunch becomes wolfslap
4314 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4315 Person::players[k]->animTarget = wolfslapanim;
4318 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4319 Person::players[i]->howactive < typedead1 &&
4320 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4321 !Person::players[i]->skeleton.free &&
4322 Person::players[i]->animTarget != getupfrombackanim &&
4323 Person::players[i]->animTarget != getupfromfrontanim &&
4324 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4325 Person::players[i]->surprised > 0 ||
4326 Person::players[i]->aitype == passivetype ||
4327 attackweapon && Person::players[i]->stunned > 0) &&
4328 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4330 if (!attackweapon) {
4331 Person::players[k]->animCurrent = sneakattackanim;
4332 Person::players[k]->animTarget = sneakattackanim;
4333 Person::players[i]->animCurrent = sneakattackedanim;
4334 Person::players[i]->animTarget = sneakattackedanim;
4335 Person::players[k]->oldcoords = Person::players[k]->coords;
4336 Person::players[k]->coords = Person::players[i]->coords;
4339 if (attackweapon == knife) {
4340 Person::players[k]->animCurrent = knifesneakattackanim;
4341 Person::players[k]->animTarget = knifesneakattackanim;
4342 Person::players[i]->animCurrent = knifesneakattackedanim;
4343 Person::players[i]->animTarget = knifesneakattackedanim;
4344 Person::players[i]->oldcoords = Person::players[i]->coords;
4345 Person::players[i]->coords = Person::players[k]->coords;
4348 if (attackweapon == sword) {
4349 Person::players[k]->animCurrent = swordsneakattackanim;
4350 Person::players[k]->animTarget = swordsneakattackanim;
4351 Person::players[i]->animCurrent = swordsneakattackedanim;
4352 Person::players[i]->animTarget = swordsneakattackedanim;
4353 Person::players[i]->oldcoords = Person::players[i]->coords;
4354 Person::players[i]->coords = Person::players[k]->coords;
4356 if (attackweapon != staff) {
4357 Person::players[k]->victim = Person::players[i];
4358 Person::players[k]->hasvictim = 1;
4359 Person::players[i]->targettilt2 = 0;
4360 Person::players[i]->frameTarget = 1;
4361 Person::players[i]->frameCurrent = 0;
4362 Person::players[i]->target = 0;
4363 Person::players[i]->velocity = 0;
4364 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4365 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4366 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4367 Person::players[k]->target = Person::players[i]->target;
4368 Person::players[k]->velocity = 0;
4369 Person::players[k]->targetyaw = Person::players[i]->yaw;
4370 Person::players[k]->yaw = Person::players[i]->yaw;
4371 Person::players[i]->targetyaw = Person::players[i]->yaw;
4374 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4375 Person::players[k]->victim == Person::players[i] &&
4376 (!Person::players[i]->skeleton.free)) {
4378 Person::players[k]->frameTarget = 0;
4379 Person::players[k]->target = 0;
4381 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4382 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4383 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4384 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4385 Person::players[k]->lastattack = Person::players[k]->animTarget;
4387 if (Person::players[k]->animTarget == knifefollowanim &&
4388 Person::players[k]->victim == Person::players[i]) {
4390 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4391 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4392 Person::players[k]->victim = Person::players[i];
4393 Person::players[k]->hasvictim = 1;
4394 Person::players[i]->animTarget = knifefollowedanim;
4395 Person::players[i]->animCurrent = knifefollowedanim;
4396 Person::players[i]->targettilt2 = 0;
4397 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4398 Person::players[i]->frameTarget = 1;
4399 Person::players[i]->frameCurrent = 0;
4400 Person::players[i]->target = 0;
4401 Person::players[i]->velocity = 0;
4402 Person::players[k]->animCurrent = knifefollowanim;
4403 Person::players[k]->animTarget = knifefollowanim;
4404 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4405 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4406 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4407 Person::players[k]->target = Person::players[i]->target;
4408 Person::players[k]->velocity = 0;
4409 Person::players[k]->oldcoords = Person::players[k]->coords;
4410 Person::players[i]->coords = Person::players[k]->coords;
4411 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4412 Person::players[i]->yaw = Person::players[k]->targetyaw;
4413 Person::players[k]->yaw = Person::players[k]->targetyaw;
4414 Person::players[i]->yaw = Person::players[k]->targetyaw;
4418 const bool hasstaff = attackweapon == staff;
4419 if (k == 0 && numplayers > 1)
4420 for (int i = 0; i < numplayers; i++) {
4423 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4424 animation[Person::players[k]->animTarget].attack == neutral) {
4425 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4426 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4427 if (Person::players[i]->skeleton.free)
4428 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4429 (Person::players[i]->dead ||
4430 Person::players[i]->skeleton.longdead > 1000 ||
4431 Person::players[k]->isRun() ||
4434 (Person::players[i]->skeleton.longdead > 2000 ||
4435 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4436 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4437 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4438 Person::players[k]->victim = Person::players[i];
4439 Person::players[k]->hasvictim = 1;
4440 if (attackweapon && tutoriallevel != 1) {
4442 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4443 Person::players[k]->animTarget = crouchstabanim;
4445 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4446 Person::players[k]->animTarget = swordgroundstabanim;
4448 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4449 Person::players[k]->animTarget = staffgroundsmashanim;
4451 if (distance < 2.5 &&
4452 Person::players[k]->crouchkeydown &&
4453 Person::players[k]->animTarget != crouchstabanim &&
4455 Person::players[i]->dead &&
4456 Person::players[i]->skeleton.free &&
4457 Person::players[i]->skeleton.longdead > 1000) {
4458 Person::players[k]->animTarget = killanim;
4459 //TODO: refactor this out, what does it do?
4460 for (int j = 0; j < terrain.numdecals; j++) {
4461 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4462 terrain.decalalivetime[j] < 2)
4463 terrain.DeleteDecal(j);
4465 for (int l = 0; l < objects.numobjects; l++) {
4466 if (objects.model[l].type == decalstype)
4467 for (int j = 0; j < objects.model[l].numdecals; j++) {
4468 if ((objects.model[l].decaltype[j] == blooddecal ||
4469 objects.model[l].decaltype[j] == blooddecalslow) &&
4470 objects.model[l].decalalivetime[j] < 2)
4471 objects.model[l].DeleteDecal(j);
4475 if (!Person::players[i]->dead || musictype != 2)
4476 if (distance < 3.5 &&
4477 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4478 Person::players[k]->staggerdelay <= 0 &&
4479 (Person::players[i]->dead ||
4480 Person::players[i]->skeleton.longdead < 300 &&
4481 Person::players[k]->lastattack != spinkickanim &&
4482 Person::players[i]->skeleton.free) &&
4483 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4484 Person::players[k]->animTarget = dropkickanim;
4485 for (int j = 0; j < terrain.numdecals; j++) {
4486 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4487 terrain.decalalivetime[j] < 2) {
4488 terrain.DeleteDecal(j);
4491 for (int l = 0; l < objects.numobjects; l++) {
4492 if (objects.model[l].type == decalstype)
4493 for (int j = 0; j < objects.model[l].numdecals; j++) {
4494 if ((objects.model[l].decaltype[j] == blooddecal ||
4495 objects.model[l].decaltype[j] == blooddecalslow) &&
4496 objects.model[l].decalalivetime[j] < 2) {
4497 objects.model[l].DeleteDecal(j);
4503 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4504 Person::players[k]->victim == Person::players[i] &&
4505 (!Person::players[i]->skeleton.free ||
4506 Person::players[k]->animTarget == killanim ||
4507 Person::players[k]->animTarget == crouchstabanim ||
4508 Person::players[k]->animTarget == swordgroundstabanim ||
4509 Person::players[k]->animTarget == staffgroundsmashanim ||
4510 Person::players[k]->animTarget == dropkickanim)) {
4512 Person::players[k]->frameTarget = 0;
4513 Person::players[k]->target = 0;
4515 XYZ targetpoint = Person::players[i]->coords;
4516 if (Person::players[k]->animTarget == crouchstabanim ||
4517 Person::players[k]->animTarget == swordgroundstabanim ||
4518 Person::players[k]->animTarget == staffgroundsmashanim) {
4519 targetpoint += (Person::players[i]->jointPos(abdomen) +
4520 Person::players[i]->jointPos(neck)) / 2 *
4521 Person::players[i]->scale;
4523 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4524 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4526 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4527 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4530 if (Person::players[k]->animTarget == staffgroundsmashanim)
4531 Person::players[k]->targettilt2 += 10;
4533 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4534 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4535 Person::players[k]->lastattack = Person::players[k]->animTarget;
4537 if (Person::players[k]->animTarget == swordgroundstabanim) {
4538 Person::players[k]->targetyaw += 30;
4543 if (!Person::players[k]->hasvictim) {
4545 for (int i = 0; i < numplayers; i++) {
4546 if (i == k || !(i == 0 || k == 0))
4548 if (!Person::players[i]->skeleton.free) {
4549 if (Person::players[k]->hasvictim) {
4550 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4551 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4552 Person::players[k]->victim = Person::players[i];
4554 Person::players[k]->victim = Person::players[i];
4555 Person::players[k]->hasvictim = 1;
4560 if (Person::players[k]->aitype == playercontrolled)
4562 if (Person::players[k]->attackkeydown &&
4563 Person::players[k]->isRun() &&
4564 Person::players[k]->wasRun() &&
4565 ((Person::players[k]->hasvictim &&
4566 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4567 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4568 !Person::players[k]->victim->skeleton.free &&
4569 Person::players[k]->victim->animTarget != getupfrombackanim &&
4570 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4571 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4572 Person::players[k]->aitype != playercontrolled && //wat???
4573 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4574 Person::players[k]->rabbitkickenabled) ||
4575 Person::players[k]->jumpkeydown)) {
4577 Person::players[k]->setAnimation(rabbitkickanim);
4580 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4582 switch (attackweapon) {
4603 void doPlayerCollisions()
4605 static XYZ rotatetarget;
4606 static float collisionradius;
4608 for (int k = 0; k < numplayers; k++)
4609 for (int i = k + 1; i < numplayers; i++) {
4610 //neither player is part of a reversal
4611 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4612 animation[Person::players[i]->animTarget].attack != reversal &&
4613 animation[Person::players[k]->animTarget].attack != reversed &&
4614 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4615 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4616 animation[Person::players[i]->animCurrent].attack != reversal &&
4617 animation[Person::players[k]->animCurrent].attack != reversed &&
4618 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4619 //neither is sleeping
4620 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4621 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4622 //in same patch, neither is climbing
4623 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4624 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4625 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4626 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4627 Person::players[i]->animTarget != climbanim &&
4628 Person::players[i]->animTarget != hanganim &&
4629 Person::players[k]->animTarget != climbanim &&
4630 Person::players[k]->animTarget != hanganim)
4631 //players are close (bounding box test)
4632 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4633 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4634 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4635 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4636 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4637 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4638 //spread fire from player to player
4639 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4640 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4641 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4642 if (!Person::players[i]->onfire)
4643 Person::players[i]->CatchFire();
4644 if (!Person::players[k]->onfire)
4645 Person::players[k]->CatchFire();
4649 XYZ tempcoords1 = Person::players[i]->coords;
4650 XYZ tempcoords2 = Person::players[k]->coords;
4651 if (!Person::players[i]->skeleton.oldfree)
4652 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4653 if (!Person::players[k]->skeleton.oldfree)
4654 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4655 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4656 if (Person::players[0]->hasvictim)
4657 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4658 collisionradius = 3;
4659 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4660 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4661 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4662 //jump down on a dead body
4663 if (k == 0 || i == 0) {
4665 if (Person::players[0]->animTarget == jumpdownanim &&
4666 !Person::players[0]->skeleton.oldfree &&
4667 !Person::players[0]->skeleton.free &&
4668 Person::players[l]->skeleton.oldfree &&
4669 Person::players[l]->skeleton.free &&
4670 Person::players[l]->dead &&
4671 Person::players[0]->lastcollide <= 0 &&
4672 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4673 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4674 Person::players[0]->coords.y = Person::players[l]->coords.y;
4675 Person::players[l]->velocity = Person::players[0]->velocity;
4676 Person::players[l]->skeleton.free = 0;
4677 Person::players[l]->yaw = 0;
4678 Person::players[l]->RagDoll(0);
4679 Person::players[l]->DoDamage(20);
4681 Person::players[l]->skeleton.longdead = 0;
4682 Person::players[0]->lastcollide = 1;
4686 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4687 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4688 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4689 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4690 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4691 Person::players[i]->skeleton.free) &&
4692 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4693 Person::players[k]->skeleton.free))
4694 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4695 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4696 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4698 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4699 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4700 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4701 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4702 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4704 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4705 (k != 0 || Person::players[k]->skeleton.free) ||
4706 (animation[Person::players[i]->animTarget].height == highheight &&
4707 animation[Person::players[k]->animTarget].height == highheight)) {
4708 if (tutoriallevel != 1) {
4709 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4712 Person::players[i]->RagDoll(0);
4713 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4714 award_bonus(0, aimbonus);
4716 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4717 Person::players[k]->RagDoll(0);
4718 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4719 award_bonus(0, aimbonus); // Huh, again?
4721 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4723 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4724 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4726 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4727 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4732 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4733 animation[Person::players[i]->animTarget].attack == normalattack) &&
4734 (animation[Person::players[k]->animTarget].attack == neutral ||
4735 animation[Person::players[k]->animTarget].attack == normalattack)) {
4737 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4738 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4739 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4740 Normalise(&rotatetarget);
4741 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4742 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4743 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4744 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4745 if (Person::players[k]->howactive == typeactive || hostile)
4746 if (Person::players[k]->isIdle()) {
4747 if (Person::players[k]->howactive < typesleeping)
4748 Person::players[k]->setAnimation(Person::players[k]->getStop());
4749 else if (Person::players[k]->howactive == typesleeping)
4750 Person::players[k]->setAnimation(getupfromfrontanim);
4752 Person::players[k]->howactive = typeactive;
4754 if (Person::players[i]->howactive == typeactive || hostile)
4755 if (Person::players[i]->isIdle()) {
4756 if (Person::players[i]->howactive < typesleeping)
4757 Person::players[i]->setAnimation(Person::players[k]->getStop());
4759 Person::players[i]->setAnimation(getupfromfrontanim);
4761 Person::players[i]->howactive = typeactive;
4764 //jump down on player
4766 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4767 !Person::players[i]->isCrouch() &&
4768 Person::players[i]->animTarget != rollanim &&
4769 !Person::players[k]->skeleton.oldfree && !
4770 Person::players[k]->skeleton.free &&
4771 Person::players[k]->lastcollide <= 0 &&
4772 Person::players[k]->velocity.y < -10) {
4773 Person::players[i]->velocity = Person::players[k]->velocity;
4774 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4775 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4776 Person::players[i]->DoDamage(20);
4777 Person::players[i]->RagDoll(0);
4778 Person::players[k]->lastcollide = 1;
4779 award_bonus(k, AboveBonus);
4781 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4782 !Person::players[k]->isCrouch() &&
4783 Person::players[k]->animTarget != rollanim &&
4784 !Person::players[i]->skeleton.oldfree &&
4785 !Person::players[i]->skeleton.free &&
4786 Person::players[i]->lastcollide <= 0 &&
4787 Person::players[i]->velocity.y < -10) {
4788 Person::players[k]->velocity = Person::players[i]->velocity;
4789 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4790 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4791 Person::players[k]->DoDamage(20);
4792 Person::players[k]->RagDoll(0);
4793 Person::players[i]->lastcollide = 1;
4794 award_bonus(i, AboveBonus);
4800 Person::players[i]->CheckKick();
4801 Person::players[k]->CheckKick();
4809 static bool connected;
4810 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4811 Person::players[i]->jumpclimb = 0;
4812 //disable movement in editor
4814 Person::players[i]->stunned = 1;
4816 Person::players[i]->pause = 0;
4817 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4818 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4819 !Person::players[0]->onterrain)
4820 Person::players[i]->pause = 1;
4823 if (Person::players[i]->aitype == pathfindtype) {
4824 if (Person::players[i]->finalpathfindpoint == -1) {
4825 float closestdistance;
4830 closestdistance = -1;
4831 for (int j = 0; j < numpathpoints; j++)
4832 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4833 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4835 Person::players[i]->finaltarget = pathpoint[j];
4837 Person::players[i]->finalpathfindpoint = closest;
4838 for (int j = 0; j < numpathpoints; j++)
4839 for (int k = 0; k < numpathpointconnect[j]; k++) {
4840 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4841 if (sq(tempdist) < closestdistance)
4842 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4843 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4844 closestdistance = sq(tempdist);
4846 Person::players[i]->finaltarget = colpoint;
4849 Person::players[i]->finalpathfindpoint = closest;
4852 if (Person::players[i]->targetpathfindpoint == -1) {
4853 float closestdistance;
4858 closestdistance = -1;
4859 if (Person::players[i]->lastpathfindpoint == -1) {
4860 for (int j = 0; j < numpathpoints; j++) {
4861 if (j != Person::players[i]->lastpathfindpoint)
4862 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4863 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4867 Person::players[i]->targetpathfindpoint = closest;
4868 for (int j = 0; j < numpathpoints; j++)
4869 if (j != Person::players[i]->lastpathfindpoint)
4870 for (int k = 0; k < numpathpointconnect[j]; k++) {
4871 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4872 if (sq(tempdist) < closestdistance) {
4873 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4874 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4875 closestdistance = sq(tempdist);
4880 Person::players[i]->targetpathfindpoint = closest;
4882 for (int j = 0; j < numpathpoints; j++)
4883 if (j != Person::players[i]->lastpathfindpoint &&
4884 j != Person::players[i]->lastpathfindpoint2 &&
4885 j != Person::players[i]->lastpathfindpoint3 &&
4886 j != Person::players[i]->lastpathfindpoint4) {
4888 if (numpathpointconnect[j])
4889 for (int k = 0; k < numpathpointconnect[j]; k++)
4890 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4893 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4894 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4895 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4898 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4899 if (closest == -1 || tempdist < closestdistance) {
4900 closestdistance = tempdist;
4905 Person::players[i]->targetpathfindpoint = closest;
4908 Person::players[i]->losupdatedelay -= multiplier;
4910 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4911 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4913 //reached target point
4914 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4915 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4916 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4917 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4918 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4919 if (Person::players[i]->lastpathfindpoint2 == -1)
4920 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4921 if (Person::players[i]->lastpathfindpoint3 == -1)
4922 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4923 if (Person::players[i]->lastpathfindpoint4 == -1)
4924 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4925 Person::players[i]->targetpathfindpoint = -1;
4927 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4928 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4929 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4930 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4931 Person::players[i]->aitype = passivetype;
4934 Person::players[i]->forwardkeydown = 1;
4935 Person::players[i]->leftkeydown = 0;
4936 Person::players[i]->backkeydown = 0;
4937 Person::players[i]->rightkeydown = 0;
4938 Person::players[i]->crouchkeydown = 0;
4939 Person::players[i]->attackkeydown = 0;
4940 Person::players[i]->throwkeydown = 0;
4942 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4943 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4945 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4946 Person::players[i]->jumpkeydown = 0;
4947 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4948 Person::players[i]->jumpkeydown = 1;
4950 if ((tutoriallevel != 1 || cananger) &&
4952 !Person::players[0]->dead &&
4953 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4954 Person::players[i]->occluded < 25) {
4955 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4956 animation[Person::players[0]->animTarget].height != lowheight &&
4958 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4959 Person::players[i]->aitype = attacktypecutoff;
4960 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4961 animation[Person::players[0]->animTarget].height == highheight &&
4963 Person::players[i]->aitype = attacktypecutoff;
4965 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4966 Person::players[i]->losupdatedelay = .2;
4967 for (int j = 0; j < numplayers; j++)
4968 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4969 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4970 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4971 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4972 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4973 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4974 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4975 *Person::players[i]->scale + Person::players[i]->coords,
4976 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4977 *Person::players[j]->scale + Person::players[j]->coords) ||
4978 (Person::players[j]->animTarget == hanganim &&
4979 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4980 Person::players[i]->aitype = searchtype;
4981 Person::players[i]->lastchecktime = 12;
4982 Person::players[i]->lastseen = Person::players[j]->coords;
4983 Person::players[i]->lastseentime = 12;
4987 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4988 if (Person::players[i]->creature != wolftype) {
4989 Person::players[i]->stunned = .6;
4990 Person::players[i]->surprised = .6;
4994 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4995 Person::players[i]->howactive = typeactive;
4997 if (Person::players[i]->aitype == passivetype) {
4998 Person::players[i]->aiupdatedelay -= multiplier;
4999 Person::players[i]->losupdatedelay -= multiplier;
5000 Person::players[i]->lastseentime += multiplier;
5001 Person::players[i]->pausetime -= multiplier;
5002 if (Person::players[i]->lastseentime > 1)
5003 Person::players[i]->lastseentime = 1;
5005 if (Person::players[i]->aiupdatedelay < 0) {
5006 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5007 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5008 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5009 Person::players[i]->aiupdatedelay = .05;
5011 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5012 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5013 Person::players[i]->pausetime = 4;
5014 Person::players[i]->waypoint++;
5015 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5016 Person::players[i]->waypoint = 0;
5021 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5022 Person::players[i]->forwardkeydown = 1;
5024 Person::players[i]->forwardkeydown = 0;
5025 Person::players[i]->leftkeydown = 0;
5026 Person::players[i]->backkeydown = 0;
5027 Person::players[i]->rightkeydown = 0;
5028 Person::players[i]->crouchkeydown = 0;
5029 Person::players[i]->attackkeydown = 0;
5030 Person::players[i]->throwkeydown = 0;
5032 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5033 if (!Person::players[i]->avoidsomething)
5034 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5036 XYZ leftpos, rightpos;
5037 float leftdist, rightdist;
5038 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5039 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5040 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5041 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5042 if (leftdist < rightdist)
5043 Person::players[i]->targetyaw += 90;
5045 Person::players[i]->targetyaw -= 90;
5049 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5050 Person::players[i]->jumpkeydown = 0;
5051 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5052 Person::players[i]->jumpkeydown = 1;
5056 if (!editorenabled) {
5057 if (Person::players[i]->howactive <= typesleeping)
5058 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5059 for (int j = 0; j < numenvsounds; j++) {
5060 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5061 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5062 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5063 Person::players[i]->aitype = attacktypecutoff;
5066 if (Person::players[i]->aitype != passivetype) {
5067 if (Person::players[i]->howactive == typesleeping)
5068 Person::players[i]->setAnimation(getupfromfrontanim);
5069 Person::players[i]->howactive = typeactive;
5073 if (Person::players[i]->howactive < typesleeping &&
5074 ((tutoriallevel != 1 || cananger) && hostile) &&
5075 !Person::players[0]->dead &&
5076 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5077 Person::players[i]->occluded < 25) {
5078 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5079 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5080 Person::players[i]->aitype = attacktypecutoff;
5081 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5082 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5083 Person::players[i]->aitype = attacktypecutoff;
5086 if (Person::players[i]->creature == wolftype) {
5088 for (int j = 0; j < numplayers; j++) {
5089 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5090 float smelldistance = 50;
5091 if (j == 0 && Person::players[j]->num_weapons > 0) {
5092 if (weapons[Person::players[j]->weaponids[0]].bloody)
5093 smelldistance = 100;
5094 if (Person::players[j]->num_weapons == 2)
5095 if (weapons[Person::players[j]->weaponids[1]].bloody)
5096 smelldistance = 100;
5099 smelldistance = 100;
5100 windsmell = windvector;
5101 Normalise(&windsmell);
5102 windsmell = windsmell * 2 + Person::players[j]->coords;
5103 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5104 Person::players[i]->aitype = attacktypecutoff;
5109 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5110 Person::players[i]->losupdatedelay = .2;
5111 for (int j = 0; j < numplayers; j++) {
5112 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5113 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5114 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5115 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5116 if ((-1 == checkcollide(
5117 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5118 Person::players[i]->scale + Person::players[i]->coords,
5119 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5120 Person::players[j]->scale + Person::players[j]->coords) &&
5121 !Person::players[j]->isWallJump()) ||
5122 (Person::players[j]->animTarget == hanganim &&
5123 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5124 Person::players[i]->lastseentime -= .2;
5125 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5126 Person::players[i]->lastseentime -= .4;
5128 Person::players[i]->lastseentime -= .6;
5130 if (Person::players[i]->lastseentime <= 0) {
5131 Person::players[i]->aitype = searchtype;
5132 Person::players[i]->lastchecktime = 12;
5133 Person::players[i]->lastseen = Person::players[j]->coords;
5134 Person::players[i]->lastseentime = 12;
5141 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5142 if (Person::players[i]->creature != wolftype) {
5143 Person::players[i]->stunned = .6;
5144 Person::players[i]->surprised = .6;
5146 if (Person::players[i]->creature == wolftype) {
5147 Person::players[i]->stunned = .47;
5148 Person::players[i]->surprised = .47;
5156 if (Person::players[i]->aitype == searchtype) {
5157 Person::players[i]->aiupdatedelay -= multiplier;
5158 Person::players[i]->losupdatedelay -= multiplier;
5159 if (!Person::players[i]->pause)
5160 Person::players[i]->lastseentime -= multiplier;
5161 Person::players[i]->lastchecktime -= multiplier;
5163 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5164 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5165 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5167 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5169 j = checkcollide(test2, test, Person::players[i]->laststanding);
5171 j = checkcollide(test2, test);
5173 Person::players[i]->velocity = 0;
5174 Person::players[i]->setAnimation(Person::players[i]->getStop());
5175 Person::players[i]->targetyaw += 180;
5176 Person::players[i]->stunned = .5;
5177 //Person::players[i]->aitype=passivetype;
5178 Person::players[i]->aitype = pathfindtype;
5179 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5180 Person::players[i]->finalpathfindpoint = -1;
5181 Person::players[i]->targetpathfindpoint = -1;
5182 Person::players[i]->lastpathfindpoint = -1;
5183 Person::players[i]->lastpathfindpoint2 = -1;
5184 Person::players[i]->lastpathfindpoint3 = -1;
5185 Person::players[i]->lastpathfindpoint4 = -1;
5187 Person::players[i]->laststanding = j;
5190 //check out last seen location
5191 if (Person::players[i]->aiupdatedelay < 0) {
5192 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5193 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5194 Person::players[i]->aiupdatedelay = .05;
5195 Person::players[i]->forwardkeydown = 1;
5197 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5198 Person::players[i]->forwardkeydown = 0;
5199 Person::players[i]->aiupdatedelay = 1;
5200 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5201 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5202 Person::players[i]->lastchecktime = 3;
5205 Person::players[i]->leftkeydown = 0;
5206 Person::players[i]->backkeydown = 0;
5207 Person::players[i]->rightkeydown = 0;
5208 Person::players[i]->crouchkeydown = 0;
5209 Person::players[i]->attackkeydown = 0;
5210 Person::players[i]->throwkeydown = 0;
5212 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5213 if (!Person::players[i]->avoidsomething)
5214 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5216 XYZ leftpos, rightpos;
5217 float leftdist, rightdist;
5218 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5219 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5220 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5221 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5222 if (leftdist < rightdist)
5223 Person::players[i]->targetyaw += 90;
5225 Person::players[i]->targetyaw -= 90;
5229 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5230 Person::players[i]->jumpkeydown = 0;
5231 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5232 Person::players[i]->jumpkeydown = 1;
5234 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5235 for (int k = 0; k < numenvsounds; k++) {
5236 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5237 Person::players[i]->aitype = attacktypecutoff;
5241 if (!Person::players[0]->dead &&
5242 Person::players[i]->losupdatedelay < 0 &&
5244 Person::players[i]->occluded < 2 &&
5245 ((tutoriallevel != 1 || cananger) && hostile)) {
5246 Person::players[i]->losupdatedelay = .2;
5247 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5248 Person::players[i]->aitype = attacktypecutoff;
5249 Person::players[i]->lastseentime = 1;
5251 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5252 //TODO: factor out canSeePlayer()
5253 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5254 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5256 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5257 Person::players[i]->scale + Person::players[i]->coords,
5258 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5259 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5260 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5261 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5262 /* //TODO: changed j to 0 on a whim, make sure this is correct
5263 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5264 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5266 Person::players[i]->aitype = attacktypecutoff;
5267 Person::players[i]->lastseentime = 1;
5271 if (Person::players[i]->lastseentime < 0) {
5272 //Person::players[i]->aitype=passivetype;
5274 Person::players[i]->aitype = pathfindtype;
5275 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5276 Person::players[i]->finalpathfindpoint = -1;
5277 Person::players[i]->targetpathfindpoint = -1;
5278 Person::players[i]->lastpathfindpoint = -1;
5279 Person::players[i]->lastpathfindpoint2 = -1;
5280 Person::players[i]->lastpathfindpoint3 = -1;
5281 Person::players[i]->lastpathfindpoint4 = -1;
5285 if (Person::players[i]->aitype != gethelptype)
5286 Person::players[i]->runninghowlong = 0;
5288 //get help from buddies
5289 if (Person::players[i]->aitype == gethelptype) {
5290 Person::players[i]->runninghowlong += multiplier;
5291 Person::players[i]->aiupdatedelay -= multiplier;
5293 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5294 Person::players[i]->aiupdatedelay = .2;
5297 //TODO: factor out closest search somehow
5298 if (!Person::players[i]->ally) {
5300 float closestdist = -1;
5301 for (int k = 0; k < numplayers; k++) {
5302 if (k != i && k != 0 && !Person::players[k]->dead &&
5303 Person::players[k]->howactive < typedead1 &&
5304 !Person::players[k]->skeleton.free &&
5305 Person::players[k]->aitype == passivetype) {
5306 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5307 if (closestdist == -1 || distance < closestdist) {
5308 closestdist = distance;
5315 Person::players[i]->ally = closest;
5317 Person::players[i]->ally = 0;
5318 Person::players[i]->lastseen = Person::players[0]->coords;
5319 Person::players[i]->lastseentime = 12;
5323 Person::players[i]->lastchecktime = 12;
5325 XYZ facing = Person::players[i]->coords;
5326 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5327 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5328 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5329 if (-1 != checkcollide(facing, flatfacing))
5330 Person::players[i]->lastseentime -= .1;
5332 //no available ally, run back to player
5333 if (Person::players[i]->ally <= 0 ||
5334 Person::players[Person::players[i]->ally]->skeleton.free ||
5335 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5336 Person::players[i]->lastseentime <= 0) {
5337 Person::players[i]->aitype = searchtype;
5338 Person::players[i]->lastseentime = 12;
5342 if (Person::players[i]->ally > 0) {
5343 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5344 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5345 Person::players[i]->aiupdatedelay = .05;
5346 Person::players[i]->forwardkeydown = 1;
5348 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5349 Person::players[i]->aitype = searchtype;
5350 Person::players[i]->lastseentime = 12;
5351 Person::players[Person::players[i]->ally]->aitype = searchtype;
5352 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5353 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5354 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5355 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5359 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5360 if (!Person::players[i]->avoidsomething)
5361 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5363 XYZ leftpos, rightpos;
5364 float leftdist, rightdist;
5365 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5366 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5367 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5368 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5369 if (leftdist < rightdist)
5370 Person::players[i]->targetyaw += 90;
5372 Person::players[i]->targetyaw -= 90;
5377 Person::players[i]->leftkeydown = 0;
5378 Person::players[i]->backkeydown = 0;
5379 Person::players[i]->rightkeydown = 0;
5380 Person::players[i]->crouchkeydown = 0;
5381 Person::players[i]->attackkeydown = 0;
5383 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5384 Person::players[i]->jumpkeydown = 0;
5385 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5386 Person::players[i]->jumpkeydown = 1;
5389 //retreiving a weapon on the ground
5390 if (Person::players[i]->aitype == getweapontype) {
5391 Person::players[i]->aiupdatedelay -= multiplier;
5392 Person::players[i]->lastchecktime -= multiplier;
5394 if (Person::players[i]->aiupdatedelay < 0) {
5395 Person::players[i]->aiupdatedelay = .2;
5398 if (Person::players[i]->ally < 0) {
5400 float closestdist = -1;
5401 for (int k = 0; k < weapons.size(); k++)
5402 if (weapons[k].owner == -1) {
5403 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5404 if (closestdist == -1 || distance < closestdist) {
5405 closestdist = distance;
5411 Person::players[i]->ally = closest;
5413 Person::players[i]->ally = -1;
5416 Person::players[i]->lastseentime = 12;
5418 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5419 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5420 Person::players[i]->aitype = attacktypecutoff;
5421 Person::players[i]->lastseentime = 1;
5423 if (!Person::players[0]->dead)
5424 if (Person::players[i]->ally >= 0) {
5425 if (weapons[Person::players[i]->ally].owner != -1 ||
5426 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5427 Person::players[i]->aitype = attacktypecutoff;
5428 Person::players[i]->lastseentime = 1;
5430 //TODO: factor these out as moveToward()
5431 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5432 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5433 Person::players[i]->aiupdatedelay = .05;
5434 Person::players[i]->forwardkeydown = 1;
5437 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5438 if (!Person::players[i]->avoidsomething)
5439 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5441 XYZ leftpos, rightpos;
5442 float leftdist, rightdist;
5443 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5444 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5445 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5446 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5447 if (leftdist < rightdist)
5448 Person::players[i]->targetyaw += 90;
5450 Person::players[i]->targetyaw -= 90;
5455 Person::players[i]->leftkeydown = 0;
5456 Person::players[i]->backkeydown = 0;
5457 Person::players[i]->rightkeydown = 0;
5458 Person::players[i]->attackkeydown = 0;
5459 Person::players[i]->throwkeydown = 1;
5460 Person::players[i]->crouchkeydown = 0;
5461 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5462 Person::players[i]->animTarget != removeknifeanim)
5463 Person::players[i]->throwtogglekeydown = 0;
5464 Person::players[i]->drawkeydown = 0;
5466 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5467 Person::players[i]->jumpkeydown = 0;
5468 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5469 Person::players[i]->jumpkeydown = 1;
5472 if (Person::players[i]->aitype == attacktypecutoff) {
5473 Person::players[i]->aiupdatedelay -= multiplier;
5474 //dodge or reverse rabbit kicks, knife throws, flips
5475 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5476 if ((Person::players[0]->animTarget == rabbitkickanim ||
5477 Person::players[0]->animTarget == knifethrowanim ||
5478 (Person::players[0]->isFlip() &&
5479 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5480 !Person::players[0]->skeleton.free &&
5481 (Person::players[i]->aiupdatedelay < .1)) {
5482 Person::players[i]->attackkeydown = 0;
5483 if (Person::players[i]->isIdle())
5484 Person::players[i]->crouchkeydown = 1;
5485 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5486 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5487 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5488 if (abs(Random() % 2 == 0))
5489 Person::players[i]->setAnimation(backhandspringanim);
5491 Person::players[i]->setAnimation(rollanim);
5492 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5493 Person::players[i]->wentforweapon = 0;
5495 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5496 Person::players[i]->setAnimation(flipanim);
5499 Person::players[i]->forwardkeydown = 0;
5500 Person::players[i]->aiupdatedelay = .02;
5502 //get confused by flips
5503 if (Person::players[0]->isFlip() &&
5504 !Person::players[0]->skeleton.free &&
5505 Person::players[0]->animTarget != walljumprightkickanim &&
5506 Person::players[0]->animTarget != walljumpleftkickanim) {
5507 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5508 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5509 Person::players[i]->stunned = 1;
5511 //go for weapon on the ground
5512 if (Person::players[i]->wentforweapon < 3)
5513 for (int k = 0; k < weapons.size(); k++)
5514 if (Person::players[i]->creature != wolftype)
5515 if (Person::players[i]->num_weapons == 0 &&
5516 weapons[k].owner == -1 &&
5517 weapons[i].velocity.x == 0 &&
5518 weapons[i].velocity.z == 0 &&
5519 weapons[i].velocity.y == 0) {
5520 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5521 Person::players[i]->wentforweapon++;
5522 Person::players[i]->lastchecktime = 6;
5523 Person::players[i]->aitype = getweapontype;
5524 Person::players[i]->ally = -1;
5527 //dodge/reverse walljump kicks
5528 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5529 if (animation[Person::players[i]->animTarget].height != highheight)
5530 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5531 ((Person::players[0]->animTarget == walljumprightkickanim ||
5532 Person::players[0]->animTarget == walljumpleftkickanim) &&
5533 ((Person::players[i]->aiupdatedelay < .15 &&
5535 (Person::players[i]->aiupdatedelay < .08 &&
5536 difficulty != 2)))) {
5537 Person::players[i]->crouchkeydown = 1;
5539 //walked off a ledge (?)
5540 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5541 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5542 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5544 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5546 j = checkcollide(test2, test, Person::players[i]->laststanding);
5548 j = checkcollide(test2, test);
5550 Person::players[i]->velocity = 0;
5551 Person::players[i]->setAnimation(Person::players[i]->getStop());
5552 Person::players[i]->targetyaw += 180;
5553 Person::players[i]->stunned = .5;
5554 Person::players[i]->aitype = pathfindtype;
5555 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5556 Person::players[i]->finalpathfindpoint = -1;
5557 Person::players[i]->targetpathfindpoint = -1;
5558 Person::players[i]->lastpathfindpoint = -1;
5559 Person::players[i]->lastpathfindpoint2 = -1;
5560 Person::players[i]->lastpathfindpoint3 = -1;
5561 Person::players[i]->lastpathfindpoint4 = -1;
5563 Person::players[i]->laststanding = j;
5565 //lose sight of player in the air (?)
5566 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5567 animation[Person::players[0]->animTarget].height != highheight &&
5568 !Person::players[0]->onterrain) {
5569 Person::players[i]->aitype = pathfindtype;
5570 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5571 Person::players[i]->finalpathfindpoint = -1;
5572 Person::players[i]->targetpathfindpoint = -1;
5573 Person::players[i]->lastpathfindpoint = -1;
5574 Person::players[i]->lastpathfindpoint2 = -1;
5575 Person::players[i]->lastpathfindpoint3 = -1;
5576 Person::players[i]->lastpathfindpoint4 = -1;
5578 //it's time to think (?)
5579 if (Person::players[i]->aiupdatedelay < 0 &&
5580 !animation[Person::players[i]->animTarget].attack &&
5581 Person::players[i]->animTarget != staggerbackhighanim &&
5582 Person::players[i]->animTarget != staggerbackhardanim &&
5583 Person::players[i]->animTarget != backhandspringanim &&
5584 Person::players[i]->animTarget != dodgebackanim) {
5586 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5587 Person::players[i]->drawkeydown = Random() % 2;
5589 Person::players[i]->drawkeydown = 0;
5590 Person::players[i]->rabbitkickenabled = Random() % 2;
5592 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5593 XYZ targetpoint = Person::players[0]->coords;
5594 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5595 distsq(&rotatetarget, &Person::players[i]->coords))
5596 targetpoint += Person::players[0]->velocity *
5597 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5598 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5599 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5600 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5602 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5603 Person::players[i]->forwardkeydown = 1;
5604 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5605 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5606 Person::players[0]->weaponactive != -1)
5607 Person::players[i]->forwardkeydown = 1;
5608 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5609 Person::players[i]->forwardkeydown = 1;
5611 Person::players[i]->forwardkeydown = 0;
5612 //chill out around the corpse
5613 if (Person::players[0]->dead) {
5614 Person::players[i]->forwardkeydown = 0;
5615 if (Random() % 10 == 0)
5616 Person::players[i]->forwardkeydown = 1;
5617 if (Random() % 100 == 0) {
5618 Person::players[i]->aitype = pathfindtype;
5619 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5620 Person::players[i]->finalpathfindpoint = -1;
5621 Person::players[i]->targetpathfindpoint = -1;
5622 Person::players[i]->lastpathfindpoint = -1;
5623 Person::players[i]->lastpathfindpoint2 = -1;
5624 Person::players[i]->lastpathfindpoint3 = -1;
5625 Person::players[i]->lastpathfindpoint4 = -1;
5628 Person::players[i]->leftkeydown = 0;
5629 Person::players[i]->backkeydown = 0;
5630 Person::players[i]->rightkeydown = 0;
5631 Person::players[i]->crouchkeydown = 0;
5632 Person::players[i]->throwkeydown = 0;
5634 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5635 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5637 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5638 Person::players[i]->attackkeydown = 1;
5640 Person::players[i]->attackkeydown = 0;
5641 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5642 Person::players[i]->attackkeydown = 0;
5645 if (Person::players[i]->aitype != playercontrolled &&
5646 (Person::players[i]->isIdle() ||
5647 Person::players[i]->isCrouch() ||
5648 Person::players[i]->isRun())) {
5650 for (int j = 0; j < numplayers; j++)
5651 if (j != i && !Person::players[j]->skeleton.free &&
5652 Person::players[j]->hasvictim &&
5653 (tutoriallevel == 1 && reversaltrain ||
5654 Random() % 2 == 0 && difficulty == 2 ||
5655 Random() % 4 == 0 && difficulty == 1 ||
5656 Random() % 8 == 0 && difficulty == 0 ||
5657 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5658 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5659 (Random() % 2 == 0 || difficulty == 2) ||
5660 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5661 Person::players[j]->weaponactive != -1 ||
5662 Person::players[j]->animTarget == swordslashanim &&
5663 Person::players[i]->weaponactive != -1 ||
5664 Person::players[j]->animTarget == staffhitanim ||
5665 Person::players[j]->animTarget == staffspinhitanim))
5666 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5667 Person::players[j]->victim == Person::players[i] &&
5668 (Person::players[j]->animTarget == sweepanim ||
5669 Person::players[j]->animTarget == spinkickanim ||
5670 Person::players[j]->animTarget == staffhitanim ||
5671 Person::players[j]->animTarget == staffspinhitanim ||
5672 Person::players[j]->animTarget == winduppunchanim ||
5673 Person::players[j]->animTarget == upunchanim ||
5674 Person::players[j]->animTarget == wolfslapanim ||
5675 Person::players[j]->animTarget == knifeslashstartanim ||
5676 Person::players[j]->animTarget == swordslashanim &&
5677 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5678 Person::players[i]->weaponactive != -1))) {
5685 Person::players[target]->Reverse();
5688 if (Person::players[i]->collided < 1)
5689 Person::players[i]->jumpkeydown = 0;
5690 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5691 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5692 Person::players[i]->onterrain &&
5693 Person::players[i]->creature == rabbittype)
5694 Person::players[i]->jumpkeydown = 1;
5695 //TODO: why are we controlling the human?
5696 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5697 Person::players[0]->jumpkeydown = 0;
5698 if (Person::players[0]->animTarget == jumpdownanim &&
5699 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5700 Person::players[i]->crouchkeydown = 1;
5701 if (Person::players[i]->jumpkeydown)
5702 Person::players[i]->attackkeydown = 0;
5704 if (tutoriallevel == 1)
5706 Person::players[i]->attackkeydown = 0;
5709 XYZ facing = Person::players[i]->coords;
5710 XYZ flatfacing = Person::players[0]->coords;
5711 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5712 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5713 if (Person::players[i]->occluded >= 2)
5714 if (-1 != checkcollide(facing, flatfacing)) {
5715 if (!Person::players[i]->pause)
5716 Person::players[i]->lastseentime -= .2;
5717 if (Person::players[i]->lastseentime <= 0 &&
5718 (Person::players[i]->creature != wolftype ||
5719 Person::players[i]->weaponstuck == -1)) {
5720 Person::players[i]->aitype = searchtype;
5721 Person::players[i]->lastchecktime = 12;
5722 Person::players[i]->lastseen = Person::players[0]->coords;
5723 Person::players[i]->lastseentime = 12;
5726 Person::players[i]->lastseentime = 1;
5729 if (animation[Person::players[0]->animTarget].height == highheight &&
5730 (Person::players[i]->aitype == attacktypecutoff ||
5731 Person::players[i]->aitype == searchtype))
5732 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5733 XYZ test = Person::players[0]->coords;
5735 if (-1 == checkcollide(Person::players[0]->coords, test))
5736 Person::players[i]->stunned = 1;
5739 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5740 Person::players[i]->stunned > 0 ||
5741 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5742 if (Person::players[i]->pause)
5743 Person::players[i]->lastseentime = 1;
5744 Person::players[i]->targetyaw = Person::players[i]->yaw;
5745 Person::players[i]->forwardkeydown = 0;
5746 Person::players[i]->leftkeydown = 0;
5747 Person::players[i]->backkeydown = 0;
5748 Person::players[i]->rightkeydown = 0;
5749 Person::players[i]->jumpkeydown = 0;
5750 Person::players[i]->attackkeydown = 0;
5751 Person::players[i]->crouchkeydown = 0;
5752 Person::players[i]->throwkeydown = 0;
5760 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5761 facing = flatfacing;
5763 if (Person::players[i]->aitype == attacktypecutoff) {
5764 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5765 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5766 } else if (Person::players[i]->howactive >= typesleeping) {
5767 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5768 Person::players[i]->targetheadpitch = 0;
5770 if (Person::players[i]->interestdelay <= 0) {
5771 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5772 Person::players[i]->headtarget = Person::players[i]->coords;
5773 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5774 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5775 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5776 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5778 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5779 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5786 void updateSettingsMenu()
5789 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5790 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5792 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5793 Menu::setText(0, sbuf);
5794 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5795 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5796 if (newdetail == 2) Menu::setText(1, "Detail: High");
5797 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5798 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5799 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5800 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5801 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5802 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5803 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5804 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5805 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5806 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5807 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5808 Menu::setText(10, sbuf);
5809 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5810 Menu::setText(11, sbuf);
5811 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5812 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5813 sprintf (sbuf, "Back");
5815 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5816 Menu::setText(8, sbuf);
5819 void updateStereoConfigMenu()
5822 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5823 Menu::setText(0, sbuf);
5824 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5825 Menu::setText(1, sbuf);
5826 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5827 Menu::setText(2, sbuf);
5830 void updateControlsMenu()
5832 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5833 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5834 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5835 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5836 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5837 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5838 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5839 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5840 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5842 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5846 Values of mainmenu :
5848 2 Menu pause (resume/end game)
5850 4 Controls configuration menu
5851 5 Main game menu (choose level or challenge)
5852 6 Deleting user menu
5853 7 User managment menu (select/add)
5854 8 Choose difficulty menu
5855 9 Challenge level selection menu
5856 10 End of the campaign congratulation (is that really a menu?)
5857 11 Same that 9 ??? => unused
5858 18 stereo configuration
5861 void Game::LoadMenu()
5867 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5868 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5869 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5870 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5873 Menu::addButton( 0, "", 10 + 20, 440);
5874 Menu::addButton( 1, "", 10 + 60, 405);
5875 Menu::addButton( 2, "", 10 + 70, 370);
5876 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5877 Menu::addButton( 4, "", 10 , 335);
5878 Menu::addButton( 5, "", 10 + 60, 300);
5879 Menu::addButton( 6, "", 10 + 70, 265);
5880 Menu::addButton( 9, "", 10 , 230);
5881 Menu::addButton(10, "", 20 , 195);
5882 Menu::addButton(11, "", 10 + 60, 160);
5883 Menu::addButton(13, "", 30 , 125);
5884 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5885 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5886 Menu::addButton(8, "Back", 10, 10);
5887 updateSettingsMenu();
5890 Menu::addButton(0, "", 10 , 400);
5891 Menu::addButton(1, "", 10 + 40, 360);
5892 Menu::addButton(2, "", 10 + 40, 320);
5893 Menu::addButton(3, "", 10 + 30, 280);
5894 Menu::addButton(4, "", 10 + 20, 240);
5895 Menu::addButton(5, "", 10 + 40, 200);
5896 Menu::addButton(6, "", 10 + 40, 160);
5897 Menu::addButton(7, "", 10 + 30, 120);
5898 Menu::addButton(8, "", 10 + 20, 80);
5900 Menu::addButton(9, "", 10 + 10, 40);
5901 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5902 updateControlsMenu();
5906 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5907 Menu::addButton(1, "Tutorial", 5, 300);
5908 Menu::addButton(2, "Challenge", 5, 240);
5909 Menu::addButton(3, "Delete User", 400, 10);
5910 Menu::addButton(4, "Main Menu", 5, 10);
5911 Menu::addButton(5, "Change User", 5, 180);
5912 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5915 //with (2,-5) offset from old code
5916 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5918 int numlevels = accountactive->getCampaignChoicesMade();
5919 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5920 for (int i = 0; i < numlevels; i++) {
5921 XYZ midpoint = campaignlevels[i].getCenter();
5922 float itemsize = campaignlevels[i].getWidth();
5923 const bool active = i >= accountactive->getCampaignChoicesMade();
5928 XYZ start = campaignlevels[i - 1].getCenter();
5929 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);
5931 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5932 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5935 Menu::addMapLabel(-2, campaignlevels[i].description,
5936 campaignlevels[i].getStartX() + 10,
5937 campaignlevels[i].getStartY() - 4);
5943 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5944 Menu::addButton(1, "Yes", 10, 360);
5945 Menu::addButton(2, "No", 10, 320);
5948 if (Account::getNbAccounts() < 8)
5949 Menu::addButton(0, "New User", 10, 400);
5951 Menu::addLabel(0, "No More Users", 10, 400);
5952 Menu::addLabel(-2, "", 20, 400);
5953 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5954 for (int i = 0; i < Account::getNbAccounts(); i++)
5955 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5958 Menu::addButton(0, "Easier", 10, 400);
5959 Menu::addButton(1, "Difficult", 10, 360);
5960 Menu::addButton(2, "Insane", 10, 320);
5963 for (int i = 0; i < numchallengelevels; i++) {
5966 sprintf (temp, "Level %d", i + 1);
5967 for (int j = strlen(temp); j < 17; j++)
5970 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5971 for (int j = strlen(temp); j < (32 - 17); j++)
5974 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5975 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5978 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5981 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5984 Menu::addButton(-1, " High Score Best Time", 10, 440);
5985 Menu::addButton(numchallengelevels, "Back", 10, 10);
5988 Menu::addLabel(0, "Congratulations!", 220, 330);
5989 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5990 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5991 Menu::addButton(3, "Back", 10, 10);
5993 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5994 Menu::addLabel(4, sbuf, 190, 200);
5995 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5996 Menu::addLabel(5, sbuf, 190, 180);
6000 Menu::addButton(0, "", 70, 400);
6001 Menu::addButton(1, "", 10, 360);
6002 Menu::addButton(2, "", 40, 320);
6003 Menu::addButton(3, "Back", 10, 10);
6004 updateStereoConfigMenu();
6009 extern SDL_Rect **resolutions;
6014 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6016 // some specific case where we do something even if the left mouse button is not pressed.
6017 if ((mainmenu == 5) && (endgame == 2)) {
6018 accountactive->endGame();
6023 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6024 stereoseparation -= 0.001;
6025 updateStereoConfigMenu();
6028 static int oldmainmenu = mainmenu;
6032 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6038 if (gameon) { //resume
6040 pause_sound(stream_menutheme);
6041 resume_stream(leveltheme);
6043 fireSound(firestartsound);
6045 mainmenu = (accountactive ? 5 : 7);
6057 if (newscreenwidth > 3000)
6058 newscreenwidth = screenwidth;
6059 if (newscreenwidth < 0)
6060 newscreenwidth = screenwidth;
6061 if (newscreenheight > 3000)
6062 newscreenheight = screenheight;
6063 if (newscreenheight < 0)
6064 newscreenheight = screenheight;
6069 if (gameon) { //end game
6074 pause_sound(stream_menutheme);
6081 bool isCustomResolution, found;
6084 isCustomResolution = true;
6086 for (int i = 0; (!found) && (resolutions[i]); i++) {
6087 if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
6088 isCustomResolution = false;
6090 if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
6092 if (resolutions[i] != NULL) {
6093 newscreenwidth = (int) resolutions[i]->w;
6094 newscreenheight = (int) resolutions[i]->h;
6095 } else if (isCustomResolution) {
6096 if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
6097 newscreenwidth = (int) resolutions[0]->w;
6098 newscreenheight = (int) resolutions[0]->h;
6100 newscreenwidth = screenwidth;
6101 newscreenheight = screenheight;
6104 newscreenwidth = (int) resolutions[0]->w;
6105 newscreenheight = (int) resolutions[0]->h;
6112 newscreenwidth = (int) resolutions[0]->w;
6113 newscreenheight = (int) resolutions[0]->h;
6123 if (bloodtoggle > 2)
6132 ismotionblur = !ismotionblur;
6138 musictoggle = !musictoggle;
6140 emit_stream_np(stream_menutheme);
6142 pause_sound(leveltheme);
6143 pause_sound(stream_fighttheme);
6144 pause_sound(stream_menutheme);
6146 for (int i = 0; i < 4; i++) {
6147 oldmusicvolume[i] = 0;
6161 mainmenu = gameon ? 2 : 1;
6164 invertmouse = !invertmouse;
6167 usermousesensitivity += .2;
6168 if (usermousesensitivity > 2)
6169 usermousesensitivity = .2;
6173 if (volume > 1.0001f)
6175 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6179 newstereomode = stereomode;
6184 showdamagebar = !showdamagebar;
6187 updateSettingsMenu();
6192 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6193 keyselect = selected;
6194 if (keyselect != -1)
6196 if (selected == (debugmode ? 10 : 9)) {
6201 updateControlsMenu();
6206 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6207 startbonustotal = 0;
6216 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6217 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6220 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6224 pause_sound(stream_menutheme);
6228 startbonustotal = 0;
6241 pause_sound(stream_menutheme);
6250 mainmenu = (gameon ? 2 : 1);
6256 vector<string> campaigns = ListCampaigns();
6257 vector<string>::iterator c;
6258 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6259 if (!campaigns.empty())
6260 accountactive->setCurrentCampaign(campaigns.front());
6263 if (c == campaigns.end())
6264 c = campaigns.begin();
6265 accountactive->setCurrentCampaign(*c);
6273 if (selected == 1) {
6275 accountactive = Account::destroy(accountactive);
6277 } else if (selected == 2) {
6284 if (selected == 0 && Account::getNbAccounts() < 8) {
6286 } else if (selected < Account::getNbAccounts() + 1) {
6289 accountactive = Account::get(selected - 1);
6290 } else if (selected == Account::getNbAccounts() + 1) {
6296 for (int j = 0; j < 255; j++) {
6297 displaytext[0][j] = 0;
6299 displaychars[0] = 0;
6300 displayselected = 0;
6308 accountactive->setDifficulty(selected);
6312 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6316 startbonustotal = 0;
6320 targetlevel = selected;
6325 Loadlevel(selected);
6330 pause_sound(stream_menutheme);
6332 if (selected == numchallengelevels) {
6339 if (selected == 3) {
6347 stereoseparation += 0.001;
6350 if (selected == 0) {
6351 newstereomode = (StereoMode)(newstereomode + 1);
6352 while (!CanInitStereo(newstereomode)) {
6353 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6354 newstereomode = (StereoMode)(newstereomode + 1);
6355 if (newstereomode >= stereoCount)
6356 newstereomode = stereoNone;
6358 } else if (selected == 2) {
6359 stereoreverse = !stereoreverse;
6360 } else if (selected == 3) {
6364 stereomode = newstereomode;
6365 InitStereo(stereomode);
6368 updateStereoConfigMenu();
6373 if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6375 if (mainmenu == 3) {
6380 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6383 inputText(displaytext[0], &displayselected, &displaychars[0]);
6384 if (!waiting) { // the input as finished
6385 if (displaychars[0]) { // with enter
6386 accountactive = Account::add(string(displaytext[0]));
6392 fireSound(firestartsound);
6394 for (int i = 0; i < 255; i++) {
6395 displaytext[0][i] = 0;
6397 displaychars[0] = 0;
6399 displayselected = 0;
6405 displayblinkdelay -= multiplier;
6406 if (displayblinkdelay <= 0) {
6407 displayblinkdelay = .3;
6408 displayblink = 1 - displayblink;
6413 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6414 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6417 if (oldmainmenu != mainmenu)
6419 oldmainmenu = mainmenu;
6425 static XYZ facing, flatfacing;
6428 for (int i = 0; i < 15; i++) {
6429 displaytime[i] += multiplier;
6432 keyboardfrozen = false;
6435 if (Input::isKeyPressed(SDLK_F6)) {
6436 if (Input::isKeyDown(SDLK_LSHIFT))
6437 stereoreverse = true;
6439 stereoreverse = false;
6442 printf("Stereo reversed\n");
6444 printf("Stereo unreversed\n");
6447 if (Input::isKeyDown(SDLK_F7)) {
6448 if (Input::isKeyDown(SDLK_LSHIFT))
6449 stereoseparation -= 0.001;
6451 stereoseparation -= 0.010;
6452 printf("Stereo decreased increased to %f\n", stereoseparation);
6455 if (Input::isKeyDown(SDLK_F8)) {
6456 if (Input::isKeyDown(SDLK_LSHIFT))
6457 stereoseparation += 0.001;
6459 stereoseparation += 0.010;
6460 printf("Stereo separation increased to %f\n", stereoseparation);
6464 if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) {
6465 if (tutorialstage != 51)
6466 tutorialstagetime = tutorialmaxtime;
6467 emit_sound_np(consolefailsound, 128.);
6471 Values of mainmenu :
6473 2 Menu pause (resume/end game)
6475 4 Controls configuration menu
6476 5 Main game menu (choose level or challenge)
6477 6 Deleting user menu
6478 7 User managment menu (select/add)
6479 8 Choose difficulty menu
6480 9 Challenge level selection menu
6481 10 End of the campaign congratulation (is that really a menu?)
6482 11 Same that 9 ??? => unused
6483 18 stereo configuration
6488 if (mainmenu && endgame == 1)
6490 //go to level select after completing a campaign level
6491 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6498 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6499 emit_stream_np(stream_menutheme);
6500 pause_sound(leveltheme);
6504 //escape key pressed
6505 if (Input::isKeyPressed(SDLK_ESCAPE) &&
6506 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6508 if (mainmenu == 0 && !winfreeze)
6509 mainmenu = 2; //pause
6510 else if (mainmenu == 1 || mainmenu == 2) {
6511 mainmenu = 0; //unpause
6514 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6515 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6516 emit_stream_np(stream_menutheme);
6517 pause_sound(leveltheme);
6519 //on resume, play level music
6521 pause_sound(stream_menutheme);
6522 resume_stream(leveltheme);
6524 //finished with settings menu
6525 if (mainmenu == 3) {
6529 if (mainmenu >= 3 && mainmenu != 8) {
6537 mainmenu = gameon ? 2 : 1;
6559 hostiletime += multiplier;
6563 leveltime += multiplier;
6566 if (Input::isKeyPressed(SDLK_v) && debugmode) {
6567 freeze = 1 - freeze;
6569 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6573 if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode)
6577 inputText(displaytext[0], &displayselected, &displaychars[0]);
6579 if (displaychars[0]) {
6580 for (int j = 0; j < 255; j++)
6581 displaytext[0][j] = 0;
6582 displaychars[0] = 0;
6583 displayselected = 0;
6588 displayblinkdelay -= multiplier;
6589 if (displayblinkdelay <= 0) {
6590 displayblinkdelay = .3;
6591 displayblink = 1 - displayblink;
6595 keyboardfrozen = true;
6597 if (Input::isKeyPressed(consolekey) && debugmode) {
6600 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6609 if (console && !Input::isKeyDown(SDLK_LMETA)) {
6610 inputText(consoletext[0], &consoleselected, &consolechars[0]);
6612 if (consolechars[0] > 0) {
6613 consoletext[0][consolechars[0]] = '\0';
6614 cmd_dispatch(consoletext[0]);
6615 for (int k = 14; k >= 1; k--) {
6616 for (int j = 0; j < 255; j++)
6617 consoletext[k][j] = consoletext[k - 1][j];
6618 consolechars[k] = consolechars[k - 1];
6620 for (int j = 0; j < 255; j++)
6621 consoletext[0][j] = 0;
6622 consolechars[0] = 0;
6623 consoleselected = 0;
6627 consoleblinkdelay -= multiplier;
6628 if (consoleblinkdelay <= 0) {
6629 consoleblinkdelay = .3;
6630 consoleblink = 1 - consoleblink;
6636 if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6638 if (mainmenu == 3) {
6643 static int oldwinfreeze;
6644 if (winfreeze && !oldwinfreeze) {
6645 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6646 emit_sound_np(consolesuccesssound);
6649 oldwinfreeze = winfreeze;
6653 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign)
6656 if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) {
6660 } else if (winfreeze) {
6668 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6671 static float talkdelay = 0;
6673 if (indialogue != -1)
6675 talkdelay -= multiplier;
6677 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6678 for (int i = 0; i < numdialogues; i++) {
6679 int realdialoguetype;
6681 if (dialoguetype[i] > 49) {
6682 realdialoguetype = dialoguetype[i] - 50;
6684 } else if (dialoguetype[i] > 39) {
6685 realdialoguetype = dialoguetype[i] - 40;
6687 } else if (dialoguetype[i] > 29) {
6688 realdialoguetype = dialoguetype[i] - 30;
6690 } else if (dialoguetype[i] > 19) {
6691 realdialoguetype = dialoguetype[i] - 20;
6693 } else if (dialoguetype[i] > 9) {
6694 realdialoguetype = dialoguetype[i] - 10;
6697 realdialoguetype = dialoguetype[i];
6700 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6701 realdialoguetype < numplayers &&
6702 realdialoguetype > 0 &&
6703 (dialoguegonethrough[i] == 0 || !special) &&
6704 (special || Input::isKeyPressed(attackkey))) {
6705 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6706 Person::players[realdialoguetype]->howactive >= typedead1 ||
6707 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6709 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6710 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6711 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6712 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6713 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6714 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6715 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6720 dialoguegonethrough[i]++;
6721 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6722 playdialogueboxsound();
6728 windvar += multiplier;
6729 smoketex += multiplier;
6730 tutorialstagetime += multiplier;
6733 static float hotspotvisual[40];
6737 for (int i = 0; i < numhotspots; i++)
6738 hotspotvisual[i] -= multiplier / 320;
6740 for (int i = 0; i < numhotspots; i++) {
6741 //if(hotspottype[i]<=10)
6742 while (hotspotvisual[i] < 0) {
6744 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6745 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6746 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6747 hotspotsprite += hotspot[i];
6748 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6749 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6753 for (int i = 0; i < numhotspots; i++) {
6754 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6755 hotspot[i] = Person::players[hotspottype[i]]->coords;
6761 if (tutoriallevel) {
6766 if (tutoriallevel != 1) {
6767 if (bonustime == 0 &&
6768 bonus != solidhit &&
6769 bonus != spinecrusher &&
6770 bonus != tracheotomy &&
6771 bonus != backstab &&
6773 emit_sound_np(consolesuccesssound);
6775 } else if (bonustime == 0) {
6776 emit_sound_np(fireendsound);
6778 if (bonustime == 0) {
6779 if (bonus != solidhit &&
6780 bonus != twoxcombo &&
6781 bonus != threexcombo &&
6782 bonus != fourxcombo &&
6786 bonusnum[bonus] += 0.15;
6789 bonusvalue /= bonusnum[bonus];
6790 bonustotal += bonusvalue;
6792 bonustime += multiplier;
6795 if (environment == snowyenvironment) {
6796 precipdelay -= multiplier;
6797 while (precipdelay < 0) {
6801 XYZ footvel, footpoint;
6804 footpoint = viewer + viewerfacing * 6;
6805 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6806 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6807 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6808 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6813 doAerialAcrobatics();
6816 static XYZ oldviewer;
6819 if (indialogue == -1) {
6820 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6821 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6822 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6823 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6824 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6825 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6826 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6827 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6829 Person::players[0]->forwardkeydown = 0;
6830 Person::players[0]->leftkeydown = 0;
6831 Person::players[0]->backkeydown = 0;
6832 Person::players[0]->rightkeydown = 0;
6833 Person::players[0]->jumpkeydown = 0;
6834 Person::players[0]->crouchkeydown = 0;
6835 Person::players[0]->drawkeydown = 0;
6836 Person::players[0]->throwkeydown = 0;
6839 if (!Person::players[0]->jumpkeydown)
6840 Person::players[0]->jumpclimb = 0;
6843 if (indialogue != -1) {
6849 facing = DoRotation(facing, -pitch, 0, 0);
6850 facing = DoRotation(facing, 0, 0 - yaw, 0);
6855 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6857 if (Input::isKeyDown(forwardkey))
6858 viewer += facing * multiplier * 4;
6859 if (Input::isKeyDown(backkey))
6860 viewer -= facing * multiplier * 4;
6861 if (Input::isKeyDown(leftkey))
6862 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6863 if (Input::isKeyDown(rightkey))
6864 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6865 if (Input::isKeyDown(jumpkey))
6866 viewer.y += multiplier * 4;
6867 if (Input::isKeyDown(crouchkey))
6868 viewer.y -= multiplier * 4;
6869 if ( Input::isKeyPressed(SDLK_1) ||
6870 Input::isKeyPressed(SDLK_2) ||
6871 Input::isKeyPressed(SDLK_3) ||
6872 Input::isKeyPressed(SDLK_4) ||
6873 Input::isKeyPressed(SDLK_5) ||
6874 Input::isKeyPressed(SDLK_6) ||
6875 Input::isKeyPressed(SDLK_7) ||
6876 Input::isKeyPressed(SDLK_8) ||
6877 Input::isKeyPressed(SDLK_9) ||
6878 Input::isKeyPressed(SDLK_0) ||
6879 Input::isKeyPressed(SDLK_MINUS)) {
6881 if (Input::isKeyPressed(SDLK_1)) whichend = 1;
6882 if (Input::isKeyPressed(SDLK_2)) whichend = 2;
6883 if (Input::isKeyPressed(SDLK_3)) whichend = 3;
6884 if (Input::isKeyPressed(SDLK_4)) whichend = 4;
6885 if (Input::isKeyPressed(SDLK_5)) whichend = 5;
6886 if (Input::isKeyPressed(SDLK_6)) whichend = 6;
6887 if (Input::isKeyPressed(SDLK_7)) whichend = 7;
6888 if (Input::isKeyPressed(SDLK_8)) whichend = 8;
6889 if (Input::isKeyPressed(SDLK_9)) whichend = 9;
6890 if (Input::isKeyPressed(SDLK_0)) whichend = 0;
6891 if (Input::isKeyPressed(SDLK_MINUS))
6893 if (whichend != -1) {
6894 participantfocus[whichdialogue][indialogue] = whichend;
6895 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6896 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6898 if (whichend == -1) {
6899 participantfocus[whichdialogue][indialogue] = -1;
6901 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6906 dialoguecamera[whichdialogue][indialogue] = viewer;
6907 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6908 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6910 if (indialogue < numdialogueboxes[whichdialogue]) {
6911 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6912 playdialogueboxsound();
6916 for (int j = 0; j < numplayers; j++) {
6917 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6920 //TODO: should these be KeyDown or KeyPressed?
6921 if ( Input::isKeyDown(SDLK_KP1) ||
6922 Input::isKeyDown(SDLK_KP2) ||
6923 Input::isKeyDown(SDLK_KP3) ||
6924 Input::isKeyDown(SDLK_KP4) ||
6925 Input::isKeyDown(SDLK_KP5) ||
6926 Input::isKeyDown(SDLK_KP6) ||
6927 Input::isKeyDown(SDLK_KP7) ||
6928 Input::isKeyDown(SDLK_KP8) ||
6929 Input::isKeyDown(SDLK_KP9) ||
6930 Input::isKeyDown(SDLK_KP0)) {
6932 if (Input::isKeyDown(SDLK_KP1)) whichend = 1;
6933 if (Input::isKeyDown(SDLK_KP2)) whichend = 2;
6934 if (Input::isKeyDown(SDLK_KP3)) whichend = 3;
6935 if (Input::isKeyDown(SDLK_KP4)) whichend = 4;
6936 if (Input::isKeyDown(SDLK_KP5)) whichend = 5;
6937 if (Input::isKeyDown(SDLK_KP6)) whichend = 6;
6938 if (Input::isKeyDown(SDLK_KP7)) whichend = 7;
6939 if (Input::isKeyDown(SDLK_KP8)) whichend = 8;
6940 if (Input::isKeyDown(SDLK_KP9)) whichend = 9;
6941 if (Input::isKeyDown(SDLK_KP0)) whichend = 0;
6942 participantfacing[whichdialogue][indialogue][whichend] = facing;
6944 if (indialogue >= numdialogueboxes[whichdialogue]) {
6951 pause_sound(whooshsound);
6952 viewer = dialoguecamera[whichdialogue][indialogue];
6953 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6954 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6955 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6956 if (dialoguetime > 0.5)
6957 if ( Input::isKeyPressed(SDLK_1) ||
6958 Input::isKeyPressed(SDLK_2) ||
6959 Input::isKeyPressed(SDLK_3) ||
6960 Input::isKeyPressed(SDLK_4) ||
6961 Input::isKeyPressed(SDLK_5) ||
6962 Input::isKeyPressed(SDLK_6) ||
6963 Input::isKeyPressed(SDLK_7) ||
6964 Input::isKeyPressed(SDLK_8) ||
6965 Input::isKeyPressed(SDLK_9) ||
6966 Input::isKeyPressed(SDLK_0) ||
6967 Input::isKeyPressed(SDLK_MINUS) ||
6968 Input::isKeyPressed(attackkey)) {
6970 if (indialogue < numdialogueboxes[whichdialogue]) {
6971 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6972 playdialogueboxsound();
6973 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6974 hotspot[numhotspots] = Person::players[0]->coords;
6975 hotspotsize[numhotspots] = 10;
6976 hotspottype[numhotspots] = -1;
6980 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6984 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6992 if (indialogue >= numdialogueboxes[whichdialogue]) {
6996 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6999 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
7002 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
7004 for (int i = 1; i < numplayers; i++) {
7005 Person::players[i]->aitype = attacktypecutoff;
7012 if (!Person::players[0]->jumpkeydown) {
7013 Person::players[0]->jumptogglekeydown = 0;
7015 if (Person::players[0]->jumpkeydown &&
7016 Person::players[0]->animTarget != jumpupanim &&
7017 Person::players[0]->animTarget != jumpdownanim &&
7018 !Person::players[0]->isFlip())
7019 Person::players[0]->jumptogglekeydown = 1;
7022 dialoguetime += multiplier;
7023 hawkyaw += multiplier * 25;
7025 realhawkcoords.x = 25;
7026 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
7027 hawkcalldelay -= multiplier / 2;
7029 if (hawkcalldelay <= 0) {
7030 emit_sound_at(hawksound, realhawkcoords);
7032 hawkcalldelay = 16 + abs(Random() % 8);
7039 doPlayerCollisions();
7043 for (int k = 0; k < numplayers; k++)
7044 if (k != 0 && Person::players[k]->immobile)
7045 Person::players[k]->coords = Person::players[k]->realoldcoords;
7047 for (int k = 0; k < numplayers; k++) {
7048 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7049 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7050 Person::players[k]->DoDamage(1000);
7056 static bool respawnkeydown;
7057 if (!editorenabled &&
7058 (whichlevel != -2 &&
7059 (Input::isKeyDown(SDLK_z) &&
7060 Input::isKeyDown(SDLK_LMETA) &&
7062 (Input::isKeyDown(jumpkey) &&
7065 Person::players[0]->dead))) {
7066 targetlevel = whichlevel;
7070 if (!Input::isKeyDown(jumpkey))
7072 if (Input::isKeyDown(jumpkey))
7078 static bool movekey;
7081 for (int i = 0; i < numplayers; i++) {
7082 static float oldtargetyaw;
7083 if (!Person::players[i]->skeleton.free) {
7084 oldtargetyaw = Person::players[i]->targetyaw;
7085 if (i == 0 && indialogue == -1) {
7086 //TODO: refactor repetitive code
7087 if (!animation[Person::players[0]->animTarget].attack &&
7088 Person::players[0]->animTarget != staggerbackhighanim &&
7089 Person::players[0]->animTarget != staggerbackhardanim &&
7090 Person::players[0]->animTarget != crouchremoveknifeanim &&
7091 Person::players[0]->animTarget != removeknifeanim &&
7092 Person::players[0]->animTarget != backhandspringanim &&
7093 Person::players[0]->animTarget != dodgebackanim &&
7094 Person::players[0]->animTarget != walljumprightkickanim &&
7095 Person::players[0]->animTarget != walljumpleftkickanim) {
7097 Person::players[0]->targetyaw = 0;
7099 Person::players[0]->targetyaw = -yaw + 180;
7105 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7107 facing = flatfacing;
7109 facing = DoRotation(facing, -pitch, 0, 0);
7110 facing = DoRotation(facing, 0, 0 - yaw, 0);
7113 Person::players[0]->lookyaw = -yaw;
7115 Person::players[i]->targetheadyaw = yaw;
7116 Person::players[i]->targetheadpitch = pitch;
7118 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7119 if (!animation[Person::players[i]->animTarget].attack &&
7120 Person::players[i]->animTarget != staggerbackhighanim &&
7121 Person::players[i]->animTarget != staggerbackhardanim &&
7122 Person::players[i]->animTarget != crouchremoveknifeanim &&
7123 Person::players[i]->animTarget != removeknifeanim &&
7124 Person::players[i]->animTarget != backhandspringanim &&
7125 Person::players[i]->animTarget != dodgebackanim &&
7126 Person::players[i]->animTarget != walljumprightkickanim &&
7127 Person::players[i]->animTarget != walljumpleftkickanim) {
7128 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7134 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7136 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7137 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7139 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7140 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7142 if (indialogue != -1) {
7143 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7144 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7150 Person::players[i]->avoidsomething = 0;
7152 //avoid flaming things
7153 for (int j = 0; j < objects.numobjects; j++)
7154 if (objects.onfire[j])
7155 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7156 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7157 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7158 Person::players[i]->collided = 0;
7159 Person::players[i]->avoidcollided = 1;
7160 if (Person::players[i]->avoidsomething == 0 ||
7161 distsq(&Person::players[i]->coords, &objects.position[j]) <
7162 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7163 Person::players[i]->avoidwhere = objects.position[j];
7164 Person::players[i]->avoidsomething = 1;
7168 //avoid flaming players
7169 for (int j = 0; j < numplayers; j++)
7170 if (Person::players[j]->onfire)
7171 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7172 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7173 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7174 Person::players[i]->collided = 0;
7175 Person::players[i]->avoidcollided = 1;
7176 if (Person::players[i]->avoidsomething == 0 ||
7177 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7178 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7179 Person::players[i]->avoidwhere = Person::players[j]->coords;
7180 Person::players[i]->avoidsomething = 1;
7184 if (Person::players[i]->collided > .8)
7185 Person::players[i]->avoidcollided = 0;
7189 if (animation[Person::players[i]->animTarget].attack == reversed) {
7190 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7191 Person::players[i]->forwardkeydown = 0;
7192 Person::players[i]->leftkeydown = 0;
7193 Person::players[i]->backkeydown = 0;
7194 Person::players[i]->rightkeydown = 0;
7195 Person::players[i]->jumpkeydown = 0;
7196 Person::players[i]->attackkeydown = 0;
7197 //Person::players[i]->crouchkeydown=0;
7198 Person::players[i]->throwkeydown = 0;
7201 if (indialogue != -1) {
7202 Person::players[i]->forwardkeydown = 0;
7203 Person::players[i]->leftkeydown = 0;
7204 Person::players[i]->backkeydown = 0;
7205 Person::players[i]->rightkeydown = 0;
7206 Person::players[i]->jumpkeydown = 0;
7207 Person::players[i]->crouchkeydown = 0;
7208 Person::players[i]->drawkeydown = 0;
7209 Person::players[i]->throwkeydown = 0;
7212 if (Person::players[i]->collided < -.3)
7213 Person::players[i]->collided = -.3;
7214 if (Person::players[i]->collided > 1)
7215 Person::players[i]->collided = 1;
7216 Person::players[i]->collided -= multiplier * 4;
7217 Person::players[i]->whichdirectiondelay -= multiplier;
7218 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7219 Person::players[i]->avoidcollided = -.3;
7220 Person::players[i]->whichdirection = abs(Random() % 2);
7221 Person::players[i]->whichdirectiondelay = .4;
7223 if (Person::players[i]->avoidcollided > 1)
7224 Person::players[i]->avoidcollided = 1;
7225 Person::players[i]->avoidcollided -= multiplier / 4;
7226 if (!Person::players[i]->skeleton.free) {
7227 Person::players[i]->stunned -= multiplier;
7228 Person::players[i]->surprised -= multiplier;
7230 if (i != 0 && Person::players[i]->surprised <= 0 &&
7231 Person::players[i]->aitype == attacktypecutoff &&
7232 !Person::players[i]->dead &&
7233 !Person::players[i]->skeleton.free &&
7234 animation[Person::players[i]->animTarget].attack == neutral)
7237 if (!Person::players[i]->throwkeydown)
7238 Person::players[i]->throwtogglekeydown = 0;
7241 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7242 if (Person::players[i]->weaponactive == -1 &&
7243 Person::players[i]->num_weapons < 2 &&
7244 (Person::players[i]->isIdle() ||
7245 Person::players[i]->isCrouch() ||
7246 Person::players[i]->animTarget == sneakanim ||
7247 Person::players[i]->animTarget == rollanim ||
7248 Person::players[i]->animTarget == backhandspringanim ||
7249 Person::players[i]->isFlip() ||
7250 Person::players[i]->isFlip() ||
7251 Person::players[i]->aitype != playercontrolled)) {
7252 for (int j = 0; j < weapons.size(); j++) {
7253 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7254 Person::players[i]->aitype == playercontrolled) &&
7255 weapons[j].owner == -1 &&
7256 Person::players[i]->weaponactive == -1)
7257 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7258 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7259 if (Person::players[i]->isCrouch() ||
7260 Person::players[i]->animTarget == sneakanim ||
7261 Person::players[i]->isRun() ||
7262 Person::players[i]->isIdle() ||
7263 Person::players[i]->aitype != playercontrolled) {
7264 Person::players[i]->throwtogglekeydown = 1;
7265 Person::players[i]->setAnimation(crouchremoveknifeanim);
7266 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7267 Person::players[i]->hasvictim = 0;
7269 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7270 Person::players[i]->throwtogglekeydown = 1;
7271 Person::players[i]->hasvictim = 0;
7273 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7274 Person::players[i]->aitype == playercontrolled) &&
7275 weapons[j].owner == -1 ||
7276 Person::players[i]->victim &&
7277 weapons[j].owner == Person::players[i]->victim->id)
7278 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7279 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7280 if (weapons[j].getType() != staff)
7281 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7283 Person::players[i]->weaponactive = 0;
7284 weapons[j].owner = Person::players[i]->id;
7285 if (Person::players[i]->num_weapons > 0)
7286 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7287 Person::players[i]->num_weapons++;
7288 Person::players[i]->weaponids[0] = j;
7291 } else if ((Person::players[i]->isIdle() ||
7292 Person::players[i]->isFlip() ||
7293 Person::players[i]->aitype != playercontrolled) &&
7294 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7295 Person::players[i]->coords.y < weapons[j].position.y) {
7296 if (!Person::players[i]->isFlip()) {
7297 Person::players[i]->throwtogglekeydown = 1;
7298 Person::players[i]->setAnimation(removeknifeanim);
7299 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7301 if (Person::players[i]->isFlip()) {
7302 Person::players[i]->throwtogglekeydown = 1;
7303 Person::players[i]->hasvictim = 0;
7305 for (int k = 0; k < weapons.size(); k++) {
7306 if (Person::players[i]->weaponactive == -1)
7307 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7308 Person::players[i]->aitype == playercontrolled) &&
7309 weapons[k].owner == -1 ||
7310 Person::players[i]->victim &&
7311 weapons[k].owner == Person::players[i]->victim->id)
7312 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7313 Person::players[i]->weaponactive == -1) {
7314 if (weapons[k].getType() != staff)
7315 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7317 Person::players[i]->weaponactive = 0;
7318 weapons[k].owner = Person::players[i]->id;
7319 if (Person::players[i]->num_weapons > 0)
7320 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7321 Person::players[i]->num_weapons++;
7322 Person::players[i]->weaponids[0] = k;
7329 if (Person::players[i]->isCrouch() ||
7330 Person::players[i]->animTarget == sneakanim ||
7331 Person::players[i]->isRun() ||
7332 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7333 Person::players[i]->animTarget == backhandspringanim) {
7335 for (int j = 0; j < numplayers; j++) {
7336 if (Person::players[i]->weaponactive == -1)
7338 if (Person::players[j]->num_weapons &&
7339 Person::players[j]->skeleton.free &&
7340 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7341 (((Person::players[j]->skeleton.forward.y < 0 &&
7342 Person::players[j]->weaponstuckwhere == 0) ||
7343 (Person::players[j]->skeleton.forward.y > 0 &&
7344 Person::players[j]->weaponstuckwhere == 1)) ||
7345 Person::players[j]->weaponstuck == -1 ||
7346 Person::players[j]->num_weapons > 1)) {
7347 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7348 Person::players[i]->throwtogglekeydown = 1;
7349 Person::players[i]->victim = Person::players[j];
7350 Person::players[i]->hasvictim = 1;
7351 Person::players[i]->setAnimation(crouchremoveknifeanim);
7352 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7354 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7355 Person::players[i]->throwtogglekeydown = 1;
7356 Person::players[i]->victim = Person::players[j];
7357 Person::players[i]->hasvictim = 1;
7358 int k = Person::players[j]->weaponids[0];
7359 if (Person::players[i]->hasvictim) {
7362 if (Person::players[i]->victim->weaponstuck != -1) {
7363 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7368 if (weapons[k].getType() != staff)
7369 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7372 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7374 Person::players[i]->weaponactive = 0;
7375 if (weapons[k].owner != -1) {
7376 if (Person::players[i]->victim->num_weapons == 1)
7377 Person::players[i]->victim->num_weapons = 0;
7379 Person::players[i]->victim->num_weapons = 1;
7381 Person::players[i]->victim->skeleton.longdead = 0;
7382 Person::players[i]->victim->skeleton.free = 1;
7383 Person::players[i]->victim->skeleton.broken = 0;
7385 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7386 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7387 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7393 Normalise(&relative);
7394 XYZ footvel, footpoint;
7396 footpoint = weapons[k].position;
7397 if (Person::players[i]->victim->weaponstuck != -1) {
7398 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7400 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7401 weapons[k].bloody = 2;
7402 weapons[k].blooddrip = 5;
7403 Person::players[i]->victim->weaponstuck = -1;
7404 Person::players[i]->victim->bloodloss += 2000;
7405 Person::players[i]->victim->DoDamage(2000);
7408 if (Person::players[i]->victim->num_weapons > 0) {
7409 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7410 Person::players[i]->victim->weaponstuck = 0;
7411 if (Person::players[i]->victim->weaponids[0] == k)
7412 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7415 Person::players[i]->victim->weaponactive = -1;
7417 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7418 Person::players[i]->victim->jointVel(neck) += relative * 6;
7419 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7420 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7422 weapons[k].owner = i;
7423 if (Person::players[i]->num_weapons > 0) {
7424 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7426 Person::players[i]->num_weapons++;
7427 Person::players[i]->weaponids[0] = k;
7434 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7435 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7436 if (Person::players[i]->isIdle() ||
7437 Person::players[i]->isRun() ||
7438 Person::players[i]->isCrouch() ||
7439 Person::players[i]->animTarget == sneakanim ||
7440 Person::players[i]->isFlip())
7442 for (int j = 0; j < numplayers; j++) {
7444 if (tutoriallevel != 1 || tutorialstage == 49)
7446 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7447 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7448 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7449 !Person::players[j]->skeleton.free &&
7450 -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)) {
7451 if (!Person::players[i]->isFlip()) {
7452 Person::players[i]->throwtogglekeydown = 1;
7453 Person::players[i]->victim = Person::players[j];
7454 Person::players[i]->setAnimation(knifethrowanim);
7455 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7456 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7458 if (Person::players[i]->isFlip()) {
7459 if (Person::players[i]->weaponactive != -1) {
7460 Person::players[i]->throwtogglekeydown = 1;
7461 Person::players[i]->victim = Person::players[j];
7463 weapons[Person::players[i]->weaponids[0]].owner = -1;
7464 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);
7467 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7469 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7470 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7471 weapons[Person::players[i]->weaponids[0]].missed = 0;
7472 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7473 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7474 weapons[Person::players[i]->weaponids[0]].physics = 0;
7475 Person::players[i]->num_weapons--;
7476 if (Person::players[i]->num_weapons) {
7477 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7479 Person::players[i]->weaponactive = -1;
7486 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7487 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7488 Person::players[i]->throwtogglekeydown = 1;
7489 weapons[Person::players[i]->weaponids[0]].owner = -1;
7490 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7491 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7492 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7493 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7494 weapons[Person::players[i]->weaponids[0]].missed = 1;
7495 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7496 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7497 weapons[Person::players[i]->weaponids[0]].physics = 1;
7498 Person::players[i]->num_weapons--;
7499 if (Person::players[i]->num_weapons) {
7500 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7501 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7502 Person::players[i]->weaponstuck = 0;
7505 Person::players[i]->weaponactive = -1;
7506 for (int j = 0; j < numplayers; j++) {
7507 Person::players[j]->wentforweapon = 0;
7515 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7516 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7517 (Person::players[i]->num_weapons == 2) &&
7518 (Person::players[i]->weaponactive == -1) &&
7519 Person::players[i]->isIdle() ||
7520 Person::players[0]->dead &&
7521 (Person::players[i]->weaponactive != -1) &&
7524 if (Person::players[i]->weaponactive != -1)
7525 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7527 if (isgood && Person::players[i]->creature != wolftype) {
7528 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7529 Person::players[i]->setAnimation(drawrightanim);
7530 Person::players[i]->drawtogglekeydown = 1;
7532 if ((Person::players[i]->isIdle() ||
7533 (Person::players[i]->aitype != playercontrolled &&
7534 Person::players[0]->weaponactive != -1 &&
7535 Person::players[i]->isRun())) &&
7536 Person::players[i]->num_weapons &&
7537 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7538 Person::players[i]->setAnimation(drawleftanim);
7539 Person::players[i]->drawtogglekeydown = 1;
7541 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7542 Person::players[i]->setAnimation(crouchdrawrightanim);
7543 Person::players[i]->drawtogglekeydown = 1;
7550 if (Person::players[i]->weaponactive != -1) {
7551 if (Person::players[i]->isCrouch() &&
7552 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7554 Person::players[i]->onterrain &&
7555 Person::players[i]->num_weapons &&
7556 Person::players[i]->attackkeydown &&
7557 musictype != stream_fighttheme) {
7558 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7559 Person::players[i]->setAnimation(crouchstabanim);
7560 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7561 Person::players[i]->setAnimation(swordgroundstabanim);
7562 Person::players[i]->hasvictim = 0;
7566 if (!Person::players[i]->drawkeydown)
7567 Person::players[i]->drawtogglekeydown = 0;
7572 absflatfacing.z = -1;
7574 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7576 absflatfacing = flatfacing;
7578 if (indialogue != -1) {
7579 Person::players[i]->forwardkeydown = 0;
7580 Person::players[i]->leftkeydown = 0;
7581 Person::players[i]->backkeydown = 0;
7582 Person::players[i]->rightkeydown = 0;
7583 Person::players[i]->jumpkeydown = 0;
7584 Person::players[i]->crouchkeydown = 0;
7585 Person::players[i]->drawkeydown = 0;
7586 Person::players[i]->throwkeydown = 0;
7590 if (!animation[Person::players[i]->animTarget].attack &&
7591 Person::players[i]->animTarget != staggerbackhighanim &&
7592 Person::players[i]->animTarget != staggerbackhardanim &&
7593 Person::players[i]->animTarget != backhandspringanim &&
7594 Person::players[i]->animTarget != dodgebackanim) {
7595 if (!Person::players[i]->forwardkeydown)
7596 Person::players[i]->forwardstogglekeydown = 0;
7597 if (Person::players[i]->crouchkeydown) {
7601 Person::players[i]->superruntoggle = 1;
7603 for (int j = 0; j < numplayers; j++)
7604 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7605 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7606 Person::players[i]->superruntoggle = 0;
7610 for (int j = 0; j < numplayers; j++) {
7611 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7612 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7613 Person::players[j]->victim == Person::players[i] &&
7614 (Person::players[j]->animTarget == sweepanim ||
7615 Person::players[j]->animTarget == upunchanim ||
7616 Person::players[j]->animTarget == wolfslapanim ||
7617 ((Person::players[j]->animTarget == swordslashanim ||
7618 Person::players[j]->animTarget == knifeslashstartanim ||
7619 Person::players[j]->animTarget == staffhitanim ||
7620 Person::players[j]->animTarget == staffspinhitanim) &&
7621 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7630 Person::players[target]->Reverse();
7631 Person::players[i]->lowreversaldelay = .5;
7633 if (Person::players[i]->isIdle()) {
7634 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7635 Person::players[i]->transspeed = 10;
7637 if (Person::players[i]->isRun() ||
7638 (Person::players[i]->isStop() &&
7639 (Person::players[i]->leftkeydown ||
7640 Person::players[i]->rightkeydown ||
7641 Person::players[i]->forwardkeydown ||
7642 Person::players[i]->backkeydown))) {
7643 Person::players[i]->setAnimation(rollanim);
7644 Person::players[i]->transspeed = 20;
7647 if (!Person::players[i]->crouchkeydown) {
7649 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7650 Person::players[i]->superruntoggle = 0;
7652 if (Person::players[i]->isCrouch()) {
7654 for (int j = 0; j < numplayers; j++) {
7656 !Person::players[j]->skeleton.free &&
7657 Person::players[j]->victim &&
7658 Person::players[i]->highreversaldelay <= 0) {
7659 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7660 Person::players[j]->victim == Person::players[i] &&
7661 (Person::players[j]->animTarget == spinkickanim) &&
7662 Person::players[i]->isCrouch()) {
7671 Person::players[target]->Reverse();
7672 Person::players[i]->highreversaldelay = .5;
7674 if (Person::players[i]->isCrouch()) {
7675 if (!Person::players[i]->wasCrouch()) {
7676 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7677 Person::players[i]->frameCurrent = 0;
7679 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7680 Person::players[i]->transspeed = 10;
7683 if (Person::players[i]->animTarget == sneakanim) {
7684 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7685 Person::players[i]->transspeed = 10;
7688 if (Person::players[i]->forwardkeydown) {
7689 if (Person::players[i]->isIdle() ||
7690 (Person::players[i]->isStop() &&
7691 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7692 (Person::players[i]->isLanding() &&
7693 Person::players[i]->frameTarget > 0 &&
7694 !Person::players[i]->jumpkeydown) ||
7695 (Person::players[i]->isLandhard() &&
7696 Person::players[i]->frameTarget > 0 &&
7697 !Person::players[i]->jumpkeydown &&
7698 Person::players[i]->crouchkeydown)) {
7699 if (Person::players[i]->aitype == passivetype)
7700 Person::players[i]->setAnimation(walkanim);
7702 Person::players[i]->setAnimation(Person::players[i]->getRun());
7704 if (Person::players[i]->isCrouch()) {
7705 Person::players[i]->animTarget = sneakanim;
7706 if (Person::players[i]->wasCrouch())
7707 Person::players[i]->target = 0;
7708 Person::players[i]->frameTarget = 0;
7710 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7711 Person::players[i]->setAnimation(climbanim);
7712 Person::players[i]->frameTarget = 1;
7713 Person::players[i]->jumpclimb = 1;
7715 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7716 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7718 Person::players[i]->forwardstogglekeydown = 1;
7721 if (Person::players[i]->rightkeydown) {
7722 if (Person::players[i]->isIdle() ||
7723 (Person::players[i]->isStop() &&
7724 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7725 (Person::players[i]->isLanding() &&
7726 Person::players[i]->frameTarget > 0 &&
7727 !Person::players[i]->jumpkeydown) ||
7728 (Person::players[i]->isLandhard() &&
7729 Person::players[i]->frameTarget > 0 &&
7730 !Person::players[i]->jumpkeydown &&
7731 Person::players[i]->crouchkeydown)) {
7732 Person::players[i]->setAnimation(Person::players[i]->getRun());
7734 if (Person::players[i]->isCrouch()) {
7735 Person::players[i]->animTarget = sneakanim;
7736 if (Person::players[i]->wasCrouch())
7737 Person::players[i]->target = 0;
7738 Person::players[i]->frameTarget = 0;
7740 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7741 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7743 Person::players[i]->targetyaw -= 90;
7744 if (Person::players[i]->forwardkeydown)
7745 Person::players[i]->targetyaw += 45;
7746 if (Person::players[i]->backkeydown)
7747 Person::players[i]->targetyaw -= 45;
7750 if ( Person::players[i]->leftkeydown) {
7751 if (Person::players[i]->isIdle() ||
7752 (Person::players[i]->isStop() &&
7753 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7754 (Person::players[i]->isLanding() &&
7755 Person::players[i]->frameTarget > 0 &&
7756 !Person::players[i]->jumpkeydown) ||
7757 (Person::players[i]->isLandhard() &&
7758 Person::players[i]->frameTarget > 0 &&
7759 !Person::players[i]->jumpkeydown &&
7760 Person::players[i]->crouchkeydown)) {
7761 Person::players[i]->setAnimation(Person::players[i]->getRun());
7763 if (Person::players[i]->isCrouch()) {
7764 Person::players[i]->animTarget = sneakanim;
7765 if (Person::players[i]->wasCrouch())
7766 Person::players[i]->target = 0;
7767 Person::players[i]->frameTarget = 0;
7769 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7770 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7772 Person::players[i]->targetyaw += 90;
7773 if (Person::players[i]->forwardkeydown)
7774 Person::players[i]->targetyaw -= 45;
7775 if (Person::players[i]->backkeydown)
7776 Person::players[i]->targetyaw += 45;
7779 if (Person::players[i]->backkeydown) {
7780 if (Person::players[i]->isIdle() ||
7781 (Person::players[i]->isStop() &&
7782 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7783 (Person::players[i]->isLanding() &&
7784 Person::players[i]->frameTarget > 0 &&
7785 !Person::players[i]->jumpkeydown) ||
7786 (Person::players[i]->isLandhard() &&
7787 Person::players[i]->frameTarget > 0 &&
7788 !Person::players[i]->jumpkeydown &&
7789 Person::players[i]->crouchkeydown)) {
7790 Person::players[i]->setAnimation(Person::players[i]->getRun());
7792 if (Person::players[i]->isCrouch()) {
7793 Person::players[i]->animTarget = sneakanim;
7794 if (Person::players[i]->wasCrouch())
7795 Person::players[i]->target = 0;
7796 Person::players[i]->frameTarget = 0;
7798 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7799 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7801 if (Person::players[i]->animTarget == hanganim) {
7802 Person::players[i]->animCurrent = jumpdownanim;
7803 Person::players[i]->animTarget = jumpdownanim;
7804 Person::players[i]->target = 0;
7805 Person::players[i]->frameCurrent = 0;
7806 Person::players[i]->frameTarget = 1;
7807 Person::players[i]->velocity = 0;
7808 Person::players[i]->velocity.y += gravity;
7809 Person::players[i]->coords.y -= 1.4;
7810 Person::players[i]->grabdelay = 1;
7812 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7813 Person::players[i]->targetyaw += 180;
7816 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7817 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7818 Person::players[i]->isRun() ||
7819 Person::players[i]->animTarget == walkanim ||
7820 Person::players[i]->isCrouch() ||
7821 Person::players[i]->animTarget == sneakanim) &&
7822 Person::players[i]->jumppower > 1) &&
7823 ((Person::players[i]->animTarget != rabbitrunninganim &&
7824 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7825 Person::players[i]->jumpstart = 0;
7826 Person::players[i]->setAnimation(jumpupanim);
7827 Person::players[i]->yaw = Person::players[i]->targetyaw;
7828 Person::players[i]->transspeed = 20;
7829 Person::players[i]->FootLand(0, 1);
7830 Person::players[i]->FootLand(1, 1);
7834 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7837 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7839 Person::players[i]->velocity = 0;
7844 for (int j = 0; j < numplayers; j++) {
7845 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7846 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7847 (Person::players[j]->victim == Person::players[i]) &&
7848 (Person::players[j]->animTarget == sweepanim)) {
7857 Person::players[i]->velocity.y = 1;
7859 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7860 Person::players[i]->velocity.y = 7;
7861 Person::players[i]->crouchtogglekeydown = 1;
7862 } else Person::players[i]->velocity.y = 5;
7864 if (mousejump && i == 0 && debugmode) {
7865 if (!Person::players[i]->isLanding())
7866 Person::players[i]->tempdeltav = deltav;
7867 if (Person::players[i]->tempdeltav < 0)
7868 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7871 Person::players[i]->coords.y += .2;
7872 Person::players[i]->jumppower -= 1;
7875 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7877 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7879 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7880 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7881 Person::players[i]->frameTarget = 2;
7882 Person::players[i]->landhard = 0;
7883 Person::players[i]->jumpstart = 1;
7884 Person::players[i]->tempdeltav = deltav;
7886 if (Person::players[i]->animTarget == jumpupanim &&
7890 Person::players[i]->aitype != playercontrolled)) {
7891 if (Person::players[i]->jumppower > multiplier * 6) {
7892 Person::players[i]->velocity.y += multiplier * 6;
7893 Person::players[i]->jumppower -= multiplier * 6;
7895 if (Person::players[i]->jumppower <= multiplier * 6) {
7896 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7897 Person::players[i]->jumppower = 0;
7900 if (((floatjump || editorenabled) && debugmode) && i == 0)
7901 Person::players[i]->velocity.y += multiplier * 30;
7905 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7906 Person::players[i]->setAnimation(Person::players[i]->getStop());
7907 if (Person::players[i]->animTarget == sneakanim) {
7908 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7909 if (Person::players[i]->animCurrent == sneakanim)
7910 Person::players[i]->target = 0;
7911 Person::players[i]->frameTarget = 0;
7914 if (Person::players[i]->animTarget == walkanim &&
7915 (Person::players[i]->aitype == attacktypecutoff ||
7916 Person::players[i]->aitype == searchtype ||
7917 (Person::players[i]->aitype == passivetype &&
7918 Person::players[i]->numwaypoints <= 1)))
7919 Person::players[i]->setAnimation(Person::players[i]->getStop());
7920 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7921 Person::players[i]->setAnimation(Person::players[i]->getStop());
7924 if (Person::players[i]->animTarget == rollanim)
7925 Person::players[i]->targetyaw = oldtargetyaw;
7929 for (int k = 0; k < numplayers; k++) {
7930 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7931 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7932 Person::players[k]->yaw -= 360;
7934 Person::players[k]->yaw += 360;
7937 //stop to turn in right direction
7938 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7939 Person::players[k]->setAnimation(Person::players[k]->getStop());
7941 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7942 Person::players[k]->targettilt = 0;
7944 if (Person::players[k]->animTarget != jumpupanim &&
7945 Person::players[k]->animTarget != backhandspringanim &&
7946 Person::players[k]->animTarget != jumpdownanim &&
7947 !Person::players[k]->isFlip()) {
7948 Person::players[k]->targettilt = 0;
7949 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7950 Person::players[k]->jumppower = 0;
7951 Person::players[k]->jumppower += multiplier * 7;
7952 if (Person::players[k]->isCrouch())
7953 Person::players[k]->jumppower += multiplier * 7;
7954 if (Person::players[k]->jumppower > 5)
7955 Person::players[k]->jumppower = 5;
7958 if (Person::players[k]->isRun())
7959 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7961 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7962 Person::players[k]->grabdelay -= multiplier;
7966 for (int k = 0; k < numplayers; k++) {
7967 Person::players[k]->DoAnimations();
7968 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7969 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7975 for (int j = numenvsounds - 1; j >= 0; j--) {
7976 envsoundlife[j] -= multiplier;
7977 if (envsoundlife[j] < 0) {
7979 envsoundlife[j] = envsoundlife[numenvsounds];
7980 envsound[j] = envsound[numenvsounds];
7984 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7986 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7988 if (tutoriallevel == 1) {
8005 if (tutorialstage >= 51)
8006 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8007 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
8008 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
8010 emit_stream_np(stream_menutheme);
8019 if (tutorialstage < 51)
8020 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8021 emit_sound_at(fireendsound, Person::players[0]->coords);
8023 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
8027 if (tutorialstage >= 14 && tutorialstage < 50)
8028 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
8029 emit_sound_at(fireendsound, Person::players[1]->coords);
8031 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8032 if (Random() % 2 == 0) {
8033 if (!Person::players[1]->skeleton.free)
8034 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8035 if (Person::players[1]->skeleton.free)
8036 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8037 if (!Person::players[1]->skeleton.free)
8038 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;
8039 if (Person::players[1]->skeleton.free)
8040 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8041 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8045 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
8046 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8047 Person::players[1]->skeleton.joints[i].velocity = 0;
8048 if (Random() % 2 == 0) {
8049 if (!Person::players[1]->skeleton.free)
8050 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8051 if (Person::players[1]->skeleton.free)
8052 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8053 if (!Person::players[1]->skeleton.free)
8054 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;
8055 if (Person::players[1]->skeleton.free)
8056 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8057 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8065 static float gLoc[3];
8069 static float vel[3];
8070 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8071 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8072 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8074 //Set orientation with forward and up vectors
8075 static XYZ upvector;
8079 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8080 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8085 facing = DoRotation(facing, -pitch, 0, 0);
8086 facing = DoRotation(facing, 0, 0 - yaw, 0);
8089 static float ori[6];
8093 ori[3] = -upvector.x;
8094 ori[4] = upvector.y;
8095 ori[5] = -upvector.z;
8097 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8104 if (Input::isKeyPressed(SDLK_F1))
8108 void Game::TickOnce()
8111 yaw += multiplier * 5;
8112 else if (directing || indialogue == -1) {
8115 pitch += deltav * .7;
8117 pitch -= deltav * .7;
8125 void Game::TickOnceAfter()
8127 static XYZ colviewer;
8128 static XYZ coltarget;
8132 static float changedelay;
8133 static bool alldead;
8134 static float unseendelay;
8135 static float cameraspeed;
8138 static int oldmusictype = musictype;
8140 if (environment == snowyenvironment)
8141 leveltheme = stream_snowtheme;
8142 if (environment == grassyenvironment)
8143 leveltheme = stream_grasstheme;
8144 if (environment == desertenvironment)
8145 leveltheme = stream_deserttheme;
8149 musictype = leveltheme;
8150 for (int i = 0; i < numplayers; i++) {
8151 if ((Person::players[i]->aitype == attacktypecutoff ||
8152 Person::players[i]->aitype == getweapontype ||
8153 Person::players[i]->aitype == gethelptype ||
8154 Person::players[i]->aitype == searchtype) &&
8155 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8156 (Person::players[i]->animTarget != sneakattackedanim &&
8157 Person::players[i]->animTarget != knifesneakattackedanim &&
8158 Person::players[i]->animTarget != swordsneakattackedanim)) {
8159 musictype = stream_fighttheme;
8163 if (Person::players[0]->dead)
8164 musictype = stream_menutheme;
8167 if (musictype == stream_fighttheme)
8170 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8171 unseendelay -= multiplier;
8172 if (unseendelay > 0)
8173 musictype = stream_fighttheme;
8178 musictype = stream_menutheme;
8179 musicvolume[2] = 512;
8186 if (musictype != oldmusictype && musictype == stream_fighttheme)
8187 emit_sound_np(alarmsound);
8188 musicselected = musictype;
8190 if (musicselected == leveltheme)
8191 musicvolume[0] += multiplier * 450;
8193 musicvolume[0] -= multiplier * 450;
8194 if (musicselected == stream_fighttheme)
8195 musicvolume[1] += multiplier * 450;
8197 musicvolume[1] -= multiplier * 450;
8198 if (musicselected == stream_menutheme)
8199 musicvolume[2] += multiplier * 450;
8201 musicvolume[2] -= multiplier * 450;
8203 for (int i = 0; i < 3; i++) {
8204 if (musicvolume[i] < 0)
8206 if (musicvolume[i] > 512)
8207 musicvolume[i] = 512;
8210 if (musicvolume[2] > 128 && !loading && !mainmenu)
8211 musicvolume[2] = 128;
8214 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8215 emit_stream_np(leveltheme, musicvolume[0]);
8216 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8217 emit_stream_np(stream_fighttheme, musicvolume[1]);
8218 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8219 emit_stream_np(stream_menutheme, musicvolume[2]);
8220 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8221 pause_sound(leveltheme);
8222 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8223 pause_sound(stream_fighttheme);
8224 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8225 pause_sound(stream_menutheme);
8227 if (musicvolume[0] != oldmusicvolume[0])
8228 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8229 if (musicvolume[1] != oldmusicvolume[1])
8230 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8231 if (musicvolume[2] != oldmusicvolume[2])
8232 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8234 for (int i = 0; i < 3; i++)
8235 oldmusicvolume[i] = musicvolume[i];
8237 pause_sound(leveltheme);
8238 pause_sound(stream_fighttheme);
8239 pause_sound(stream_menutheme);
8241 for (int i = 0; i < 4; i++) {
8242 oldmusicvolume[i] = 0;
8248 for (int i = 0; i < numhotspots; i++) {
8249 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8250 if (Person::players[hotspottype[i] - 10]->dead == 0)
8252 else if (killhotspot == 2)
8256 if (killhotspot == 2)
8261 for (int i = 0; i < numhotspots; i++)
8262 if (hotspottype[i] == -1)
8263 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8267 for (int i = 1; i < numplayers; i++)
8268 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8270 if (numalarmed > maxalarmed)
8271 maxalarmed = numalarmed;
8273 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8274 if (Person::players[0]->dead && changedelay <= 0) {
8276 targetlevel = whichlevel;
8279 for (int i = 1; i < numplayers; i++) {
8280 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8287 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8289 targetlevel = whichlevel + 1;
8290 if (targetlevel > numchallengelevels - 1)
8293 if (winhotspot || windialogue) {
8295 targetlevel = whichlevel + 1;
8296 if (targetlevel > numchallengelevels - 1)
8303 targetlevel = whichlevel + 1;
8304 if (targetlevel > numchallengelevels - 1)
8308 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8309 //high scores, awards, win
8311 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8314 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8322 if (leveltime < 1) {
8330 if (!editorenabled && gameon && !mainmenu) {
8331 if (changedelay != -999)
8332 changedelay -= multiplier / 7;
8333 if (Person::players[0]->dead)
8334 targetlevel = whichlevel;
8335 if (loading == 2 && !campaign) {
8338 fireSound(firestartsound);
8340 if (!Person::players[0]->dead && targetlevel != whichlevel)
8341 startbonustotal = bonustotal;
8342 if (Person::players[0]->dead)
8343 Loadlevel(whichlevel);
8345 Loadlevel(targetlevel);
8351 if (loading == 2 && targetlevel == whichlevel) {
8355 fireSound(firestartsound);
8357 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8363 if (changedelay <= -999 &&
8366 (Person::players[0]->dead ||
8367 (alldead && maptype == mapkilleveryone) ||
8371 if ((Person::players[0]->dead ||
8372 (alldead && maptype == mapkilleveryone) ||
8377 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8381 if (Person::players[0]->dead)
8387 // campaignchoosenext determines what to do when the level is complete:
8388 // 0 = load next level
8389 // 1 = go back to level select screen
8390 // 2 = stealthload next level
8391 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8392 if (campaignlevels[actuallevel].nextlevel.empty())
8394 } else if (mainmenu == 0 && winfreeze) {
8395 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8397 if (!stealthloading) {
8398 fireSound(firestartsound);
8403 startbonustotal = 0;
8413 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8416 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8420 pause_sound(stream_menutheme);
8431 oldmusictype = musictype;
8437 facing = DoRotation(facing, -pitch, 0, 0);
8438 facing = DoRotation(facing, 0, 0 - yaw, 0);
8439 viewerfacing = facing;
8442 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8443 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;
8445 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;
8447 if (Person::players[0]->skeleton.free) {
8448 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8449 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8450 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8454 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8456 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8457 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8459 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8461 coltarget = target - cameraloc;
8462 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
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)
8467 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8469 cameraloc = cameraloc + coltarget * multiplier * 8;
8473 cameradist += multiplier * 5;
8474 if (cameradist > 2.3)
8476 viewer = cameraloc - facing * cameradist;
8478 coltarget = cameraloc;
8479 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8480 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8481 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8482 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8484 coltarget = cameraloc;
8485 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8488 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8489 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8490 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8492 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8496 cameradist = findDistance(&viewer, &target);
8497 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8498 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8499 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8503 //what did autocam do?
8504 if(Person::players[0]->skeleton.free!=2&&autocam){
8506 if(findLengthfast(&Person::players[0]->velocity)>400){
8507 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8509 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8510 cameradist+=multiplier*5;
8511 if(cameradist>3.3)cameradist=3.3;
8512 coltarget=target-cameraloc;
8513 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8514 else if(findLengthfast(&coltarget)>1)
8516 Normalise(&coltarget);
8517 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;
8518 else cameraloc=cameraloc+coltarget*multiplier*8;
8520 if(editorenabled)cameraloc=target;
8523 coltarget=cameraloc;
8524 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8525 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8526 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8527 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8529 coltarget=cameraloc;
8530 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8532 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8533 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8534 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8536 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8540 cameradist=findDistance(&viewer,&target);
8541 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8542 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8543 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8547 if (camerashake > .8)
8549 //if(woozy>10)woozy=10;
8550 //woozy+=multiplier;
8551 woozy += multiplier;
8552 if (Person::players[0]->dead)
8554 if (Person::players[0]->dead)
8556 camerashake -= multiplier * 2;
8557 blackout -= multiplier * 2;
8558 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8559 if (camerashake < 0)
8563 //if(woozy<0)woozy=0;
8565 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8566 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8567 viewer.z += (float)(Random() % 100) * .0005 * camerashake;